New developments in wearable computing technology and its applications

Abstract: Wearable computing technology is an emerging discipline that has been developed along with computer, microelectronics and communication technologies. With the advancement of technology and the improvement of people's living standards, the application of this technology is also in a rare opportunity. Describes the superior characteristics of wearable computing that distinguishes it from traditional computing and its important academic and applied value in medical, military, educational, disability, sports, entertainment, and life support for the elderly, as well as wearable computing for the next generation of information and computing. The huge driving force of science and technology. This paper introduces the industrialization development of wearable computing technology, and illustrates the urgent need for the development and practical application of modern science and technology, which makes the development of science and technology in this field rapid, and also makes the development of wearable computing technology show the interdisciplinary integration of research and Synchronization of industrialization follows the new characteristics of mutual promotion.

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Keywords: wearable computing, human-computer interaction, field work assistance, wearability

0 Preface

In the late 1990s, the research boom of wearable computing [1] gradually emerged, its innovative concepts emerged in an endless stream, the research scope also expanded, and important academic and applied research results continued to emerge. It has become an important frontier research direction in the field of international computing. Looking back at the impact of iPhone and iPad tablets on mobile computing, it is foreseeable that wearable computing is not only a forward-looking research direction in academia, but also may trigger a new round of technological revolution and promote the mobile computing or smart phone industry. The reshuffle of the field. This poses a major challenge for forward-looking research and industry development in wearable computing, while also providing an opportunity for original innovation and leapfrog development.

Based on the application of wearable computing technology, this paper introduces the research progress of researchers at home and abroad in this field, and summarizes the development trend and the problems to be solved.

1 Development history and current status of wearable computing technology

As a new computing model, the concept, metaphor, structure, form and function of wearable computing are constantly evolving. There is no more standardized, clear and complete definition. One of the internationally recognized inventors of wearable computers, Professor Steve M of Canada believes that wearable computers are such a type of computer system: "personal space belonging to the user, by Wearer control, with continuous operation and interaction, ie always on and always accessible" [2].

The idea and prototype of wearable computers appeared as early as the 1960s, and the more representative ones were developed by MIT students Thorp and Shannon. . In the 1970s and 1980s, Steve M developed a typical prototype of a wearable computer with a head-mounted display based on the Apple-II 6502 computer.

In the 1980s and 1990s, with the rapid development of computer hardware and software and Internet technology, researchers from scientific research institutions such as the University of Toronto, the Massachusetts Institute of Technology, Carnegie Mellon University, Columbia University, and Xerox European Laboratory developed a batch of researchers. Representative wearable computer prototypes (such as Wearable Wireless Webcam [3], KARMA [4], Forget-Me-Not [5], VuMan I [6], etc.).

In 1997, MIT, Carnegie Mellon University, and Georgia Institute of Technology co-organized the first IEEE international symposium on wearable computers (ISWC), which was held annually since its inception. Has been held for 14 sessions. During the period, the defense advanced research projects agency (DARPA) and Boeing also held seminars on wearable computers. Since then, wearable computing has received extensive attention from academia and industry, and has gradually demonstrated important research value and application potential in many fields such as industry, medical, military, education, and entertainment.

The basic research on wearable computing has invested heavily in the United States and the European Union. For example, the European Commission launched the world's largest single-person civil wearable computing research project, wearIT@work[7], in 2004, which lasted five years. The National Science Foundation has also continued to fund a number of research projects on wearable computing in special projects such as human-centered computing. In addition, strong support from the military is also an important force driving the rapid development of wearable computing technology, the US Department of Defense Advanced Research Projects Agency, the US Army Communications Electronics Command, and the National Aeronautics and Space Administration (NASA). It is an important funder of wearable computing research. In addition, research institutes such as engineering colleges and science and technology institutes in universities in the United States, Russia, France, the United Kingdom, Japan, and Korea have specialized laboratories or research groups that focus on the research of wearable computing technology. Chinese scholars also conducted wearable computing research in the late 1990s, almost in sync with international wearable computing research.

2 Application of wearable computing technology

With the development of disciplines, the core concepts of wearable computing, system infrastructure, perception and interaction, and other scientific methods and technical research issues and pervasive computing, human-centered computing (HCC), social perception computing, The cyber-physical system (CPS) and other related subject areas and cutting-edge academic directions have formed a cross-integration trend, as shown in Figure 1, which may lead to the emergence of some innovative application models in the next generation of wearable computing research.

2.1 Blue collar calculation

The special "carry" and "interactive" modes of wearable computing terminals have spawned the "blue collar computing" mode. This is a new field work information support model that emphasizes the user's ability to work in the work space tasks, especially during the implementation of the intense time critical work and in the daily life space. Get natural, effective and group collaboration support for cyber space. Typical applications include maintenance and installation support systems for special occasions, as shown in Figure 2 [8], diagnostic aid systems, behavioral monitoring and health protection systems, etc. [9] and digital individual systems. Blue-collar computing is also one of the most unique and successful application models for wearable computing today.

Figure 1 The academic chain of wearable computing and its integration with related disciplines

Figure 2 wearable job assist system

(Mobile Computing Center, University of Electronic Science and Technology, 2010)

2.2 Human-computer interaction and collaboration

Wearable computing highlights the perception and intelligence enhancement of people. The wearable sensing system achieves near-body rich sensor distribution, while the persistence, enhancement and intervention modes allow the user's sensory channel to focus on both virtual and real information spaces. The two basic links of traditional human-computer interaction, that is, the exchange of control information and display information, have undergone significant changes in the wearable computing mode. For example, wearable sensing systems or networks can support efficient context awareness and recognition [10], typically such as eye tracking [11], position, posture, and physiological perception and gestures [12]. Emotional recognition, etc., will enable the control information exchange to proceed in a more natural and coordinated manner. In addition, in the exchange of display information, multi-morphological and heterogeneous display device features such as flexible tactile/touch display can be adopted, and the basic mode of wearable computing can be realized by continuously tracking, blending and adjusting the display information flow. Augmentation and Mediation support. Wearable computing can combine research results in the field of perceptual computing and collaborative computing to study new wearable metaphorical representations, paradigm designs, and fitness analysis methods to develop appropriate interactive techniques. Figure 3 is a conceptual device called “PaperPhone” released by the Media Lab of Queen's University in Canada. The mobile phone combination of flexible display and flexible motherboard becomes a realistic, wearable projection display [13] On the top right of Figure 3, Microsoft demonstrated a wearable device called OmniTouch and a projection touch interactive technology and a head-mounted visual display at the ACM seminar held at Santa Barbara [14]; the bottom right of Figure 3 is Google's A wearable "glasses" computing product called Project Glass.

Figure 3 shows the flexible touch display, wearable projection display and headphone visual display in turn.

2.3 Elderly life support

From the day of its birth, one of the purposes of wearable computing is to enhance and assist the local function of the human body. With the increasing aging of the society, the life support of the elderly is especially long enough in the familiar environment. The long-term dignified life has become an international research focus. The EU spent more than 40 million euros on the WearIT@work[7] project, which ended in 2009 and lasted for 5 years, and the AAL supported by the seventh framework. The JP project (total funding of 700 million euros, 2008-2013) takes AAL (ambient assisted living) supported by wearable computing as one of the core research contents. Typical applications based on this include smart home [15], the elderly daily Activity monitoring and fall alarms.

3 Wearable computing needs to be solved urgently in the future

3.1 Friction, tolerance and rejection of wearable computing systems

Due to the close physical proximity of human and wearable systems or devices, people are more susceptible to negative effects from irrational human factors (such as size, shape, weight, materials, wearing parts). Friction and tolerance issues; in addition, the system will generate certain radiation, heat, noise, vibration, etc., which may also cause tolerance problems, resulting in a bad user experience (such as clumsy and obstructive, etc.) [16] In addition, subconscious resistance and rejection, for implantable electronic devices, there is a problem of rejection. These factors make the traditional human model analysis based on static model [17] not well adapted to the issue of wearability research. It is necessary to construct a new form of basic platform structure suitable for wearable computing, develop new sensing circuit materials, and analyze and study typical. Dynamic assessment models such as task scenarios to address the usability issues of wearable computing. Figure 4 shows the MVN BIOMECH system from Xsens Technologies of the Netherlands for wearability and comfort assessment.

Figure 4 Wearability issues and comfort assessment under motion

3.2 Human body power supply mode

As a mobile terminal, the wearable computing system is the key to ensuring "endurance" and wearability. At present, it mainly adopts low-power design and configuration of high-performance batteries and other related power supply methods. However, this is still a challenging subject. Walking power generation, clothing-based solar power generation, and fabric-based flexible planar batteries are all important development directions. Recently, in Narru, QIN, Y and others wrote that they can take one. Special fiber fabrics make people's daily activities, the fibers rub against each other to generate electricity to power portable devices [18].

3.3 Wearable Group Intelligence and Community

With the support of perceptual enhancement, intelligent enhancement, physical enhancement and environmental enhancement of wearable computing, people can participate more actively and rationally in the cooperation and competition of social organizations, triggering a larger and more frequent "people-person". , “Human-Group” and “Group-Environment” nonlinear interactions will promote wearable group intelligence with typical “overall emergence”, “spontaneity” and “bottom-up” characteristics (wearable based swarm) The emergence of intelligent). Therefore, explore the social organization mode and structure of the new form under the influence of the intelligent form, study the information gain strategy of personal behavior recognition and mining, human-machine closed loop, and maintain the emerging foundation of wearable group intelligence; research based on innovations such as wearable community Organizational structure, building complex adaptive systems, improving complex task execution capabilities and open environment response capabilities have important practical significance. For example, the concept of the wearable community [19] proposed by Gerd Kortuem et al., Lancaster University, UK, is shown in Figure 5.

Figure 5 “People-People” and “People-Group” interactions in the wearable community mode

3.4 Body Sensing Network and Wearable Sensing System

Body sensing network and wearable sensing system are important research directions in the field of wearable computing. They mainly support the enhancement of human perception, environmental enhancement, personal parameter acquisition and natural human-computer interaction. A feature-based wearable computing architecture and network. At present, in the field of body sensor network and body area network research, many studies rely on IEEE 802.15.4/Zigbee, IEEE 802.11, Bluetooth, GPRS and ANT standards to connect and sense various physiological and behavioral states of human body. Micro-nodes, which form a data communication network between the intrabody and the out-body [20]. The international BSN communication standard IEEE 802.15.6 is also being developed. Facing physiological and behavioral state perception of multi-source heterogeneous sensor data aggregation, computational processing and transmission communication requirements [21], as well as dynamic network topology brought by moving human body [22], channel competition [23], in vivo signal attenuation [ 24] and other challenges, need to explore new body sensing network hierarchy architecture, ultra-low power consumption and high reliability networking communication and information flow model methods.

In addition, privacy and security issues for wearable computing, wearable physiological computing, and wearable robots are also hotspots in the current field of wearable computing.

Research on the emerging direction and future trends of wearable computing, in line with the development plan of “Frontier Technology-Information Technology” in the National Medium- and Long-Term Science and Technology Development Program (2006-2020), will address the next generation of mobile wireless communications, Internet of Things The needs and challenges of personal domain computing systems and technologies in the frontier directions of cloud computing, biocomputing, and even nanocomputing and DNA computing, providing support theory and key technologies for new forms and new models of mobile personal computing terminals and systems. Reducing the growing gap between China's wearable computing field and the world's major developed countries has important academic and applied research value.

4 New trends in development of wearable computing and industrialization prospects

In recent years, the research field in the field of wearable computing has been continuously expanded and enriched. It has become a stable frontier research direction in the international computer academic field, and gradually produced some important core theories and key technologies. Important research results are emerging, mainly For the following aspects:

1) A natural and harmonious new form of wearable computer and human-machine interface.

Early wearable computing systems were primarily implemented based on centralized host and peripheral interaction, sensing, and power supplies. Foreign Quantum, VIA, Xybernaut, Symbol and other companies and the US CMU University have launched a series of wearable computer products with a centralized structure, as shown in Figure 6; in 2000, the domestic wearable computer prototype Netdaily I, Wide attention and coverage by domestic media including CCTV. As shown in Figure 7.

Figure 6 centralized wearable computer host product

Figure 7 wearable computer prototype Netdaily I (Chongqing University, 1999)

Under the centralized host structure, a large number of sensing devices, human-computer interaction devices and host devices are often provided with negative impact on the comfort and user experience of the personnel, and can not be well combined with the human body structure and daily wearing and behavior. Equal phase coordination. Modularize the structure of the computing system, and integrate or separately embed the specific functions and interactive control modes of each module into clothing, shoes, hats, glasses, watches, gloves, belts and even ornaments to achieve various new forms. The wearable human-machine interface device is a hot research direction in recent years. Typical research work, in addition to the Project Glass project being carried out by Google, includes: Q-belt-integrated-computer (QBIC) from ETH Züirich University in Switzerland, as shown in Figure 8a; AAL, University of Bremen, Germany The laboratory is used to control the hat of wheelchairs, the shoes used by the University of Hong Kong to capture the movement of the human body [25], as shown in Figure 8b; and the wearable computing project wearIT@work in the European Union for manufacturing, logistics, firefighting, aviation and other fields. Wearable computerized clothing [26], as shown in Figure 8c, and the like.

Figure 8 Wearable computing device in the form of belts, shoes, and clothing

2) Research on core materials, circuits and structures.

The implementation of new forms of wearable computers and human-machine interfaces requires support from innovative research in materials and structures. among them:

In terms of materials, typical research results include: infrared communication, temperature sensing and LED display in the literature [27] through the circuit materials printed on the fabric to provide potential "computer clothes" possible; literature [28] The blending and weaving of thermoplastic elastic stress sensors into fabrics provides technical means for realizing smart garments that can recognize human movements; the literature [29] discusses in detail the large-scale weaving of circuit functions to clothing at the spinning level. The manufacturing method includes a braidable method of a conventional silicon-based circuit, a construction method of a fabric bus structure, and the like. Literature [30] discusses a Planor-fashionable circuit board and applies it to daily physiological monitoring in the elderly.

In terms of structure, typical research results include: literature [31] combined with physical and chemical methods, proposed a "colloidal calculation" model, based on which to build a hierarchical architecture to support spinning, single sensors and sensor clusters, etc. The implementation and management of different granularity computing units; literature [32] from the perspective of methodology, how to develop based on factors such as heat generation and physiological function response under typical attitude/behavior/comfort of people" wearability Structural design studies; literature [29] also covers structural and usability studies of draping, force stability, and washability of braided circuits.

There are many innovative researches on materials, components, and system structures in wearable computing, which are not listed here.

3) Perceptual computing and communication under the body sensor network and multiple contexts.

The application of various innovative materials and structures enables the various sensing, computing, communication, interaction and other functions contained in the wearable computing system to be miniaturized and modularized, and deployed in an attachment or implant. On the human body or fabric, intra-body and out-body data communication is established through IEEE 802.15.4/Zigbee, IEEE 802.l, Bluetooth, GPRS, ANT and other protocol standards. Its body sensor network has a good ability to sense the human body's physiology, movement, behavior and other changes and scenes. BSN's proprietary standard IEEE 802.15.6 is under development.

Typical research work in this area includes: the concept of “enhanced skin” based on BSN in the literature [33], the “Haptic Radar” prototype of virtual tactile realization through spatial information perception; a wearable based on the wearable in the literature [34] The positional coordinate estimation method (dead reckoning) realized by the computer-configured inertial sensing and electromagnetic tracker can realize the position coordinate estimation with the error of less than 10% within the moving range of hundreds of meters, and provide real-time and low-overhead position-aware service support; The CodeBlue project of Harvord University in the United States is based on BSN micro-nodes to study long-term low-power sensing data acquisition methods for human pulse, blood oxygen, electrocardiogram, electromyography and exercise [35]. Similar old-age health BSN research work also includes Massachusetts. Livenet's Parkinson's disease health service project Livenet, EU's fifth framework project MobiHealth, and Microsoft's HealthGear project; literature [36] combined with contextual awareness computing in mobile and pervasive computing research, proposed for wearable computing Scenario knowledge classification method (taxonomy) and so on.

4) Wearable human-computer interaction and computational intelligence for integration, enhancement and intervention.

Building an efficient human-machine interaction and collaboration is an important issue to improve the usability of wearable computing. Wearable computing wearable, continuous operation mode and human-centered morphological structure provide good support for natural human-computer interaction in the modes of integration, enhancement and intervention, and may lead to new forms of computational intelligence.

Human-computer interaction technology and paradigm research: The literature [37] carried out a mouse drag task based on the head-mounted display interface under static and motion conditions, and evaluated the trackball, touchpad, and touchpad. Practical functions of interactive devices commonly used in wearable computers such as gyroscopic mouse and Twiddler2 in different states of static and motion; [38] for single and multiple interactions based on braided circuits The input device is used to compare the input efficiency under static and motion states; the literature [39] constructs a human-machine interface suitable for gesture interaction; the literature [40] discusses the suitable output mode for head-mounted display (HMD). Wear human-machine interface design; in [12], an interactive input device for human gesture recognition is designed based on piezoelectric sensor construction, which is based on piezoelectric sensor. A pressure sensing strip (FSR) is used to detect pressure sensing information generated by human muscle movement, thereby implementing a wearable person gesture recognition device.

Interaction paradigm and computational intelligence research: Based on the research results of gesture recognition and projection display technology, the literature [42] put forward the concept of wearable human-computer interaction innovation of “sixth touching human interaction”; Mann proposed a new one. The concept of HI (humanistic intelligence) is an intelligent form of primary human-machine coordination [10].

Wearable Enhancement and Interventional Reality Interaction Research: The literature [43] identifies the extracted video key frames for the scene video information acquired by the wearable video sensor, and combines the calibrated image features to help the user identify the people, equipment, buildings, etc. in the scene. Entity information; literature [43] implements a new visual enhancement mode Through-wall Collaboration; in [44], the author implements a robust, marker-free real-time recognition and tracking algorithm for human fingers. And reconstructing the six-degree-of-freedom camera pose relative to the person's extended palm in the tracking video stream, and then implementing a new Handy AR system; the literature [44] and [45] developed wearable computing vision, wearable augmented reality Research work in other areas; literature [46] carried out research work on interventional reality based on head-mounted display.

In the industry, EADS, NASA, Boeing, IBM Research Center, Nokia Research Center, Xerox PARC, and ViA, Sony, Panasonic, Sharp, etc. are all wearable computing. Early sponsors, trial parties, or direct participants in the study. For example, in the European Commission-funded wearable computing research project, WeorIT@work, there are 42 countries from 16 countries including Microsoft, Hewlett-Packard, Skoda, Carl Zeiss, Siemens, European Aviation Defense and Aerospace. Units. In addition, a number of international companies including IBM, Sony, Nokia and other IT giants are preparing to establish the Alliances of Wearable Computing Industry, and relevant technical standards are being formulated. Apple and Google are also accelerating the development of wearable computing products.

At present, wearable computing technology has been successfully applied in the fields of manufacturing, aviation, aerospace, logistics, etc., related products have entered the market, and applications in the medical, fire, anti-terrorism, education, disability, sports, entertainment and other industries are also seeing Newspapers. This indicates that wearable computers have been predicted to become mainstream in the next few years, one of the new computer forms, and bring hundreds of millions to billions of dollars each year through promotion and popularization in key industries. The market and industrial value of the dollar [20]. In view of this, while conducting in-depth research in the academic field, active demonstration and evaluation of applications for industries such as industry, education, medical care, and entertainment will promote wearable mobile terminals and wearable consumers. The formation and development of new industries such as electronics and wearable engineering accelerate the pace of productization of wearable computing and eventually form a complete industrial chain.

5 Conclusion

Wearable computing presents new topics and challenges, expands computer capabilities, and opens up new areas of computing applications. This kind of computing model prompts us to examine the relationship between people and computers from a new perspective, which brings about the change of human-machine relationship and promotes the new relationship between inextricably intertwined and synergy. This is a form of "symbiosis" that will eventually evolve toward "cyborg" (a hybrid of humans and humans) [47]. As Dr. Josephl. DVORAK, a technology futurist at Motorola, points out, "The computing technology of the 1990s was reflected in the advantages of microprocessors, and the first decade of the early 21st century was reflected in the network. In terms of its advantages, the second decade of the 21st century will be reflected in the human superiority. In the point of emphasizing the advantage of human beings, wearable computing will prosper as a natural technology [48]. It can be expected that with the further maturity of related technologies and the cost reduction, wearable computing systems will have strong market demand, resulting in significant economic and social benefits.

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