2. INTRODUCTION
Wearable Computing(Body-borne computing),consists of
devices,worn by the bearer,thereby facilitating constant human-
computer interaction and thus providing constant computational
support,while the user's hands,voice,eyes,arms or attention are
actively engaged with the physical environment.
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,hands-free cell phone etc.
4. LATEST DEVELOPMENTS
Google,marks its entry into the wearable’s
augmented-reality market with its “Project
Glass”,it is expected to reach market in
2014.
LG,is set to release its device,namely “LG-
Lifeband Touch”,providing users with
fitness data,allowing them to check their
movement and measure progress.
LG,is also set to release its “Heart Rate
Earphones”,which measure blood flow
signals in the ears,through PerformTek
sensor technology.
5. Nike launches,“Nike FuelBand”,it tracks
one’s daily exercise and the calories
burnt while doing those activities.For every
activity,the LED will light up and let us know
our progress.
Motorola,has officially unveiled its first
smartwatch.“Moto-360”,the Moto 360,lets
one know latest notifications and one can
access further functions through the “OK
Google” voice command if one wishes.
Samsung,launches “Samsung Gear Fit
smartwatch”,it is packed with many health
apps like pedometer,heart rate
sensors,sleep,exercise app with standalone
mode for running and walking while
companion mode for,cycling and hiking.
6. Nike launched “NIKE Hyperdunk+”,with
this shoe,basketball players can monitor their
speed, jump height and their overall game
performance.There are sensors on the shoe
that transmit information to our
smartphone,via bluetooth.
Google,is "in talks”,to launch Android
“GOOGLE Smartwatch” that would enter
mass production within months,it features a
touchscreen interface that allows user to
swipe between time,calendar,weather info
and Google+.
Epson,launched “Moverio BT-200 smart
glasses”,in 2012,it includes a number of
sensors like Accelerometer,Gyroscope and
Magnetic compass for head-motion tracking
and hands-free navigation.There is a front-
facing camera for taking images and videos.
7. MAJOR APPLICATION AREAS
Augmented Reality :- Helps to overlay virtual information on the
real world,Rememberance Agents (RAs),are wearables that,remind
the wearer of potentially relevant information,of the user’s,physical
and virtual environment.
Finger Tracking :- Here the computer is able to visually track the
user's finger,the user would then be able to control the operating
system in the manner,so as to digitise an image and virtually
annotate it.
Face Recognition :-Working in conjunction with an appropriate
face-finding software, face recognition would enable names to be
overlaid on faces as the user moves about the world in his/her
wearable computer.
8. Navigation :- Connecting a Global Positioning System (GPS),to a
wearable software allows the user to track himself ,while exploring
a city.A visually impaired person might be able to receive warnings,
of approaching objects and hence promote safety in their daily lives.
Remote sensing and maintenance :- By wearable means,the field
workers would be able to get remote assistance and expertise
through digital data, audio and image.With this help, even non-
expert maintenance personnel can accomplish simple repairing tasks
with the aid of remote experts at the help-desk.
Repair instruction :- By putting as little as 3 distinctive marks at
known distances from each other,a wearable camera with known
focal length can recover the 3-Dimensional (3-D) location of an
object defined by these three marks.With the help of an on-line
manual on the technician's wearable, one can extrapolate and derive
the rest of the object's 3D location.
9. FACTS AND FIGURES
36 partners,from 15 countries,are in the consortium.
The growth of wearable devices,from 2011 to 2016,is estimated as
follows:-
2011 2016
The growth in revenue,from Wearable Computing devices,from
2012 to 2018,is estimated as follows :-
2012 2018
14 BILLION 171
MILLION
750$ BILLION 58$ BILLION
10. FUTURE OPPORTUNITIES
Health sector
61% of the devices in wearable
market are fitness or activity
trackers.
Experts say that wearable
devices,in the health and
fitness sector,may generate up
to $5 billion by 2016
Military sector
Hand worn terminals,heads-up
displays and other such products
will be majorly,used in the
industrial and military sector,in the
coming years,hence huge growth
can be estimated.
11. Industrial Sector
Industrial applications of Wearable devices,include the use of heads-
up displays in production lines, hand-worn terminals in logistics and
warehousing and smart clothing to track user location and detect
industrial gases.
The market for wireless devices in industrial applications is forecast -
ed to grow at a compound annual growth rate of 18.0% from 2011 to
2015.
Medical sector
Experts estimate,that the total market,in this sector,will experience a
compound annual growth rate (CAGR) of 56.1 percent, with North
America being the largest part of the field at 39 percent CAGR itself.
Research has projected that by 2016,wearable wireless medical
device sales will reach more than 100 million devices annually.
12. Infotainment sector
Growing from only 50,000 Xbox users in 2002,to 77 million users
today,the fast growing gaming market represents a significant
opportunity for augmented reality devices such as heads-up displays
smart glasses,smart clothing and hand-worn terminals,which aim to
enhance gaming experience.
Fitness and Wellness
The top 20 names in the Fitness and wellness industry,experienced a
10.3% CAGR in revenue over the last 3 years.
As part of 2012 telehealth report, it is forecasted that the number of
patients,that would be using wearable computing devices,in this
sector,like Fitness & Heart Rate Monitors, Foot Pods & Pedometers,
Sleep Sensors,Audio Earbuds will grow to nearly 2M by 2018.
13. REFERENCES
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“http://www.slideshare.net”.
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