Wearable Computing: A Seminar Report On
Wearable Computing: A Seminar Report On
Wearable Computing: A Seminar Report On
com
A Seminar
Report on
Wearable Computing
Submitted in partial fulfillment of the requirement for the award of degree
of Bachelor of Technology in Computer Science
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Introduction
The vision behind the concept of a wearable computer is that a mobile computer should
not just be a machine that we put into our pocket when we plan on doing some
office work while on the road.
Instead it will be an integral part of our every day outfit (hence wearable), always
operational and equipped to assist us in dealing with a wide range of situations.
For example user programmable device that is always on and always ready and
accessible. The “always ready” capability leads to a new form of synergy between human
and computer characterized by long-term adaptation through constancy of user--interface.
The computing unit maybe anything small but powerful enough! Laptop or Tablet PC.
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It is a device that is always with the user, and into which the user can always enter
command and execute a set of such entered commands, and in which the user can do so
while walking around or doing other activities.
A wearable computer is a computing device small and light enough to be worn on one's
body without causing discomfort.
History
The concept of wearable computing was first brought forward by Steve Mann, who, with
his invention of the ‘Wear Comp’ in 1979 created a pioneering effort in wearable
computing.
Although the effort was great, one of the major disadvantages was the fact that it was
nothing more than a miniature PC. Absence of lightweight, rugged and fast processors
and display devices was another drawback.
After its invention wearables have gone through 18 generations of development, with
research going on at prestigious institutions like MIT, Georgia Tech and Carnegie Mellon
University.
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A wearable computer will have a mother board worn inside a fashion garment,
connecting all the components of the system. The components will be placed at different
parts of the body as per the user convenience; power pack and storage in shoes, display
on the glasses and keyboard input on the wrist.
User input to the computer is either mostly voice driven or sensed from gestures or body
motion.
The display and audio output generated by the computer will be relevant to the context
and environment. The data storage is local and does not depend on any network
connection.
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Networks
There are two different kinds of networks in reference to a wearable computer.
One is to connect the device to the external world and the other is to interconnect the
various components, the later one being new for wearable computers. The first issue of
connecting to the WC to the external world has several choices; WAP, or Cellular Digital
packet data.
The second issue of interconnecting the various parts of the WC may involve both wired
and wireless connections. Peripherals like HMD and wrist/finger worn devices may use
standard wireless connections like Bluetooth.
There could also be a third type of communication, two wearable computers talking to
each other. Since you wear them you integrate the wiring into normal clothing. It is
wireless and comfortable. Here we also make use of body network i.e., we send signals
by using your human body as a conduct.
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RATIONAL DETAILS
How do you operate a wear comp? What sort of software do you use in it? What do you
use it as input and output devices? Where do you Store data? How do you store them? All
these are common questions that would arise in someone new to wear comp below given
are brief answers to such common questions.
SOFTWARE
HARDWARE
DISPLAY
A major part of the total cost of the wearable computer system lies in its display
unit.
FEATURES:
FEATURES:
A typical HMD has either one or two small displays with lenses and semi-
transparent mirrors embedded in a helmet, eye-glasses or visor. The display units are
miniaturized and may include CRT, LCDs, Liquid Crystal on Silicon (LCos), or
OLED
KEY BOARD
At the higher end, you can get a "twiddler" from Hand key, or keyboard from info grip.
You can connect micro switches that enable you to plug directly into the keyboard port.
A combination keyboard that weighs 4 ounces and fits in the palm of your hand. The
twiddler 2 is an existing technology of wearable computing.
HARD DRIVE
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Many hard drives commonly used in laptop computers can withstand operational shock,
it is common to go jogging while editing, and sometimes shoot momentary video while
on horseback or riding a mountain bike down the centre of a line bumping over every
railway tie, and capturing the experience on a hard drive. It is possible to carry enormous
amount of hard drive space on your body. Prof Martin has 36GB hard drive installed in
his wear. One of his waist bag systems contains 2GB of hard drive space and 512MB of
RAM.
BATTERIES OF WEARCOMP
Early versions of wear comp used lead acid batteries. Lead acid batteries are
typically available surplus. For constant application you will want to obtain at least two
12 Volt batteries.
Applications
The following summarizes briefly the applications of wearable computers in various
fields:
Augmented Reality
Aiding the visually disabled
Brain Gate Interface
Data processing
Patient Monitoring
Digital imaging
Remote guidance
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Advantages
1. Portability.
2. Hands-free use.
3. Comfortable.
4. Always on for the task it is designed.
5. Quick to access.
6. Fashionable.
7. Functions of clothing will be very personal.
8. The reuse of clothes will be important (prolonged life cycle).
Disadvantage
1. Equipment can be heavy.
2. Expensive.
3. Some Wearable Computers can consist of a lot of wiring.
4. Can cause irritation in heat.
5. Side-Effects such as Headaches.
6. It may become easier to get data on an individual if the item is
lost / stolen.
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CONCLUSION
Wearable Computer has come a long way from the days of the Wear Comp. 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.
With computers as close as shirts on our backs, interaction will become more natural.
This will improve the ability to do traditional computing whiling standing or walking.
Within the next few years, we con expect entirely new modes of human a computer
interaction to arise.
Wearable Computers will help in the development of a cyborg a system in which the
camaraderie between a human and machine becomes seamlessly simple. This will bring
forward a new set of technical, scientific and social needs which will have to be
addressed as we take the first step towards coexisting with wearable computers.
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