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Title: Wearable Computers


1
Wearable Computers
  • Team 4
  • Steven Alt
  • Rita Hubert
  • Christian Martinez
  • Bob Zandoli
  • School of Computer Science and Information
    Systems
  • Pace University
  • May 2005

2
Table of Contents
  • Definition
  • History
  • Research Interests
  • Wearable Challenges
  • Design
  • Development
  • Processor
  • Input Devices
  • Display Devices
  • Network
  • Battery
  • Practical Applications
  • Medical
  • Military
  • Travel
  • Manufacturing/Maintenance
  • Textiles
  • Jewelry/Watch
  • Conclusion

3
Definition
  • The definition of wearable computer is not
    commonly agreed. Some examples from Rhodes,
    Kartuem, Mann and Licklider are cited by Starner
    64 as having the following characteristics and
    attributes
  • Portability and unobtrusive during operations
  • Hands-free or limited-hands-on operation
  • Interact with user, even when not in use
  • Sense the users current context
  • Adapt interaction modalities base on the users
    current context
  • Augmented reality interface to user based on
    environment
  • Presents information in an unobtrusive way
  • Constant and always ready
  • Not demanding the users full attention
  • Observable and controllable by user
  • Attentive to the environment and context
  • Communication tool
  • A natural extension of the user
  • Constant access to information and services
  • Personal

4
Characteristics
  • Wearable computers should be worn like glasses,
    watches, and clothing.
  • The interaction between the person and computer
    should be context-based
  • The display and input should be unobtrusive
  • Wireless Personal Area Networks
  • Wearable computers should act as an intelligent
    assistant
  • 29

5
Why are Wearable Computers Important?
  • The main reason to look at wearable computers in
    research is because it is generally agreed that
    the fourth generation of computing will involve
    smart environments, wearable computers,
    perceptual users interfaces and ubiquitous
    computing. 44
  • Wearable computers are one of the most personally
    useful areas of new computer technology. This is
    the future of computing which will give us the
    power of computing in our daily lives in wearing
    our computers and taking them with us wherever we
    go. They will assist us in our daily lives,
    provide us with information and support, and
    provide those of us in the forefront of research
    and development with a bright future of
    employment and entrepreneurial opportunity.
    This is a giant leap forward in employing the
    power of computer in our daily lives for useful
    purposes. 44
  • The ultimate purpose of wearable computers is to
    be operational throughout the persons waking
    time, to be un-noticed, to understand the context
    of the owners environment, to be proactive in
    providing the appropriate information and
    feedback, to function as an intelligent personal
    assistant to the owner. 44

6
History
  • 1955 Edward Thorp, a graduate student in physics
    at U.C.L.A., developed a mathematical method to
    beat the roulette wheel at a casino. 72 which
    was refined and developed in 1960 by the
    partnership at MIT of Edward Thorp and Claude
    Shannon. Together they developed the seminal
    work in this field and created a
    concealed-wearable computer to beat the roulette
    wheel in Las Vegas, Nevada.
  • 1960s Sutherland at MIT invents a wearable
    head-mounted display and Hubert Upton creates a
    wearable computer with an eyeglass display. 29
  • 1970s C.C. Collins developed a camera-to-tactile
    vest for the blind and Sony introduces the
    Walkman music system. 29
  • 1980s Steve Mann created backpack-computer for
    controlling photo equipment, Steve Roberts
    recumbent bicycle with an on-board computer and
    the Private Eye company developed a head-mounted
    display device. 29

7
History Continued
  • 1990s
  • Gerald Maguire and John Ioannidis Student
    Electronic Notebook
  • Olivetti active badge using infrared to transmit
    location
  • CMUs VuMan1 to view blueprint data
  • BBN Pathfinder system using GPS and radiation
    detection
  • Thad Starners Remembersance Agent augmented
    memory
  • Feiner, MacIntyre and Seligmann developed KARMA
    augmented reality system
  • Lamming and Flynns Forget-Me-Not system for
    recording continuous personal life experiences
  • Edgar Mathias wrist computer
  • Steve Mann sending images from is head-mounted
    camera to the Web
  • Alex Pentland Smart Clothes Fashion Show 29

8
21 Century Wearable Research Interests
  • Early twenty-first century wearable computer
    research
  • Battery life and energy
  • Battery life is the basis of power and has long
    been a limiting factor for the development of
    wearable computers. Jason Flinn and M.
    Satyanarayanans recent extensive paper provides
    a detailed examination of the issue and proposes
    an approach to conserve energy 13 , which
    compliments their earlier work with Intel 12
    regarding performance, energy and quality.
    Noboru Kamijoh of IBM has studied energy use in a
    computer wrist watch 20.
  • Context awareness
  • Textiles
  • Textiles are receiving a greater amount of
    research interest. A recent article by Chandra
    Madhup, et.al.5 shows how ultrasonic range
    transceivers included in a belt are used to
    determine a persons location within a building.
  • Medical Applications
  • Human Computer Interaction

9
Research Overview
  • Design, Development
  • Architecture, Motherboards, Hardware
  • Operating Systems, Database, Software and
    Applications
  • Input/Output devices
  • One handed input
  • Headset/eyeglasses/visor
  • Networks, Communications and Wireless
  • Energy and Batteries
  • Surveillance and Security
  • Detection/Tracking/Badges/GPS
  • Human computer interaction (HCI)
  • Context and location awareness
  • Textiles and Clothes
  • Medical Monitoring
  • Jewelry

10
Key Wearable Research and Development
Universities
  • The academic leaders in Wearable Computer
    Research are
  • Massachusetts Institute of Technology (MIT) 29
  • Carnegie Mellon University (CMU) 6
  • CMU has actually designed and tested 20
    generations of wearable computer systems over the
    past 8 years. www.cmu.edu/co-lab/pr03.html
    October 28, 2004 access
  • Georgia Institute of Technology (Georgia Tech)
    17

11
Figure 1 CMU Wearable Family Tree
www-2.cmu.edu/people/wearable/pics/wearabletree.j
pg
12
Table 1 Carnagie Mellon University Wearable
Systems 6
13
Current Wearable Challenges
  • Power and Battery
  • Heat Dissipation
  • Networking
  • On-body and off-body
  • Privacy
  • Interface Design
  • Application Development
  • Context sensitive
  • Augmented Reality
  • Collaboration
  • 64,65

14
Project Plan
Table 2 10
15
Design Considerations
Figure 2 Classes of wearable computers 1
16
Wearable Design Principles
  • The design process for the wearable computer
    system according to Gandy, et al. 15 follows
    the Seven Principles of Universal Design
  • Equitable Use
  • Flexible in Use
  • Simple and Intuitive
  • Perceptible Information
  • Tolerance for Error
  • Low Physical Effort
  • Size and Space for Approach and Use

17
Wearable Design Methodology
  • The design methodology is the User-Centered
    Interdisciplinary Concurrent System Design
    Methodology (UICSM) is based on a rapid
    prototyping model and is web-based, permitting
    remote researchers and customers to work together
    on-line to develop, discuss and refine the
    design. 52
  • Three Development Phases of UICSM are
  • Conceptual Design
  • Detailed Design
  • Implementation
  • This is a proven methodology, used for more than
    a dozen new wearable computers.

18
Wearable Design
  • The most detailed and systematic description of a
    design process for wearable systems is by
    Anliker, et al. 2. Anliker, et al has
    developed a series of models for problem
    specification, architecture and exploration
    environment.
  • The Problem Specification contains
  • Usage Profile
  • Information Flow
  • Physical Constraints
  • Hardware Resources
  • The Architecture Model contains
  • Generic architecture
  • Problem specific architecture
  • The Exploration Environment contains
  • Input from the problem specific model to generate
    the architecture
  • Task-device binding
  • Input from the Information flow to develop the
    performance estimation
  • Input from the Information flow to develop the
    architecture evaluation
  • Architecture selection
  • Output to a set of Pareto-optimal architectures

19
Figure 3 Modular Exploration Methodology
according to Anliker, et al. 2
20
Wearable Development
  • Chandra Narayanaswami et al. 38 of IBM Research
    have also developed a rapid prototyping
    methodology with 5 steps to develop a prototype,
    as follows
  • Vision Articulation
  • Pictures
  • Anamations
  • Preliminary Vision Embodiment
  • User Interaction Model
  • On-Screen Simulation
  • Representative I/O devices and applications
  • Demons ratable Prototype
  • Software Infrastructure
  • Demo Programs
  • Preliminary power management
  • Limited CPU/memory
  • Business Case
  • Limited Deployment
  • End-user Studies
  • Market Analysis
  • Cost-profit analysis
  • Marketable Product

21
Development Process
Table 4 38
22
Wearable Interfaces
Table 5 10
23
Wearable Processor
  • Several Designs for Wearable Processors
  • MIT Media Lab developed MIThril 29
  • IBM developed Personal Mobile Hub 19
  • Q-Belt-Integrated-Computer (QBIC) developed at
    ETH Zurich 1

24
Figure 4 MIThril System from MIT 29
25
IBM Personal Mobile Hub
Figure 5 Personal Mobile Hub 19
26
Q-Belt-Integrated-Computer (QBIC)
Figure 6 QBIC system in a belt buckle 1
27
QBIC continued
Figure 7 QBIC system in a belt buckle 1
28
QBIC Schematic
Figure 8 QBIC system in a belt buckle 1
29
Input Devices
  • One-handed keyboard Twiddler 18
  • Kord 74
  • Kord
  • Kord-Pad
  • Kord-Grip

30
Figure 9 Twiddler 2 67
31
Mobile Text Entry Rates
Method Keyboard Experience WPM
Chording Twiddler 400 min 26.2
Letterwise Desktop keypad 550 min 21.0
T9 Nokia 3210 phone expert 20.4
Multi-tap Desktop keypad 550 min 15.5
Table 6 25
32
Twiddler Learning Rates
Table 7 25
33
Kord Data Entry
Kord, Kord-Pad, Kord-Grip www.wetpc.com.au/html/pr
oducts/handheld.htm
Figure 10 Kord Devices
34
Display Devices
  • Glasses
  • Display
  • Helmet

35
MicroOptical Display in Glasses
Figure 11 MicroOptical Glasses 64
36
M920 Display
Figure 12 Display connects to CompactFlash
TypeII or PCMCIA slot of PDA (799) www.icuiti.com
/work.html
37
Helmet Display
Figure 13 Helmet Display with Integrated
Wearable Computer, wireless link and
GPS www.prweb.com/releases/2005/1/prweb199305.htm
38
Wearable Display View
Figure 14 Nomad helmet mounted display examples
views www.primidi.com/2004/12/12.htm
39
Wearable Networks
  • Wireless
  • LAN
  • PAN
  • Wired
  • Fiber
  • On-body
  • Off-body

40
Table 8 3
41
Table 9 3
42
IEEE Wireless LAN and PAN
Table 10 3
43
Battery and Energy
  • Solar Cells
  • Shoe Generator
  • Battery Power

44
Wearable Solar Cells
Figure 15 www.primidi.com/2004/12/16.html
45
Wearable Energy Generation
Figure 16 Magnetic Generator in shoes produced
250 mW from standard walking 45
46
Battery
  • Battery Power Conservation Techniques
    Satyanarayanan
  • Improve Hardware Efficiency
  • Flash cards as secondary storage 55
  • Power consumption improved by about 20
  • Power management 11,12,13
  • Software Reduced Energy Consumption
  • Idle operations
  • Conserve power 78
  • Reduce fidelity 11,12,13
  • Off-load work to nearby servers
  • External actions to Recharge the battery

47
Techniques for Mitigating Energy
Table 11 78
48
Wearable Real World Examples
  • Medical
  • Military
  • Travel
  • Manufacturing/Warehouse
  • Workplace
  • Textiles
  • Jewelry/Watch

49
Medical Wearable History
  • In the 1950s and 1960s the first application of
    remote health monitoring with wearable computers
    was used for the NASA astronauts.
  • During the 1970s and 1980s telemetry was used
    by emergency medical technicians to communicate
    remotely to emergency room hospital physicians.
  • Then the 1990s saw an emergence of portable
    monitoring devices that could record pulse and
    heart rate, weight, temperature, blood pressure,
    heart and lung sounds, and blood oxygen.

50
Medical Wearable Applications
  • Today research into medical applications for
    wearable computers has many areas of focus,
    including the following
  • Memory
  • Tactile
  • Head motion
  • Gestures/Parkinsons
  • Gastric Reflux/GERD
  • Heart/ECG/Pulse
  • Location/GPS/Alzheimers location
  • Lungs/Respiration/Oxygen
  • Temperature
  • Blood Pressure
  • Falls

51
Medical CodeBlue Infrastructure
Figure 17 CodeBlue Infrastructure 22
52
MIThril System
Figure 18 Zaurus PDA, Hoarder Sensor Hub,
Sensing Board, Sensors (EKG, GSR,temp),
Accelerometer, IR Tag Reader 68
53
Blood Pressure Monitor and Personal Mobile Hub
Figure 19 Personal Mobile Hub 19
54
Medical Monitoring
Figure 20 Pulse Oximeter and Two-lead EKG 22
55
PDA Showing 3 Heart Rate and Blood Oxygen
Saturation Displays
Figure 21 PDA with heart rate monitor
display22
56
Military
Figure 22 The Soldiers Computer 80
57
Military Wearable Use
Figure 23 Soldier with Wearable Equipment 80
58
Land Warrior Version 1.0
Figure 23 Front view of Land Warrior 80
59
Land Warrior Rear View
Figure 24 Rear View Land Warrior Soldier 80
60
Travel Industry Wearable
  • City Maps
  • Global Positioning System (GPS)
  • Speech Language Translation
  • CamWear Video Camera

61
Travel
  • Travel Maps
  • Travel Guides
  • Attractions
  • Global Positioning System (GPS)

Figure 25 Xybernaut Mobile Assistant 62
62
Travel Wearable Computers
Figure 26 Travel Computers and Maps 54
63
Speech Translator Smart Module
Figure 27 CMU Speech Translator 57
64
Deja View CamWear
Figure 28 Wearable CamWear camera 48
65
Maintenance/Warehouse/Workplace Wearable
Applications
  • Maintenance Inspection and Quality Control
  • Maintenance Checklists and Manuals
  • Harsh Environment Data Collection
  • Point of Sale System

66
Aircraft Maintenance
Figure 29 Visor and Microphone with Maintenance
Checklist 39
67
Maintenance Workers
Figure 30 Steamfitter at BIW Inspection,
Maintenance, Quality Control 62
68
Mobile Assistant V
Figure 31 Xybernaut flat panel
display www.xybenaut.com/solutions/product/mac_pro
duct.htm
69
Workplace Applications
Figure 32 Antarctica Data Collection
Café Purchase 62
70
Textiles
  • Fabric Keyboard
  • Wire Woven into the Fabric
  • Wearable Motherboard
  • SansVest
  • Sensatex Smart Shirt
  • Vest for Medical Monitoring
  • Music Player Jacket

71
Chording Keyboard in Fabric
Figure 33 Fabric Keyboard 45
72
Fiber in Fabric
Figure Fabric with woven copper fiber 34
25
73
Wearable Motherboard (PMIP)
Figure 35 Motherboard and components on Fabric
42

74
SansVest
Figure 36 SansVest front, rear and inside views
21
75
Sensatex Smart Shirt
Figure 37 www.fibre2fashion.com/news/NewsDetails
.asp?News_id11705
76
Wearable Vest
Figure 38 MIThril Wearable Vest Components
29
77
Infineon Digital Music Player System Integrated
in a Jacket
Figure 39 Wearable Multimedia Jacket 25
78
Wearable Jewelry by IBM
Ring blinks for notification. Earring speakers.
Necklace microphone. Watch display.
Figure 40 www.pcworld.com/news/article.asp?aid3
3322
79
IBM Watch Computer
Figure 41 IBM Linux Watch 19
80
IBM Watch Schematic
Figure 42 IBM Linux Watch 19
81
Wearable Research
  • Smart Spaces/Context Aware
  • Prioritized local interactions
  • Input/Out Methods and Mechanisms
  • Data Entry devices
  • Visor displays
  • Invisible Devices and Social Acceptance
  • Integration into Clothing
  • Integration into Day-to-Day Interactions
  • Battery/Energy Use
  • Battery Life
  • Battery Size and Weight
  • Alternative Energy Generation Methods
  • Usability
  • Security

82
Conclusions
  • Wearable computers are a key emerging technology
  • Practical Applications Will Continue to Grow
  • Medical
  • Military
  • Travel
  • Manufacturing/Maintenance
  • Textiles
  • Jewelry/Watch
  • Nano-technology will accelerate the adaptation
    rate of wearable computers due to the reduced
    size of mobile computers and incorporation in
    nano-tubes into textiles

83
References
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84
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