Wearable Computing: A Review

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See discussions, stats, and author profiles for this publication at: https://www.researchgate.net/publication/228697323 Wearable Computing: A Review Article · January 2005 CITATIONS 23 READS 6,462 1 author: Some of the authors of this publication are also working on these related projects: Communication-Wear View project Cliff Randell University of Bristol 67 PUBLICATIONS 2,223 CITATIONS SEE PROFILE All content following this page was uploaded by Cliff Randell on 30 May 2014. The user has requested enhancement of the downloaded file.

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Page 1: Wearable Computing: A Review

See discussions, stats, and author profiles for this publication at: https://www.researchgate.net/publication/228697323

Wearable Computing: A Review

Article · January 2005

CITATIONS

23READS

6,462

1 author:

Some of the authors of this publication are also working on these related projects:

Communication-Wear View project

Cliff Randell

University of Bristol

67 PUBLICATIONS   2,223 CITATIONS   

SEE PROFILE

All content following this page was uploaded by Cliff Randell on 30 May 2014.

The user has requested enhancement of the downloaded file.

Page 2: Wearable Computing: A Review

Wearable Computing: A Review

Cliff Randell

Department of Computer Science, University of Bristol, U.K.

[email protected]

Abstract. The many opportunities offered by wearable computing have triggered the imaginations of designers and researchers in a wide variety of fields. The inevitability of computers and interfaces which are small enough to be worn on the human body has inspired the creation of devices and applications which can assist with specialised professional and personal activities, as well as aiding and augmenting everyday life in the modern world. In reality limitations imposed by factors such as battery life, processor power, display brightness, network coverage and form factor have conspired to delay the widespread introduction of wearable computers. Nevertheless over the past ten years there have been many successful implementations and, as the relentless miniaturisation of computing devices continues, an increasing number of viable applications are emerging. In this paper wearable computing applications are reviewed from the early aircraft maintenance and military designs; through current production models including designs for personal entertainment, communication and health monitoring; to prototype implementations for real world gaming and smart fashion textiles. The challenges presented by these applications are identified and discussed.

Keywords: wearable computing; augmented reality; agents; industry;

military; medical; health; fashion; games.

1. Introduction The concept of wearable computing (wearables) emerged in the mid 1990’s at a time when carrying an ‘always-on’ computer combined with a head-mounted display and control interface first became a practical possibility. In July 1996 a workshop ‘Wearables in 2005’ was sponsored by the U.S. Defense Advanced Research Projects Agency. This was attended by industrial, university and military visionaries to work on the common theme of delivering computing to the individual. They defined wearable computing as "data gathering and disseminating devices which enable the user to operate more efficiently. These devices are carried or worn by the user during normal execution of his/her tasks" (DARPA, 1996). One of the first advocates and adopters of this form of computer usage, Steve Mann, further defined wearable computing and arrived at three

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fundamental properties. Firstly a wearable computer is worn, not carried, in such a way as it can be regarded as being part of the user; secondly it is user controllable, not necessarily involving conscious thought or effort; and, lastly it operates in real time - it is always active (though it may have a sleep mode) and be able to interact with the user at any time (Mann, 1997/2). Using these definitions it was possible to retrospectively recognise early applications of wearable computing. These included the shoe mounted roulette wheel prediction system by Thorp and Shannon, first implemented in 1961, subsequently successfully developed and used by the 'Eudaemons' and by 1983 commercialised by Keith Taft and others (Thorp, 1998, Bass, 1985). These wearable computers were built into shoes with toe operated switches enabling the wearer to analyse the characteristics of a roulette wheel and the types of balls in use. With this analysis complete it was possible by using the same design, preferably housed in a companion's shoe, to input the ball's position while in play and predict the quadrant of the wheel in which it would land. This was indicated to the player using solenoids in the shoes or elsewhere on the body with just enough time for a bet to be placed with a 44% chance of success. Taft also developed a belt mounted camera that could relay an image of the dealer’s hole card, as it was being dealt, to a satellite receiver in a pickup truck in the parking lot, where an accomplice read the video image and then signaled the player at the table with the information he needed to play his hand. As a result of this being discovered by the authorities, the Nevada devices law was signed into law as an emergency measure in 1985. This banned use or possession of any device to predict outcomes, analyse probabilities of occurrence, analyse strategy for playing or betting, and keeping track of cards played. It could be argued that other examples which met Mann and DARPA’s criteria included the 1970's calculator wristwatches marketed by, for example, Pulsar and later, Hewlett-Packard. Dive computers, which first became common in the 1980's, are also worn, are user controllable, and have sensors which operate in real time. In the art world Stelarc has experimented with body sensors and actuators (Stelarc, 1997), and many artists have developed unusual musical controllers. These wearable interfaces used sensor systems affixed to the body or clothing of a performer measuring movement and/or body functions such as heart rate or skin resistance. The interfaces connected to audio equipment such as midi devices and sound synthesisers, sometimes also worn on the body. Joe Paradiso at M.I.T. has taken a particular interest in these and, as well as creating his own devices, provided a comprehensive overview of this field in an IEEE Spectrum article 'New Ways to Play: Electronic Music Interfaces' (Paradiso, 1997). Many other inventive backroom constructors also produced wearable systems, most notably Mann with his WearCam and WearComp devices. Originally starting by building a wearable 'photographer's assistant', he developed a series of wearables from the 1970's to the present day featuring body mounted cameras and lighting, head mounted displays, audio interfaces and many of the other features commonly associated with wearable computing (Mann, 1997/2). His work with M.I.T. is outlined later in this chapter. As the development of the wearable computer was originally inspired by the availability

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of battery powered head mounted displays, it has been closely linked to this technology. An overview of the challenges presented by these displays was summarised by Duchamp in 1991. These were the hassle of the head gear, low-resolution, eye fatigue, and the requirement for dim lighting conditions (Duchamp et al, 1991). In addition battery life, processor power and size, sensor availability and form, and availability of suitable wireless communications added to the challenge of building viable wearable computers. Fashion also played its part and HMDs also need to be become acceptable as everyday wear without arousing social antipathy. Significant technical improvements to these displays have eased this situation however progress still needs to be made. Initially the use of wearables aroused specific interest in three categories – industrial manufacturing and distribution; the military; and academia. These interests were primarily represented by Boeing, DARPA and the M.I.T. MediaLab, each of whom envisaged applications in their fields. In this chapter we will be exploring the experiences gained over the past ten years in each of these fields, concluding with a look at future applications. 2. Industry The quick and accurate availability of complex information to the worker in the field, or in a non-office workplace, has been an objective of many organisations since the establishment of computerised records in the 1950's. While this can be provided using handheld devices, many workers use one or both hands while carrying out their tasks, and also need to maintain eye contact with their piece of work. The wearable computer with a hands free interface, e.g. speech, and a head-mounted display can provide a solution for these workers. The first organisation to recognise this, and to commit resources to researching possibilities, was The Boeing Company. In the 1990's Boeing employed several hundred staff to assemble wiring harnesses for aircraft. These wire bundles were constructed using pegs in a number of 3' x 8' easel-like formboards with paper printouts glued to their surfaces, and a separate set of printouts for reference. It was proposed that a worker with a head-mounted augmented reality display could be guided through the assembly task with no need for reference to paper print-outs (Caudell and Mizell, 1992). This project ran for a number of years testing many different HMD designs and tracking systems. It demonstrated that such a system was practical and identified limitations which would be addressed as technology improves. Worker issues such as safety, comfort and social compatibility needed special consideration. Several systems have been to sold to companies in the wire bundle manufacturing business by TriSen Incorporated, Boeing's partner in the project. Figure 7.1 shows the system in use.

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Figure 7.1: Using the Boeing augmented reality wire bundling system.

The maintenance of complex machinery also provides a potential application field for wearable computers. Maintenance manuals are often large, unwieldy documents which can deteriorate rapidly with frequent use in workshop environments. The possibility of using a head mounted display to overlay technical drawing and maintenance procedures onto the actual equipment being maintained offers an attractive alternative. A wearable computer can also be used to efficiently update the maintenance records for the equipment while the procedures are being carried out. In addition the availability of video clips illustrating procedures which are viewed while carrying out maintenance can assist with training. A series of prototypes were developed at Carnegie Mellon University to assess the issues associated with maintenance of airplanes, trains and tractors (Bass et al, 1997). These were principally the VuMan 3 and Navigator 2, both designed to help with performing inspections by recording the identification of imperfect aircraft skin panels as part of a job order process. By using checklists and forms on a wearable a 50% reduction was observed in the time to record inspection information, with the data entry to the logistics computer being reduced from over three hours to two minutes. The C-130 system introduced a different emphasis by enabling the wearable to be used as a collaborative device to support user training. This project identified design issues which differentiated wearable and desktop computing notably the user interface, and the opportunity for a focussed design to provide a powerful yet simple tool for a limited function. More recent maintenance innovations have included the Talking Assistant (Schnelle et al, 2004) in which car maintenance is supported by a body-worn device featuring location triggered audio icons, text-to-speech conversion and note recording. Warehousing and inventory control using wearable computers has been proposed for many years. This, like many industrial applications, requires that the wearable is comfortable to wear for long periods - it should be lightweight, not generate heat, must not get in the way, and have minimal cabling. Vocollect's Talkman wearable voice computing terminal and integrated software suite provides a solution which has been adopted by office equipment supplier Corporate Express Inc. (Vocollect). Following pilot studies it has implemented this system in 22 distribution centers. The studies showed that, compared to paper-based picking, the speech-based, wearable data collection system boosted productivity by 50-60%, increased picking accuracy to 99.99%, reduced worker training time and would deliver payback in less than a year.

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The previous examples of wearable applications illustrate how a wearable computer can assist with indoor tasks. However one of the main features of wearables is that they may be able to operate anywhere. For this to be realistic the computer and its interfaces have to be especially rugged. To assist technicians working in the field, Bell Canada selected Xybernaut's Mobile Assistant to provide communications with the support infrastructure, gain access to data and schematics, and to log progress while climbing utility poles and descending into manholes (Xybernaut). Time savings of 50 minutes per day per technician were recorded during a pilot study using this wearable. Similarly Xybernaut have supplied wearables to support journalists in the field. Typically a television news team consists of a cameraman, a sound operator and a reporter. By combining all the technology into a wearable rig it is possible for journalists to cover a story on their own. This can result in better stories and faster coverage. Wearable cameras however do not provide the same quality pictures as broadcast cameras, and the wearable computer can be a diversion creating a story by itself from the reactions of the general public. Nevertheless they can generate material with remarkable immediacy as well as reducing some of the costs associated with newsgathering. 3. Military The potential value of a wearable computer to an infantryman was quickly recognised by military organisations and law enforcement agencies. As well as providing command/control communication and navigation functions, a wearable could give access to tactical information assisting with distinguishing between friendly and hostile forces, and potentially offering strategies for dealing with dangerous scenarios. Naturally much of this research has been classified as confidential, however examples of collaboration with non-military researchers can be found in the United States, Australia, the United Kingdom and Singapore. The U.S. Army in particular have funded the Land Warrior program which initially provided positioning and targeting information, battlefield communications, and thermal sight imaging from the soldier's weapon. The objective was to merge the soldier and the technology into a cohesive, combat-effective system (Army, 1996). While the wearable computer has not as yet fully met this objective, the Stryker experimental battalion have been using tethered wearables with head mounted displays in the field. By tethering a wearable to a vehicle it is possible to effectively address the communication and battery life challenges. Following the Iraq war a budget of $59m was established to fund this battalion with Land Warrior technology provided by General Dynamics C4 Systems. This technology development effort is intended to create new capabilities for deployment that enhance the Ground Soldier suite of technologies and is interoperable with the joint Future Combat Systems network of military systems (one large system made up of 18 individual systems plus the network and Soldier). A soldier, linked to these platforms and sensors, has access to data that can provide a much more accurate picture of what’s going on around him. (General Dynamics). The Quantum3D Expedition uses augmented reality to provide a wearable computing training resource for the military (Quantum3D). Using accurate simulations of fabricated situations, including visuals, surround sound, and voice command, the Expedition

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wearable computer design provides immersive training for the armed services and emergency response workers. As well as being able to reconstruct hazardous situations, it is particularly suited to rehearsal of future missions. Squad level interaction based on a distributed network of individual soldiers all equipped with the Expedition training system is envisaged. With the ability to work within a correlated virtual world, squads will be able to plan missions via the wearable interface, rehearse their course of action prior to the actual training exercise, conduct virtual training exercises while engaging intelligent computer generated forces, and review the action afterwards with unit scoring and performance assessments. Figure 7.2 shows the complete Expedition system.

Figure 7.2. The Quantum3D Expedition

The health and well-being of service personnel also require special attention. The sensate liner developed at Georgia Institute of Technology was designed specifically to monitor the vital signs of combat casualties, as well as automatically detect and characterise a wound in real time using bullet entry detection (Lind et al, 1997). Further health monitoring applications are presented in the following section.

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4. Medical and Health The applications described previously have used position sensing technology to assist in a variety of tasks. The knowledge of where the user is located clearly provides the basis for many wearable designs. Wearables can also be designed to monitor well-being and activity - the how and what of the user. This form of context sensing has been put to use in wearable computers for medical and health applications and has met with more success than in any other field. Body invasive devices, such as heart pacemakers, have become commonplace. However as these devices are generally not user controllable they do not fall into our definition of wearable computers. Wearables have the potential to monitor health to assist with improving performance e.g. sports; prevention and detection of illness through diagnosis; and even treatment, though this usually involves some invasive procedure. Examples of treatment by a wearable are insulin pump therapy for diabetics (Doyle et al, 2004) and a brain implant to facilitate communication with speech-incapable patients (Bakay and Kennedy, 1999). Health monitoring applications were initially explored for military purposes with the objective of remotely determining the physical status of troops in the field. The Personnel Status Monitor was designed to predict when a soldier is either injured or fatigued using a wide range of sensors, processing boards and a wristwatch display (Satava, 1997). A simpler low-cost, lightweight, noninvasive, and adaptable system employed a single neck mounted acoustic sensor to listen to the sounds of blood flow, respiration and the voice, while minimising ambient sound (Siuru, 1997). The sensor can collect information related to the function of the heart, lungs, and digestive tract or it can detect changes in voice or sleep patterns, other activities, and mobility. Extensive testing with soldiers and firefighters has demonstrated the effectiveness of this design to help understand the interrelations between physiology, the task at hand, and the surrounding environment. More recently health monitoring wearables have become commercially available in the form of the Bodymedia product range (Bodymedia). This is based around an armband design with sensors for detecting movement, heat flux, skin temperature, near-body temperature, and galvanic skin response (see Figure 7.3). Data can be either viewed in real time via a wireless link, or downloaded for analysis using the Internet. Meanwhile academic research continues with health monitoring wearables such as the University of Birmingham's Sensvest for monitoring sports activity (Knight et al, 2005); the WEALTHY Wearable Health Care System which seeks to improve the comfort of wearable systems by integrating sensors with the fabric of the users clothes (Paradiso, 2004); and the GRID enabled system which can display live data, historical data, or perform data mining developed by the University of Nottingham (Crowe et al, 2004).

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Figure 7.3 The Bodymedia SenseWear armband.

Providing assistance for people with special needs has become an important role for wearables. Many systems have been explored to provide the visually impaired with guidance. Early examples of this were developed at the University of California, Santa Barbara using GPS (Loomis, 1985). Evolving from a bulky backpack design, the current system weighs only a few pounds and is worn in a pack slung over the shoulder. Using an electronic compass in conjunction with GPS and a spatial database of the UCSB campus with GIS functionality and a spatialised audio interface. Using this apparatus the visually impaired can achieve improved access to the environment as well as having greater independence of movement. A radically different approach was taken by the University of Bristol (Campbell et al, 1995) in which real-time video from a body worn camera produced images in which areas such as pavements were classified, identified and presented to the visually impaired user as registered colour coded areas on a head mounted display. The PARREHA project led by Oxford Computer Consultants (Greenlaw et al, 2002) is directed at sufferers of Parkinson's Disease. This disease causes inability to direct or control movement such as walking in a normal manner. The project assists sufferers to walk normally by placing virtual visual cues as part of an augmented reality display. This wearable design takes advantage of a little understood effect called kinesia paradoxa by using the user's head mounted display to show brightly coloured stripes which scroll towards the viewer as if they are walking down a tunnel.

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Interaction and communication in this field can also be assisted by wearables, for instance with the deaf using M.I.T.'s American Sign Language Recogniser (Starner et al, 1998); and the forwarding of images from body worn cameras at accident scenes to hospitals from medics while talking to the waiting doctors using British Telecom's CamNet system (Garner et al, 1997). The continuing challenge of medical wearables is the achievement of interfaces which can be worn, and will operate reliably, without the conscious involvement of the user. Perhaps more than in any other wearable computing field it is important that the wearable augments and assists daily life and does not interfere with the normal functions, especially for users who may have special needs. 5. Personal Assistance The concept of an 'agent', an intelligent or semi-intelligent self-controlling process, can work powerfully on a desktop computer, especially in conjunction with the Internet. A user's agent can gather information and perform tasks with minimal input from the user, and is useful for tasks such as searching and communicating with other agents. An agent will often have knowledge of the user's identity, preferences and interests. When the user's context - where the user is; what the user is doing; how the user is feeling - is added to the agent's knowledge base, the agent has the potential to become an indispensable tool. The wearable computer provides the essential ingredients for this tool: the computational ability, wireless communications, and context awareness. As with previous applications, the user interface becomes the major challenge and is critical to the success of agent based applications as their regular use promotes the agent's learning, and hence the quality of performance. The Wearable Computing Project at the MIT Media Lab foresaw many of these agent based applications being used to help "smooth" the user's daily interactions (Starner et al, 1997). The Remembrance Agent in particular was designed to provide timely information by searching for data associated with current location and activity; assisting with personal organisation such as prompting the user when current, or future, activities might interfere with each other; and building an expert database of knowledge personalised to the user (Rhodes and Starner, 1996). Systems using physical context other than location have also been developed. The DyPERS system presents information about museum exhibits, but, instead of location, uses machine vision to detect what painting a wearer of the system is currently viewing (Schiele et al, 1999). Camera based applications were also explored where an environment could be augmented with personalised digital information, for instance, using a wearable a virtual museum exhibition could be overlaid with virtual information tailored to the user's interests (Mann, 1994). A team at Columbia University carried out related work under the title of "Knowledge Based Augmented Reality" (Feiner et al, 1993). In this project they explored overlaying graphical information onto complex objects in a similar way to the industrial maintenance applications described previously. The challenge identified here was how to design suitable content for the envisaged tasks in order to most effectively communicate with the user.

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Research into the use of wearables without head mounted displays, such as in the previous section, has also produced a number of relevant applications. The University of Bristol's Cyberjacket, originally developed to deliver location based multimedia messages, was used to prototype a Tourist Guide application in which content is related to the user's activity - with audio delivered when the user is active, and images when the user is stationary (Randell and Muller, 2002). The same platform was employed to investigate the future needs of the everyday shopper. Using a wearable with sensors to determine proximity to retail outlets, and further control a background data exchange, the user's agent was able to browse the stock of nearby shops without entering the premises (Randell and Muller, 2000). While there are many forms of personal information devices now available to the consumer, including mobile phones, PDAs and portable games consoles, the wearable still provides the most advanced platform for personal applications. The wearable can go beyond supporting provision of digital information and multimedia to actually supporting the wearer in the full production of, not only text, but also audio, images and video in real time (Mann, 1997/1).

6. The Future While the widespread deployment of many of the applications already described will be in the future, the issues regarding their feasibility are well understood. There are still emerging applications where research has only begun recently. Two examples of this are mobile games and fashionwear. The challenges associated with mobile games are, as with desktop games, greater than with conventional mobile computer applications. Fast playability, realistic graphics and intuitive user interfaces all require significant development for games to be practical on a wearable. Nevertheless a team at the University of South Australia (UniSA) have developed a wearable version of the popular Quake game. Using a six degrees of freedom GPS/compass tracking system and a 3D model of the University campus, they are able to overlay the ARQuake monsters on their normal vision using a head mounted display. The player is able to 'shoot' the monsters using a single button handheld device (see Figure 7.4). Though the research was originally addressing issues of tracking and rendering, it also explored user interaction (Thomas et al, 2000). Similarly a team from the Mixed Reality Lab at the National University, Singapore have created an outdoor version of Pacman with real players represented by 'pacmen' and 'ghosts' in the virtual world. Again using head mounted displays to view the virtual world, this game explored immersion and interaction with the real world. As it is a multi-player game social interaction while playing was observed, and tangible artefacts, or 'ingredients', were introduced enabling the players to also interact with real objects with virtual properties (Cheok et al, 2003).

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Figure 7.4: An ARQuake monster in the real world The connection between wearable computing and fashion was inevitable and CyberFashion shows have taken place regularly since the 1990's with a regular event at the SIGGRAPH graphics and interactive techniques conference each year (SIGGRAPH). While many of the exhibits are conceptual, or do not have the traditional qualities of fashion garments, technology is advancing to the point where sensors, computers and displays can be integrated into garments in practical and aesthetically pleasing ways. One of the first products to reach the marketplace was the Philips/Levi Strauss ICD+ jackets incorporating an MP3 player and a mobile phone into a jacket, and this has led to other manufacturers incorporating device controls and interfaces into jackets. Full integration of a wearable with a fashion garment with expressive and aesthetic potential is in its early stages. Elise Co explored computational fashion in her MIT thesis with creations featuring bio- and movement sensors controlling displays in the garments structure (Co, 2000). There is undoubted appeal for such fashion items and products are starting to become available commercially (Enlighted).

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6. Conclusion As with the desktop computer, there are many diverse applications for wearable computers. In this chapter applications for industrial manufacturing and distribution, military use, medical and health, personal use and emerging future designs have all been described. Prototypes of these applications have all been constructed and some of these have become commercially available. Though the wearable has not seen the widespread acceptance given to the desktop, work continues in this field to meet the challenges that inhibit its growth. User interfaces need to become more intuitive and easy to learn and use; processors and sensors need to be effectively integrated into textiles; and displays, whether head or body mounted, need to effective under a wide range of lighting conditions - all of these must be comfortable to wear and unobtrusive. Only when these challenges have been successfully addressed will wearable computing become ubiquitous. References Army, Land Warrior, Vol. 46 (10) October (1996), p 252. Bakay, R.E., and Kennedy, P.R. In B. Siuru, A Brain/Computer Interface, Electronics Now, March, (1999), pp 55-56. Bass, L., Kasabach, C., Martin, R., Siewiorek, D., smailagic, A. and Stivoric, J., The Design of a Wearable Computer, Proceedings of CHI97, (1997) pp 139-146. Bass, 1985 Bass, T.A., The Eudaemonic Pie, Houghton Mifflin Company, ISBN: 0-595-14236-2, 1985. Bodymedia Incorporated, 4 Smithfield Street, 11th Floor, Pittsburgh, PA 15222, USA, Bodymedia product literature, http://www.bodymedia.com. Campbell, N.W, Mackeown, W.P., Thomas, B.T. and Troscianko, T., Automatic Interpretation of Outdoor Scenes, British Machine Vision Conference, September (1995). Caudell, T.P. and Mizell, D.W., Augmented Reality: An Application of Heads-Up Display Technology to Manual Manufacturing Processes, Proceedings, IEEE Hawaii International Conference on Systems Sciences, January (1992), pp 659-669. Cheok, A.D., Fong, S.W., Goh, K.H., Yang, X., Liu, W. and Farbiz, F., Human Pacman: A Mobile Entertainment System with Ubiquitous Computing and Tangible Interaction over a Wide Outdoor Area, Fifth International Symposium on Human Computer Interaction with Mobile Devices and Services, (2003).

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Co, E.D., Computation and Technology as Expressive Elements of Fashion, Thesis submitted to the Program in Media Arts and Sciences, School of Architecture and Planning, Massachusetts Institute of Technology, June 2000 Crowe, J., Hayes-Gill, B., Sumner, M., Barratt, C., Palethorpe, B., Greenhalgh, C., Storz, O., Friday, A., Humble, J., Setchell, C., Randell, C. and Muller, H., Modular sensor architecture for unobtrusive routine clinical diagnosis. In: International Workshop on Smart Applicances and Wearable Computing, (2004). DARPA, Proceedings of the Wearables in 2005 Workshop, www.darpa.mil/MTO/Displays/Wear2005/, (1996). Doyle (Boland) E.A., Weinzimer, S.A., Steffen, A.T., Ahern, J.H., Vincent, M. and Tamborlane, W.V.. A Randomized, Prospective Trial Comparing the Efficacy of Continuous Subcutaneous Insulin Infusion with Multiple Daily Injection Using Insulin Glargine. Diabetes Care, 27, (2004), pp 1554-8. Duchamp, D., Steven, K. F. and Gerald Jr. Q. M., Software Technology for Wireless Mobile Computing, IEEE Network Magazine, 12(18), (1991) p.218.. Enlighted Designs Incorporated, PO Box 231548 Encinitas CA 92023-1548 U.S.A., www.enlighted.com Feiner, S., MacIntyre, B. and Seligmann, D., Knowledge based augmented reality, Communications of the ACM, 36(7), (1993), pp 53-62. Garner, P., Collins, M., Webster, S.M. and Rose, D.A.D., The application of telepresence in medicine, BT Technology Journal, 15(4), (1997), pp 181-187. General Dynamics C4 Systems, 8201 E. McDowell Road, Scottsdale, AZ 85257, USA, General Dynamics C4 systems product literature, www.gdds.com Greenlaw, R., Wessel, I.D., Katevas, N., Andritsos, F., Memos, D., Prentza, A. and Delprato, U., PARREHA – Assistive Technology for Parkinson’s Rehabilitation, 1st Cambridge Workshop on Universal Access and Assistive Technology (2002). Knight, F., Schwirtz, A., Psomadelis, F., Baber, C., Bristow, W. and Arvanitis, N., The design of the SensVest, Personal and Ubiquitous Computing, 9(1), (2005), pp 6-19. Lind, E.J., Jayaraman, S., Rajamanickam, R., Eisler, R. and McKee, T., A sensate liner for personnel monitoring applications, First International Symposium on Wearable Computers, (1997), pp 98-105. Loomis, J.M., Digital map and navigation system for the visually impaired. Unpublished paper, Department of Psychology, University of California, Santa Barbara, (1985).

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Mann, S., Mediated reality, Technical Report 260, MIT Media Lab, Perceptual Computing Group, (1994). Mann, S., Wearable Computing: A First Step Toward Personal Imaging, Computer, 30 (2), (1997/1) Mann, S., An historical account of the `WearComp' and `WearCam' inventions developed for applications in `Personal Imaging', First International Symposium on Wearable Computers, (1997/2). Paradiso, J., New ways to play: electronic music interfaces, IEEE Spectrum, December (1997). Paradiso, R., Loriga, G. and Taccini, N., Wearable health care system for vital signs monitoring, Mediterranean Conference on Medical and Biological Engineering, (2004). Quantum3D Incorporated, 6330 San Ignacio Avenue, San Jose, CA 95119, USA., Quantum3D product literature, www.quantum3d.com Randell, C. and Muller, H., The shopping jacket: wearable computing for the consumer, Personal Technologies 4(4), (2000), pp 241-244. Randell, C. and Muller, H., The well mannered wearable computer, Personal and Ubiquitous Computing, 6(1), (2002) pp 31-36. Rhodes, B. and Starner, T., Remembrance Agent: A continuously running automated information retrieval system, The Proceedings of The First International Conference on The Practical Application Of Intelligent Agents and Multi Agent Technology (PAAM '96), (1996), pp 487-495. Satava, R.M., Virtual Reality and Telepresence for Military Medicine. In: ANNALS Academy of Medicine, Singapore 26(1), (1997), pp 118-120. Schnelle, D., Aitenbichler, E., Kangasharju, J. and Mühlhaüser, M., Talking Assistant - Car Repair Shop Demo. Proceedings of the Sixth International Conference on Ubiquitous Computing. (2004). Schiele, B., Oliver, N., Jebara, T. and Pentland, A. DyPERS: Dynamic Personal Enhanced Reality System. Proceedings of the International Conference on Vision Systems, (1999). Siuru, B., Applying acoustic monitoring to medical diagnostics, Sensors, March (1997), 51-52.

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Starner, T., Mann, S., Rhodes, B., Levine, J., Healey, J., Kirsch, D., Picard, R. and Pentland, A., Augmented reality through wearable computing, Presence: Teleoperators and Virtual Environments, 6(4), (1997), pp 384-398. Starner, T., Weaver, J. and Pentland, A., Real-time American Sign Language recognition using desk and wearable computer based video, Pattern Analysis and Machine Intelligence, December (1998), pp 1371-1375 Stelarc, From Psycho to Cyber Strategies: Prosthetics, Robotics and Remote Existence, Cultural Values. 1(2), (1997), pp 241-9. Thomas, B., Close, B., Donoghue, J., Squires, J., De Bondi, P., Morris, M. and Piekarski, W., ARQuake: An Outdoor/Indoor Augmented Reality First Person Application. Fourth International Symposium on Wearable Computers, (2000), pp 139-146. Thorp, E.O., The invention of the first wearable computer, Second International Symposium on Wearable Computers, (1998), pp 4-8. Vocollect Incorporated, 703 Rodi Road, Pittsburgh, PA 15235, USA, Vocollect product literature, www.vocollect.com. Xybernaut Corporation, 12701 Fair Lakes Circle, Suite 550, Fairfax, Virginia 22033, USA, Xybernaut product literature, www.xybernaut.com

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