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Introduction

Introduction. A wearable computer is a computing device small and light enough to be worn on one's body without causing discomfort. Unlike a laptop or a palmtop , wearable computer is constantly turned on and interacts with the a real-world task.

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Introduction

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  1. Introduction • A wearable computer is a computing device small and light enough to be worn on one's body without causing discomfort. • Unlike a laptop or a palmtop , wearable computer is constantly turned on and interacts with the a real-world task. • Information could be even very context sensitive.

  2. Defination A wearable computer is a computer that is subsumed into the personal space of the user, controlled by the user, and has both operational and interactional constancy, i.e. is always on and always accessible.

  3. Interaction Between The User And The Computer • There are three operational modes of interaction between human and computer • Constancy • Augmentation • Mediation

  4. Constancy • The computer runs continuously, and is always ready to interact with the user. • Unlike a hand-held device, laptop computer, or PDA, it does not need to be opened up and turned on prior to use. • The signal flow from human to computer and computer to human, runs continuously to provide a constant user-interface.

  5. Constancy human Computer

  6. Augmentation • Wearable computing is based on the notion that computing is not the primary task. • The assumption of wearable computing is that the user will be doing something else at the same time as doing the computing. • Thus the computer should serve to augment the intellect, or augment the senses.

  7. Mediation • Unlike hand held devices, laptop computers, and PDAs, the wearable computer can encapsulate us. • It does not necessarily need to completely enclose us, but the concept allows for a greater degree of encapsulation than traditional portable computers. • Thanks to encapsulation, it can function as an information filter, and allow us to block out material we might not wish to experience,

  8. Attributes • Unmonopolizing •   Unrestrictive •   Observable • Controllable •   Attentive •   Communicative

  9. Components of wearable computer • Human computer interface • Sulevasi architecture • Operating system • Augmented reality • Display devices • Input devices • Networks • Power sources

  10. Human-Interface system • The user interface for a wearable computer is fundamentally different to those of the regular computers. • The ideal human-computer interface for use in a wearable environment would be one which listens for its user, understands what the user has asked it to do as a combination of speech recognition, gestures and a bit of machine vision. • The results should be presented back to the user in an intelligent manner, when it is most appropriate and in a suitable format.

  11. Sulavasi architecture • A framework called Sulawesi has been designed and implemented to tackle what has been considered to be important challenges in a wearable user interface. • This framework gives the wearable computer an ability to accept input from any number of modalities, and perform if necessary a translation to any number of modal outputs.

  12. Operating system •  Shall be constantly available to the user •  Shall not require the constant user attention or interaction •  Shall serve to augment user’s intellect and senses •  Shall be unobtrusive and unrestrictive to the user. • Always communicate with user within reasonable time limits •  Shall be able to communicate to other systems & external world

  13. Augmented reality • Augmented Reality combines real world scenes and virtual scenes • It augments the real world with additional information. • The computer must be able to operate in the background, providing enough resources to enhance but not replace the user's primary experience of reality.

  14. Display system • The output device of a wearable computer could be either a head-mounted display (HMD) unit with an earpiece or only the earpiece for some applications. • Though there could be several other display devices intended for specific applications, HMD systems are of interest in the conversation of wearable computers.

  15. Input devices • Speech recognition may appear as the most suited input device, • But may not be preferred in all kinds of applications & environments, due to privacy and performance issues • Handwriting & Keyboard could be one of the most efficient input devices, • Getsure Input devices are simple, compact, and optimized for wearable use.

  16. Networks • We need to discuss two different kinds of networks in reference to a wearable computer. • One is to connect the device to the external world ,for that we are using WAP • And the other is to interconnect the various components, the later one being new for wearable computers. For thes type of connectivity there are two choices wires or wireless.

  17. System architecture • The first approach building upon desktop computer technology. Commercial off-the-shelf hardware , operating systems and application software could be used • The second architectural approach builds upon real-time embedded system technology. Low energy processors, real-time operating systems, and custom software could produce lighter weight, longer battery life, and more responsive applications.

  18. Applications • Face recognition • Voice recognition • Finger tracking • Communication • Military field • Medical field • Entertainment field

  19. Conclusion Whatever area wearable computer technology is applied to you can see that it willl improve the quality of life and make day-to-day life less complicated.

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