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Wearable computer

Wearable computer is a computer science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Wearable computer rather than just read about it. In short: A wearable computer, also known as a body-borne computer or wearable, is a computing device worn on the body. The definition of 'wearable computer' may be narrow or broad, extending to smartphones or even ordinary wristwatches.

Wearable computer — main illustration
Wearable computer — illustration

Key takeaways

  • Wearable computer belongs to computer science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Wearable computer to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Wearable computer from memory before moving on to harder problems.

Reference excerpt

A wearable computer, also known as a body-borne computer or wearable, is a computing device worn on the body. The definition of 'wearable computer' may be narrow or broad, extending to smartphones or even ordinary wristwatches. Wearables may be for general use, in which case they are just a particularly small example of mobile computing. Alternatively, they may be for specialized purposes such as fitness trackers. They may incorporate special sensors such as accelerometers, heart rate monitors, or on the more advanced side, electrocardiogram (ECG) and blood oxygen saturation (SpO2) monitors. Under the definition of wearable computers, we also include novel user interfaces such as Google Glass, an optical head-mounted display controlled by gestures. It may be that specialized wearables will evolve into general all-in-one devices, as happened with the convergence of PDAs and mobile phones into smartphones. Wearables are typically worn on the wrist (e.g. fitness trackers), hung from the neck (like a necklace), strapped to the arm or leg (electronic tagging), or on the head (as glasses or a helmet), though some have been located elsewhere (e.g. on a finger or in a shoe). Devices carried in a pocket or bag – such as smartphones and before them, pocket calculators and PDAs, may or may not be regarded as 'worn'. Wearable computers have various technical issues common to other mobile computing, such as batteries, heat dissipation, software architectures, wireless and personal area networks, and data management. Many wearable computers are active all the time, e.g. processing or recording data continuously.

Applications

Wearable computers are not only limited to computers such as fitness trackers that are worn on wrists; they also include wearables such as heart pacemakers and other prosthetics. They are used most often in research that focuses on behavioral modeling, health monitoring systems, IT and media development, where the person wearing the computer actually moves or is otherwise engaged with his or her surroundings. Wearable computers have been used for the following:

general-purpose computing (e.g. smartphones and smartwatches) sensory integration, e.g. to help people see better or understand the world better (whether in task-specific applications like camera-based welding helmets or for everyday use like Google Glass) behavioral modeling health care monitoring systems service management electronic textiles and fashion design, e.g. Microsoft's 2011 prototype "The Printing Dress". Wearable computing is the subject of active research, especially the form-factor and location on the body, with areas of study including user interface design, augmented reality, and pattern recognition. The use of wearables for specific applications, for compensating disabilities or supporting elderly people steadily increases.

Operating systems The dominant operating systems for wearable computing are:

FreeRTOS is a real-time operating system kernel for embedded devices; most of the Smartbands that are currently available in the market are based on FreeRTOS, which include Huawei, Honor, Lenovo, realme, TCL and Xiaomi smartbands. LiteOS is a lightweight open source real-time operating system that is part of Huawei's "1+8+N" Internet of Things solution. Tizen OS from Samsung (there was an announcement in May 2021 that Wear OS and Tizen OS will merge and will be called simply Wear.) watchOS is a proprietary mobile operating system developed by Apple Inc. to run on the Apple Watch. Wear OS (previously known as Android Wear) is a smartwatch operating system developed by Google Inc.

History

Due to the varied definitions of wearable and computer, the first wearable computer could be as early as the first abacus on a necklace, a 16th-century abacus ring, a wristwatch and 'finger-watch' owned by Queen Elizabeth I of England, or the covert timing devices hidden in shoes to cheat at roulette by Thorp and Shannon in the 1960s and 1970s. However, a general-purpose computer is not merely a time-keeping or calculating device, but rather a user-programmable item for arbitrary complex algorithms, interfacing, and data management. By this definition, the wearable computer was invented by Steve Mann, in the late 1970s:

Steve Mann, a professor at the University of Toronto, was hailed as the father of the wearable computer and the ISSCC's first virtual panelist, by moderator Woodward Yang of Harvard University (Cambridge Mass.). The development of wearable items has taken several steps of miniaturization from discrete electronics over hybrid designs to fully integrated designs, where just one processor chip, a battery, and some interface conditioning items make the whole unit.

1500s Queen Elizabeth I of England received a watch from Robert Dudley in 1571, as a New Year's present; it may have been worn on the forearm rather than the wrist. She also possessed a 'finger-watch' set in a ring, with an alarm that prodded her finger.

1600s The Qing dynasty saw the introduction of a fully functional abacus on a ring, which could be used while it was being worn.

1960s In 1961, mathematicians Edward O. Thorp and Claude Shannon built some computerized timing devices to help them win a game of roulette. One such timer was concealed in a shoe and another in a pack of cigarettes. Various versions of this apparatus were built in the 1960s and 1970s. Thorp refers to himself as the inventor of the first "wearable computer". In other variations, the system was a concealed cigarette-pack-sized analog computer designed to predict the motion of roulette wheels. A data-taker would use microswitches hidden in his shoes to indicate the speed of the roulette wheel, and the computer would indicate an octant of the roulette wheel to bet on by sending musical tones via radio to a miniature speaker hidden in a collaborator's ear canal. The system was successfully tested in Las Vegas in June 1961, but hardware issues with the speaker wires prevented it from being used beyond test runs. This was not a wearable computer because it could not be re-purposed during use; rather it was an example of task-specific hardware. This work was kept secret until it was first mentioned in Thorp's book Beat the Dealer (revised ed.) in 1966 and later published in detail in 1969.

… excerpt ends here. Continue reading the full article.

Illustrations

Wearable computer: Smartwatches are an example of a wearable computer.
Smartwatches are an example of a wearable computer.
Wearable computer: Samsung Galaxy smartphones and Samsung Galaxy Watch smartwatches
Samsung Galaxy smartphones and Samsung Galaxy Watch smartwatches
Wearable computer: Evolution of Steve Mann's WearComp wearable computer from backpack based systems of the 1980s to his current covert systems
Evolution of Steve Mann's WearComp wearable computer from backpack based systems of the 1980s to his current covert systems
Wearable computer: Timex Datalink USB Dress edition with Invasion video game. The watch crown (icontrol) can be used to move the defender left to right and the fire control is the Start/Split button on the lower side of the face of the watch at 6 o' clock.
Timex Datalink USB Dress edition with Invasion video game. The watch crown (icontrol) can be used to move the defender left to right and the fire control is the Start/Split button on the lower side of the face of the watch at 6 o' clock.
Wearable computer: LunaTik, a machined wristband attachment for the 6th-generation iPod Nano
LunaTik, a machined wristband attachment for the 6th-generation iPod Nano

Worked examples

Example 1 — a first encounter with Wearable computer

Start with the simplest possible case. Write down what Wearable computer claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In computer science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Wearable computer before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Wearable computer ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Wearable computer

In research
Wearable computer appears in computer science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Wearable computer in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Wearable computer is common in secondary-school and first-year university syllabi. It links to neighbouring topics Ambient intelligence, Applications of artificial intelligence, Fashion accessories, so understanding it makes those chapters shorter.
In everyday life
Look for Wearable computer outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.
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How to study Wearable computer in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Wearable computer means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Wearable computer out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Wearable computer in simple terms?

A wearable computer, also known as a body-borne computer or wearable, is a computing device worn on the body. The definition of 'wearable computer' may be narrow or broad, extending to smartphones or even ordinary wristwatches.

Why does Wearable computer matter?

Because it connects several computer science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Wearable computer?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Wearable computer.

Tags

  • Ambient intelligence
  • Applications of artificial intelligence
  • Fashion accessories
  • Human–computer interaction
  • Internet of things
  • Japanese inventions
  • Personal digital assistants
  • Spatial computing
  • Ubiquitous computing
  • Wearable computers
  • Wearable devices

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