This paper will explore advantages of wearable technology such as glanceable information, tracking, and enhanced communication, revealing issues of specific wearables and addressing concerns regarding privacy and social interactions.
This paper will provide extensive information on the present wearable computing market, detailing its end-use in different sections.
Body-borne computers, also referred to as wearables, are related to the fields of both ubiquitous computing and human-computer interaction. With ubiquitous computing, wearable computing is used to interweave technology into the everyday life, making technology pervasive and interaction frictionless. Through the history and development of wearable computing, the vision of technology in the everyday life has been affirmed through multiple projects directed at either enhancing or extending functionality of clothing, recently notable through devices like the Nike FuelBand, Fitbit, Pebble Smartwatch and Google Glass. Wearable technology is a response to both ubiquitous computing and human-computer interaction.
History of Wearable Technology
A computer is not merely a time-keeping or calculating device, but rather a user-programmable item for complex algorithms, interfacing, and data management [1]. By this definition, there is disagreement in the technology field as to when the first wearable computer was invented. Some recognize Ed Thorp and Claude Shannon invention (1966) and others recognize the invention of Steve Mann (1981.) In the 1970s and early 1980’s Steve Mann, a researcher and inventor renowned for his works on computational photography, high dynamic range imaging, and wearable computing.
Mann designed and built a number of general-purpose wearable computer systems, including various kinds of sensing, biofeedback, and multimedia computers such as wearable musical instruments, audio-based computers, and seeing aids for the blind.
In 1981, Mann designed the
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