Group 4-4 - Wearable Computers Group 4 Antonio Pajuelo...

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Wearable Computers Group 4: Antonio Pajuelo Justin Fleurimond Eric Gershman Shane Fancy
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Wearable Computers Wearable computers are computers that are worn on the body. They have been applied to areas such as behavioral modeling, health monitoring systems, information technologies and media development. Wearable computers are especially useful for applications that require computational support while the user's hands, voice, eyes or attention are actively engaged with the physical environment. Areas of study include user interface design, augmented reality, pattern recognition, use of wearables for specific applications or disabilities, electronic textiles and fashion design.
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Wearable Computers 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, i.e. is always on and always accessible. It is a device that is always with the user, and into which the user can always enter commands and execute a set of such entered commands, and in which the user can do so while walking around or doing other activities. The wearable computer is more than just a wristwatch or regular eyeglasses: it has the full functionality of a computer system but in addition to being a fully featured computer, it is also inextricably intertwined with the wearer.
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Wearable Computers This is what sets the wearable computer apart from other wearable devices such as wristwatches, regular eyeglasses, wearable radios. Unlike these other wearable devices that are not programmable, the wearable computer is as reconfigurable as the familiar desktop or mainframe computer. There are three operational modes in this new interaction between human and computer:
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Wearable Computers 1.Constancy: The computer runs continuously, and is 'always ready' to interact with the user. Unlike a hand-held device, laptop computer, or PDA, it does not need to be opened up and turned on prior to use.
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