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Responsive Environment: Wearables Marc, Imaan, Zouming, Douglas - PowerPoint PPT Presentation

Responsive Environment: Wearables Marc, Imaan, Zouming, Douglas Categories of Wearables Diagnosis Wearables used as a way to monitor ones health Extension Wearable used to enhance a persons capabilities Expression Wearables


  1. Responsive Environment: Wearables Marc, Imaan, Zouming, Douglas

  2. Categories of Wearables ➔ Diagnosis Wearables used as a way to monitor one’s health ➔ Extension Wearable used to enhance a person’s capabilities ➔ Expression Wearables used as an artistic medium ➔ Entertainment Wearables used recreationally

  3. WEARABLE MEDICAL TECHNOLOGY

  4. Neogia Smart Watch Motiv Ring

  5. Predic8on & Preven8on ADAMM is a soft, flexible, waterproof, wearable Internet of Things (Iot) device, which communicates with a smart phone app and web portal using Bluetooth, WiFi, and cellular connections. It attaches to the upper torso using skin-safe adhesive and tracks precursor symptoms of asthmatic attacks, including cough rate, respiration patterns, heartbeat, and body temperature.

  6. - Baseline Respiratory Behavior - Signal when out of Baseline R.B.

  7. Monitoring & Administra8on

  8. Con8nuous Glucose Monitoring “A device that provides continuous insight into glucose levels throughout the day and night. The device displays information about glucose direction and speed providing users additional information to help with their diabetes management.”

  9. 1. Sensor/transmitter placed under skin 2. Transmitter sends data to phone/ display device 3. Reveal real-time glucose info

  10. DEMO: Heart Rate Monitor

  11. Wearables as extensions of our bodies Restore | Enhance

  12. Restoring Senses Neil Harbisson The first to be legally recognized as a cyborg

  13. Manel Muñoz Can sense atmospheric pressure with a sensor built into his head Enhancing Senses

  14. Restoring Movement bebionic3

  15. Restoring Phoenix Exoskeleton Movement Cheap motorized mobility device

  16. Enhancing Movement

  17. DEMO: Finger

  18. An Enhanced Future?

  19. Technological Wearables in ART & FASHION

  20. HEART SYNC CONNECTION. That idea of connection is a prominent theme that is present in the idea of wearables as fashion or art. Having people share the same experience as you without having to tell them, but having a piece of clothing with minds of their own acting as a shared link

  21. Heart Sync Sensoree

  22. AWElectric Inspired by the saying “ That gave me goosebumps. Did you feel it too? “ Much like heart sync, it shares the experience between two people, when you get goosebumps the wearable communicates with the other suit and transmit a chill down your spine to give the other person goosebumps

  23. AWElectric

  24. SAROTIS It relates with space and proximity and how it then relates that information with the person’s body Not only can it be used as a performative piece, but it can also relate to architecture by relating to architecture through space an also may relate to VR

  25. DEMO: Contact

  26. Bibliography http://sensoree.com/awelectric-on-exhibit-in-tetem/ http://sensoree.com/artifacts/heartsync/ http://www.interactivearchitecture.org/lab-projects/sarotis

  27. Wearables as a medium of entertainment

  28. Orphe Smart Footwear Orphe is a footwear with built-in motion sensor and LED sole. User may program the light, color, even sound by compatible application in smartphone. It introduces new expression into dance, sport and art performance.

  29. 9-axis sensors contains acceleration/angular velocity/terrestrial magnetism and they will detect the motion of your legs.

  30. SUBPAC SUBPAC is a wearable technology that pulses sound through user’s body. It provides a high fidelity, full-body experience. Accurate, immersive, seated and portable – the SUBPAC S2 has become an essential tool for music production and enjoyment from the top studios in LA and London, to basement apartments and bedrooms worldwide. Once people can feel sound, they won’t go back to just hearing it.

  31. It has three layers of immersion: Haptics: receptors on skin register vibrations on surface. Proprioception: receptors in muscle detect subtle change in force and pressure. Bone conduction: Vibrations pulse through bones to the inner ear and are sensed as hearing.

  32. A must-have accessory for a complete VR experience, bringing you closer to immersion and presence, according to developer

  33. DrumPants This wearable isn't actually a pair of pants with drums. It's a set of accessories comprised of two elongated velocity sensitive pads and two foot pedals you can tap to play different kinds of instruments. With the control knob and audio output you can produce sound of different instrument. You can wear them over or under your cloth

  34. Virtual Reality As the fastest developing wearable technology, virtual reality exemplify the significance of wearables in entertainment. Virtual reality (VR) is a computer-generated scenario that simulates experience through vision or other senses. It’s usually achieved with a hardware like HTC Vive and Oculus Rift

  35. A gyroscope, an accelerometer and a magnetometer are combined to measure the movement of your head on three axes. These movements are called pitch, yaw and roll. The scenario will rotate as you turn your head. A position tracker, or base station ensures the scenario to move while you walk around the room. 24 similar sensors in the controller have the same effect. The base station must be in a fixed location in order to track your movement accurately, which is not so wearable. It can be improved in the future

  36. Bibliography https://shop.subpac.com/products/subpac-s2-seatback https://en.orphe.shoes/ http://www.drumpants.com/ https://www.vive.com/us/product/vive-virtual-reality-system/

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