Wearable computer

   

ja:ウェアラブルコンピューティング

A wearable computer is a small portable computer that is designed to be worn on the body during use. In this wearable computers differ from PDAs, which are designed for hand-held 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. They may also be integrated into everyday objects that are constantly worn on the body, like a wrist watch or a hands-free cell phone.

Wristwatch videoconferencing system running GNU Linux, later featured in Linux Journal and presented at ISSCC2000
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Wristwatch videoconferencing system running GNU Linux, later featured in Linux Journal and presented at ISSCC2000

The aim of wearable computing community is to develop new user interfaces that mediate (augment, deliberately diminish, or otherwise modify) non-computer activities, without interfering with the user's everyday tasks. The design of wearable computers is still a topic of research, and a variety of user interfaces are being proposed.

The commercialization of wearable computing has been led by companies such as Xybernaut, HandyKey, and ViA. Publicly-traded Xybernaut has forged alliances with companies such as IBM and Sony in order to make wearable computing widely available. In 1998 Seiko marketed the Ruputer, a computer in a (fairly large) wristwatch, to mediocre returns. In 2001 IBM developed and publically displayed two prototypes for a wristwatch computer running Linux, but the product never came to market. In 2002 Fossil announced the Fossil WristPDA, which ran the PalmOS. Its release date was set for summer of 2003, but was delayed several times and eventually pushed back indefinitely.

Some wearable computers use keyers (keyswitches mounted to a grip, rather than to a board, as with a keyboard) and trackballs as input devices, but many try to use more intuitive means of input like gesture, speech recognition or context awareness. The output may be presented through displays, lights, sound or even haptic interfaces. Some mediated reality (augmented, diminished, or otherwise modified reality) systems can also be considered wearable computers.

Evolution of wearable computer from backpack based systems of the late 1970s and early 1980s toward today's covert systems.
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Evolution of wearable computer from backpack based systems of the late 1970s and early 1980s toward today's covert systems.

Wearable computers of the 1970s were typically large, sometimes even requiring the user to wear a backpack. In the 1980s these systems were miniaturized to smart clothes (computer jackets) and eyeglasses, where the components were mounted outside the eyeglasses. In the 1990s covert or normal-looking systems were developed that had the appearance of ordinary clothing and eyeglasses, by way of an underwearable computer (worn under a shirt) and EyeTap eyeglasses. In 1998, a fully functional wristwatch computer system was designed and built, and later featured on the cover of Linux Journal.

Steve Mann's wearcomp has other properties such as operational constancy (the property that the computer is always on and ready for use).

The United States Army plans to issue 10,000 wearable computers to its combat troops in the next few years. They have approved a robust design that will supposedly be immune to weather, temperature, and vibration extremes. It consists of two belt-hung modules for power and processing, and an interface integrated with the regular combat helmet.

See also Personal digital assistant, laptop, retina projection, EyeTap.

External links


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