Wearable computer
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Definition
Steve Mann, a pioneer in wearable computers defined them as follows: A Wearable computer is a computer that is inside the personal space of the user, is always on and always accessible. The device is always with the user, and it can be used while doing other activities. A wearable computer is more than just a wristwatch or regular eyeglasses: it has the full functionality of a computer system, but in addition to being a fully featured computer, it is also inextricably intertwined with the wearer[1].
There are three new ways how a wearable computer and it's user may interact.
- Constancy: The computer is always on, and ready to be commanded. Unlike a cellphone, wrist-worn computer, or notebook, a wearable computer does not need to be opened up and turned on to be used. The computer and user may constantly give each other the needed information.
- Augmentation: Traditionally, when we use our notebook for example, it is our primary task. Wearable computing enables the computing to be secondary task. The assumption of wearable computing is that the user will be doing something else at the same time as doing the computing, which enables the computer to aid, or augment our intellect, or senses so we can do the task better.
- Mediation: Unlike any other computing device, the wearable computer can usefully enclose some of our senses. For example it can block out material we might not wish to experience, like offensive advertising. It allows us to alter our perception of reality somewhat, by modifying the information we get, before we get it.