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Operator 4.0
Published in Diego Galar Pascual, Pasquale Daponte, Uday Kumar, Handbook of Industry 4.0 and SMART Systems, 2019
Diego Galar Pascual, Pasquale Daponte, Uday Kumar
A wearable computer is a digital device that is either strapped to or carried on a user’s body. It is used most often in research focusing 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 provide constant computer and user interaction. In extreme cases, they serve much like a prosthetic, in that device use does not require users to cease other activities.
Recent Trends in Wearable Technologies, Challenges and Opportunities
Published in Teena Bagga, Kamal Upreti, Nishant Kumar, Amirul Hasan Ansari, Danish Nadeem, Designing Intelligent Healthcare Systems, Products, and Services Using Disruptive Technologies and Health Informatics, 2023
Every mobile device’s most limiting element is its power consumption. Instead of high-quality electrical circuits, mobile gadgets are rated mostly on their power backup. Researchers should concentrate on the problem of wearable computers’ power consumption. Wearable computers are similar to clothing and may take the shape of Google Glasses, a belt buckle or a keyboard incorporated into a garment. Because these gadgets will be worn by people, the power distribution mechanism in them is highly intricate. Because wearable computers are mobile in nature, they need a substantial battery backup, and the end user will get disappointed if the battery backup is inadequate. Strong batteries are necessary to meet the needs of wearable computers’ power needs. A klong-lasting power supply, such as plutonium-238, may be utilised in wearable computers and endure for decades. Another option is to utilise batteries with a 16-hour backup time that can be charged while the user is sleeping or eating. The heat produced by the human body ranges from 80 to 10,000 watts. Humans can live in the Sahara Desert and Antarctica for long periods of time and yet maintain a body temperature of 37 degrees Celsius. The human body may be thought of as an effective heat regulator. Wearable computers must be able to match/regulate such circumstances and deal with heat-related difficulties. In order to address these difficulties, wearable computers must be lightweight, modest in size and ergonomic, and they must often function in damp and filthy settings for applications such as marines. The battery pack provides power to wearable gadgets; therefore, power consumption should be kept to a minimum. As a result, power-hungry cooling technologies such as thermoelectric modules aren’t the ideal option. Because conductions are the preferred mechanism of heat transmission for wearable computers, it has been proposed that embedding electronics in a polymer-filler composite substrate might assist in the design of wearable computers in various ways. The wearables designers have a significant difficulty. Such gadgets don’t put a lot of emphasis on the user interface.
Social acceptability and product attributes of smart apparel: their effects on consumers’ attitude and use intention
Published in The Journal of The Textile Institute, 2022
Wearable technology, interchangeably called as ‘wearables’, refers to “many different forms of body-mounted technology, including wearable computers, smart clothing, and functional clothing” (Dunne, 2004, p.5). Within a short time, it has gone from being nonexistent to being everywhere for different purposes such as fitness and wellness, safety and security, fashion, and lifestyle (Chae, 2010; Eike & Bakhshian, 2018; Ghahremani Honarvar & Latifi, 2017). According to MarketsandMarkets (2019), the market value of wearable technology is expected to grow with the rate of 11.2% from 2016 to 2025 and will reach to 56.8 billion dollars by 2025. Smart apparel is a subcategory of wearable technology, which integrates information technology such as sensors into fashion (Ariyatum et al., 2005; Chae, 2010). The smart apparel market has tremendously grown during the last few years and significantly influenced individuals' lifestyles by shaping their decision-making patterns and purchase behavior. According to the Research and Markets’ (2019) report, the smart apparel market will grow from $1.6 billion in 2019 to 5.3 billion dollars by 2024, which is 26.2% increase.
A novel out-of-band biometrics authentication scheme for wearable devices
Published in International Journal of Computers and Applications, 2020
Manmeet Mahinderjit Singh, Ke Wan Ching, Asrulnizam Abd Manaf
According to [17], WT, wearable computers, wearable devices or wearables are all referred to electronic devices that can be worn on the human body, either a computer that is incorporated as an accessory or as a part of the material used in clothing. The embedded wearable sensors are mainly used for human recognition activity in many possible applications ranging from medical and health, to sports and fitness and even entertainment and military. It has been designed in many different forms that can be worn on the human body from head to toe such as glasses, shirt, wristband, watches and other forms [2]. It not only can perform the basic task like what smartphones do, but the embedded wearable sensors also recognize and provide wearer’s activity information in a real-time context. It is designed to be hands free, always on, environmentally aware, attention getting, connected with wireless network and it is unmonopolizing which mean it does not user off from the outside world.
Analysis of User Experience of Hand Gestures for Interaction with Wearable Devices
Published in International Journal of Human–Computer Interaction, 2023
Shan He, Wei-Feng Tung, Shiang-Lin Lin
A wearable computer refers to a wearable miniature electronic device. These devices are assembled using miniature electronic elements so they are lightweight and portable (Ferreira et al., 2021). The technology for a wearable computer has been used to develop information products with unique functionality. The smartwatch is a mature product that uses wearable computer technology and is accepted by consumers. In general, wearable devices have relatively small display screens, which largely prevent the user from performing complex operations on the devices. To overcome this limitation, many designs for interaction have been developed by different studies.