Wearable technology is an innovative technology proposed by the Massachusetts Institute of Technology Media Lab in the 1960s. It can be used to embed multimedia, sensors, and wireless communication technologies into people's clothing, supporting gestures and eye movements. Kind of interaction.
The purpose of wearable technologyFast data acquisition through "intrinsic connectivity" and efficient social contact through ultra-fast ability to share content. Get away from traditional handheld devices for a seamless web access experience.
Wearable health devices are another branch of wearable devices that have evolved as wearable devices have evolved. Since the 1960s, wearable devices have emerged. In the 1970s, the wearable computer with digital camera capabilities created by inventor Alan Lewis predicted the outcome of casino roulette.
In 1977, CC Colin of the Academy of Visual Sciences at the Smith-Kettlewell Institute made a vest for the blind. It converted the image obtained by the head-mounted camera into a tactile image through the grid on the vest, allowing the blind to "see" See, in a broad sense, this is the world's first wearable health device.
EVERY Lab believes that the health field is the area where wearable devices should be prioritized and the best prospects. Wearable health devices are essentially interventions and improvements in human health. Wearable devices are also evolving from “information collection†to “direct interventionâ€, and wearable health devices are a common cause of common problems in urban populations. For example: to relax the cervical vertebrae anytime, anywhere, and even directly interfere with brain waves to help people sleep. In this respect, foreign melon and domestic all have proposed their own innovative products in this respect.
Comfortable to wear, even no feeling. I want to be completely ignorant, and it’s a fantasy for today’s wearable health devices. But trying to be light and small is the direction of all companies. Compared with professional medical equipment, wearable health equipment is not as effective as professional equipment, but its advantage is that it can be used for health care at any time and anywhere, which has great advantages for preventing and relieving diseases.
The process of use should not interfere with normal life. Consumers cannot accept health equipment that requires time and effort to challenge their patience. Therefore, wearable health equipment should be fully considered in design, and should not affect the normal life and work of users.
The appearance should be suitable for the occasion and environment. Sometimes wearables are not likely to be "invisible." However, if the appearance of these devices is adequate enough for the environment, or even cool enough, then users do not mind wearing such devices to sway through the market.
Ten principles of wearable technology1. Solve a daily problem for everyone
To make people wear, the problem that the wearable device has to solve should be substantial, often occurring, and can be expressed in one sentence.
2, to start from people, not machines
Wearable technology design should start with human problems and then evaluate several possible technical solutions. You should not start with a specific technical solution for finding a location.
3, request instead of requiring attention
So wherever you go, wearables follow you, so it should respect the current moment and not distract you. To this end, it allows to wear attention and pay attention to the information provided by the wearable device when needed.
4. Enhance human ability, but don't replace humans
It should be worn to better consume and experience, but not to replace or interfere with the wearer's experience.
5, should be able to reduce the problem rather than increase the trouble
Wearable solutions should solve more problems for people's lives than they do.
6. Promote the depth and breadth of connectivity
Wearable technology should promote a broad network of platforms that not only communicate with each other, but also enable them to interface with a wider range of systems and platforms.
7, for software services
Scalability and flexibility are easier to implement if wearable technology supports both hardware and software. As the demand changes or the environment changes, the hardware can remain unchanged and the software platform can evolve rapidly.
8, less and wider
Wearable hardware should strive to reduce footprints, while wearable software platforms continue to expand. This maximizes the impact and utility of wearable technology through a broad application world.
9. Use existing behavior
Wearable technology should give people a natural extension of their own. People should not be required to adapt or force new behavior.
10. Enrich our favorite experiences and do dirty work for us.
It should enhance our favorite experiences, make those experiences richer and more memorable, and use automation to create more time for us to do what we love.
What technologies are involved in wearable devices?1. Wireless transmission technology for wearable devices
Wi-Fi is one of the most widely used technologies in today's smart devices and has good prospects for development. The protocol used by Wi-Fi has been developed to 802.11ac, and the theoretical transmission speed can reach up to 1 Gbps.
Experts predict that by 2017, the sales of wearable devices will be close to 70 million units. However, with the continuous improvement of the hardware level, the appearance of the wearable device is more compact and light, and the processing chip is gradually developing toward high performance and low power consumption. In this case, the mobile smart device has become a hub for connecting everything. Therefore, connecting wearables to a powerful smartphone or tablet for data processing and cloud sharing is especially important.
Bluetooth is also a relatively common wireless connection technology that supports communication over short distances with a data rate of 1 Mbps. The biggest advantage of Bluetooth technology is that it takes up almost no space and can be easily integrated into a variety of wearable devices without stressing the design of the appearance and structure. With its low cost and efficient transmission capacity, it has transformed the market demand for wearable products from a niche to a mainstream, from a new wave to a practical one.
In addition, wireless transmission also has a non-contact identification NFC technology, namely near field communication. NFC technology is easier to operate and more efficient than Bluetooth. In the era of cloud computing, the data generated by people's daily life, social entertainment, etc. will pass through the medium of smart phones, and NFC has become a kind of sensor card that can replace bus cards, bank cards, access cards and so on. Not only mobile phones, but nowadays many smart wearables are vying to integrate with NFC technology because it has two popular features that are popular with people – mobile payment and data sharing at close range.
In general, wireless technology has become an indispensable part of the current smart wear field. In the future, as long as there is no conflict in integration, multiple wireless technologies will coexist for a long time, because each technology has its best use scenario. However, relatively speaking, Bluetooth Smart (low-power Bluetooth technology above version 4.0) and WiFi will have an advantage in wearable applications.
Second, the sensing technology of wearable devices
The data on the wearable device is not only derived from the touch screen or other input devices, but also the function of automatic acquisition and monitoring to obtain the data of the user activity and the data generated by the changes of the external environment. Therefore, the most central of these is the sensing technology.
Take the most common sports bracelets, initially using only accelerometers to measure, but as a variety of sensors continue to implant, its functionality is also much richer.
For example, GPS technology can locate satellites, record the user's geographic location, motion trajectories, etc. One of the biggest selling points of the sports bracelet is the health monitoring function, so the application of the optical heart rate sensor is more and more extensive. Using LED light to illuminate the skin, the blood absorbs the fluctuations of light to determine the user's heart rate level, and achieve more accurate data analysis; however, the bioelectrical impedance sensor function is more detailed and comprehensive, it can achieve blood flow through the biological impedance itself. Monitored and converted to specific heart rate, respiration rate, and skin reaction index; the skin electrical response sensor is an advanced biosensor that is typically loaded on equipment that requires detection of sweat. Since human skin is a kind of conductor, when it starts to sweat, the skin electrical response sensor starts to measure, which can detect the movement from other parameters.
Obviously, with the help of sensors, wearable devices can further understand the user's physiological functions, master deeper physical changes, and analyze the collected data into valuable content that can lead healthy life.
Third, the seven interactive technologies of wearable devices
1, bone conduction interaction technology
The bone conduction interaction technology is mainly a technique for sound interaction, which transmits a sound signal directly to the inner ear by vibrating the skull without passing through the outer ear and the middle ear. Bone conduction vibration does not directly stimulate the auditory nerve, but the vibration of the basement membrane in the cochlea that stimulates it is exactly the same as that of the air-conducting sound, but the sensitivity is low.
Under normal circumstances, the sound waves are transmitted to the inner ear through air conduction and bone conduction, and then the inner and outer lymph fluids of the inner ear vibrate. The auger completes the sensory process, and then the auditory nerve generates nerve impulses, which are presented to the auditory center and the brain. After a comprehensive analysis of the cortex, the sound is finally "heard". To put it simply, we cover our ears with our hands and talk to ourselves. No matter how small the sound, we can all hear what we say. This is the result of bone conduction.
Bone conduction technology usually consists of two parts, generally divided into bone conduction input device and bone conduction output device. Bone conduction input device refers to the use of bone conduction technology to receive the bone vibration signal generated by the speaker when speaking, and transmit it to the remote or recording device. The bone conduction output device refers to a device that converts the transmitted audio electrical signal into a bone vibration signal and transmits the vibration to the inner ear through the skull.
At present, in the aspects of smart glasses, smart headphones, etc., bone conduction technology is a relatively common interactive technology, including Google glasses also uses sound bone conduction technology to construct the sound interaction between the device and the user.
2, eye tracking interactive technology
Eye tracking, also known as gaze tracking, eye movement measurement. Eye tracking technology is a scientific application technology. It usually consists of three tracking methods: one is to track the changes according to the characteristics of the eyeball and the periphery of the eyeball, the other is to track according to the change of the iris angle, and the third is to actively project the infrared beam to the iris. Extract features. Eye tracking technology is an important technology in contemporary psychology research. It has been around for a long time and has been widely used in experimental psychology, applied psychology, engineering psychology, cognitive neuroscience and other fields. With the advent of wearable devices, especially smart glasses, this technology has begun to be applied in human-computer interaction with wearable devices.
The main principle of eye tracking tracking technology is that when the human eye looks in different directions, there will be subtle changes in the eye. These changes will produce extractable features, and the computer can extract these features through image capture or scanning. Track changes in the eye, predict the user's status and needs, and respond to the goal of controlling the device with the eye.
Usually eye tracking can be divided into three steps: hardware detection, data extraction, and data integration. The hardware detects the original data of the eye movement expressed in an image or electromagnetic form, and the data is extracted by the digital image processing method into the eye movement data value represented by the coordinate form, and the value is the same as the eye movement prior model and the user interface attribute in the data synthesis stage. The head tracking data and the user pointing operation information are integrated to realize the eye tracking function.
3. AR/MR interaction technology
Augmented Reality (AR) refers to providing informational and entertaining coverage on top of the real environment, such as overlaying graphics, text, sound and hypertext on top of the real environment, providing additional information to achieve reminders, reminders, Accessibility features such as markup, annotation, and interpretation are a combination of virtual and real environments. Intervention reality (MR) is the product of computer processing of the real world.
AR/MR technology can provide a new application mode for wearable device devices, mainly to build a new virtual screen between human and machine, and realize the interaction of the scene by means of virtual screen. This is one of the most widely used interactive technologies in smart glasses, immersive devices, and somatosensory games.
4, voice interaction technology
Voice interaction can be said to be the most direct between human-computer interaction in the era of wearable devices, and it is also one of the most widely used interactive technologies. In particular, the emergence of wearable devices, as well as the maturity of related speech recognition and big data technology, bring new opportunities for voice interaction. The rise of the new generation of voice interaction is not a breakthrough in the identification technology. The key is to integrate the voice with the intelligent terminal and the cloud background, so that the human voice can communicate with the program world by means of data. And achieve the purpose of controlling and understanding the user's intention. The front-end uses voice technology, focusing on the integration of web search, knowledge computing, database, question and answer recommendations and other technologies in the background, making up for the limitations of past voice technology relying solely on front-end commands.
The application of voice interaction technology is divided into two development directions: one is a large vocabulary continuous speech recognition system, which is mainly applied to computer dictation machines; another important development direction is miniaturization, portable voice product applications, such as wireless mobile phones. Dialing, smart toys, etc. Of course, the key factor that has not yet been fully popularized is that the interference capability of speech recognition needs to be strengthened, and the recognition in multi-language needs to be improved.
5, somatosensory interaction technology
Somatosensory interaction technology refers to the use of computer graphics and other techniques to identify a person's body language and translate it into computer-readable operational commands to operate the device. Somatosensory interaction is a new human-computer interaction method after the mouse, keyboard and touch screen. It can also be said to be a human-computer interaction technology driven by the trend of wearable devices.
Limbs, including gesture communication, are human instinct, and have been able to communicate with people in body language before learning language and writing. In fact, the existence of gesture interaction technology has been around for a long time. In the past 30 years, researchers have been studying interactive systems based on body language. Because body language is most frequent in daily life, it is easy to identify. It is only before that all body language-based research is mainly based on gesture recognition, but less on body posture and head posture language. With the development of wearable devices, especially the smart apparel industry and the somatosensory interaction industry, it can be said that somatosensory interaction will become an indispensable human-computer interaction technology for wearable devices.
Among them, the gesture interaction is the most representative. The gesture recognition is to continuously collect the shape and displacement of the hand/hand tools of various sensors, and complete the modeling at intervals to form a sequence frame of model information. These sequences of information are converted into corresponding instructions that are used to control certain operations. With the maturity of various technologies and the development of sensors, gesture recognition has entered the usability stage, and various products and solutions have begun to emerge.
6, touch interaction technology
Tactile interaction is a relatively new human-computer interaction technology in the wearable device industry, which will have a profound impact on the information exchange and communication between human and machine. Tactile sensation is the mother of all human feelings, and it is one of the important channels for human beings to communicate with the outside world and feel the outside world. Information such as soft and hard, cold and warm, thickness, and object shape can be perceived in the touch, and more complex emotional communication of humans can also be achieved through touch. Tactile interaction research uses tactile information to enhance communication between people and computers and robots, including surgical simulation training, entertainment, robotic remote control operations, product design, industrial design, and the like. Tactile interaction has a certain application exploration in immersive smart products, and it will be a key interactive technology for human beings to "real" in the virtual reality.
7, brain wave interaction technology
Brainwave interaction can also be understood as consciousness control technology. This technology has been explored at present, but it has not been widely used. It can be said that brainwave interaction technology will be the ultimate interaction mode of the wearable device industry. It not only builds between people and devices, but also builds a new way of communication between people. In the future, we will use the brainwave interaction technology to achieve a full "tacit understanding" between people. Similarly, a new way of human-computer interaction will be built between people and devices. This kind of interaction can be said to be the ultimate way of interaction in the wearable era.
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