Wearable Computing CMSC 466666 UMBC 0504 Outlines n
Wearable Computing CMSC 466/666 UMBC 05/04
Outlines n Overview n n n n Wearable vs. Ubiquitous Motivation I/O Interface, Communication, Power, Heat Applications Definitions Current State of the Industry Trends and Limitations Resources
Wearable vs. Ubiquitous n Wearable computing: n n Ubiquitous computing n n Computers/sensors on people Computer/sensors embedded in the environment Complimentary
Complimentary Duality n Wearable: Know more about persons n privacy, authentication, and security n n personalized information Ubiquitous: Know more about environment n local environment information n n local environment control resource management
Motivation n Why do we want/need wearable computers? n To communicate n to know things you CARE about whenever you can n To organize/remember n to get a hold of the reality for the BUSY people n To get information that we don’t know here now n I don’t know it but I can get it n right NOW right HERE As a life style or fashion statement n I’m cool because I’m technologically up-to-date
Motivation n What do we want from a wearable computer? Physical/Hardware Features n Application/Software Features n
Hardware Features light-weight (small) n durable n comfortable n long battery lifetime n easy to use n affordable n cool (invisible, hidden, disappearing) n
Application Features person-to-person communication n personal organization/remembrance aid n context awareness n effortless usage n n natural, intuitive
Big Picture Application I/O Communication Heat Power
I/O Interface Visual n Audio n
Visual n Input n n computer vision Output n overlaying things
Example: Eyeglass Display n Human factors studies n health and safety n social acceptance n Concentrating on bi-ocular displays n for viewing 2 D text and images
Audio n Input speech recognition n background noise separation n speaker identity (voice fingerprint) n n Output n speech synthesis
Speech Interaction n Speech as data n n n efficient coding word spotting Speech-driven user interfaces n n large vocabulary recognition (Cambridge University) dialog for interfaces (MIT)
Big Picture Application I/O Communication Heat Power
Communication Requirement n Security n n short range -> low probability of leaking Energy n low frequency -> low power
Far-field vs. Near-field Communication n examples n n signal strength n n radio vs. bluetooth (kind of) 1/d 2 vs. 1/d 3 carrier requirement for devices size of a watch or credit card n gigahertz vs. 0. 1 to 1 megahertz
Local Communication Examples n Transfer data between: wearable and handheld n wearable and desktop n wearable and environment n
Big Picture Application I/O Communication Heat Power
Power Requirement n The traditional bigger ones: 5 W n head mount display, 2 GB hard disk, 133 MHz Pentium, 20 MB RAM n The improved smaller ones: 0. 7 W Micro. Optic. TM eye-glass display, Flash memory (. 5 GB), Strong. Arm microprocessor (. 3 W at 115 MIPs) n without communication n n Must come with the person wearing the devices
Big Picture Application I/O Communication Heat Power
Heat Dispensing n requirement -15 intolerably cold n 15 - 34 OK n 34 - 39 hot n 39 - 43 pain n 43 - tissue damage n
Big Picture Application I/O Communication Heat Power
Application Examples: Miniature Head-up Displays
Application Examples: Charm. IT Wearable Computer
Wearable Computer Definitions n Simple Definition Packet or clothing based computing n Peripheral s distributed around the sensors and actuators of the body, connected wirelessly n Runs entire day n
Wearable Computer Definitions n Formal Definitions n Rhodes (1997) n n n Portable while operational Enable hands-free or hand-limited use Capable of getting user’s attention Always “on” Sense the user’s context in order to serve him better Starner (1999) n n Persists and provides constant access Senses and models context Augments and mediates Interacts seamlessly
Human-Computer Evolution Mainframe->mini->PC->wearable n Initially lose on features n Less CPU capacity n Lower bus speed n Less disk storage n n BUT Gain on interface Personalization n Interactivity (Starner Ph. D 1999) n
Current State of the Industry
2003
Application Areas Warehouse picking n Inspection n Maintenance n Repair n Security n Military (Land Warrior) n
Examples
Trends n Computation in the wild n n Working in hostile or uncontrolled environment Continuous monitoring
Trends n Personal Server ( at Intel ) n n n Always with you Uses outside interfaces Represents you to ubiquitous computing world
Trends n Interactive lifestyle n n n Seamless integration into everyday life Augment the senses and the mind See as you see, hear as you hear
Challenges for the Wearable PC Usability Connectivity n n Situatedness Modes of interaction Seamless connection n visual and vocal n across different kinds of n Health and safety network n strain on the senses Occasional connection n Unobtrusive n in and out of range n socially acceptable Local communication n ad-hoc peripherals n Awareness n n Interpretation n n Social use of context data Augmentation n Technical capturing context personal assistant
Resources Charmed Technologies (www. charmed. com ) n IEEE Wearable Information Systems Technical Committee n www. cc. gatech. edu/~thad n www. bradleyrhodes. com n www. zary. com n
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