Wearable computer

Smartwatches are an example of a wearable computer.

A wearable computer, also known as a body-borne computer,[1][2] is a computing device worn on the body.[3] The definition of 'wearable computer' may be narrow or broad, extending to smartphones or even ordinary wristwatches.[4][5]

Wearables may be for general use, in which case they are just a particularly small example of mobile computing. Alternatively, they may be for specialized purposes such as fitness trackers. They may incorporate special sensors such as accelerometers, heart rate monitors, or on the more advanced side, electrocardiogram (ECG) and blood oxygen saturation (SpO2) monitors. Under the definition of wearable computers, we also include novel user interfaces such as Google Glass, an optical head-mounted display controlled by gestures. It may be that specialized wearables will evolve into general all-in-one devices, as happened with the convergence of PDAs and mobile phones into smartphones.

Wearables are typically worn on the wrist (e.g. fitness trackers), hung from the neck (like a necklace), strapped to the arm or leg (smartphones when exercising), or on the head (as glasses or a helmet), though some have been located elsewhere (e.g. on a finger or in a shoe). Devices carried in a pocket or bag – such as smartphones and before them, pocket calculators and PDAs, may or may not be regarded as 'worn'.

Wearable computers have various technical issues common to other mobile computing, such as batteries, heat dissipation, software architectures, wireless and personal area networks, and data management.[6] Many wearable computers are active all the time, e.g. processing or recording data continuously.

  1. ^ Wearable Computing. Retrieved 23 March 2018. {{cite book}}: |website= ignored (help)
  2. ^ Barfield, Woodrow (29 July 2015). Fundamentals of Wearable Computers and Augmented Reality, Second Edition. CRC Press. p. 4. ISBN 9781482243512.
  3. ^ Mann, Steve (2012): Wearable Computing. In: Soegaard, Mads and Dam, Rikke Friis (eds.). "Encyclopedia of Human-Computer Interaction". Aarhus, Denmark: The Interaction-Design.org Foundation.
  4. ^ Starner, Thad E. (January 2002). "Wearable Computers: No Longer Science Fiction" (PDF). Pervasive Computing. 1: 86–88. doi:10.1109/mprv.2002.993148.
  5. ^ "Evolution of Smartwatches With Time: A Infographic Timeline | TopGizmo". TopGizmo. 11 March 2016. Archived from the original on 14 March 2016. Retrieved 14 March 2016.
  6. ^ O'Donoghue, John; Herbert, John (2012). "Data Management within mHealth Environments: Patient Sensors, Mobile Devices, and Databases". Journal of Data and Information Quality. 4: 1–20. doi:10.1145/2378016.2378021. S2CID 2318649.

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