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1 A Study on Wearable Computing Kunal Ganguly CS898A – Mobile / Wireless Communications.

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Presentation on theme: "1 A Study on Wearable Computing Kunal Ganguly CS898A – Mobile / Wireless Communications."— Presentation transcript:

1 1 A Study on Wearable Computing Kunal Ganguly CS898A – Mobile / Wireless Communications

2 2/18 What is Wearable Computing (WC)? Technology which allows for the human and computer to interact, process data, and perform tasks as one unit. The concept of wearable computers attempts to bridge the “interaction gap” between the computer and a human. Wearable computing promotes devices that should be as natural to the user as wearing sunglasses or clothes.

3 3/18 What is a Wearable Computer? A computer that is subsumed into the personal space of the user Controlled by the user, and always with the user – it is always on and always accessible (operational and interactional consistency)

4 4/18 Definition of a Wearable Computer A wearable computer offers all the features of a regular computing system, but is also inextricably intertwined with the wearer.

5 5/18 Human-Computer Feedback Loop Operational Flow

6 6/18 Fundamentals of Wearable Computing Humanistic Intelligence (HI) Human-Computer Interaction (HCI) Mediated Reality

7 7/18 Humanistic Intelligence (HI) HI is the intelligence that arises when a human is part of the feedback loop of a computational process in which the human and computer are linked. This symbiosis creates a far more powerful entity than the individual parts.

8 8/18 Human-Computer Interaction (HCI) HCI typically treats the human and computer as 2 separate entities. WC extends the HCI concept where the computer can be regarded as a second brain, with it’s sensory modalities and additional senses adding to the wearer’s (paradigm shift). The idea is to move the tools of augmented intelligence and communication directly onto the human body.

9 9/18 Mediated Reality It is possible for the wearable computer to change the reality that the user is experiencing (based on user preferences) by altering sensory data. Examples Giving directions to a location by highlighting the path in the user’s vision Filtering out background noises

10 10/18 Click for Movie Goal of Wearable Computing Rather than attempting to emulate human intelligence, the main goal of the wearable computing paradigm is to produce a symbiotic relationship between the human and computer. The computer simply performs tasks at which it is much better and faster at doing.

11 11/18 The Wireless Aspect Wireless communication is an integral part of WC. Present-day WC’s use standardized communications such as: 802.11x Bluetooth Infra-red

12 12/18 The Hardware Aspect Ruggedized chassis Small size and light-weight A WC’s function is decided by where on the body it is worn, however, head-mounted are the most common Multiple standard connectors, such as USB Innovative power use Innovative design of components

13 13/18 The Software Aspect Common Operating Systems: Windows Linux (popular) MS-DOS GUIs are typically minimal Installed applications depend on the function of the device Use of Agents is mandatory, not optional (such as remembrance agent, context-aware agent, etc)

14 14/18 Devices in the Market Mobile Assistant V (MA V) OS - Windows Connects to a variety of display and input types including bundled wrist-worn full keyboard Integrated speech recognition, wireless and wired connectivity Market: Mobile workers (doctors, salespeople, construction, etc) and students

15 15/18 ServicePoint Server OS – Windows/Linux (RedHat Professional) All features of the MA V Can function as an Access Point Enhanced Magnesium-alloy shell Powered by Lithium-Ion batteries Devices in the Market

16 16/18 Devices in the Market and under research Sprout Spot

17 17/18 Conclusion The convergence of communication, computation, and wirelessness is inevitable. A single device will replace all separate informatic items we carry and use on a daily basis. Major obstacles: power, cooling, processing power, & lightweight components. WC remains the bastion of academia, but companies are slowly catching on.

18 18/18 Q&A


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