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INTRODUCTION
HISTORY
Why Wear?
• Computing in the wild
– Hands, eyes, ears or brain is busy
– Secondary and support tasks
Fig 1a
Fig 1b
Fig 1c
Fig 1d
Specification
Processor AMD Au1100 400MHz 32-bit MIPS
Memory RAM - 64MB non-volatile Flash
ROM - 64MB non-volatile Flash
Expansion slot (Mini SD)
Wireless WLAN: Wi-Fi IEEE802.11 b/g with integrated antenna
WPAN: Bluetooth class 2 (32 feet)
GPS Integrated L1 band 12-channel GPS receiver and helix
antenna
Display 240 x 320 3.5" TFT LCD 256K color touchscreen with
automatic contrast adjust
Activity 1 Power On / Charge LED
Indicators 1 WLAN Activity LED
1 WPAN Activity LED
Product Features
Operating Standard platform supports Windows CE 5.0 or Linux
System based on Kernel 2.6
Display 3.5" TFT touchscreen with automatic contrast
adjustment via ambient light sensor
Wireless Bluetooth, Wi-Fi 802.11 b/g
GPS Integrated GPS receiver and antenna
Audio Stereo speaker and headphone jack for external
headset to support multimedia applications
Battery Life Average 8+ hours of operation
Expandabilit Mini Secure Digital memory slot and USB ports (Master
y & Device)
Acceleromet Tilt and Dead Reckoning System allows to determine
er whether or not the user is moving (GPS supplies the
position)
Wrist Watch
Applications
• Wearing a computer at work
• A watch to measure your stress
Professional Plus. The battery is mounted next to the HX3 and you
have your pick from a standard 12-hour pack or an extended 24-
hour pack.
InHand Electronics Announces e-ink military Soldier Flex PDA
(SFPDA)
Future
CONCLUSION
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.
Within the next few years, we con expect entirely new modes
of human – 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.
REFERENCES
Recognizing User Context via Wearable Sensors by Brian
Clarkson, Alex Pentland, Kenji Mase .
Websites:
www.media.mit.edu/wearables
www.redwoodhouse.com/wearable
www.wearables.blu.org
www.arcom.com
www.tinmith.net/wearable