Axa Assurance Maroc - Insurer Innovation Award 2024
Wearable computer
1. SEMINAR
ON
SUBMITTED BY:-
TYPE YOUR NAME
REG.
21/3/2007 BRANCH 1
2. POINTS TO BE DISCUSSED
INTRODUCTION
OPERATIONAL MODES
XYBERNAUT
NETWORKING AND OPERATING SYSTEM
COMPONENT PIECES
OUTLOOK
AGENTS
RECOGNISING EFFECT
APPLICATIONS
FUTURE RESEARCH
CONCLUSION
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3. INTRODUCTION
A wearable computer is a small portable computer that is designed to be
worn on the body during 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.
The computer evolution has moved from mainframes, to the desktop, and
now the computing power is moving onto the person.
The user actually "wearing" the computer, s/he can utilize the power and
functionality virtually anywhere in their environment.
This technology is developing and changing rapidly primarily due to vast
changes in computer speed, wireless technology and miniaturization of
components.
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6. Networking and Operating
System
The goal of wearable/interactive computers is
to network all components through one
operating system.
There are two competing operating systems,
Sun Microsystems Jini and Microsoft
Windows CE ("Compact Edition").
Sun apparently sees all
appliances /components networked through
Java/Jini interface, while MS seems to be
taking the more traditional personal computer
interface approach in connecting
appliances to the network.
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Far Field and Near field Communication.
9. Input device
HANDTYPING
W r IST DEVICE
FINGER
MOUSE
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10. Positioning System
Battery Power
PC-104 based 50 MHz 486 computer,16M
RAM,1G hard disk.
Bio-Sensors
Sound board and Video board
CRT or LCD display
Extra disk capacity
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12. Agents
A premise of a wearable computer is that the computer can learn and
become customized to the user's needs, based upon the task the user is
involved with. If the user is viewing a document, the Wearable Computer
may suggest an associated email, showing minimal information such as the
subject, sender, date, or what ever information the user would want to view
to get a sense as to decide whether the entire email should be retrieved.
Humans are poor at data retrieval, and a complex hierarchical directory
quickly breaks down when the human user loses the thread of where the
item being searched for resides. A computer remembrance agent can take
cues from this environment to assist in locating appropriate files from
memory, picking up on cues like where the user is, is the user alone or with
someone , what is the user doing at that time, etc., all can be used to
search and locate appropriate files that may be relevant to the user at
that time. In this manner the computer is a continual presence, always
'looking over the shoulder' of the user. For example, at a staff meeting the
Wearable Computer can assist in remembering names of attendees, who
was at the meeting prior, what they said at that time, what was on the
agenda, and also to suggest topics which might be of relevance to what was
going. The computer is always active in searching the user's own personal
data base for information which might prove useful within the context of the
current task the user is performing.
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13. Recognizing Affect
Our emotions play a significant role in our every day life, and up to now, this
had been unrepresented within human computer interfaces. Human vital
signs such as blood pressure , temperature, galvanic skin response,
foot pressure and electromyograms can be tracked and monitored through
the use of body sensors connected into the wearable computer. In this
manner, the computer becomes physically connected to the user and can
learn to recognize physiological states . By this monitoring of body vital
signs and learning how the user reacts when in different feeling and
mood states, the computer can take action accordingly. For
example, if the user likes to hear a certain type of music at one time and
another during a different mood state, the computer can plan on providing
this to the user at the appropriate times.
The affective sensors could also be of assistance in medical monitoring
where important health data might be tracked and reported directly to the
user’s physician. They list four bio-sensors used in a current prototype
affective wearable system: measuring respiration , skin conductivity, blood
volume pressure and electromyogram, all of which the sensors can
monitor painlessly from the surface of the skin. These four sensors are
monitored via a Linux operating system, and can be sampled up to 20
times per second. Affective computing employs its own intelligent agent
which can make decisions based upon analysis of the incoming
environmental and physiological sense data.
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17. Future Research
Future research and development issues include the following:
Ergonomic research - best method to utilize components, e.g. -
the head set such that it is comfortable and is helping and not
distracting the user from the task. There needs to be more light
weight efficient and easily powered computer apparatus which
is comfortable to wear.
In terms of Network using the body as the networks medium, to
increase the speed at which they can run also to increase to
bps speed of data transfer .
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18. Conclusion
Lot of research and experiments for practical & tactical
use of Wearable Computer are going on around the world.
Several types of Wearable Computer’s are indeed
commercially available, but as of now most of them are
tailor made for specific applications. It is only a matter of
time before the consumer community accepts the idea. The
shift that the Wearable Computer’s will bring;computer working
along with you instead of you working at the computer.Though
the wearable has not seen the widespread acceptance given
to the desktop, work continues in this field to meet the
challenges that inhibit its growth. Processors and sensors need
to be effectively integrated into textiles; and displays, whether
head or body mounted, need to effective under a wide range
of lighting conditions - all of these must be comfortable to wear
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