User:Azurashi/sandbox
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Wearable computers, also known as body-borne computers or wearables are miniature electronic devices that are worn under, with or on top of clothing.[1] This class of wearable technology has been developed for general or special purpose information technologies. It is also used in media development. Wearable computers are especially useful for applications that require more complex computational support, such as accelerometers or gyroscopes, than just hardware coded logic.
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Different stakeholders have defined wearable computing differently. For example, consumers often refer to wearable computers as computers that can be easily carried on the body or systems with a heads-up display or speech activated. This contrasts with academics that define wearables as a system that can perform a set of functions without being constrained by the physical hardware of the system. Finally, people who are trying to sell these products and the idea of these products will use the broadest definition; any computing device worn on the body. Because of the broad context in which a wearable computer can be defined, this article page will use the broadest definition, any computing device worn on the body.[2][3]
A modern example of wearable computers is the Fitbit system, a wristband that allows the user to track his or her time, distance, walking pace, and calories. Another example is Google Glass, an optical head-mounted display that augments the wearer's viewing perspective and can be interacted with through novel gestural movements.
One common feature of wearable computers is their persistence of activity. There is constant interaction between the wearable and user, so there is no need to turn the device on or off. Another feature is the ability to multi-task. When using a wearable computer, there is no need to stop what one is doing to use the device; its functionality blends seamlessly into all other user actions. These devices can be used by the wearer to act as a prosthetic. It may therefore be an extension of the user’s mind or body.
Many issues are common to wearables as with mobile computing, ambient intelligence and ubiquitous computing research communities. These include power management and heat dissipation, software architectures, wireless and personal area networks, and data management[4], all of which are essential for overall data quality and trust in the device.