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This paper exploits 'wearable computers' unique opportunity to record and index the visual environment of the user from the "first-person" perspective. Wearable Computing facilitates a new form of human computer interaction comprising a small body-worn computer (e.g. User-programmable device) that is always on and always ready and accessible.
This paper exploits 'wearable computers' unique opportunity to record and index the visual environment of the user from the "first-person" perspective. Wearable Computing facilitates a new form of human computer interaction comprising a small body-worn computer (e.g. User-programmable device) that is always on and always ready and accessible.
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This paper exploits 'wearable computers' unique opportunity to record and index the visual environment of the user from the "first-person" perspective. Wearable Computing facilitates a new form of human computer interaction comprising a small body-worn computer (e.g. User-programmable device) that is always on and always ready and accessible.
Copyright:
Attribution Non-Commercial (BY-NC)
Verfügbare Formate
Als DOC, PDF, TXT herunterladen oder online auf Scribd lesen
Current portable computers and PDA s computers may be used to
fail to truly become part of our daily Provide task guidance in mobile lives in the sense that we need to stop computers. Here first we introduce the what we are doing and expend conscious wearable computing idea and discuss effort to use them. They also do not have requirements for a wearable computer the situational awareness that they systems. We then discuss its various real should have while they are not being time applications and finally conclude explicitly used, they are unable to with an outlook on future Research remain attentive to possible ways to help directions. the user. In response to these problems, a Introduction personal, wearable and multimedia The vision behind the concept of a computer that perceives and responds to wearable computer is that a mobile the wearer's affective state offers a new computer should not just be a machine kind of perceptual interface. Instead of that we put into our pocket when we asking the user to continuously select plan on doing some office work while on preferences from a menu, the affective the road. Instead it will be an integral wearable gets to know its wearer's part of our every day outfit (hence preferences by recognizing and wearable), always operational and responding to signals that carry equipped to assist us in dealing with a emotional information.This paper wide range of situations. Wearable exploits ‘wearable computers’ unique computing facilitates a new form of opportunity to record and index the human computer interaction comprising visual environment of the user from the a small body-worn computer (e.g. user-- “first-person” perspective. It describes programmable device) that is always on How the capabilities of wearable and always ready and accessible. The ``always ready'' capability leads to a new with the user, form of synergy between human and and into which the user can always enter computer characterized by long-term commands and execute a set of such adaptation through constancy of user-- entered commands, and in which the interface. user can do so while walking around or The Early Days: doing other activities. Steve Mann A wearable computer is a computing • 1970s, pre-laptop, early computer era. device small and light Enough to be • Building computers he could wear. worn on one's body without causing • Inventor of Wearable computing.Steve discomfort. Unlike a laptop or a Mann – Biography palmtop, wearable computer is 1991: Started the wearable computing constantly Turned on and interacts with project at MIT the real-world task. This peer-reviewed 1995: World’s first covert wearable paper has been published by the computer camera and display concealed Pentagram Research Centre (P) Limited. in ordinary eye glasses. Responsibility of contents of this paper 1997: PhD from MIT in the field he rests upon the authors and not upon himself had invented. Pentagram Research Centre (P) Limited. TODAY: Works at university of Copies can be obtained from the Toronto. company for a costWearable Computing What is a Past Present And Future. wearable Why use Wearables ? computer? • They are Wearable! A wearable • Always with you , not as easily for computer is getten. a computer • Instant access , information anywhere that is Subsumed into the personal space • Laptop requires time to prepare for use of the user, controlled by the user, and Who uses Wearables today? has both operational and interactional • Technicians constancy, i.e. is always on and always BluePrints etc accessible. It is a device that is always • Military personnel Soldiers, monitoring health ,equipment driven or sensed from gestures or body etc motion. The display and audio output Maps and terrain generated by the computer will be Infrastructure in relevant to the context and environment. urban areas The data storage is local and does not • Researchers depend on any network connection. Who will use wearables in the future? Head-mounted Display (HMD) • Medical workers The output device of a wearable • Fire fighters computer could be either a head- • Police department mounted display (HMD) unit with an • Warehouse clerks earpiece or only the earpiece for some • Regular people applications Small screen, typically How does a W earable Computer covering one of your eyes. look? • Works like an ordinary monitor, A typical wearable computer consists of providing an imagefloating in the air in a battery or human powered computing front of you unit and carried on a belt or in a jacket. • LCD or TFT technology. A wearable computer will have a motherboard worn inside a fashion garment, connecting
• Used to be a real CRT in the old days.
• Transparent displays All the components of the system. The • Allows augmented reality, where components will be placed at different virtual information overlaps the real parts of the body as per the user world. convenience; power pack and storage in • Opaque displays shoes, display on the glasses and • Less sensitive to the background noise. keyboard input on the wrist. User input Input device to the computer is either mostly voice Speech recognition may appear as the most suited input device, but may not be • PC104 (a small PC) preferred in all kinds of applications & • Xybernaut environments, due to privacy and • PDA, iPAQ, Toshiba performance issues. Gesture Input Networks devices are simple, compact, and There are two different kinds of optimized for wearable use. These networks in reference to a wearable devices receive inputs from the natural computer. One is to connect the device gestures. 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 It is an arm mounted micro keyboard to the WC to the external world has Handwriting& Keyboard could be one of several choices; WAP, or Cellular the most efficient input devices, Digital packet data. This aspect of provided the input device is not too networking is not specific for a wearable small or awkward. These devices are just computer, and can evolve over time, worn on the hands or wrists and senses from other electronic gadgets. The he typing input or handwriting. This second issue of interconnecting the does not have any cables and various parts of the WC, may involve communicates on infrared. both wired and wireless connections. CPU, storage unit and similar peripherals will be connected with or without cables to the wearable motherboard, which is a garment with Output device (physically) flexible bus and standard • Sight Visual Display expansion slots. Peripherals like HMD • HMD, wrist watch... and wrist/finger worn devices may use • Hearing – Audio/sound/speech/music. standard wireless connections like The Computer itself Bluetooth. • Anything small but powerful enough! • Laptop or TabletPC Applications and Use in Real Life • Mediated affiliation. Reality Applications – Aiding the Visually • Experiencing Disabled the world Wearable computers and augmented through the reality techniques can assist users by computer. adapting their physical senses as well as • Allows computer to process the augmenting them. Approximately 2 sensory cues before reaching the user. million Americans are affected by low • Augmented Reality vision, a set of conditions which can not • Overlaying virtual information on the be corrected with normal eyeglasses and real world. severely affects the individual's sight. E.g. allow architects to build virtual However, some of their needs may be houses. addressed by remapping the visual input. Applications – Augmented Memory To do this remapping, a camera is Let us take the trivial example, finding mounted on an opaque head-mounted your way. ”Where did I park my car?” display. The image is wirelessly The camera on our body records the way transmitted to a remote Computer , and replay helps us to find our way back. processed, and sent back to the head- Here the only key events need to be mounted display. The process of recorded. Example: Intersections at a car completely controlling the user's visual park. field has been termed ``mediated Another Application of Augmented Memory : It is used for elder people or people with poor reality'', to distinguish it from the ``see- memory. Here the wearable computer through'' effect generally associated with which we use augmented reality. The incoming video remembers name and face of people. may be remapped arbitrarily in real time. Image processing can Here individual letters to be magnified recognize a face and map it to the so as to be recognizable while still person’s name and providing the context cues of the functions, such as patients with amyotrophic lateral sclerosis (ALS) or spinal cord injury. The computer chip, which is implanted into the brain, monitors brain activity in the patient and converts the intention of the user into computer commands.Currently the chip uses 100 hair-thin electrodes that 'hear' surrounding imagery. Since only neurons firing in specific areas of the cameras, a HMD, and a brain, for example, the area that controls transmitter/receiver pair are needed, the arm movement.The activity is translated apparatus can be made lightweight from into electrically charged signals and are off-the-shelf components. Furthermore, then sent and decoded using a program, this approach may improve battery life which can move either a robotic arm or a by using just enough power to transmit computer cursor. the video to the nearest repeater instead of trying to process the video locally. In Application-Medicine: order to help those with low vision, the Wearable computers in medicine are visual field is remapped through a computer devices that can be attached to ``hyper-fisheye.'' while the letters in the a healthcare provider or a patient at the center of the screen are enlarged, enough point-of-care. Wearable computers are of the rest of the field is included to currently used for the following medical provide context. Visual remapping purposes: around a scotoma or ``blind-spot.'' • Data processing Brain Gate Interface • Patient monitoring BrainGate is a brain implant system • Digital imaging developed by the bio-tech company • Remote guidance Cyberkinetics in 2003 in conjunction Data processing: with the Department of Neuroscience at Wearable computers allow users to work Brown University. The device was with word processing and spreadsheet designed to help those who have lost programs on the go. Better voice control of their limbs, or other bodily recognition will allow dictation into angiography allowing the physician to small wearable devices while performing overlay fluoroscopic images with the medical procedures. The technology will operating field. integrate data real-time with other Remote guidance: applications on the network such as Wearable data transfer devices combined billing or patient record keeping. A with retina display projectors are being variety of text or used by paramedics in emergency imaging data can be transferred to the medicine for remote guidance and point- physician's retina without risking of-care access of medical information. contaminating a sterile field. Conclusion: Wearable computing provides an Patient monitoring: exciting way to explore augmented Vital data from the monitor can be realities and begins to fulfill the promise transferred directly to the of a truly personal digital assistant. anesthesiologist's retina. The physician While wearable computing augmented can now concentrate on the medical realities imply the potential for procedure rather than paying attention to significant additional informational a monitor located away from the patient. sources for the user, the implementations The investigators found that the described also provide better ways of anesthesiologists increased their time managing such information. The result is focusing on their patients by 48%, a rich combination of physical and decreased the time to perform their tasks virtual realities that can intelligently by 29%, decreased the amount of times assist the user instead of overwhelming. switching their attention to the monitor References: by 89%, and decrease overall change in • Thad, Starner et al. Wearable attention by 54%. computing and Augmented Reality. MIT Digital imaging: Media Lab, Technical Report No.355. Retina display projectors can be used to • M. Billinghorst: Wearable Computers: access digital images while performing Beyond Handheld Computing, Tutorial medical procedures. The devices have given at First International Symposium already been used successfully during on Handheld and Ubiquitous Computing (HUC'99) Karlsruhe Semptember 1999 • http://en.wikipedia.org/wiki/braingate www.teco.edu/huc/ • http://www.cc.gatech.edu/ccg/