Professional Documents
Culture Documents
Tara Kieffner
INTRODUCTION
Computer technology has played an important role in businesses throughout the years.
There has been active development of increasingly portable computer hardware. The
development originated with desktop and laptop units and is becoming increasingly
apparent in palmtop, handheld and now wearable computers.
Sometimes the location of a desktop or laptop computer is inconvenient or inefficient.
When accurate information is not available in a timely manner, production decreases.
This is a problem for many businesses throughout the world. With rising costs and
demand for increased efficiency, wearable computers give personnel real-time access to
critical information (Anonymous, S21).
The wearable computer provides the ultimate in network access-- hands-free, heads-up
operation with complete mobility and ample computing power. Now personnel can
connect to enterprise information systems without interrupting their work. With the
convenience of voice activation and head-mounted or touchscreen display options, they
can meet their ever-broadening responsibilities, supported by immediate access to on-line
manuals, catalogs, parts lists, drawings, supplier information, work forms and more
(Xybernaut).
Whether on-site, in transit or at home, wearables could enable users to maintain
communication with company computers through direct connection or Internet. The
device brings forth a whole new concept in mobile computing, offering the ultimate in PC
portability. Much like conventional hand held and palmtop computers, wearables can
upload and download data and software from various systems to desktop PCs.
The next stage in computer miniaturization and productivity has arrived. With wearable
computers, workers on the front lines of industrial facilities or in the midst of non-stop
tasks can have the full functionality and connectivity of workers sitting at a desktop PC.
But not all wearable computers are equal. Not all deliver the features and performance
capabilities needed to bring computer productivity to the field. The purpose of this paper
is to discuss many aspects of wearable computers and their impact in the conduction of
business.
LITERATURE REVIEW
Definition
Sensors: In addition to user inputs, a wearable should have sensors for the
physical environment. Such sensors might include wireless communications,
cameras, or microphones.
Always on: By default a wearable is always on and working, sensing, and acting.
This is opposed to the normal use of pen-based "Personal Digital Assistants,"
which normally sit in one's pocket and are only woken up when a task needs to be
done.
History
Many events have shaped the evolution of the wearable computer. Various innovations
and experiments have helped pave the way for wearable computers. The following is a
detailed timeline of these events (Rhodes,1):
1960- Manfred Clynes coins the word "Cyborg": Manfred Clynes and coauthor Nathan Kline first coined the phrase "Cyborg" in a story called "Cyborgs
and Space" published in Astronautics (September 1960). The term was used to
describe a human being augmented with technological "attachments".
1966- Ed Thorp and Claude Shannon reveal their invention of the first
wearable computer, used to predict roulette wheels: The system was a
cigarette-pack sized analog computer with 4 push buttons. A data-taker would use
the buttons to indicate the speed of the roulette wheel, and the computer would
then send tones via radio to a bettor's hearing aid.
1967- Bell Helicopter experiments with HMDs with input from servocontrolled cameras: Bell Helicopter Company performed several early camerabased augmented-reality systems. In one, the head-mounted display was coupled
with an infrared camera that would give military helicopter pilots the ability to
land at night in rough terrain. An infrared camera, which moved as the pilot's head
moved, was mounted on the bottom of a helicopter. The pilot's field of view was
that of the camera.
1967- Hubert Upton invents analogue wearable computer with eyeglassmounted display to aid lip-reading: Hubert Upton designed an analogue
wearable computer as an aid for lip-reading. Using high and low-pass filters, the
system would determine if a speaker phoneme was a fricative, stop, voicedfricative, voiced stop, or simply voiced. An LED mounted on ordinary eyeglasses
illuminated to indicate the phoneme type. The LEDs were positioned to enable a
simple form of augmented reality.
taker and bettor. The data-taker used the computer to predict the roulette wheel,
then whispered the prediction via radio link to the bettor's hearing-aid radioreceiver.
1977- C.C. Collins develops wearable camera-to-tactile vest for the blind: The
result of ten years research, C.C. Collins of the Smith-Kettlewell Institute of
Visual Sciences developed a five pound wearable with a head-mounted camera
that converted images into a 1024-point, 10" square tactile grid on a vest. The
system was tested as a visual prosthetic for the blind.
1991- Doug Platt debuts his 286-based "Hip-PC": Doug Platt's system was a
shoebox-sized computer based on the Ampro "Little Board" XT module. The
screen was a Reflection Technology Private Eye display and the keyboard was an
Agenda palmtop used as a chording keyboard attached to the belt. It included a
1.44 megabyte floppy drive.
1993- Thad Starner starts constantly wearing his computer, based on Doug
Platt's design: Starner had attempted previous wearables based on both a TRS-80
model 100 and a SPARC Workstation, but never got them working reliably. When
he heard Doug Platt give a talk at the MIT Media Lab, he shifted over to Platt's
system based on a 286 chip. In June '93, Platt and Starner custom-made Starner's
first working system with parts from a kit made by Handykey.
1993- BBN finishes Pathfinder system, a wearable computer with GPS and
radiation detection system: BBN's Pathfinder system was completed in Fall
1993, and included a wearable computer, Global Positioning System (GPS), and
radiation detection system.
1997- Creapole Ecole de Creation and Alex Pentland produce Smart Clothes
Fashion Show: The fashion show was a design collaboration between the
students and faculty of Creapole Ecole de Creation (Paris) and Prof. Alex
Pentland (MIT, Boston), with the goal of envisioning the impending marriage of
fashion and wearable computers. Beginning in April 1996, designs were iterated
and clothes produced, with the final runway fashion show being held at the
Pompidou Center in Paris in February 1997.
CMU, MIT and Georgia Tech co-host the first IEEE International
Symposium on Wearable Computers: CMU, MIT, and Georgia Tech co-hosted
the IEEE International Symposium on Wearable Computers in Cambridge, MA
October 13-14, 1997. The symposium was a full academic conference with
published proceedings and papers ranging from sensors and new hardware to new
applications for wearable computers.
Professionals in the medical field can also benefit through the use of the wearable
computer. " . . . doctors and paramedics (can) collect, reference and communicate critical
patient information wirelessly while administering care" (ViA).
Food service can be improved through the use of this new technology. After the order is
taken, it can be transmitted immediately to the employees behind the counter. The process
is much faster, thus increases customer satisfaction (ViA).
It is apparent that there are currently numerous uses of wearable computers. Usage will
increase in years to come. As these production tools become more popular, additional
companies will utilize the systems for increased efficiency and production.
METHODOLOGY
Wearable computers are involved in a growing trend within all industries of business. I
conducted research on the evolution of wearable computers, uses for the machines, and
the specifications of wearable computer competitors. I gained knowledge through
Internet web sites, periodicals, and electronic communication with one of the largest
manufacturers of wearable computers.
Internet web sites
I used various search engines to access information. I searched Yahoo! and found 16 site
matches. GoTo.com presented over 120 web sites that included a connection to wearables.
Over 3,000 matches were found through AltaVista. As with all inquiries, some web sites
were not relevant to my topic.
Periodicals
Information from newspapers and magazines were available through the ProQuest Direct
database. When "wearable computers" was entered into the search area, 90 articles
evolved. A majority of these articles could not be used due to some antiquated
information.
Electronic Communication
During my initial research topic efforts, I found an article in Popular Mechanics
magazine. This particular article was what primarily sparked my interest in wearable
computers. At the end of the article, it gave a web address for the Xybernaut Corporation.
I located the web page on the Internet. After some deliberation, I decided to e-mail the
company for additional information. I immediately received a response from Xybernaut
indicating that I would receive a package of information through the mail. The package
included detailed specifications of the wearable computers as well as case studies and
news articles.
Through my research efforts, I was able to gain an abundance of valuable information for
analysis.
FINDINGS
The most fundamental issue in wearable computing is personal empowerment through its
ability to equip the individual with a customizable information depot that is owned,
operated and controlled by the wearer.
According to Steve Mann, there are three operational modes of wearable computing:
constancy, augmentation and mediation. Constancy is the idea that wearable computers
are ready to interact with the user at any time, whereas the desktop computer must first be
turned on before it can be used. The second mode is augmentation. Mann states,
"Traditional computing paradigms are based on the notion that computing is the primary
task. Wearable computing, however, is based on the idea that computing is NOT the
primary task. The assumption of wearable computing is that the user will be doing
something else at the same time as doing the computing" (Mann, 2). The figure on the
following page illustrates this signal flow between the human and the computer.
FIGURE 1.
Augmentation Signal Flow
Mediation is the third operational mode. According to Mann, the wearable computer can
encapsulate us (Mann, 2). "Mediation allows us to block or modify information leaving
our encapsulated space. In the same way ordinary clothing prevents others from seeing
our naked bodies, the wearable computer may, for example, serve as an intermediary for
interacting with untrusted systems" (Mann, 2).
Mann has identified six attributes of wearable computing. These attributes include
unomonopolizing, unrestrictive, observable, controllable, attentive and communicative.
They are illustrated in the figure on the next page:
Figure 2.
The Six Attributes of Wearable Computing
The first attribute is the idea that the wearable computer is unmonopolizing of the users
attention. The user can do other tasks while operating the computer. It is assumed that the
computer will be used as a secondary activity rather than a primary focus (Mann, 3).
The wearable computer is also unrestrictive to the user. It is extremely mobile and can be
used while other responsibilities are being completed.
The wearable computer is observable by the user. The operator can see the screen through
the eyepiece at all times, unless the user blinks or momentarily looks away. However, the
computer is constantly perceptible by the user.
Wearable computers are controllable. The user is in control the computer at any time.
Steve Mann says, "You can grab control of it at any time you wish. Even in automated
processes you can manually override to break open the control loop and become part of
the loop at any time you want to" (Mann, 3).
The wearable computer is attentive to the environment and communicative to others. As a
result of these attributes, the operator has increased awareness about what is happening
around them. The user can utilize the wearable computer as a communications medium,
which may also increase efficiency and productivity.
Input Devices
There are many different input devices that already exist for wearable computers. No
single input device is perfect for the needs of everyone. Wearable computers must be
customized to the user in order to experience the full productivity of the machine. The
most common input devices include speech and keyboards.
Speech recognition systems can sometimes be limiting during a conversation or
whenever privacy is required (Wearcam, 1). These systems depend on noise-canceling
microphones that are worn close to the mouth. Since noise could interfere with the
integrity of the data, these systems could not be used as running transcription machines
(Wearcam, 1).
A majority of the wearable computers include keyboards as the input devices. Since most
computer users are familiar with using a keyboard, it seems as if keyboards would be the
most widely accepted input devices. However, the Wearcam Homepage states, "So far,
keyboards on notebook and pocket computers are either too large for convenience or too
small to use. Manufacturers are afraid that it would take users too long to learn a new
way of typing" (Wearcam, 2).
Xybernaut Mobile Assistant IV
The Xybernaut Mobile Assistant IV (MA IV) is one of the most common brand-name
wearable computers on the market. It is a lightweight computer with all the functionality
and connectivity of a desktop computer. "(The MA IV) is available in a touch screen flat
panel color display, head mounted color display with hands-free voice recognition and
activation" (Xybernaut). According to Shawn Barnett of Pen Computing Magazine, " . . .
the system consists of a few major components: the main CPU; the headset with video
camera, boom mike speaker and monitor; the battery pack; and an optional keyboard"
(Barnett, 45).
Xybernaut Corporation describes their wearable technology in the following quote: "The
Xybernaut Mobile Assistant IV series of wearable computers, with its belt-worn
configuration and high-speed Intel Pentium processor, provides speech activation for
todays class of mobile workers" (Sentel).
Table 1.
Requirement Comparisons
Networked
Desktop
Computers
Xybernaut MA
IV
Hardcopy
Documents
Real-time
information access
Real-time data
input
Plug-in diagnostics
support
Local storage
Real-time remote
collaboration
Long-term remote
operation
Requirements
Source: Xybernaut
Laptops with
Wireless LAN
The information in the table above clearly indicates that a wearable computer is a great
solution since it fulfills all the given requirements. The wearable computer provides realtime information access. The head-mounted system can display the needed information.
Hardcopy documents also provide this advantage, but are very inconvenient and may
have version control challenges (Xybernaut).
As businesses become more integrated with other information systems, accurate and
timely data becomes critical. Real-time data input is available by using wearable
computers and laptops. The Xybernaut operates with voice recognition or a wristmounted keyboard. This provides complete mobility and an opportunity to experience
real-time data input. However, laptops are not flexible enough to be used in various
environments and are very limited in this area.
Plug-in diagnostics support is also very important. Businesses are relying on plug-in
diagnostics for troubleshooting and maintenance of equipment (Xybernaut). These
diagnostics are made available by wearable computers, networked desktop computers and
laptops with wireless LANs. The Xybernaut wearable computer has a USB port for this
purpose. Networked desktop computers can provide support if they are close by and
laptops require a flat surface.
Data storage is critical to information access. The computers must be able to run
application software and download documents that are critical to the business process.
The Xybernaut MA IV, networked desktop computers and laptops meet this requirement.
Remote collaboration can be advantageous to the company. If there is a problem in the
manufacturing plant, the employee can contact other personnel. Consultation with a
remote expert can speed troubleshooting and decrease the on-site service fees. The headmounted display, cell phone and video camera of the wearable computer offer real-time
collaboration. However, laptops can be very limited in providing this requirement.
To support remote activities, computers must provide several hours of battery operation.
Rechargeable batteries of the Xybernaut MA IV provide up to six hours of operation.
Hard copy documents do not have the problem of limited battery power. However,
laptops can provide an inadequate amount of power.
Xybernaut Pricing and Specifications
Pricing and specifications usually determine which product a consumer will purchase.
The wearable computer market is no exception. Below are the lists of Xybernauts
technical specifications:
Table 2.
Xybernaut Technical Specifications
CPU MODULE
Weight
Processor
Memory
Storage
Built-in
PC card readers
Built-in
Sound card
Operating System
Display
BATTERY
Weight: Approximately 1 lb.
Lithium-ion
Rechargeable hundreds of times
There are many different configurations of the wearable computer, which causes a price
variance. The following pricing configurations for the Mobile Assistant IV were obtained
from the Xybernaut Corporation website:
Table 3.
Mobile Assistant IV Head Mounted Display Packages
CPU
Speed
RAM
Hard Drive
Cost
MA IV Basic
Pentium
MMX
200 MHz
32 MB
2.1 GB
$5,489.00
MA IV Basic
Plus
Pentium
MMX
233 MHz
64 MB
2.1 GB
$6,309.00
MA IV
Deluxe
Pentium
MMX
233 MHz
128 MB
4.3 GB
$6,971.00
Source: Xybernaut
The head mounted display costs an additional $1,995.00. A flat panel display is also
offered and can be purchased for $1,525.00 (Xybernaut).
The figure above illustrates how the cost increases with additional speed, memory, and
hard drive space. There are numerous other options consumers can choose to configure
their wearable computer to accommodate their needs.
ViA II
ViAs wearable computer is slightly different from Xybernauts. According to Sentels
homepage, "The ViA II is the worlds smallest flexible, wearable PC, weighing only 22
oz. The ViA II is a full-function PC in a wearable form factor that includes battery,
display and other peripheral devices. ViA II provides independent or simultaneous
display or voice interfaces" (Sentel).
Approximately 22 oz.
Processor
Memory
32 or 64 MB DRAM
Storage
Operating System
Windows 98
INDOOR READABLE
DISPLAY
Weight
14 oz.
Display
BATTERY
Weight: Approximately 16 oz.
Lithium-ion
Rechargeable
Source: ViA
The configuration prices of ViA are set up differently from that of Xybernaut. Many of
the components that are standard in the Xybernaut system are optional in the ViA
wearable computer. The configuration prices are as follows:
Table 5.
ViA, Inc. Configuration Prices
CPU
Speed
RAM
Hard Drive
Cost
Package A
Cyrix
180 MHz
32 MB
1.6 GB
$4,687.00
Package B
Cyrix
180 MHz
64 MB
3.2 GB
$4,997.00
Package C
Cyrix
180 MHz
64 MB
1.6 GB
$3,257.00
Although the ViA wearable computer looks like it is cheaper than Xybernauts model, the
options in the table below show the cost of ViAs options. These components are standard
for Xybernaut and are included in their configuration price.
Table 6.
Additional Components
Component
Price
$1,257.00
Serial Mouse
$22.00
The model produced by ViA is designed a little differently than the Xybernaut. They both
share the same general concept. Both systems will help a business become more
productive, if used correctly.
Wearable Computer Reviews
There are many comments and opinions related to the use or performance of wearable
computers. Alexei Oreskovic of PC Computing magazine wore a Xybernaut MA IV for
one day. Oreskovic reported, "The first thing we noticed was how annoying it is to squint
at the headsets 1.1 inch microdisplay. Meant to emulate a 15-inch VGA monitor, the
microdisplay never offered a perfector even a usableview. One-handed typing on the
wrist-mounted keyboard was just as awkward, but using the preinstalled IBM ViaVoice
speech recognition software made input simpler" (Oreskovic, 132). Oreskovic also stated,
"The Xybernaut MA IV is surprisingly lightweight, and it allows for freedom of
movement. However, its totally unsuitable for mainstream business users, and the price
is astronomical. But if you have to crawl around nuclear reactors for a living, this might
be your next PC" (Oreskovic, 132).
Many people have reviewed the Mobile Assistant IV Pentium 233 wearable computer at
various places including the International Conference on Wearable Computers. In a web
page discussion list on the reviews of the MA IV, Daniel stated, "I am very automation
oriented and I was extremely impressed with the total package, comfort, clarity, and
quality of the MA IV, in particular the integrated voice activation software" (AOL
members). John also had a good experience in wearing the computer and explained, "My
two concerns with the product were: 1. How well can you see the image in the monitor
and still maintain contact in the outside world and 2. How do you maneuver around on
the screen without using voice activation. In answer to question one, when I put on the
headset, I saw a double image while my eyes adjusted to the screen (it took about five
seconds). Since I work with a 17-inch screen at work, I noticed that, after the short
adjustment period, I was able to move back and forth between the image on the screen
and the outside environment. I wear glasses and tried the unit both with the glasses and
without. Had no problem reading the screen in either situation. In answer to question
two . . . I was pleasantly surprised the unit has a trackball/two button system built into its
body. I tried it out and found that it only took a short time to get the hang of maneuvering
around with the trackball and using the buttons" (AOL members).
CONCLUSION
Wearable computers have begun their expedition into the business process. Through the
use of this technology, productivity rates and efficiency should sky rocket. Presently,
these computers will be more beneficial when used outside of the office. Wearable
computers can be used in the business setting or for personal use. Although, the
technology is currently being used mainly for business purposes. Wearable computers are
among the "most compelling" in GartnerGroups "10 Technologies Business Executives
Should Be Watching in 1999 and Beyond" (CNet News, 1). According the article,
"Wearable computers will be monitored closely by the manufacturing industry in the next
two years" (CNet News, 2).
The cost for such an incredible technology is small compared to the benefits it can
provide to a company. A large amount of money will be saved by employees having
instant access to the information needed instead wasting quality time and having to walk
back to the office or to an area with a computer.
Computers that can be worn will be extremely popular in the future. An interview was
conducted with Robin Bono, the Director of Corporate Communications at Xybernaut
Corporation. When asked if she thought wearable computers would be the "wave of the
future", she responded, "Yes. Particularly with the rapid convergence of communication
and computing devices were already witnessing" (Bono).
As processors, battery packs and hard drives continue to improve in power and capacity,
the design of wearable computers will probably change. According to Thad Starner of
MIT Media Labs, "The goal is to have the computer disappear into your clothes so that
no one knows you have it" (Baran). Starner believes this type of system is only a few
years away.
Future applications of wearable computers extend to "smart clothing", the idea that
computer chips can be embedded in a person. "Theres even a prototype for "smart
underwear" that allows the wearer to change the temperature in a room, and wired "smart
shoes" that record heart rates" (Hanrahan, 4).
This lightweight, ultra-mobile technology is the next big mania. Shelley Harrison, the
publisher of Wearable Computing says, "This is a market thats about to explode"
(Kirsner). Mark Spitzer, president of the MicroOptical Corporation states, "Within the
next three to five years, people will start wearing more electronics on their bodies"
(Kirsner). His company makes tiny eyeglass-mounted displays like those included in the
Xybernaut package. A wearable computing buff, David Covin, predicts, "Its easy to look
at a small community thats excited about something and say that its the next big thing,
but I believe this is the next big thing. Its just like PCs, or the Web when it first started"
(Kirsner). In the near future, we are sure to see the impact of wearable computers on the
way we conduct business. Wearable computing may definitely be the largest
technological advancement of the century. Who knows what the future holds for such an
incredible instrument.
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