You are on page 1of 20

WEARABLE COMPUTERS: AN OVERVIEW

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

Wearable computers are becoming a popular solution to the information inefficiency


problem. There are many opinions of the definition of a wearable computer. "A computer
is wearable when the CPU and battery pack are small enough to be carried on a belt or in
a pouch" (Stevens, 2). The MIT web page defines a wearable computer as, " . . . a
computer that is always with you, is comfortable and easy to keep and use, and is as
unobtrusive as clothing." However, MIT gives a more specific definition of wearable
computers. The following characteristics were taken directly from their web site (MIT,
1):

Portable while operational: The most distinguishing feature of a wearable is that


it can be used while walking or otherwise moving around. This distinguishes
wearables from both desktop and laptop computers.

Hands-free use: Military and industrial applications for wearables especially


emphasize their hands-free aspect, and concentrate on speech input and heads-up
display or voice output. Other wearables might also use chording keyboards,
dials, and joysticks to minimize the tying up of a user's hands.

Sensors: In addition to user inputs, a wearable should have sensors for the
physical environment. Such sensors might include wireless communications,
cameras, or microphones.

"Attention-getting": A wearable should be able to convey information to its user


even when not actively being used. For example, if your computer wants to let
you know you have new e-mail and whom it is from, it should be able to
communicate this information to you immediately.

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- Heilig patents a head-mounted stereophonic television display: In 1960,


Heilig patented a stereophonic television Head-Mounted Display (HMD). This
was followed by his patent in 1962 for the "Sensorama Simulator", a virtual
reality simulator with handlebars, binocular display, vibrating seat, stereophonic
speakers, cold air blower, and a device close to the nose that would generate odors
that fit the action in the film.

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.

1966- Sutherland creates first computer-based head-mounted display:


Sutherland created a tethered head-mounted display (HMD) using two CRTs
mounted beside each of the wearer's ears, with half-silvered mirrors reflecting the
images to the user's eyes. Another system determined where the user was looking
and projected a monoscopic wireframe image such that it looked like a cube was
floating in mid-air. The bulk of the system was attached to the ceiling above the
wearer's head.

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.

1968- Douglas Engelbart demonstrates one-handed chording keyboard in


NLS (oN Line System): At the Fall Joint Computer Conference, Engelbart
demonstrated the NLS system, one of the first personal computers that paved the
way for both the interactive personal computer and groupware. The system
included on-handed keyboard, word processing, outline processing, split
windows, hypermedia, mouse, shared documents, e-mail filtering, desktop
conferencing, annotation of shared documents, interactive sharing, quarter-sized
video sharing, turn taking, and network information.

1972- Alan Lewis invents a digital camera-case computer to predict roulette


wheels: Like Thorp and Shannon's system, Lewis used a radio link between data

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.

1978- Eudaemonic Enterprises invents a digital wearable computer in a shoe


to predict roulette wheels: Using a CMOS 6502 microprocessor with 5K RAM,
Eudaemonic Enterprises created a shoe computer with toe-control and inductive
radio communications with between a data taker and better. This is the only
known roulette machine of the time to show a statistical profit on a gambling run,
though they never made the "big score."

1979- Sony introduces the Walkman: Sony introduces the Walkman, a


commercial wearable cassette player.

1981- Steve Mann designs backpack-mounted computer to control


photographic equipment: While still in high school, Steve Mann wired a 6502
computer into a steel-frame backpack to control flash-bulbs, cameras, and other
photographic systems. The display was a camera viewfinder CRT attached to a
helmet, giving 40 column text. Input was from seven microswitches built into the
handle of a flash-lamp, and lead-acid batteries powered the entire system.

1990- Olivetti develops an active badge system, using infrared signals to


communicate a person's location: Olivetti developed a name badge that
transmitted a unique id to IR receivers placed in rooms around a building. This
allowed these "smart rooms" to track a person's location and log it in a central
database.

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.

1993- Thad Starner writes first version of the Remembrance Agent


augmented memory software: The Remembrance Agent (RA was an automated
associative memory that would recommend relevant files from a database, based
on whatever notes were currently being written on a wearable computer. The
system was integrated into Emacs, and later was rewritten as part of continuing
research by Bradley Rhodes.

1993- Feiner, MacIntyre, and Seligmann develop the KARMA augmented


reality system: Steve Feiner, Blair MacIntyre, and Doree Seligmann at Columbia
University developed KARMA: Knowledge-based Augmented Reality for
Maintenance Assistance. Users would wear a Private Eye display over on eye,
giving an overlay effect when the real world was viewed with both eyes open.
KARMA would overlay wireframe schematics and maintenance instructions on
top of whatever was being repaired. For example, graphical wireframes on top of
a laser printer would explain how to change the paper tray. The system used
sensors attached to objects in the physical world to determine their locations, and
the entire system ran tethered from a desktop.

1994- Mike Lamming and Mike Flynn develop "Forget-Me-Not," a


continuous personal recording system: The Forget-Me-Not was a wearable
device that would record interactions with people and devices and store this
information in a database for later query. It interacted via wireless transmitters in
rooms and with equipment in the area to remember who was there, who was being
talked to on the telephone, and what objects were in the room, allowing queries
like "Who came by my office while I was on the phone to Mark?"

1994- Edgar Matias debuts a "wrist computer" with half-QWERTY


keyboard: Built by Edgar Matias and Mike Ruicci of the University of Toronto,
this "wrist computer" presented an alternative approach to the emerging HUD +
chord keyboard wearable. The system was built from a modified HP 95LX
palmtop computer and a Half-QWERTY one-handed keyboard. With the keyboard
and display modules strapped to the operator's forearms, text could be entered by
bringing the wrists together and typing. The same technology was used by IBM
researchers to create a "belt computer".

Steve Mann starts transmitting images from a head-mounted camera to the


Web: In December 1994, Steve Mann developed the "Wearable Wireless
Webcam." Webcam transmitted images point-to-point from a head-mounted
analog camera to an SGI base station via amateur TV frequencies. The images
were processed by the base station and displayed on a webpage in near real-time.

1996- Boeing hosts wearables conference in Seattle: Boeing hosted a small


conference on wearable computing August 19-21, 1996. In attendance were
researchers and administrators from industry, academia, and independent
laboratories. Several vendors of displays, speech recognition systems, and full
wearable computers were also present.

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.

Wearable Generalities and Competing Technologies


The wearable PC is definitely making a statement in the fashion industry. Xybernaut's
Mobile Assistant IV was part of the Stephen Sprouse Fall Winter 1999/2000 collection
(Automatic I.D. News). Within the article, Stephen Sprouse commented, "I had no idea
that the computer industry has advanced to the point that people can be wearing
computers." Sprouse believes the wearable computer made the audience think beyond
clothes to the new millennium and added an element of excitement to the show.
Wearables closely parallel the computing power and memory of a laptop with up to 128
MB of RAM. The systems have almost doubled their power and cut their weight in half.
Battery packs for wearables weigh about a pound, down from two pounds a year ago
(Stevens, 2).
The head-mount display sets the wearable technology apart from the competition
equipped with a palm-sized display unit. The technology used by most wearable vendors
suspends the display in front of one eye in a set that fits on the head. "It feels quite
natural. The fact that you look at it with one eye versus two is a small issue, especially if
you are just paging through things and not reading for hours on end. What it looks like is
what you would see if you were looking at a 17 inch display on your desk, and you went
back about 2 feet" (Stevens, 3).
As with all industries, there is competition within the wearable computer industry.
Xybernaut Corporation and ViA, Inc. are the biggest competitors. More detailed
specifications will be provided and analyzed in the latter part of this paper.

Current Usage of Wearable Computers


Since one of the defining features of wearable computers is their portability, wearables
can be used anywhere a person can work comfortably. Various companies are
experimenting and currently using these tools for production efficiency.
Geophysical Survey Systems, Inc. or GSSI, is a leading manufacturer in the utility and
construction industries. The wearable computer is a new solution for the company by
making location and management of underground assets more productive, more costeffective and safer. The operator wears the computer while pushing the radar equipment
over the surfaces to be scanned, and has the system controls and scan results available at
all times (Xybernaut). The mobility of the wearable computer enables the operator to
gather data more efficiently and reduces the amount of rework. This efficiency leads to
reduced costs, improved safety at the site, and quality information.
Schneider Excavating survey crews use the ViA II Wearable PCs to complete their work.
Crews have drastically improved the process of surveying. Fred Hartzheim, a civil
engineer for Schneider Excavating stated, "We're 150% more efficient than we were with
laptops. We can double our work output, even when we cut our crew size from two to
one" (Murray, 1). The computer does not use a mouse or keyboard. Instead, the computer
is voice activated. The wearable computer offers a simple way to have the capability of
computer access, while on the move.
Various Cadillac dealerships are beginning to use voice-controlled, wearable computers.
Service technicians are able to access complex databases of manuals available for the
servicing of the vehicles. John F. Smith, Cadillac's general manager, states, "The days of
a technician pulling up his toolbox to the car and using only the knowledge inside his
head to accomplish his task are over. There's too much to memorize and the level of
expertise required exceeds traditional training" (Teltronics). The result of this
advancement is more reliable and faster repairs at a lower cost, an advantage to the
dealership and their customers.
Framatome Technologies, Inc. (FTI) is a company that inspects steam generators in
nuclear power plants. FTI was able to improve its inspection inventory process by
implementing the usage of wearable computers. When an inspection is performed, the
workers need to identify the whereabouts of the equipment and the equipment that has
been used in the containment area, which is considered to be radioactive. Glenn
Gumpman, FTI Systems Engineer oversees the inventory process. He says, "With tens of
millions of dollars of inventory in inspection and maintenance equipment, much of it is
custom-made. We need to know where things are and what's available in what status"
(Xybernaut). The application of the wearable computer thereby improves critical
inventory information and control of the assets.
Insurance adjusters are able to print an estimate as soon as the damaged property is
inspected. This is possible through the use of a wearable computer. Paperwork, time, and
cost are reduced from this mobile solution (ViA).

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

Source: Steve Mann

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

Source: Steve Mann

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

Approximately 1.9 lbs.

Processor

200 or 233 MHz Intel Pentium MMX

Memory

32, 64, 96, or 128 MB SDRAM

Storage

2.1 GB or 4.3 GB internal removable HDD

Shock mounted hard drive


Magnesium alloy case
Mouse

Built-in

PC card readers

Built-in

Sound card

Built-in, full duplex

Operating System

Windows 95, 98, NT, and others

FLAT PANEL DISPLAY


Weight

Approximately 1.3 lbs.

Display

640 x 480 color VGA

Built in programmable buttons


Pen or touch screen

BATTERY
Weight: Approximately 1 lb.
Lithium-ion
Rechargeable hundreds of times

Combined AC power adapter/battery charger


with protective circuitry
Source: Xybernaut

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).

ViA Pricing and Specifications


The wearable computer manufactured by ViA is not as fast as Xybernaut. Also, the data
storage capacity is not as large. The basic technical specifications of ViA are provided in
the tables below:
Table 4.
ViA II Technical Specifications
CPU MODULE
Weight

Approximately 22 oz.

Processor

180 MHz Cyrix MediaGX (or greater)

Memory

32 or 64 MB DRAM

Storage

1.6 or 3.2 GB IBM disk drive

Operating System

Windows 98

INDOOR READABLE
DISPLAY
Weight

14 oz.

Display

640 x 480 color VGA

Built in mouse buttons


Pen or touch screen

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

Source: ViA, Inc.

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

Indoor Readable Display

$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.
Sources
1st Hand Reviews of the MA IV.
http://members.aol.com/_ht_a/Young4good/isthah.html
Anonymous. (1999, August). Wearable computer gives workers just-in-time help.
Research & Development, pp.S21
Automatic I.D. News. (1999, May). Case Study.
Baran, Nick. (1996, March). Get SmartWear a PC. BYTE Magazine.
http://www.byte.com/art/9603/sec4/art10.htm
Barnett, Shawn. (1999, August 19). Previewing the Xybernaut Mobile Assistant IV.
Pen Computing Magazine, pp. 45.
Bono, Robin. Electronic Mail Interview, November 15, 1999.

Crothers, Brooke. (1999, January 19). Gartner highlights top tech trends.
http://news.cnet.com/news/0-1003-200-337491.html?tag=st.cn.1 fd2
Ditlea, Steve. (1999, September). Cyborg for a Day. Popular Mechanics, pp.77.
Hanrahan, Dan. Our Wireless and Wearable Future.
http://www.searchz.com/Articles/0909993.shtml
Kirsner, Scott. (1997, October 14). Booting Up Something More Comfortable.
http://www.wired.com/news/news/culture/story/660.html
Maintaining the Business Advantage with Xybernaut Wearable Computers.
http://www.xybernaut.com/xyberquarterly/maintbrief.htm
Mann, Steve. (1998, May 12). Definition of "Wearable Computer".
http://wearcomp.org/wearcompdef.html
MIT Home Page. Wearable Computing FAQ.
http://lcs.www.media.mit.edu/projects/wearables/FAQ/FAQ.txt
Murray, Charles J. (1999, March 22). Wearable computer enables hands-off operation.
Design News, pp. 68-69.
Oreskovic, Alexei. (1999, October). Pret-a-Porter PC. PC Computing, pp.132.
Rhodes, Bradley. A brief history of wearable computing.
http://wearables.www.media.mit.edu/projects/wearables/timeline.html
Sentel Homepage.
http://www.sentel.com/store/viaxyber.cim?manufacturer-xybernaut
Stevens, Tim. (1999, May 17). Have computer, will travel. Industry Week, pp.29-34.
Teltronics Home Page. http://www.teltronics.com/news/news1997.html
ViA, Inc. Home Page. http://www.flexipc.com.htm

Wearcam Homepage.
http://www.wearcam.org/computing.html/input-guidelines.html
Xybernaut Corporation. http://xybernaut.com.htm

You might also like