Wearable technology

Wearable technology, wearables, fashion technology, tech togs, or fashion electronics are smart electronic devices (electronic device with micro-controllers) that are worn close to and/or on the surface of the skin, where they detect, analyze, and transmit information concerning e.g. body signals such as vital signs, and/or ambient data and which allow in some cases immediate biofeedback to the wearer.[1][2][3]

Wearable devices such as activity trackers are an example of the Internet of Things, since "things" such as electronics, software, sensors, and connectivity are effectors that enable objects to exchange data (including data quality[4]) through the internet with a manufacturer, operator, and/or other connected devices, without requiring human intervention.

Wearable technology has a variety of applications which grows as the field itself expands. It appears prominently in consumer electronics with the popularization of the smartwatch and activity tracker. Apart from commercial uses, wearable technology is being incorporated into navigation systems, advanced textiles, and healthcare.

watch

History

The pre-history of wearable technology starts with the watch, which was worn by people to tell time. In 1500 the German inventor Peter Henlein created small watches that were worn as necklaces. A century later, men began to carry their watches in their pockets as the waistcoat became a fashionable item, which led to the creation of pocket watches. Wristwatches were also created in the late 1600s but were worn mostly by women as bracelets. Over time, the watch becomes smaller and more precise. In 1904, the aviator Alberto Santos-Dumont pioneered the use of the wristwatch as it allowed him to have his hands unoccupied when piloting. This proved that the wrist is a convenient place to wear a watch which led people to start using wristwatches.[5] People started to create wearables to use in every occasion, from tools that help them win in gambling games, to rings used as a computational device by traders, to electronic headbands used as a costume in theaters, and a wearable camera strapped to a bird to take aerial photos, among others.

Modern wearable technology is related to both ubiquitous computing and the history and development of wearable computers. Wearables make technology pervasive by incorporating it into daily life. Through the history and development of wearable computing, pioneers have attempted to enhance or extend the functionality of clothing, or to create wearables as accessories able to provide users with sousveillance — the recording of activity typically by way of small wearable or portable personal technologies. Tracking information like movement, steps, and heart rate is part of the quantified self movement.

The origins of modern wearable technology are influenced by both of these responses to the vision of ubiquitous computing.[6] One early piece of widely adopted pre-modern wearable technology was the calculator watch, which was introduced in the 1980s. An even earlier wearable technology was the hearing aid.

In 2008, Ilya Fridman incorporated a hidden Bluetooth microphone into a pair of earrings.[7][8]

Fitbit released its first step counter in late 2010; Fitbit products have primarily focused upon activity tracking.[9] Fitbit is now owned by Alphabet and is no longer an independent wearable electronics company.

In the following years, smartwatches began to be released by major electronics companies as well as by new start-ups. One of the first offerings was the Samsung Galaxy Gear in September 2013. Apple followed more than a year later with the Apple Watch in April 2015.[10]

In 2012, Oculus launched a Kickstarter campaign to start sales of the first consumer virtual reality headset.[11] In 2016, the company, HTC released a new generation of the VR headsets that allowed users to move freely within a virtual space.[11]

Prototypes

From 1991–1997, Rosalind Picard and her students, Steve Mann and Jennifer Healey, at the MIT Media Lab designed, built, and demonstrated data collection and decision making from "Smart Clothes" that monitored continuous physiological data from the wearer. These "smart clothes", "smart underwear", "smart shoes", and smart jewellery collected data that related to affective state and contained or controlled physiological sensors and environmental sensors like cameras and other devices.[12][13] [14][15]

In 2009, Sony Ericsson teamed up with the London College of Fashion for a contest to design digital clothing. The winner was a cocktail dress with Bluetooth technology making it light up when a call is received.[16]

Zach "Hoeken" Smith of MakerBot fame made keyboard pants during a "Fashion Hacking" workshop at a New York City creative collective.

The Tyndall National Institute[17] in Ireland developed a "remote non-intrusive patient monitoring" platform which was used to evaluate the quality of the data generated by the patient sensors and how the end users may adopt to the technology.[18]

More recently, London-based fashion company CuteCircuit created costumes for singer Katy Perry featuring LED lighting so that the outfits would change color both during stage shows and appearances on the red carpet such as the dress Katy Perry wore in 2010 at the MET Gala in NYC.[19] In 2012, CuteCircuit created the world's first dress to feature Tweets, as worn by singer Nicole Scherzinger.[20]

In 2014, graduate students from the Tisch School of Arts in New York designed a hoodie that sent pre-programmed text messages triggered by gesture movements.[21]

Around the same time, prototypes for digital eyewear with heads up display (HUD) began to appear.[22]

The US military employs headgear with displays for soldiers using a technology called holographic optics.[22]

In 2010, Google started developing prototypes[23] of its optical head-mounted display Google Glass, which went into customer beta in March 2013.

Usage

In the consumer space, sales of smart wristbands (aka activity trackers such as the Jawbone UP and Fitbit Flex) started accelerating in 2013. One in five American adults have a wearable device, according to the 2014 PriceWaterhouseCoopers Wearable Future Report.[24] As of 2009, decreasing cost of processing power and other components was facilitating widespread adoption and availability.[25]

In professional sports, wearable technology has applications in monitoring and real-time feedback for athletes.[25] Examples of wearable technology in sport include accelerometers, pedometers, and GPS's which can be used to measure an athlete's energy expenditure and movement pattern.[26]

Modern technologies

The Fitbit, a modern wearable device

On April 16, 2013, Google invited "Glass Explorers" who had pre-ordered its wearable glasses at the 2012 Google I/O conference to pick up their devices. This day marked the official launch of Google Glass, a device intended to deliver rich text and notifications via a heads-up display worn as eyeglasses. The device also had a 5 MP camera and recorded video at 720p.[27] Its various functions were activated via voice command, such as "OK Glass". The company also launched the Google Glass companion app, MyGlass.[28] The first third-party Google Glass App came from the New York Times, which was able to read out articles and news summaries.

However, in early 2015, Google stopped selling the beta "explorer edition" of Glass to the public, after criticism of its design and the $1,500 price tag.[29]

While optical head-mounted display technology remains a niche, two popular types of wearable devices have taken off: smartwatches and activity trackers. In 2012, ABI Research forecast that sales of smartwatches would hit $1.2 million in 2013, helped by the high penetration of smartphones in many world markets, the wide availability and low cost of MEMS sensors, energy-efficient connectivity technologies such as Bluetooth 4.0, and a flourishing app ecosystem.[30]

Crowdfunding-backed start-up Pebble reinvented the smartwatch in 2013, with a campaign running on Kickstarter that raised more than $10m in funding. At the end of 2014, Pebble announced it had sold a million devices. In early 2015, Pebble went back to its crowdfunding roots to raise a further $20m for its next-generation smartwatch, Pebble Time, which started shipping in May 2015.

In March 2014, Motorola unveiled the Moto 360 smartwatch powered by Android Wear, a modified version of the mobile operating system Android designed specifically for smartwatches and other wearables.[31][32] Finally, following more than a year of speculation, Apple announced its own smartwatch, the Apple Watch, in September 2014.

Wearable technology was a popular topic at the trade show Consumer Electronics Show in 2014, with the event dubbed "The Wearables, Appliances, Cars and Bendable TVs Show" by industry commentators.[33] Among numerous wearable products showcased were smartwatches, activity trackers, smart jewelry, head-mounted optical displays and earbuds. Nevertheless, wearable technologies are still suffering from limited battery capacity.[34]

Another field of application of wearable technology is monitoring systems for assisted living and eldercare. Wearable sensors have a huge potential in generating big data, with a great applicability to biomedicine and ambient assisted living.[35] For this reason, researchers are moving their focus from data collection to the development of intelligent algorithms able to glean valuable information from the collected data, using data mining techniques such as statistical classification and neural networks.[36]

Wearable technology can also collect biometric data such as heart rate (ECG and HRV), brainwave (EEG), and muscle bio-signals (EMG) from the human body to provide valuable information in the field of health care and wellness.[37]

Another increasingly popular wearable technology involves virtual reality. VR headsets have been made by a range of manufacturers for computers, consoles, and mobile devices. Recently Google released their headset, the Google Daydream.[38]

In July 2014 a smart technology footwear was introduced in Hyderabad, India. The shoe insoles are connected to a smartphone application that uses Google Maps, and vibrate to tell users when and where to turn to reach their destination.[39][40][41][42]

In addition to commercial applications, wearable technology is being researched and developed for a multitude of uses. The Massachusetts Institute of Technology is one of the many research institutions developing and testing technologies in this field. For example, research is being done to improve haptic technology[43] for its integration into next generation wearables. Another project focuses on using wearable technology to assist the visually impaired in navigating their surroundings.[44]

As wearable technology continues to grow, it has begun to expand into other fields. The integration of wearables into healthcare has been a focus of research and development for various institutions. Wearables continue to evolve, moving beyond devices and exploring new frontiers such as smart fabrics. Applications involve using a fabric to perform a function such as integrating a QR code into the textile,[45] or performance apparel that increases airflow during exercise[46]

Wearable technology and health

Wearable technology is often used to monitor a user's health. Given that such a device is in close contact with the user, it can easily collect data. It started as soon as 1980 where first wireless ECG was invented. In the last decades, it shows rapid growth in research of textile-based, tattoo, patch, and contact lenses.[47]

Wearables can be used to collect data on a user's health including:

  • Heart rate
  • Calories burned
  • Steps walked
  • Blood pressure
  • Release of certain biochemicals
  • Time spent exercising
  • Seizures
  • physical strain[48]

These functions are often bundled together in a single unit, like an activity tracker or a smartwatch like the Apple Watch Series 2 or Samsung Galaxy Gear Sport. Devices like these are used for physical training and monitoring overall physical health, as well as alerting to serious medical conditions such as seizures (e.g. Empatica Embrace).

Currently other applications within healthcare are being explored, such as:

  • Forecasting changes in mood, stress, and health [49]
  • Measuring blood alcohol content[50]
  • Measuring athletic performance[51]
  • Monitoring how sick the user is[52]
  • Long-term monitoring of patients with heart and circulatory problems that records an electrocardiogram and is self-moistening
  • Health Risk Assessment applications, including measures of frailty and risks of age-dependent diseases[53]
  • Automatic documentation of care activities.

While wearables can collect data in aggregate form, most of them are limited in their ability to analyze or make conclusions based on this data; thus, most are used primarily for general health information. (An exception is seizure-alerting wearables, which continuously analyze the wearer's data and make a decision about calling for help; the data collected can then provide doctors with objective evidence that they may find useful in diagnoses.) Wearables can account for individual differences, although most just collect data and apply one-size-fits-all algorithms.

Today, there is a growing interest to use wearables not only for individual self-tracking, but also within corporate health and wellness programs. Given that wearables create a massive data trail which employers could repurpose for objectives other than health, more and more research has begun to study the dark side of wearables.[54] Asha Peta Thompson founded Intelligent Textiles Limited, Intelligent Textiles, who create woven power banks and circuitry that can be used in e-uniforms for infantry.[55]

Epidermal Electronics

Epidermal electronics is an emerging field of wearable technology, termed for their properties and behaviors comparable to those of the epidermis, or outermost layer of the skin.[56][57][58] These wearables are mounted directly onto the skin to continuously monitor physiological and metabolic processes, both dermal and subdermal.[58] Wireless capability is typically achieved through battery, Bluetooth or NFC, making these devices convenient and portable as a type of wearable technology.[59] Currently, epidermal electronics are being developed in the fields of fitness and medical monitoring.

The significance of epidermal electronics involves their mechanical properties, which resemble those of skin. The skin can be modeled as bilayer, composed of an epidermis having Young's Modulus (E) of 2-80 kPa and thickness of 0.3–3 mm and a dermis having E of 140-600 kPa and thickness of 0.05-1.5 mm. Together this bilayer responds plastically to tensile strains ≥ 30%, below which the skin's surface stretches and wrinkles without deforming.[56] Properties of epidermal electronics mirror those of skin to allow them to perform in this same way. Like skin, epidermal electronics are ultrathin (h < 100 μm), low-modulus (E ~ 70 kPa), and lightweight (<10 mg/cm2), enabling them to conform to the skin without applying strain.[59][60] Conformal contact and proper adhesion enable the device to bend and stretch without delaminating, deforming or failing, thereby eliminating the challenges with conventional, bulky wearables, including measurement artifacts, hysteresis, and motion-induced irritation to the skin. With this inherent ability to take the shape of skin, epidermal electronics can accurately acquire data without altering the natural motion or behavior of skin.[61] The thin, soft, flexible design of epidermal electronics resembles that of temporary tattoos laminated on the skin. Essentially, these devices are "mechanically invisible" to the wearer.[56]

Epidermal electronics devices may adhere to the skin via van der Waals forces or elastomeric substrates. With only van der Waals forces, an epidermal device has the same thermal mass per unit area (150 mJ cm−2 K−1) as skin, when the skin’s thickness is <500 nm. Along with van der Waals forces, the low values of E and thickness are effective in maximizing adhesion because they prevent deformation-induced detachment due to tension or compression.[56] Introducing an elastomeric substrate can improve adhesion but will raise the thermal mass per unit area slightly.[61] Several materials have been studied to produce these skin-like properties, including photolithography patterned serpentine gold nanofilm and patterned doping of silicon nanomembranes.[57]

Entertainment

Wearables have expanded into the entertainment space by creating new ways to experience digital media. Virtual reality headsets and augmented reality glasses have come to exemplify wearables in entertainment. The influence of these virtual reality headsets and augmented reality glasses are seen mostly in the gaming industry during the initial days, but are now used in the fields of medicine and education.[62]

Virtual reality headsets such as the Oculus Rift, HTC Vive, and Google Daydream View aim to create a more immersive media experience by either simulating a first-person experience or displaying the media in the user's full field of vision. Television, films, video games, and educational simulators have been developed for these devices to be used by working professionals and consumers. In a 2014 expo, Ed Tang of Avegant presented his "Smart Headphones". These headphones use Virtual Retinal Display to enhance the experience of the Oculus Rift.[63] Some augmented reality devices fall under the category of wearables. Augmented reality glasses are currently in development by several corporations.[64] Snap Inc.'s Spectacles are sunglasses that record video from the user's point of view and pair with a phone to post videos on Snapchat.[65] Microsoft has also delved into this business, releasing Augmented Reality glasses, HoloLens, in 2017. The device explores using digital holography, or holograms, to give the user a first hand experience of Augmented Reality.[66] These wearable headsets are used in many different fields including the military.

Wearable technology has also expanded from small pieces of technology on the wrist to apparel all over the body. There is a shoe made by the company shiftwear that uses a smartphone application to periodically change the design display on the shoe.[67] The shoe is designed using normal fabric but utilizes a display along the midsection and back that shows a design of your choice. The application was up by 2016 and a prototype for the shoes was created in 2017.[67]

Another example of this can be seen with Atari's headphone speakers. Atari and Audiowear are developing a face cap with built in speakers. The cap will feature speakers built into the underside of the brim, and will have Bluetooth capabilities.[68] Jabra has released earbuds,[69] in 2018, that cancel the noise around the user and can toggle a setting called "hearthrough." This setting takes the sound around the user through the microphone and sends it to the user. This gives the user an augmented sound while they commute so they will be able to hear their surroundings while listening to their favorite music. Many other devices can be considered entertainment wearables and need only be devices worn by the user to experience media.

Gaming

The gaming industry has always incorporated new technology. The first technology used for electronic gaming was a controller for Pong. The way users game has continuously evolved through each decade. Currently, the two most common forms of gaming is either using a controller for video game consoles or a mouse and keyboard for PC games.

In 2012, virtual reality headsets were reintroduced to the public. VR headsets were first conceptualized in the 1950s and officially created in the 1960s.[70] The creation of the first virtual reality headset can be credited to Cinematographer Morton Heilig. He created a device known as the Sensorama in 1962.[71] The Sensorama was a videogame like device that was so heavy that it needed to be held up by a suspension device.[72] There has been numerous different wearable technology within the gaming industry from gloves to foot boards. The gaming space has offbeat inventions. In 2016 Sony debuted its first portable, connectable virtual reality headset codenamed Project Morpheus.[73] The device was rebranded for PlayStation in 2018.[74] Early 2019 Microsoft debut their HoloLens 2 that goes beyond just virtual reality into mixed reality headset. Their main focus is to be use mainly by the working class to help with difficult tasks.[75] These headsets are used by educators, scientists, engineers, military personnel, surgeons, and many more. Headsets such as the HoloLens 2 allows the user to see a projected image at multiple angles and interact with the image. This helps gives a hands on experience to the user, which otherwise, they would not be able to get.

Fashion

Fashionable wearables are “designed garments and accessories that combines aesthetics and style with functional technology.”[76] Garments are the interface to the exterior mediated through digital technology. It allows endless possibilities for the dynamic customization of apparel. All clothes have social, psychological and physical functions. However, with the use of technology these functions can be amplified. There are some wearables that are called E-textiles. These are the combination of textiles(fabric) and electronic components to create wearable technology within clothing.[77][78] They are also known as smart textile and digital textile.

Wearables are made from a functionality perspective or from an aesthetic perspective. When made from a functionality perspective, designers and engineers create wearables to provide convenience to the user. Clothing and accessories are used as a tool to provide assistance to the user. Designers and engineers are working together to incorporate technology in the manufacturing of garments in order to provide functionalities that can simplify the lives of the user. For example, through smartwatches people have the ability to communicate on the go and track their health. Moreover, smart fabrics have a direct interaction with the user, as it allows sensing the customers' moves. This helps to address concerns such as privacy, communication and well-being. Years ago, fashionable wearables were functional but not very aesthetic. As of 2018, wearables are quickly growing to meet fashion standards through the production of garments that are stylish and comfortable. Furthermore, when wearables are made from an aesthetic perspective, designers explore with their work by using technology and collaborating with engineers. These designers explore the different techniques and methods available for incorporating electronics in their designs. They are not constrained by one set of materials or colors, as these can change in response to the embedded sensors in the apparel. They can decide how their designs adapt and responds to the user.[5]

In 1967 French fashion designer Pierre Cardin, know for his futuristic designs created a collection of garments entitled "robe electronique" that featured a geometric embroidered pattern with LEDs (light emitting diodes). Pierre Cardin unique designs were featured in an episode of the Jetsons animated show where one of the main characters demonstrates how her luminous "Pierre Martian"[79] dress works by plugging it into the mains. An exhibition about the work of Pierre Cardin was recently on display at the Brooklyn Museum in New York [80]

In 1968, the Museum of Contemporary Craft in New York City held an exhibition named Body Covering which presented the infusion of technological wearables with fashion. Some of the projects presented were clothing that changed temperature, and party dresses that light up and produce noises, among others. The designers from this exhibition creatively embedded electronics into the clothes and accessories to create these projects. As of 2018, fashion designers continue to explore this method in the manufacturing of their designs by pushing the limits of fashion and technology.[5]

CuteCircuit

CuteCircuit pioneered the concept of interactive and app-controlled fashion with the creation in 2008 of the Galaxy Dress (part of the permanent collection of the Museum of Science and Industry in Chicago, US) and in 2012 of the tshirtOS (now infinitshirt). CuteCircuit fashion designs can interact and change colour providing the wearer a new way of communicating and expressing their personality and style. CuteCircuit's designs have been worn on the red carpet by celebrities such as Katy Perry [81] and Nicole Scherzinger.[20] and are part of the permanent collections of the Museum of Fine Arts in Boston.

Project Jacquard

Project Jacquard, a Google project led by Ivan Poupyrev, has been combining clothing with technology.[82] Google collaborated with Levi Strauss to create a jacket that has touch-sensitive areas that can control a smartphone. The cuff-links are removable and charge in a USB port.[83]

Intel & Chromat

Intel partnered with the brand Chromat to create a sports bra that responds to changes in the body of the user, as well as a 3D printed carbon fiber dress that changes color based on the user's adrenaline levels.[84] Intel also partnered with Google and TAG Heuer to make a smart watch.[85]

Iris van Herpen

Iris Van Herpen's water dress

Smart fabrics and 3D printing have been incorporated in high fashion by the designer Iris van Herpen. Van Herpen was the first designer to incorporate 3D printing technology of rapid prototyping into the fashion industry.[86] The Belgian company Materialise NV collaborates with her in the printing of her designs.

Manufacturing Process of E-textiles

There are several methods which companies manufacture e-textiles from fiber to garment and the insertion of electronics to the process. One of the methods being developed is when stretchable circuits are printed right into a fabric using conductive ink.[87] The conductive ink uses metal fragments in the ink to become electrically conductive. Another method would be using conductive thread or yarn. This development includes the coating of non-conductive fiber (like Polyester PET) with conductive material such as metal like gold or silver to produce coated yarns or in order to produce an e-textile.[88]

Common fabrication techniques for e-textiles include the following traditional methods:

  • Embroidery
  • Sewing
  • Weaving
  • Non-woven
  • Knitting
  • Spinning
  • Breading
  • Coating
  • Printing
  • Laying[89]

Military

Wearable technology within the military ranges from educational purposes, training exercises and sustainability technology.[90]

The technology used for educational purposes within the military are mainly wearables that tracks a soldier's vitals. By tracking a soldier's heart rate, blood pressure, emotional status, etc. helps the research and development team best help the soldiers. According to chemist, Matt Coppock, he has started to enhance a soldier's lethality by collecting different biorecognition receptors. By doing so it will eliminate emerging environmental threats to the soldiers.[91]

With the emergence of virtual reality it is only natural to start creating simulations using VR. This will better prepare the user for whatever situation they are training for. In the military there are combat simulations that soldiers will train on. The reason the military will use VR to train its soldiers is because it is the most interactive/immersive experience the user will feels without being put in a real situation.[92] Recent simulations include a soldier wearing a shock belt during a combat simulation. Each time they are shot the belt will release a certain amount of electricity directly to the user's skin. This is to simulate a shot wound in the most humane way possible.[92]

There are many sustainability technologies that military personnel wear in the field. One of which is a boot insert. This insert gauges how soldiers are carrying the weight of their equipment and how daily terrain factors impact their mission panning optimization.[93] These sensors will not only help the military plan the best timeline but will help keep the soldiers at best physical/mental health.

Issues and Concerns

The FDA drafted a guidance for low risk devices advises that personal health wearables are general wellness products if they only collect data on weight management, physical fitness, relaxation or stress management, mental acuity, self-esteem, sleep management, or sexual function.[94] This was due to the privacy risks that were surrounding the devices. As more and more of the devices were being used as well as improved soon enough these devices would be able to tell if a person is showing certain health issues and give a course of action. With the rise of these devices being consumed so to the FDA drafted this guidance in order to decrease risk of a patient in case the app doesn't function properly.[95] It is argued the ethics of it as well because although they help track health and promote independence there is still an invasion of privacy that ensues to gain information. This is due to the huge amounts of data that has to be transferred which could raise issues for both the user and the companies if a third partied gets access to this data. There was an issue with the google glass that was used by surgeons in order to track vital signs of a patient where it had privacy issues relating to third party use of non-consented information. The issue is consent as well when it comes to wearable technology because it gives the ability to record and that is an issue when permission is not asked when a person is being recorded.[96][97]

Compared to smart phones, wearable devices pose several new reliability challenges to device manufacturers and software developers. Limited display area, limited computing power, limited volatile and non-volatile memory, non-conventional shape of the devices, abundance of sensor data, complex communication patterns of the apps, and limited battery size—all these factors can contribute to salient software bugs and failure modes. Moreover, since many of the wearable devices are used for health purposes[2][9] (either monitoring or treatment), their accuracy and robustness issues can give rise to safety concerns. Some tools have been developed to evaluate the reliability and the security properties of these wearable devices.[98] The early results point to a weak spot of wearable software whereby overloading of the devices, such as through high UI activity, can cause failures.

gollark: https://esolangs.org/wiki/!lyricly%E2%98%ADdemote%E2%98%ADestablish%E2%98%ADcommunism!
gollark: Is that some sort of anti-spider rhetoric?
gollark: I'm imagining stuff like ææææææææææææææææææÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆÆæa the spiders own half the stock market and executed a hostile takeover on my company.
gollark: So we've all seen arachnocommunism. But what about arachnoCAPITALISM?
gollark: If you ask a centrist, they will probably say that they dislike crime and would prefer to get rid of it if it was somehow possible.

See also

References

  1. Düking P, Achtzehn S, Holmberg HC, Sperlich B. Integrated Framework of Load Monitoring by a Combination of Smartphone Applications, Wearables and Point-of-Care Testing Provides Feedback that Allows Individual Responsive Adjustments to Activities of Daily Living. Sensors (Basel). 2018 May 19;18(5). PMID 29783763. doi: 10.3390/s18051632
  2. Düking P, Hotho A, Holmberg HC, Fuss FK, Sperlich B. Comparison of Non-Invasive Individual Monitoring of the Training and Health of Athletes with Commercially Available Wearable Technologies. Frontiers in physiology. 2016;7:71. PMID 27014077. doi: 10.3389/fphys.2016.00071
  3. O'Donoghue, John; Herbert, John (1 October 2012). "Data Management Within mHealth Environments: Patient Sensors, Mobile Devices, and Databases". J. Data and Information Quality. 4 (1): 5:1–5:20. doi:10.1145/2378016.2378021.
  4. O’Donoghue, J., Herbert, J. and Sammon, D., 2008, June. Patient sensors: A data quality perspective. In International Conference on Smart Homes and Health Telematics (pp. 54-61). Springer, Berlin, Heidelberg, https://link.springer.com/chapter/10.1007/978-3-540-69916-3_7
  5. Guler, Sibel Deren (2016). Crafting wearables: blending technology with fashion. New York: Apress.
  6. "Wearable Computing: A First Step Toward Personal Imaging". IEEE Computer. 30 (2).
  7. "Ripple Headset". Behance. Retrieved 13 August 2015.
  8. "And you thought the Jawbone headset was stylish". LA Times. 2009-07-20. Retrieved 13 August 2015.
  9. Kaewkannate, Kanitthika; Kim, Soochan (24 May 2016). "A comparison of wearable fitness devices". BMC Public Health. 16: 433. doi:10.1186/s12889-016-3059-0. PMC 4877805. PMID 27220855.
  10. "A timeline of how the Apple Watch was created". Business Insider. Retrieved 2017-10-24.
  11. "History of VR - Timeline of Events and Tech Development". virtualspeech.com. Retrieved 2019-12-13.
  12. Mann, Steve (March 1997). "Smart Clothes". Personal Technologies. 1 (1): 21–27.
  13. Picard, Rosalind; Healey, Jennifer (December 1997). "Affective Wearables". Personal Technologies. 1 (4): 231–240. doi:10.1007/BF01682026.
  14. Mann, S. (1997). Wearable computing: A first step toward personal imaging. IEEE Computer, 30(2), 25-32.
  15. Mann, S. (1996). Smart clothing: The shift to wearable computing. Communications of the ACM, 39(8), 23-24.
  16. "Does the Bluetooth dress signal the future of fashion". LA Times. 2009-06-18. Retrieved 13 August 2015.
  17. "Tyndall". www.tyndall.ie. Retrieved 2016-06-05.
  18. O'Donoghue, John, John Herbert, and Paul Stack. "Remote non-intrusive patient monitoring." Smart Homes and Beyond (2006): 180–87.
  19. "Costume Institute Gala 2010". British Vogue. Archived from the original on 2018-04-19. Retrieved 2020-05-14.
  20. Krupnick, Ellie (2 November 2012). "The Huffington Post: Twitter Dress".
  21. Restauri, Denise. "The Brains Behind The Hoodie That Texts". Forbes. Retrieved 14 August 2014.
  22. Anne Eisenberg Inside These Lenses, a Digital Dimension April 25, 2009 New York Times
  23. Molen, Brad. "These early Google Glass prototypes looked (even more) awkward". Engadget. Retrieved 11 August 2015.
  24. Zalud, Bill (Jan 2015). "The Age of Wearables Is on Us". SDM: 72–73.
  25. Duncan Smith The Rise of the Virtual Trainer July 13, 2009 Product Design and Development
  26. Li, Ryan T.; Kling, Scott R.; Salata, Michael J.; Cupp, Sean A.; Sheehan, Joseph; Voos, James E. (2016-01-01). "Wearable Performance Devices in Sports Medicine". Sports Health. 8 (1): 74–78. doi:10.1177/1941738115616917. ISSN 1941-7381. PMC 4702159. PMID 26733594.
  27. "Tech specs". Retrieved 20 April 2013.
  28. "Google Finally Reveals Glass Specifications, MyGlass App Now Live". Self Screens. Retrieved 11 August 2013.
  29. "Google has admitted that releasing Google Glass early may have been a mistake". Business Insider. Retrieved 17 March 2016.
  30. More Than One Million Smart Watches will be Shipped in 2013, ABI Research
  31. "Moto 360: It's Time". The Official Motorola Blog. Retrieved 18 March 2014.
  32. "Sharing what's up our sleeve: Android coming to wearables". Official Google Blog. Retrieved 18 March 2014.
  33. "Wearable tech at CES 2014: Many, many small steps". CNET. Retrieved 17 March 2016.
  34. Rawassizadeh, Reza; Tomitsch, Martin; Nourizadeh, Manouchehr; Momeni, Elaheh; Peery, Aaron; Ulanova, Liudmila; Pazzani, Michael (2015). "Energy-Efficient Integration of Continuous Context Sensing and Prediction into Smartwatches". Sensors. 15 (9): 22616–22645. doi:10.3390/s150922616. PMC 4610428. PMID 26370997.
  35. Redmond, SJ; Lovell, NH; Yang, GZ; Horsch, A; Lukowicz, P; Murrugarra, L; Marschollek, M (2014). "What Does Big Data Mean for Wearable Sensor Systems?". Yearb Med Inform. 9: 135–42. doi:10.15265/IY-2014-0019. PMC 4287062. PMID 25123733.
  36. Banaee, Hadi; Ahmed, Mobyen; Loutfi, Amy (2013). "Data Mining for Wearable Sensors in Health Monitoring Systems: A Review of Recent Trends and Challenges". Sensors. 13 (12): 17472–17500. doi:10.3390/s131217472. PMC 3892855. PMID 24351646.
  37. "Wearable Technology, Biometric Information, Data Collection | JD Supra". JD Supra. Retrieved 2016-12-13.
  38. Papagiannakis, George. "A survey of mobile and wireless technologies for augmented reality systems" (PDF).
  39. McGregor, Jay (25 July 2014). "India's Take On Google Glass, A Vibrating Smartshoe". Forbes. Retrieved 26 July 2014.
  40. Thoppil, Dhanya Ann Thoppil (24 July 2014). "India's Answer to Google Glass: The Smartshoe". The Wall Street Journal. Retrieved 26 July 2014.
  41. Anthony, Sebastian (24 July 2014). "The smartshoe: A much more sensible approach to wearable computing than Glass or a smartwatch". Extreme Tech. Retrieved 26 July 2014.
  42. "A smart shoe from Indian firm". Deccan Chronicle. 27 July 2014. Retrieved 26 July 2014.
  43. "Can you feel me now?". MIT News. Retrieved 2017-10-24.
  44. "Wearable system helps visually impaired users navigate". MIT News. Retrieved 2017-10-24.
  45. McFarland, Matt. "JanSport's high-tech backpack gives teens a new way to express themselves". CNNMoney. Retrieved 2017-10-26.
  46. "Researchers design moisture-responsive workout suit". MIT News. Retrieved 2017-10-26.
  47. Harito, Christian; Utari, Listya; Putra, Budi Riza; Yuliarto, Brian; Purwanto, Setyo; Zaidi, Syed S.J.; Bavykin, Dmitry V.; Marken, Frank; Walsh, Frank C. (17 February 2020). "Review—The Development of Wearable Polymer-Based Sensors: Perspectives". Journal of the Electrochemical Society. 167 (3): 037566. doi:10.1149/1945-7111/ab697c.
  48. "Dynasens - physical strain". Wearable Solutions GmbH (in German). Retrieved 2020-01-28.
  49. Schwab, Kahtarine. "This MIT Startup is Developing a Fitness Tracker for your Brain". Fastcompany. Retrieved 2018-02-16.
  50. Greathouse, John. "This Wearable Will Tell You When You're Drunk". Forbes. Retrieved 2017-10-25.
  51. Bell, Lee. "Best Wearable Tech And Fitness Gadgets 2017 (Updated)". Forbes. Retrieved 2017-10-25.
  52. Coldewey, Devin. "Smartwatches could soon tell you when you're getting sick". TechCrunch. Retrieved 2017-10-25.
  53. Tim Pyrkov, Konstantin Slipensky, Mikhail Barg, Alexey Kondrashin, Boris Zhurov, Alexander Zenin, Mikhail Pyatnitskiy, Leonid Menshikov, Sergei Markov, and Peter O. Fedichev (2018). "Extracting biological age from biomedical data via deep learning: too much of a good thing?". Scientific Reports. 8 (1): 5210. Bibcode:2018NatSR...8.5210P. doi:10.1038/s41598-018-23534-9. PMC 5980076. PMID 29581467.CS1 maint: multiple names: authors list (link)
  54. Mettler, Tobias; Wulf, Jochen (6 July 2018). "Physiolytics at the workplace: affordances and constraints of wearables use from an employee's perspective". Information Systems Research. 28 (6): 245–273. doi:10.1111/isj.12205.
  55. Bearne, Suzanne (2015-08-03). "Is wearable technology set to take over our wardrobes?". The Guardian. ISSN 0261-3077. Retrieved 2019-02-22.
  56. Kim, Dae-Hyeong; Rogers, John (2011). "Epidermal Electronics". Science. 333: 838–843.
  57. Webb, R. Chad; Ma, Yinji; Krishnan, Siddharth; Li, Yuhang; Yoon, Stephen; Guo, Xiaogang; Feng, Xue; Shi, Yan; Seidel, Miles; Cho, Nam Heon; Kurniawan, Jonas (October 2015). "Epidermal devices for noninvasive, precise, and continuous mapping of macrovascular and microvascular blood flow". Science Advances. 1 (9): e1500701. doi:10.1126/sciadv.1500701. ISSN 2375-2548.
  58. Zhang, Yujia; Tao, Tiger H. (2019-10-17). "Skin‐Friendly Electronics for Acquiring Human Physiological Signatures". Advanced Materials. 31 (49): 1905767. doi:10.1002/adma.201905767. ISSN 0935-9648.
  59. Krishnan, Siddharth R.; Ray, Tyler R.; Ayer, Amit B.; Ma, Yinji; Gutruf, Philipp; Lee, KunHyuck; Lee, Jong Yoon; Wei, Chen; Feng, Xue; Ng, Barry; Abecassis, Zachary A. (2018-10-31). "Epidermal electronics for noninvasive, wireless, quantitative assessment of ventricular shunt function in patients with hydrocephalus". Science Translational Medicine. 10 (465): eaat8437. doi:10.1126/scitranslmed.aat8437. ISSN 1946-6234.
  60. Krishnan, Siddharth R.; Arafa, Hany M.; Kwon, Kyeongha; Deng, Yujun; Su, Chun-Ju; Reeder, Jonathan T.; Freudman, Juliet; Stankiewicz, Izabela; Chen, Hsuan-Ming; Loza, Robert; Mims, Marcus (2020-03-06). "Continuous, noninvasive wireless monitoring of flow of cerebrospinal fluid through shunts in patients with hydrocephalus". npj Digital Medicine. 3 (1). doi:10.1038/s41746-020-0239-1. ISSN 2398-6352.
  61. Chad Webb, R.; Krishnan, Siddharth; Rogers, John A. (2016), "Ultrathin, Skin-Like Devices for Precise, Continuous Thermal Property Mapping of Human Skin and Soft Tissues", Stretchable Bioelectronics for Medical Devices and Systems, Springer International Publishing, pp. 117–132, ISBN 978-3-319-28692-1, retrieved 2020-05-22
  62. "Big Data and Wearable Health Monitors: Harnessing the Benefits and Overcoming Challenges". Health Informatics Online Masters | Nursing & Medical Degrees. 2019-09-17. Retrieved 2019-12-13.
  63. "The Future Of Wearables In Entertainment At Wearable Tech LA". AListDaily. 2014-07-18. Retrieved 2018-02-19.
  64. Strange, Adario. "Microsoft Research shows off its augmented reality glasses". Mashable. Retrieved 2017-10-26.
  65. "Here's how Snapchat's new Spectacles will work". The Verge. Retrieved 2017-10-26.
  66. "Holographic Near-Eye Displays for Virtual and Augmented Reality - Microsoft Research". Microsoft Research. Retrieved 2018-02-19.
  67. Inc., ShiftWear. "ShiftWear - Designs In Motion - Shiftwear Sneakers". www.shiftwear.com. Retrieved 2018-02-19.
  68. "Audiowear". audiowear.com. Retrieved 2018-02-19.
  69. Leong 2019-11-20T23:25:39Z, Lewis. "Jabra Elite 65t True Wireless Earbuds review". TechRadar. Retrieved 2019-12-13.
  70. "8 Major Milestones in the Brief History of Virtual Reality". www.digitaltrends.com. 2017-11-13. Retrieved 2019-12-13.
  71. "Engineer Spotlight : Morton Heilig | Launch Forth". Launch Forth. 2017-07-17. Retrieved 2018-03-06.
  72. Net, Media Art (2019-12-13). "Media Art Net | Heilig, Morton: Sensorama". www.medienkunstnetz.de. Retrieved 2019-12-13.
  73. "Best VR headsets 2018: HTC Vive, Oculus, PlayStation VR compared". Wareable. Retrieved 2018-03-06.
  74. Collins, Katie. "Sony's Project Morpheus now officially called 'PlayStation VR'". Retrieved 2018-03-06.
  75. Bohn, Dieter (2019-02-24). "Microsoft's HoloLens 2: a $3,500 mixed reality headset for the factory, not the living room". The Verge. Retrieved 2019-02-24.
  76. Seymour, Sabine (2008). Fashionable Technology: The intersection of design, fashion, science and technology. Springer Wien New York. ISBN 978-3-211-74498-7.
  77. "E-Textiles 2019-2029: Technologies, Markets and Players: IDTechEx". www.idtechex.com. 2019-05-21. Retrieved 2019-12-13.
  78. E-textiles (this version)
  79. "Pierre Cardin: The 97-year-old fashion designer with visions for 2069". CNN. Archived from the original on 2020-01-02. Retrieved 2020-05-14.
  80. "There's a Pierre Cardin Exhibit at the Brooklyn Museum—Here Are 5 Things You Didn't Know About the French Design Legend". Vogue. Archived from the original on 2019-07-19. Retrieved 2020-05-14.
  81. "Costume Institute Gala 2010". British Vogue. Archived from the original on 2018-04-19. Retrieved 2020-05-14.
  82. Brownlee, John (2015-06-01). "Meet Project Jacquard, Google's Plan To Turn Your Clothes Into A Touch Screen". Fast Company. Retrieved 2018-09-27.
  83. Bohn, Dieter (25 September 2017). "This Levi's jacket with a smart sleeve is finally going on sale for $350". The Verge. Retrieved 2018-09-27.
  84. "Intel wants to be a tech 'enabler' for the fashion industry". Engadget. Retrieved 2018-09-26.
  85. "TAG Heuer made a modular $1,650 smartwatch". Engadget. Retrieved 2018-09-26.
  86. Amed, Imran (2016-01-12). "The future of wearables is smart fabrics, says Business of Fashion founder". Wired UK. Retrieved 20 January 2018.
  87. Solboda, Laura. "Embedding Smart Fabric Sensors in Your Next Product". www.engineering.com. engineering.com. Retrieved 10 February 2019.
  88. Gonçalves, Carlos; Ferreira da Silva, Alexandre; Gomes, João; Simoes, Ricardo (2018). "Wearable E-Textile Technologies: A Review on Sensors, Actuators and Control Elements Carlos Gonçalves 1,2,* ID , Alexandre Ferreira da Silva 3 ID , João Gomes 2 and". Inventions. 3: 14. doi:10.3390/inventions3010014.
  89. "Production methods Wearable Technology". Wearable Solutions GmbH (in German). Retrieved 2020-01-28.
  90. Shi, Han (June 2019). "Systematic Analysis of a Military Wearable Device based on a Multi-Level Fusion Framework: Research Directions". Sensors. 19 (12): 2651. doi:10.3390/s19122651. PMC 6631929. PMID 31212742.
  91. CCDC Army Research Laboratory, Public Affairs (May 2019). "Wearable sensors could leverage biotechnology to monitor personal, environmental data". army.mil.
  92. Office of Technology Assessment, Congress of the United States (September 1994). "Virtual Reality" (PDF). Ota-Bp-Iss-136. 136: 14–22.
  93. "New Wearable Technology Designed to Lighten Load for Marines". U.S. DEPARTMENT OF DEFENSE. Retrieved 2019-12-13.
  94. "General Wellness: Policy for Low Risk Devices - Draft Guidance for Industry and Food and Drug Administration Staff" (PDF). U.S. Food and Drug Administration. FDA. January 2015.
  95. Theirer, Adam (2014). "The internet of things and wearable technology: Addressing privacy and security concerns without derailing innovation". Law and Technology. 21: 1–118.
  96. Segura Anaya, L.H., Alsadoon, A., Costadopoulos, N. et al. Sci Eng Ethics (2018) 24: 1. https://doi.org/10.1007/s11948-017-9872-8 DOI https://doi.org/10.1007/s11948-017-9872-8 Publisher Name Springer Netherlands Print ISSN 1353-3452 (2018). "Ethical Implications of User Perceptions of Wearable Devices". Science and Engineering Ethics. 24 (1): 1–28. doi:10.1007/s11948-017-9872-8. PMID 28155094.CS1 maint: multiple names: authors list (link)
  97. "DoD Studying Implications of Wearable Devices Giving Too Much Info". U.S. DEPARTMENT OF DEFENSE. Retrieved 2019-12-13.
  98. Gu, Tianxiao; Sun, Chengnian; Ma, Xiaoxing; Cao, Chun; Xu, Chang; Yao, Yuan; Zhang, Qirun; Lu, Jian; Su, Zhendong (May 2019). "Practical GUI Testing of Android Applications Via Model Abstraction and Refinement". 2019 IEEE/ACM 41st International Conference on Software Engineering (ICSE). Montreal, QC, Canada: IEEE: 269–280. doi:10.1109/ICSE.2019.00042. ISBN 978-1-7281-0869-8.
This article is issued from Wikipedia. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.