56,127 research outputs found

    NOTIFICATION OUTPUT VIA WATCH BEZEL

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    Rather than requiring a user to view the face of a wearable computing device (e.g., a smartwatch), in order to ascertain information about a notification received at the wearable computing device, the wearable computing device may include a bezel with one or more lights, such as light emitting diodes (“LEDs”), which illuminate upon the wearable computing device receiving a notification. That is, a wearable computing device may include one or more LEDs that provide the user with an indication that the computing device has received notification data associated with one or more applications executing on the wearable computing device. In some instances, the wearable computing device may include only a single LED and a structure that disseminates the light from the single LED throughout the entire bezel. In other instances, the wearable computing device may include multiple LEDs placed throughout the bezel. In some instances, a color and/or pattern of the illuminated LEDs may provide further information as to the specific notification received

    Wearable Communications in 5G: Challenges and Enabling Technologies

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    As wearable devices become more ingrained in our daily lives, traditional communication networks primarily designed for human being-oriented applications are facing tremendous challenges. The upcoming 5G wireless system aims to support unprecedented high capacity, low latency, and massive connectivity. In this article, we evaluate key challenges in wearable communications. A cloud/edge communication architecture that integrates the cloud radio access network, software defined network, device to device communications, and cloud/edge technologies is presented. Computation offloading enabled by this multi-layer communications architecture can offload computation-excessive and latency-stringent applications to nearby devices through device to device communications or to nearby edge nodes through cellular or other wireless technologies. Critical issues faced by wearable communications such as short battery life, limited computing capability, and stringent latency can be greatly alleviated by this cloud/edge architecture. Together with the presented architecture, current transmission and networking technologies, including non-orthogonal multiple access, mobile edge computing, and energy harvesting, can greatly enhance the performance of wearable communication in terms of spectral efficiency, energy efficiency, latency, and connectivity.Comment: This work has been accepted by IEEE Vehicular Technology Magazin

    Wearable performance

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    This is the post-print version of the article. The official published version can be accessed from the link below - Copyright @ 2009 Taylor & FrancisWearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment. Wearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment

    An e-Commerce framework for wearable devices

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    The main drawback of pervasive computing is the lack of infrastructure on which ubiquitous applications should be deployed on. The deployment of the resources required by pervasive computing require expensive hardware. These considerable disadvantages led to the area of wearable computing. In this poster we briefly describe our work in the area of wearable computing, were we apply some major concepts of ubiquitous commerce to achieve a generic e-commerce framework that can be used by any wearable device.peer-reviewe

    Designing a VM-level vertical scalability service in current cloud platforms: A new hope for wearable computers

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    The file attached to this record is the author's final peer reviewed version. The Publisher's final version can be found by following the DOI link.Public clouds are becoming ripe for enterprise adoption. Many companies, including large enterprises, are increasingly relying on public clouds as a substitute for, or a supplement to, their own computing infrastructures. On the other hand, cloud storage service has attracted over 625 million users. However, apart from the storage service, other cloud services, such as the computing service, have not yet attracted the end users’ interest for economic and technical reasons. Cloud service providers offers horizontal scalability to make their services scalable and economical for enterprises while it is still not economical for the individual users to use their computing services due to the lack of vertical scalability. Moreover, current virtualization technologies and operating systems, specifically the guest operating systems installed on virtual machines, do not support the concept of vertical scalability. In addition, network remote access protocols are meant to administer remote machines but they are unable to run the non-administrative tasks such as playing heavy games and watching high quality videos remotely in a way that makes the users feel as if they are sitting locally on their personal machines. On the other hand, the industry is yet unable to make efficient wearable computers a reality due to the limited size of the wearable devices, where it is infeasible to place efficient processors and big enough hard disks. This paper aims to highlight the need for the vertical scalability service and design the appropriate cloud, virtualization layer, and operating system services to incorporate vertical scalability in current cloud platforms in a way that will make it economically and technically efficient for the end users to use cloud virtual machines as if they are using their personal laptops. Through these services, the cloud takes wearable computing to the next stage and makes wearable computers a reality
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