From mobile to wear: Explore wearable concepts, technologies and applications

Abstract: Wearable computing is a novel computing model that has been regarded as the mainstream of next-generation computing development. Will try to discuss some hot issues in the field of wearable computing with industry colleagues, such as concepts, technologies, trends, wearable attributes, models, wearable electronics, blue-collar computing, etc., in order to promote the effect of the jade, for wearable research and industrialization Health development helps.

Wearable computing is a research hotspot in the field of information, and it originated from the Massachusetts Institute of Technology. There have been 2 craze in wearable research. In July 1996, DARPA in the United States hosted “wearable in 2005”; in 1996, Boeing hosted the second wearable computing seminar in Seattle, USA; in October 1997, in Cambridge, Massachusetts, USA, IEEE The Computer Society hosted the first International Conference on Wearable Computers (ICSC). These three conferences represent the first wave of wearable computing research, which coincides with the Internet boom and is characterized by outstanding research. In 2012, Google launched smart glasses, and its detonated wearable computing (or smart wearable) hotspot triggered a second wave of global wearable technology. At the beginning of 2014, the International Consumer Electronics Show (CES) held in the United States further pushed the wearable computing fever to the climax. The industry has more research on wearable technology, and various wearable products have emerged in an endless stream. Various areas of industry and applications. Since then, heat waves from R&D, products, industries, exhibitions, and forums related to wearable technology have continued to hit.

1 concept

The second wave of research on wearable computing technology triggered by Google comes from businesses and markets. Unlike other hot research areas, the research boom was not initiated by subject matter experts but by companies and markets. At present, there is a widespread misunderstanding of wearable computing, and there is insufficient understanding of its positioning and practical significance, which is likely to lead to follow-up research. The development of wearable computing is closely related to the development of computing, and the development of computing can be seen from the development of human beings.

One of the most important landmark events in human development is human uprightness. Human erection is due to the use of tools, which is the biggest contributing factor to human development. In today's era, mobile phones are breaking through the traditional model and moving toward more intelligent direction. Due to the application of mobile phones and the Internet, people are "squatting" down, and wearable computing makes people "upright" again. Understanding wearable computing from the perspective of a second erect tool represents the second evolution of mankind. This is an amazing thing (Figure 1).

From mobile to wear: Explore wearable concepts, technologies and applications

Figure 1 wearable to make people "secondary"

Why talk about the second evolution of people? This is a question that people have been worried about: Will robots beat humans, and artificial intelligence may exceed human intelligence? How to recognize the second development and wearable status of human beings? Wearable computing definition: Wearable computing is the inevitable outcome of the concept of "people-oriented, human-machine integration". Under this computing model, a kind of personal mobile computing terminal with wearable, personalized, diverse and new forms is derived. (Smart glasses, eyepieces, bracelets, watches, waist packs, belts, shoes and clothing). The wearable compuTIng mode emphasizes the ability to provide computational functions in a natural wearable form, weakening the concept of the machine. It first embodies the people-oriented, that is, the idea of ​​“turning around people”; the second is the integration of people and machines, and the integration of man and machine. It also embodies the service of human beings, the human-centered research ideas, and represents the direction of future research.

According to the famous Steve Mann, wearable computing should have three usage patterns and six attribute definitions:

1) Usage mode: constant assistant; augmenttaTIon; mediation. 2) Attributes: unmonopolizing; unrestricTIve; observable; controllable; attentive proactively; communicative.

From the perspective of biological humans and robots, wearables are caused by mixed people (ie, human-machine). Wearable computing brings about a revolution in human-machine relationships, resulting in a new relationship between inextricably intertwined and synergy, a form of "symbiosis" that ultimately It will evolve to "electronic people" (cyborg, a hybrid of humans and humans). The “human-machine collaboration” and “enhancement” calculation modes facilitated by wearable computing enable natural and continuous perception and enhancement of users.

At present, research in the field of artificial intelligence has not yet emerged from a framework that mimics the work of the human brain. In fact, another type of intelligence does not have to imitate the brain, because human intelligence is limited, human perception is limited, and human physical fitness is limited. If you develop a kind of intelligence from the perspective of calculation, then imitation is just one of the ways (ie, artificial intelligence). The solution to the wearable computing technology is to change from "simulation" to "augmentation". This "augmented intelligence" is a mixture of human intelligence and machine intelligence, such as the familiar Iron Man. Iron Man "wrapped" people, so that people have the intelligence, physical strength and energy of the machine. Augmentation is a disruptive innovation in the future by studying wearable computing by improving human intelligence, physical fitness and sensibility.

2 Research trends

With the miniaturization, weight reduction, and cost reduction of chips and sensors, the popularity of wearable computing is becoming possible. Mobile computing is moving from pockets and hand-held to wrists, fingers, head, waist and feet, see Figure 2. An example of a wearable product in the eyes, head, hands, footsteps, and waist is shown in Figure 3.

From mobile to wear: Explore wearable concepts, technologies and applications

Figure 2 Distribution of wearable in the human body

From mobile to wear: Explore wearable concepts, technologies and applications

Figure 3 Wearable product example

Wearable computing can't be called a device, which is an advocate. The reason why wearable computing should not be referred to as a device in general is as follows:

1) It is not a device in form. Wearable products are morphologically ordinary accessories, clothing, shoes and hats, and the equipment is usually in a large form and needs to be manually operated by a person.

2) Concept is not equipment. Wearable pursues the disappearance of equipment and machines from our sights. It incorporates our shoes, clothing, glasses, jewelry, into clothing and accessories, and pursues unobtrusive electronic components. In terms of operation, it frees our hands-free and pursues natural interactions rather than operating equipment.

3) The definition is not a device. Equipment is defined as "usually a group of medium and large equipment and equipment collections, which cannot be operated on the hand and must have a fixed pedestal, using power such as power instead of manpower."

4) In English terminology, there is no word "smart device" (smart device, smart jewelry, smart glass, smart shoe, smart accessories). A larger form of wearable product is called device (small equipment), but it is not called equipment.

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