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Definition
Since the development of the ENIGMA (the first digital computer), computers have inspired our imagination. In this period came the World War II code breaking machine designed by Alan Turing, and Von Neuman's ENIAC which can be called dinosaurs compared to present day PCs. In the earlier days, computers were so huge that it took an entire building, or at least a floor to occupy one. Computers of that era were very slow by today's standards. In the non-ending struggle to increase computing speed, it was found out that speed of electricity might become a limiting factor in the speed of computation, and so it was a need to lessen the distance that electricity had to travel in order to increase the computing speed. This idea still holds true in modern computing.

By the 1970s, computers grew fast enough to process an average user's applications. But, they continued to occupy considerable amount of space as they were made of solid blocks of iron. The input was done by means of punch cards, and later came the keyboard, which revolutionalized the market. In 1971 came the 4004, a computer that was finally small in size. The programmability of these systems were quite less. Still, computers had to be plugged directly in to AC outlets, and input and output done by punch cards. These computers were not built keeping users in mind. In fact, the user had to adjust himself with the computer.

This was the time when wearable computer (wearcomp) was born. In the 1970s, wearcomp challenged the other PCs with its capability to run on batteries. Wearcomps were a new vision of how computing should be done. Wearable computing showed that man and machine were no more separate concepts, but rather a symbiosis. The wearcomps could become a true extension of one's mind and body.In the beginning of 1980s, personal computing emerged. IBM's PC and other cheaper clones spread world-wide like fire. Finally the idea of a small PC on your desktop that costed you quite less became a reality.

In the late 1980s PC's introduced the concept of WIMP (Windows, Icons, Mice & Pointers) to the world which revolutionalised the interface techniques. At the same time, wearables went through a transformation of their own. They were now eyeglass based, with external eyeglass mounts. Though they remained visible to all, wearcomps were developing principles of miniaturization, extension of man's mind and body, secrecy and personal empowerment. Now, the only thing needed was an environment for them to flourish. People began to realize that wearcomps could be a powerful weapon in the hands of an individual against the machinery.The 1990s witnessed the launch of laptops. The concept was a huge success as people could carry their PC wherever they go, and use them any time they need. A problem remained still. They still had to find a workspace to use their laptops since keyboards and mice (or touch-pads) remained.

During all these years of fast transformation, there remained visionaries who struggled to design computers that were extension of one's personality, computers that would work with your body, computers that will be with you at all times, always at your disposal. In the last two decades, wearcomps grew smaller still. Now you have completely covert systems which would reside inside your average glasses.One of the prevalent ideas in wearable computing is the concept of mediated reality. Mediated reality refers to encapsulation of the user's senses by incorporating the computer with the user's perceptive mechanisms, which are used to process the outside stimuli. For example, one can mediate their vision by applying a computer-controlled camera to enhance it. The primary activity of mediated reality is direct interaction with the computer, which means that computer is "in charge" of processing and presenting the reality to the user. A subset of mediated reality is augmented reality. It differs from the former because interaction with the computer is secondary.
WEARABLE COMPUTERS

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INTRODUCTION

With computing devices becoming smaller and smaller it is now possible for an individual to don such a device like a hat or jacket. It is clear that these technology will enable us to extent the desktop resources(including memory computation and communication) to anywhere in travel. Also this constant access, augmented by a battery of body mounted sensors will enable a computer to be sensitive to the activities in which we are engaged and thus allow the computer to participate in an active manner as we perform our tasks. This area includes computer science, computer engineering and psychology.

NOMAD WEARABLE AUDIO COMPUTING

The Nomadic Radio provides an audio only wearable interface and acts as a unified messaging system. Remote information such as email, voicemail, hourly news broadcasts, reminders, traffic reports etc are automatically downloaded and presented to the user in a seamless manner. The presentation is such that it produces minimum disturbance to the user.

Objective

In the present day, when unlimited information is made available to the user through various media, it is found increasingly that the user suffers from information overload. That is, unwanted information is being provided to the user and this causes less stress being placed on the required information. E.g. Spam mails in our inbox. Moreover the user is not able to access the information at all times.

Design of the Wearable Platform

Audio output must be provided such that it causes minimum hindrance and maximum privacy to the user. Headphones cannot be used as it would be a nuisance for obvious reasons. Thus speakers worn on the body were developed.

Working with the Device

The information must be provided to the user in such a manner that it causes minimum disturbance to the user. One of the methods used by the Nomad is to broadcast the news, reports etc in the background. The Audiostreamer device checks for Head Related Transfer Functions (HRTF), i.e. whether the user is straining his head to listen to the news. If so, the volume of the broadcast is increased. Spatialized listening is provided for the voicemails and emails which arrive at different times of the day.
With computing devices becoming smaller and smaller it is now possible for an individual to don such a device like a hat or jacket. It is clear that these technology will enable us to extent the desktop resources (including memory computation and communication) to anywhere in travel. Also this constant access, augmented by a battery of body mounted sensors will enable a computer to be sensitive to the activities in which we are engaged and thus allow the computer to participate in an active manner as we perform our tasks. This area includes computer science, computer engineering and phsycology. Wearable Computer has come a long way from the days of the WearComp. Extensive research and development work at various centers have ensured that these wonderful devices will change our lives dramatically in the near future. Several commercial vendors have started manufacturing and marketing these devices.
The earlier devices were quite obtrusive and often made the wearer ill at ease, but recently, such devices have been gaining social acceptance. This is attributed partly to miniaturization and partly to dramatic changes in people s attitude to personal electronics. This factor will soon disappear as the apparatus disappears into ordinary clothing and eyeglasses. Clothing based computing with personal imaging will blur all boundaries between seeing and viewing and between remembering and recording. Rather than living within our own personal information domain, networking will enlarge our scope through shared visual memory which enables us to remember something we have never seen.
A Wearable computers make possible useful deployment of technology in situations and environments which were previously impervious to technology.For instance, assembly and repair personnel often need to keep both hands free to perform a given task. Moreover, they often work in environments far from the typical office setting where mobility is essential. Immobile computers, such as desktops, are of little value in such environments, and portable solutions, such as laptop and handheld computers, are little better.Wearable computers, on the other hand, are ideally suited for such settings, since they provide most if not all of the data processing functionality offered by other solutions and yet are also fully hands-free and mobileA current personal imaging apparatus, based on a camera and display built within an ordinary pair of sunglasses, together with a powerful multimedia computer built into ordinary clothing, points to a new possibility for the mass-market.

Wearable computers make possible useful deployment of technology in situations and environments which were previously impervious to technology. Under the user's control, the wearable computer is not a tool of covernment (government + corporate, but a technology, which empowers individuals..
Wearable computers make possible useful deployment of technology in situations and environments which were previously impervious to technology.For instance, assembly and repair personnel often need to keep both hands free to perform a given task. Moreover, they often work in environments far from the typical office setting where mobility is essential. Immobile computers, such as desktops, are of little value in such environments, and portable solutions, such as laptop and handheld computers, are little better.Wearable computers, on the other hand, are ideally suited for such settings, since they provide most if not all of the data processing functionality offered by other solutions and yet are also fully hands-free and mobileA current personal imaging apparatus, based on a camera and display built within an ordinary pair of sunglasses, together with a powerful multimedia computer built into ordinary clothing, points to a new possibility for the mass-market. Wearable computers make possible useful deployment of technology in situations and environments which were previously impervious to technology. Under the user's control, the wearable computer is not a tool of covernment (government + corporate, but a technology, which empowers individuals.
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WEARABLE COMPUTERS

PRESENTED BY
DIPTIMAYEE PADHIHARI

Introduction to Wearable Computer

A small portable computer that is designed to be worn on the body during use.

In this, wearable computers differ from PDAs (personal digital assistant), which are designed for hand-held use.

Wearable computers are usually either integrated into the user's clothing or can be attached to the body through some other means, like a wristband.

They may also be integrated into everyday objects that are constantly worn on the body, like a wrist watch or a hands-free cell phone.
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