PPT-Wearable Devices
Author : giovanna-bartolotta | Published Date : 2016-05-14
Team 3 Team Topic Presentation DCS861A Emerging Information Technologies II SFeddock J Flynn M Kirchhoff N Nassar J Sicuranza Content 10 Objectives 2 0 Wearable
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Wearable Devices: Transcript
Team 3 Team Topic Presentation DCS861A Emerging Information Technologies II SFeddock J Flynn M Kirchhoff N Nassar J Sicuranza Content 10 Objectives 2 0 Wearable Devices Definition and Types. A Wearable Gestural Interface. Developed by: Pranav Mistry, Pattie . Maes. Presented by: Kristen Musolf. SixthSense. Gesture-controlled wearable interface . Augments the physical world around us with digital information and lets us use natural hand gestures to interact with that information. mHealth. Devices for Health Technology Instruction. Florida Health Sciences Library Association . April 4, 2014. Orlando, FL. Curious Trends. Wearable Technology. The . Q. uantifed. . S. elf . 2013 Horizon Report. By: Jennie Moore. Nicole Zamor. Angelica Rodriguez . Wearable technology. Google cardboard . INEXPENSIVE. Teacher has option of creating cardboard or buying kit . Can be used in all subjects. Name: . Nandhini. B N. USN: 4gw09cs406 . Guide:. Contents. Introduction. . Need for a wearable biosensor. What is Wearable Biosensor. Components of a Biosensor. Ring Sensor. Smart Shirt. Key Legal Implications. Olivera Medenica. Medenica Law PLLC. 3 Columbus Circle, 15. th. Fl.. New York, NY 10019. Tel: (212) 785-0070. Email: Omedenica@Medenicalaw.com. Rapid Explosion of New Technology. Wearable Smart Devices. Tadashi Ezaki. Ulrike . Haltrich. AGS Meeting 28 September 2016 Frankfurt. Scope SG 10. c. larify . the terminology and obtain agreed understanding of Wearable Smart Devices (WSDs. WHAT IS AN OUTPUT DEVICE?. Devices that are used to get the processed data from the computer are called as Output Devices.. In other words the devices used to get results from a computer are called as Output Devices. Valentin Radu. 26 May 2016, 3DT. 3DT. Data Science. Robotics. Pervasive Parallelism. My research. 2. 3. Wearables:. Smartphones. Smartwatches. Context sensing:. Indoor position. Activity recognition. Circadian Balance . PainLess. ChillOut. For balancing the body clock and general wellbeing . Emotional Stress relief with. EMF & Geopathic stress protection. Reduce pain and accelerate tissue repair. By: Michael Glaberman. A Look Back in the United States. 1946 Bell Labs deploys Service System. 1949 AT&T commercializes MTS to 5,000 customers. 1965 AT&T introduces IMTS to 40,000 customers. Alliteration – the repetition of the same or similar consonant sounds in words that are close together. Ex: “But the sea, the sea in darkness calls.” . Allusion – a reference to someone or something that is known from history, literature, religion, politics, sports, science, or some other branch of culture. . The global microfluidic components market was worth USD 3.56 Billion in 2020, and it is further projected to reach USD 7.61 Billion by 2027, at a CAGR of 11.6% during 2021-2027 (forecast period) Florida Health Sciences Library Association . April 4, 2014. Orlando, FL. Curious Trends. Wearable Technology. The . Q. uantifed. . S. elf . 2013 Horizon Report. Wearable Technology--4-5 Years to Adoption. This book focuses on the human aspects of wearable technologies and game design which are often neglected. It shows how user centered practices can optimize wearable experience thus improving user acceptance satisfaction and engagement towards novel wearable gadgets. It describes both research and best practices in the applications of human factors and ergonomics to sensors wearable technologies and game design innovations as well as results obtainednbsp upon integration of the wearability principles identified by various researchers for aesthetics affordance comfort contextual-awareness customization ease of use ergonomy intuitiveness obtrusiveness information overload privacy reliability responsiveness satisfaction subtlety user friendliness and wearability. The book is based on the AHFE 2018 Conference on Human Factors and Wearable Technologies and the AHFE 2018 Conference on Human Factors in Game Design and Virtual Environments held on July 21821125 2018 in Orlando Florida and addresses professionals researchers and students dealing with the human aspects of wearable smart and/or interactive technologies and game design research.
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