Definition and application of wearable devices

Wearable Computer (commonly known as wearable device) is a new type of human-computer interaction. Devices such as Fitbit Flex strap, Google Glass and Samsung smart watch Gear are available. In the next few years, wearable will be market-oriented, affecting or Change people's daily lives. So what is a wearable device?

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Steve Mann, the father of wearable devices, began research in related fields as early as the 1970s and gave a clear definition in the 1998 DefiniTIon of “Wearable Computer”:

A wearable computer is a computer that is subsumed into the personal space of the user, controlled by the user, and has both operaTIonal and interacTIonal constancy, ie is always on and always accessible.

A wearable device is a computer device that is worn and controlled by a user and that continues to operate and interact.

Wearable devices such as glasses and watches typically have the following three basic modes of operation and six basic attributes.

The three basic modes of operation are:

1. Constancy: The device is always running, ready to interact with the user, and the phone can be interactive after unlocking the screen. Signal flow is from person to device, from device to person.

2. Enhancement (AugmentaTIon): When the user has other things, the device is running and serving people at the same time, enhancing intelligence or senses.

3. Mediation: The mobile phone is a handheld device, and the wearable device can become a physical device, which is reflected in the following two aspects:

Solitude: A device can act as a signal filter, such as an advertisement, such as unwanted media. Change our perception of reality in a gentle way.

Privacy: Entering a password on your mobile phone or working with a computer may be peeped by others. Wearable devices protect our privacy like clothes, and others don't see the interaction between us and the device. Others cannot operate the equipment without your permission.

The device is in contact with the skin and can measure physiological indicators of the human body and will integrate with people.

Picture of the definition and application of wearable devices

The six basic attributes are the flow paths associated with human-machine collaboration:

1. UNMONOPOLIZING of the user's attention: Interacting with the device is a secondary activity used to mediate (increase, change or reduce) sensory abilities. After wearing it for a certain period of time, you may ignore its existence.

2. UNRESTRICTIVE to the user: You can use it while doing other things, such as running.

3. Can be noticed by the user (OBSERVABLE by the user): When needed, you can pay attention to the device.

4. Can be controlled by the user (CONTROLLABLE by the user): In the case of automated operation, the user can control it "manually" at any time.

5. ATTENTIVE to the environment: environmentally conscious, multi-modal, and multiple sensations.

6. Communicate with others: (COMMUNICATIVE to others:): Can be used as a medium to communicate with others.

Wearables will affect people's daily lives and work, and Steve Mann even compares it to gunpowder inventions, perhaps as in science fiction films, people will be armed with electronic devices. In the early stage of entering the mass consumer field, the following functions can be realized:

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1. Photography. The perfect first view information storage can also be used to help memorize.

2. Augmented reality. Enhance user perception of the real world and apply virtual information to the real world.

3. Auxiliary vision. For people with low vision, glasses filter or simplify the input of visual signals to aid vision.

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4. Exercise and medical health. The device detects and records the movement state and physical indicators of the human body at any time, helps the user to adjust their living habits, and can also issue early warnings in case of danger.

In addition to, there are many possibilities. The function of recording and recording, etc., can help the user to remember. Glasses are also a camera that can be carried around, and can have a positive effect on personal safety, such as recording dangerous moments in life. After wearing the device, people and devices can work together, and connected to the network, people can work together more conveniently. In the future, wearable devices may be used as a means of living and production, and they should be worn in public, just like shoes and clothes.

Picture of the definition and application of wearable devices

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