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An Update on Wearable Technology - Statesman Media
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wearable technology , Applicable , fashionable technology , wearable , tech togs , or electronic mode is a smart electronic device (electronic device with micro controller) that can be used on the body as an implant or accessory.

Usable devices like activity trackers are the best example of the Internet of Things, because "things" like electronics, software, sensors, and connectivity are the effectors that allow objects to exchange data (including quality data) over the internet with manufacturers, operators , and/or other connected devices, without the need for human intervention.

The wearable technology has a variety of applications that grow as the field itself expands. It seems conspicuous in consumer electronics by popularizing smartwatch and activity trackers. In addition to commercial use, wearable technology is being incorporated into navigation systems, sophisticated textiles, and health care.


Video Wearable technology



History

The History of Used Items begins with watches, which are used by people to know the time. In 1500 the German inventor Peter Henlein created a small watch worn as a necklace. A century later, people began carrying their watches in their pockets as vests that became fashion items, leading to the manufacture of pocket watches. Watches were also made in the late 1600s but mostly worn by women as bracelets. Over time, watches become smaller and more precise. In 1904, aviator Alberto Santos-Dumont pioneered the use of watches as it enabled him to have an empty hand while driving. This proves that the wrist is a comfortable place to wear watches that make people start using watches. People are starting to create wearable devices for use at every opportunity, from tools that help them win in gambling games, to rings used as computing devices by merchants, to electronic headbands used as costumes in cinemas, and cameras which can be worn tied to a bird to take aerial photos, among others.

Modern wearable technology is associated with ubiquitous computing and the history and development of usable computers. The clothing products make the technology pervasive by incorporating it into everyday life. Through the history and development of wearable computing, pioneers have sought to increase or expand the functionality of clothing, or to create wearable devices as accessories that can provide users with sousveillance - activity recording usually by means of personal or portable personal technology. Tracking information such as movement, steps, and heart rate are part of a quantified self-movement.

The origins of modern wearable technology are influenced by these two responses to the vision of ubiquitous computing. One of the earliest pieces of technology that can be widely adopted is the clock calculator, which was introduced in the 1980s. Pre-wearable technology is a hearing aid.

In 2004, the fashion design label CuteCircuit launched an electronics connected with Bluetooth called HugShirt at the CyberArt Festival in Bilbao, Spain, where it won the Grand Prize at the festival. HugShirt, designed for tele-transmission of long-distance touch, is different from previous exemplary technology examples (eg watches or helmet designs of computing that can be worn in the 1990s) because the product is the first wearable technology that takes the form of garment clothing. Thus, it is also the first piece of clothing connected to Bluetooth and connected to the internet. This product is included in the special edition of "Best Discovery of the Year" in Time magazine.

In 2008, Ilya Fridman inserted a Bluetooth microphone hidden into a pair of earrings. Around the same time, Spy Tie appeared, "a stylish neck tie with a hidden color camera".

A survey conducted by Vanson Bourne in the UK in 2015 found that nearly half (56%) of those surveyed said that the technology that could be used was a trend.

Fitbit released its first wearable around 2009; The Fitbit products mainly focus on activity tracking.

In the following years, smartwatches began to be released by major electronics companies. One of the first offers is the Samsung Galaxy Gear which falls in September 2013. Apple quickly followed Apple Watch in April 2015.

Maps Wearable technology



Prototype

In 2009, Sony Ericsson teamed up with the London College of Fashion for a digital clothing design contest. The winner is a cocktail dress with Bluetooth technology that makes it light up when a call is received.

Zach "Hoeken Smith" of MakerBot fame made keyboard pants during the "Fashion Hacking" workshop in a creative New York City collective.

The Tyndall National Institute in Ireland developed a "monitoring non-intrusive monitoring patient" platform that is used to evaluate the quality of data generated by the patient's sensors and how end-users can adopt the technology.

Recently, fashion company based in London, CuteCircuit, made a costume for singer Katy Perry that featured LED lighting so that her outfits will change color both during stage performances and appearance on the red carpet. In 2012, CuteCircuit created the world's first dress to feature Tweets, worn by singer Nicole Scherzinger.

In 2014, graduate students from the Tisch School of Arts in New York designed a hoodie that sent programmed text messages triggered by motion movements.

Around the same time, prototypes for digital eyewear with head-up display (HUD) began to appear.

The US military uses headgear with displays for soldiers using a technology called holographic optics.

In 2010, Google began to develop a prototype of Google Glass's built-in optical headscreen, which entered the customer beta in March 2013.

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Affected events

The 5 Days Off Amsterdam Festival includes a free event called "Technology Wearable: Creative Arts and Fashion".

In 2014, the Fashion Law Institute held a patent-focused panel discussion on wearable technology.

By 2015, a number of other events related to wearable technology are also planned, such as the Enterprise Wearable Technology Show in Houston, the Wearable Technology Show in London and the Wearable Technology Conference and Exposition in Moscow.

By 2018, many major Wearable Technology conferences are planned including the 2018 Canadian Technology 2018 Useable conference in Munich, Germany. The conference has an agenda with many important role players in the future of Wearable Technology such as IBM and even FIFA. The conference includes discussions from various speakers and companies that handle the future of Usable Technology from use in sports for use in future fashion trends. Other examples of future technologies presented and discussed in this conference include technologies for stress relief, disease detection, smart glasses, clothing, and even exoskeleton shapes. These and other conferences are planned to provide a window into the coming years and even the next few decades in the field of Usable Technology.

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Usage

The use of wearable technology can be categorized into two main categories:

  • Private use
  • Business use

Whether for personal or business use, wearable technology gadgets are mainly used for one of the following functions:

  • As a fashion statement
  • As a fitness tracker
  • As a treatment for hearing loss
  • For remote treatment of speech and sound disturbances as in patients with Parkinson's disease
  • As a sports tracker
  • To sync data and communications from other gadgets
  • For monitoring certain health problems, such as stress management
  • As a measure of alertness and energy
  • As a navigation tool
  • As a media tool
  • As a communication gadget

Fast-wearable devices are advanced in terms of technology, functionality and size, with more real-time applications.

The wearable technology is increasing both in personal and business use. In consumer spaces, sales of smart bracelets (aka activity trackers like Jawbone UP and Fitbit Flex) are beginning to accelerate by 2013. One in five American adults has wearable devices, according to PriceWaterhouseCoopers Wearable 2014 Future Report.

Smartwatches are the second high-profile sector, and while wearable devices have been around for years, they are just starting to gain mass market attention by introducing new models by Samsung and later by Apple.

The now-defunct Google Glass gets a lot of media attention, but the project is stalled in early 2015, with Google stopping device sales.

Smart shoes for visually challenged are products that are currently available and have great scope in the future.

In health care, wearable devices have long been used, for example in hearing aids and in detecting health problems such as sleep apnea. A study by 2014 by MSI and McAfee reported that 70% of people think that usable technology will immediately send vital health readings to doctors. Medical professionals like Google Glass Surgeon organize themselves into the Wearable Technology in Healthcare Society to seek collaboration and valid use of health-wearable technologies.

The technology that can be used has helped the health reform. The Affordable Care Act or Obamacare encourage value-based care models and technologies provide the necessary support for successful programs and the US government to save money. Telehealth is one such health distribution method in the Population Health Program model using technology that can be used to help lower the cost of US health care. However, much research and development is needed to ensure that the data produced is properly managed and of high quality. This will help ensure that the patient/user builds trust and confidence in the technology.

In professional sports, wearable technology has applications in monitoring and real-time feedback for athletes. Examples of sports wearable technologies include accelerometers, pedometers, and GPS that can be used to measure the energy expenditure and movement patterns of an athlete.

Reduced processing power costs and other components encourage widespread adoption and availability.

Wearable Technology â€
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Modern technology

On April 16, 2013, Google invited "Glass Explorers" who had pre-ordered sunglasses that can be worn at Google I/O 2012 conference to pick up their device. Today marks the official launch of Google Glass, a device intended to send rich text and notifications via a screen used as eyeglasses. This device also has a 5 MP camera and video recording at 720p. Various functions are enabled via voice commands, such as "OK Glass". The company also launched the Google Glass companion app, MyGlass. The first third-party Google Glass app comes from New York Times , capable of reading articles and news summaries.

However, in early 2015, Google stopped the sale of "explorer edition" from Glass to the public, after criticizing its design and the $ 1,500 price tag.

While optical head-mount display technology remains a niche, two popular types of wearable devices have been removed: smart watches and activity trackers. In 2012, ABI Research estimates that smartwatches sales will reach $ 1.2 million by 2013, aided by high smartphone penetration in many world markets, wide availability and low cost MEMS sensors, energy-efficient connectivity technologies such as Bluetooth 4.0, and ecosystems developing applications.

The crowdfunding Crowdup startup rediscovered the smart watch in 2013, with a campaign that runs in Kickstarter that collects more than $ 10 million in funding. By the end of 2014, Pebble announced it has sold a million devices. In early 2015, Pebble returned to its crowdfunding root to raise another $ 20 million for next-generation smartwatch, Pebble Time, which began shipping in May 2015.

In March 2014, Motorola launched the Moto 360 smartwatch powered by Android Wear, a modified version of the Android mobile operating system designed specifically for smart watches and other wearable Devices. Finally, after more than a year of speculation, Apple announced its own smartwatch, Apple Watch, in September 2014.

Useable technology is a popular topic at the Consumer Electronics Show in 2014, with an event dubbed "The Wearables, Appliances, Cars and Bendable TV Show" by industry commentators. Among the various wearable products on display are smart watches, activity trackers, smart jewelers, head-mounted optical displays and earbuds. However, wearable technology still has limited battery capacity.

Other areas of application of technology that can be used are monitoring systems for assisted care and elderly care. Usable sensors have great potential for generating large data, with good applications for biomedicine and ambient assisted living. For this reason, the researchers shifted their focus from data collection to the development of intelligent algorithms that were able to gather valuable information from data collected, using data mining techniques such as statistical classification and neural networks.

The wearable technology can also collect biometric data such as heart rate (ECG and HRV), brain waves (EEG), and muscle bio muscle (EMG) signals from the human body to provide valuable information on health and health care.

Another popular wearable technology involves virtual reality. VR headsets have been created by various manufacturers for computers, consoles and mobile devices. Recently Google released their headset, Google Daydream.

In July 2014, smart footwear technology was introduced in Hyderabad, India. Shoe soles connect to smartphone apps that use Google Maps, and vibrate to let users know when and where to turn to reach their destination.

In recent years fitness trackers and smart watches have become increasingly common and recognizable as examples of wearable technology. Examples include Fitbit, Apple Watch, and Samsung Galaxy Gear.

In addition to commercial applications, wearable technology is being researched and developed for many uses. Massachusetts Institute of Technology is one of the many research institutes that develop and test technology in this field. For example, research is underway to improve haptic technology for its integration into the next generation of wearable devices. Another project focuses on the use of technology that can be used to help people with visual impairments in exploring their environment.

Because the technology that can be used continues to grow, this technology began to evolve into other fields. The integration of wearable clothing into health care has been the focus of research and development for various institutions. Clothing products continue to grow, move beyond the device and explore new boundaries such as smart fabrics. Applications involve the use of fabric to perform functions such as integrating QR code into textiles, or performance garments that increase airflow during exercise.

Wearable technology and the IoT: Transforming the healthcare ...
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Methods and techniques

The following methods and techniques explain the process of making clothing from fiber to garment and electronic insertion to the process.

Clever

Cloths were developed in the late 1990s, as a technique that allows designers to embed electrical circuits into garments so they can be interactive for users. Because the smart fabric is in direct contact with the user's skin, it accurately senses the customer's body movements. Weaving electronics into clothing requires that electronic components are small, lightweight and flexible like fibers. To be durable, it must be embedded into the fabric at the first stage of the process.

Clever fabrics are used by designers to add light colors to clothing, and as a tool to monitor the health of the users, as it can track the user's vital like heart rate, breathing pattern and walk, among others. Many technology companies plan to embed their electronics into clothing to create smart fabrics.

3D Printing

3D printing, also referred to as additive manufacturing, is a technique that has become popular in the 2000s. Designers use 3D printers to make clothes, accessories, and shoes. Fashion companies combine this technique in their manufacturing process to create tailor made products for their customers. 3D printing is disrupting the fashion industry, because the designer finds this technique a useful tool for creating products that can be tailor-made given their precision. Also, this is a convenient inexpensive tool for creating prototypes of their designs at the first level.

3D printing offers an alternative advantage that traditional clothing does not have, such as customization, unique structure and patterns, sustainability, lower prices, more convenience and less waiting time.

Wearable technology: Going out on a limb | Insurance Business
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Technology and usable health

Used wear technology is often used to monitor user health. Because such devices have close contact with users, they can easily collect data.

Applicable devices can be used to collect data about a user's health including:

  • Heart rate
  • Calories burned
  • Walking step
  • Blood pressure
  • Time spent on sports

These functions are often combined in a single unit, such as an activity tracker or clock smart like Apple Watch Series 2 or Samsung Galaxy Gear Sport. Such devices are used for physical training and overall physical health monitoring.

Currently other applications in health care are being explored, such as:

  • Measures blood alcohol levels
  • Measuring athletic performance
  • Monitor how sick users
  • are
  • Health Risk Assessment App, including age-dependent disease risk and age limit

Although the wearable device can collect data in aggregate form, they have not analyzed or made any conclusions based on this data. The clothing product can not explain the different health needs of an individual; they can only collect data. Because of this, a usable device is used primarily for information on general wellbeing but not for making decisions about one's health.

Wearable Technology !! - Vskills Blog
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Entertainment

Clothing products have been expanded into the entertainment space by creating new ways to experience digital media. The virtual reality headset and augmented reality eyewear have been examples of wearable products in entertainment. The influence of virtual reality headsets and augmented reality glasses is seen mostly in the gaming industry. Virtual reality headsets such as Oculus Rift, HTC Vive, and Google Daydream View aim to create a more immersive media experience by simulating first-person experiences or displaying media in the field of user vision. Television, movies, and video games have been developed for this device. In the 2014 exhibition, Ed Tang of Avegant presents his "Smart Headphones". These headphones use Virtual Retina Display to enhance the Oculus Rift experience. Some augmented reality devices fall under the wearable Product category. Augmented reality glasses are currently being developed by several companies. Snap Inc.'s sunglasses are sunglasses that record videos from the user's point of view and pair them with the phone to post videos on Snapchat. Microsoft has also been investigating the business, releasing Augmented Reality goggles in 2017. The device explores using digital holography, or holograms, to give users first-hand Augmented Reality experience. The usable technology has also expanded from wrist to garment. There are shoes made by shiftwear companies that use smartphone apps to periodically change the look of design on shoes. These shoes are designed using a normal cloth but use a display in the middle and back that shows the design of your choice. The app is completed in 2016 and the prototype for shoes is made in 2017. Another example of this can be seen with Atari headphone speakers. Atari and Audiowear are developing face caps with built in speakers. The lid will feature speakers mounted at the bottom edge, and will have bluetooth capability. Many other devices can be considered entertainment-enabled devices and need only user-imposed devices to experience the media.

Technology Used in Games

Virtual Reality has made a leap in the market lately for the gaming industry. The creation of the first virtual reality headset can be credited to Cinematographer Morton Heilig. He created a device known as Sensorama in 1962. Sensorama is a very heavy videogame device that needs to be held by a suspension device. The weight of the machine in which you insert your head is too heavy for the human neck to support.

Sony returned in 2016 to make its debut, the first portable virtual reality headset that can be linked to the code name Project Morpheus. The new PlayStation headset will allow users the ability to view games through their own eyes as they play using the controller.

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Mode

The product of fashionable clothing is "designed clothing and accessories that combine aesthetics and style with functional technology." The garment is the interface to the outside that is mediated through digital technology. This allows unlimited possibilities for dynamic customization of clothing. All clothes have social, psychological, and physical functions. However, with the use of technology these functions can be strengthened.

Clothing products are made from a functional perspective or from an aesthetic perspective. When created from a functional perspective, designers and engineers create wearable Products to provide convenience to users. Clothing and accessories are used as a tool to provide assistance to users. Designers and engineers work together to incorporate technology in garment manufacturing to provide functionality that can simplify the lives of users. For example, through smartwatches people have the ability to communicate on the go and keep track of their health. In addition, smart fabrics have direct interaction with the user, as it allows the sensing of the customer's movement. It helps overcome problems such as privacy, communication, and well-being. Years ago, fashionable clothing products were functional but not overly aesthetic. In 2018, apparel products are rapidly growing to meet fashion standards through the production of stylish and comfortable clothing. Furthermore, when the wearing device is made from an aesthetic perspective, designers explore with their work using technology and collaborate with engineers. The designers are exploring the various techniques and methods available to combine electronics in their designs. They are not limited by a set of materials or colors, as these may change in response to embedded sensors in clothing. They can decide how their designs adapt and respond to users.

In 1968, the Museum of Contemporary Craft in New York City held an exhibition called Body Covering which presents a technology infusion that can be worn with fashion. Some of the projects presented are clothes that change the temperature, and party dresses that light up and produce sound, among others. The designers of this exhibition creatively embed electronics into clothing and accessories to create these projects. In 2018, fashion designers continue to explore these methods in their design creation by pushing the boundaries of fashion and technology.

Project Jacquard

The Advanced Technology and Product Team team created the Jacquard Project which consists of integrating electronics into clothing in an innovative way. Their goal is to fabricate the interface fabric by embedding the touch sensor into each piece of fabric. They want to create every interactive material, from clothes to car seats. To differentiate from competitors, Google created a new way to embed material into textiles. They collaborate with fashion designers in the development of this project, because their intention is not to start a textile mill but to create software for this wearable device. They want to combine resources by combining the fashion industry and technology. Levi's is one of the major fashion brands that partner with Google. They collaborate in creating smart fabrics that can communicate and interact with digital devices such as smartphones.

Intel Intelligent Mode

Intel is another company that is experimenting with modern technology. Intel created a microcomputer called Curie, which makes making wearable devices easier and faster. They also partner with fashion designers to create wearable devices. In collaboration with the Chromat brand, they released a sports bra that responds to changes in the user's body. Another product made through their collaboration is a 3D carbon fiber print dress that changes color based on the user's adrenaline level.

Iris van Herpen

Smart fabrics and 3D printing have been put in high fashion by designer Iris van Herpen. Van Herpen is the first designer to incorporate 3D printing technology from rapid prototypes into the fashion industry. The Belgian company, Materialize NV, works with it in its design printing.

Tech Trend 2016:Advanced wearable tech for future | Krify
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Issues and Concerns

The FDA developed guidelines for low-risk devices suggesting that personal health can be a public health product if they only collect data on weight management, physical fitness, relaxation or stress management, mental acuity, self-esteem, sleep management, or sexual function. This is due to the privacy risks that surround the device. As more devices are being used and upgraded soon this device will be able to tell if someone is showing certain health problems and provide action. With the increase in these devices consumed so the FDA develops these guidelines to reduce the risk of the patient if the application is not functioning properly. He also argued about the ethics because although they help track health and promote independence, there is still a privacy violation going on to obtain information. This is due to the large amount of data that needs to be transferred which can cause problems for users and companies if third parties have access to this data. There is a problem with goog glass used by surgeons to track vital signs of patients who have privacy concerns related to third-party use of unapproved information. The problem is consent too when it comes to wearable technology as it gives the ability to record and that is a problem when permission is not asked when someone is being recorded.

How Wearable Technology is Impacting our Lives | WittySparks
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See also


Free Wearable Technology PowerPoint Slide
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References


Wearable Tech: Fad or Fashion Revolution? - Apparel Business
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External links

  • "Put your heart on your sleeve" - ​​physics.org
  • "Future of Usable Technology" - video by Book of Death

Source of the article : Wikipedia

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