Agam Shah, Zina Saunders · Mechanical Engineering · 2018
Alex Kipman, technical fellow at Microsoft, who led a team through years of research and development to produce the HoloLens, recaps the development journey of the mixed reality headset in this article.
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Paramedics Studies In, Chris Baber, Theodoros N. Arvanitis et al. · 2007
In this paper, we report work into wearable computers for paramedics. The paper begins with an overview of the design using Unified Modeling Language (UML). This demonstrates the information flow and task activity in typical paramedic work. A demonstrator system was described using such UML models. The second part of the paper reports a user trial of a working prototype wearable computer, involving experienced paramedics, at a training school. The results of this study suggest that the wearable computer might slow collection of baseline data, although this finding does not apply to all tasks. On the basis of the trial findings and the positive comments received from the paramedics, it is proposed that a wearable computer may offer benefits over current work practice. The paramedics did complain about the design of current technology which led to an industrial design project to develop a new concept. The third section presents the new design concept for a wearable computer for paramedicst. This design relies on the distribution of the equipment around the body in order to increase the wearability of the design.
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Sandra Woolley · 2003
This paper introduces the microprocessor, communicating and sensing technologies relevant to wearable computing. It reviews the trends and challenges that form part of the evolution of computer technology, from a computer filling a room to a room full of invisible computers. Not all wearable computing systems require the same level of computing performance or functionality. A Processor Performance and Flexibility of Function (PPaFF) scale is introduced to classify wearable computing systems and is related to the prototypes described in Weiser's vision of the 21st century computer.
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Rungtai Lin A, John G. Kreifeldt B · 1999
Due to the rapid growth and development of virtual reality (VR) applications and their associated hardware, the personal computer (PC) will become a tool of daily-use in the 21st century. By combining PC with VR technology and telecommunications, the stage is set for the creation of a new type of ready-to-wear PC. Although wearable computers are merely concepts, it is now time to begin integrating ergonomics into wearable computer design. The key to design such new products is the inclusion of ergonomics at various stages throughout the design process, beginning at a very early stage. Therefore, this paper describes a wearable computer design through an ergonomic approach to ensure an appropriate interface relationship between the computer and the user. The methodology by which design problems were analyzed and solutions were developed will be described in this paper, as well as some of the engineering features that made the final design possible. Relevance to industry The application of industrial design and ergonomics to consumer products has been well established. However, their application to high-technology products is less common. This paper has presented a user/tool/task model that is useful for product design purposes. It is our hope that the ergonomics approach and applications summarized in this paper
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ijeit · OSF Preprints (OSF Preprints) · 2020
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Gyouhyung Kyung, Songyi Chae, Kyung Hyun Nam et al. · Lecture notes in computer science · 2011
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2001
Connecting a wearable computer to an off-body network demands a solution different from that used for connecting desktop machines. The wearable user cannot be tethered with an Ethernet or telephone/modem cable and still maintain all the benefits expected of a wearable computing system. Wireless solutions are needed to support the freedom of movement in the environment that motivates wearable computing. Other factors (minimum bandwidth needs, operational or mobility range, tolerable infrastructure and usage costs, and the usual wearable constraints of power, size, and weight) tend to vary with the specific application.
Cited by 2
Syafiqah, Nur · 2021
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Kent Lyons, Thad Starner · 2001
this article, we present some of the difficulties encountered when evaluating wearable computers and how capture is used to overcome these problems. We present two different implementations of capture systems and discuss their differences. Finally, we present some issues we encountered in using these systems in practice and discuss future directions
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Kent Lyons, Thad Starner · 2009
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Hasan Raza, Salman Mahmood · 2012
The system (Virtual Sight) includes both hardware and software components that is applications and integrated gadgets. The wearable hardware part consists of a head-mounted device which contains integrated ear piece for audio receiving, a small camera attached for video input, a microphone which inputs the human voices and a low powered PC which inputs the audio and video from the camera and microphone for streaming it to the next desired user. On the other side of the hardware part a handheld device is used for transferring the audio/video from one user to another and so on. As well as a server is created which monitors the communication between the users. On the software side the components include an optimized user-interface application at the clients end which allows the user to view and hear other user, a communication framework for server and user by which data is pipelined from user to user and an audio/video streaming and monitoring application for handling the whole communication thing.
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Zhiqi Huang, Houjun Wang, Dongyi Chen · JOURNAL OF ELECTRONIC MEASUREMENT AND INSTRUMENT · 2009
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Masahiko Tsukamoto · Medical Entomology and Zoology · 2003
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Li Huan-liang, Qu Hong-mei, Ke Feng et al. · 2011
A kind of human-computer interaction helmet for wearable computer is designed after the analysis of working principle of eye tracking and voice interaction. The helmet is composed of helmet mounted display and its adjusting device, box, eye tracking device, backboard, helmet support, earphone, microphone, etc. Each element's position relation and system function are described in detail. Combined with the characters of the helmet, the calibration principle of the eye tracking system is anatomized and the calibration flow is ascertained. The human-computer interaction is realized based on eye tracking and voice channel. The helmet with great flexibility and advantage enhances the interaction reliability and extends the application fields of the wearable computer.
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ijeit · OSF Preprints (OSF Preprints) · 2020
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Systèmes De, Sophia Antipolis, Jean-yves Tigli et al. · 2004
Les systèmes de traitement de l'information sont aujourd'hui en pleine transition entre l'ordinateur de bureau et les systèmes mobiles de traitement de l'information. La mobilité de l'utilisateur offre des perspectives qui dépassent en grande partie la possibilité de transporter un ordinateur pour des tâches traditionnelles ou spécifiques mais permet des usages encore insoupçonnés: un ordinateur aidant un utilisateur mobile dans toutes ces activités. De tels systèmes mobiles de traitement de l'information sont recueillis sous le terme générique: "wearable computer " ou ordinateur corporel en français. Dans ce contexte "wearable computer", l'objet de nos travaux est de mettre en place une technique de programmation particulière d'applications. En effet si l'on utilise une approche classique par assemblage de composants logiciels, plus l'application sera complexe, plus son adaptation au contexte sera compliquée voire ingérable. Nous proposons donc le concept de programmation orientée comportement ou "Behavioral Programming", et d'utiliser le maximum des potentiels des langages orientés objets. L'originalité de ce concept se situe au niveau de la méthode de conception d'une application. En effet on ne va plus manipuler les objets en les assemblant les uns aux autres mais plutôt considérer des collections d'objets
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Daniel Roggen, Bert Arnrich · 2006
Abstract. Wearable computers, embedded in clothing or seamlessly in-tegrated in devices we carry with us, have a tremendous advantage to become the main gateway to personal health management. Current state-of-the-art devices allow to monitor basic physical or physiological para-meters. Applications include e.g. improving performance in sports, early fall detection for elderly people, long-term heart monitoring in order to quantify recovery after surgery. Those devices however tend to focus on elementary physical or physio-logical aspects of health management. In this article we point out that future wearable device will need to take into considerations social as well as mental aspects in addition to physical and physiological information in order to deliver truly personalized, proactive, wearable health or life style management systems. We highlight open research topics that need to be addressed to make this vision a reality. 1
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János Nacsa, György Kovács · SZTAKI Publication Repository (Hungarian Academy of Sciences) · 2003
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Pradeep Nayak, Devadiga Likhit Kumar Ganesh, Vandan M Shetty et al. · International Journal of Advanced Research in Science Communication and Technology · 2023
The article proposes a type of interface using wearable computers as intelligent wireless sensor nodes and describes the architecture of wireless sensor networks (WSN), as well as the design that can satisfy the network's demand for wearable computers' intelligent nodes. The interface of the software system is studied dynamically generated, key problems such as dynamic service load, analyses the key problems affecting the overall experiment system performance, and proves the feasibility of the proposed interface.
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Bradford J. Snow · Digital WPI · 2001
BJS StrongARM is a low-power, portable, platform design aimed at wearable computing research. Key features include the high-performance low-power SA-1110 microprocessor and SA-1111 companion chip, RS232, JTAG, USB I/O, VGA video output, a thirty-two megabyte bank of Flash memory, and up to four sixty-four megabyte banks of Synchronous Dynamic RAM. The project includes complete electrical designs, power calculations, component selection, timing diagrams, and details on how to bootstrap the design. The complete design uses less than 2 Watts.
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