Google Glass - Dazzling Yet Brittle Technology
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Wearable Devices for Physical Activity and Healthcare Monitoring in Elderly People: a Critical Review
geriatrics Review Wearable Devices for Physical Activity and Healthcare Monitoring in Elderly People: A Critical Review Eduardo Teixeira 1,2,3,4,* ,Hélder Fonseca 1,4 , Florêncio Diniz-Sousa 1,4 , Lucas Veras 1,4 , Giorjines Boppre 1,4 , José Oliveira 1,4 , Diogo Pinto 5, Alberto Jorge Alves 5, Ana Barbosa 4,6 , Romeu Mendes 4,6,7 and Inês Marques-Aleixo 1,2,4 1 Research Centre in Physical Activity, Health, and Leisure (CIAFEL), Faculty of Sport, University of Porto, 4200-450 Porto, Portugal; [email protected] (H.F.); josefl[email protected] (F.D.-S.); [email protected] (L.V.); [email protected] (G.B.); [email protected] (J.O.); [email protected] (I.M.-A.) 2 Faculty of Psychology, Education and Sports, Lusófona University of Porto, 4000-098 Porto, Portugal 3 Escola Superior Desporto e Lazer, Instituto Politécnico de Viana do Castelo, 4900-347 Viana do Castelo, Portugal 4 Laboratory for Integrative and Translational Research in Population Health (ITR), 4050-600 Porto, Portugal; [email protected] (A.B.); [email protected] (R.M.) 5 Research Center in Sports Sciences, Health Sciences and Human Development (CIDESD), University Institute of Maia, 4475-690 Maia, Portugal; [email protected] (D.P.); [email protected] (A.J.A.) 6 EPIUnit—Instituto de Saúde Pública, Universidade do Porto, 4050-091 Porto, Portugal 7 Northern Region Health Administration, 4000-477 Porto, Portugal * Correspondence: [email protected] Abstract: The availability of wearable devices (WDs) to collect biometric information and their use Citation: Teixeira, E.; Fonseca, H.; during activities of daily living is significantly increasing in the general population. -
7 Things About Google Glass
7 Things about Google Glass 1 - What is it? Google Glass is a computer that includes an optical display with a head mount, touch sensitive pad, a camera and a speaker. Google Glass is a head-mounted computer with technologies that make it comparable to a smartphone.1 It is a revolutionary device that lets you multitask without having to fumble for a phone or take your attention off of things in front of you.2 Learn more http://www.google.com/glass/ 2 - How does it work? Google Glass has a touch sensitive pad on one side of the frame that you use for scrolling, selecting and navigating.3 Glass also has the ability to read movement with multiple sensors. With a simple movement of your head, you are able to put the Google Glass to sleep, scroll through options or even wake it up. Voice sensors also give a user the ability to select, search and record.4 3 - Who’s doing it? Google Glass was developed in Google labs in Mountain View, California. Google calls the project, “Project Glass” and it is expected to be released to the public in 2014. Google engineers are currently working on new designs including a prescription glasses version.5 1 http://www.pcmag.com/article2/0,2817,2402613,00.asp 2http://www.google.com/glass/start/what-it-does/ 3 https://www.google.com/glass/help/ 4 http://www.google.com/glass/start/what-it-does/ 5 http://www.cnn.com/2014/01/28/tech/innovation/google-glass-lenses/index.html 4 - Why is it significant? Google Glass not only allows the user to take pictures, record videos, surf the web, check the weather, listen to music or message a friend but it allows them to do all of this without holding a device or having one awkwardly mounted to them. -
Getting Real with the Library
Getting Real with the Library Samuel Putnam, Sara Gonzalez Marston Science Library University of Florida Outline What is Augmented Reality (AR) & Virtual Reality (VR)? What can you do with AR/VR? How to Create AR/VR AR/VR in the Library Find Resources What is Augmented and Virtual Reality? Paul Milgram ; Haruo Takemura ; Akira Utsumi ; Fumio Kishino; Augmented reality: a class of displays on the reality- virtuality continuum. Proc. SPIE 2351, Telemanipulator and Telepresence Technologies, 282 (December 21, 1995) What is Virtual Reality? A computer-generated simulation of a lifelike environment that can be interacted with in a seemingly real or physical way by a person, esp. by means of responsive hardware such as a visor with screen or gloves with sensors. "virtual reality, n". OED Online 2017. Web. 16 May 2017. Head mounted display, U.S. Patent Number 8,605,008 VR in the 90s By Dr. Waldern/Virtuality Group - Dr. Jonathan D. Waldern, Attribution, https://commons.wikimedia.org/w/index.php?curid=32899409 By Dr. Waldern/Virtuality Group - Dr. Jonathan D. Waldern, By Dr. Waldern/Virtuality Group - Dr. Jonathan D. Waldern, Attribution, Attribution, https://commons.wikimedia.org/w/index.php?curid=32525338 https://commons.wikimedia.org/w/index.php?curid=32525505 1 2 3 VR with a Phone 1. Google Daydream View 2. Google Cardboard 3. Samsung Gear VR Oculus Rift ● Popular VR system: headset, hand controllers, headset tracker ($598) ● Headset has speakers -> immersive environment ● Requires a powerful PC for full VR OSVR Headset ● Open Source ● “Plug in, Play Everything” ● Discounts for Developers and Academics ● Requires a powerful PC for full VR Augmented Reality The use of technology which allows the perception of the physical world to be enhanced or modified by computer-generated stimuli perceived with the aid of special equipment. -
2(D) Citation Watch – Google Inc Towergatesoftware Towergatesoftware.Com 1 866 523 TWG8
2(d) Citation Watch – Google inc towergatesoftware towergatesoftware.com 1 866 523 TWG8 Firm/Corresp Owner (cited) Mark (cited) Mark (refused) Owner (refused) ANDREW ABRAMS Google Inc. G+ EXHIBIA SOCIAL SHOPPING F OR Exhibía OY 85394867 G+ ACCOUNT REQUIRED TO BID 86325474 Andrew Abrams Google Inc. GOOGLE CURRENTS THE GOOGLE HANDSHAKE Goodway Marketing Co. 85564666 85822092 Andrew Abrams Google Inc. GOOGLE TAKEOUT GOOGLEBEERS "Munsch, Jim" 85358126 86048063 Annabelle Danielvarda Google Inc. BROADCAST YOURSELF ORR TUBE BROADCAST MYSELF "Orr, Andrew M" 78802315 85206952 Annabelle Danielvarda Google Inc. BROADCAST YOURSELF WEBCASTYOURSELF Todd R Saunders 78802315 85213501 Annabelle Danielvarda Google Inc. YOUTUBE ORR TUBE BROADCAST MYSELF "Orr, Andrew M" 77588871 85206952 Annabelle Danielvarda Google Inc. YOUTUBE YOU PHOTO TUBE Jorge David Candido 77588871 85345360 Annabelle Danielvarda Google Inc. YOUTUBE YOUTOO SOCIAL TV "Youtoo Technologies, Llc" 77588871 85192965 Building 41 Google Inc. GMAIL GOT GMAIL? "Kuchlous, Ankur" 78398233 85112794 Building 41 Google Inc. GMAIL "VOG ART, KITE, SURF, SKATE, "Kruesi, Margaretta E." 78398233 LIFE GRETTA KRUESI WWW.GRETTAKRUESI.COM [email protected]" 85397168 "BUMP TECHNOLOGIES, INC." GOOGLE INC. BUMP PAY BUMPTOPAY Nexus Taxi Inc 85549958 86242487 1 Copyright 2015 TowerGate Software Inc 2(d) Citation Watch – Google inc towergatesoftware towergatesoftware.com 1 866 523 TWG8 Firm/Corresp Owner (cited) Mark (cited) Mark (refused) Owner (refused) "BUMP TECHNOLOGIES, INC." GOOGLE INC. BUMP BUMP.COM Bump Network 77701789 85287257 "BUMP TECHNOLOGIES, INC." GOOGLE INC. BUMP BUMPTOPAY Nexus Taxi Inc 77701789 86242487 Christine Hsieh Google Inc. GLASS GLASS "Border Stylo, Llc" 85661672 86063261 Christine Hsieh Google Inc. GOOGLE MIRROR MIRROR MIX "Digital Audio Labs, Inc." 85793517 85837648 Christine Hsieh Google Inc. -
Safety Concerns Associated with Wearable Technology Products
Safety Concerns Associated with Wearable Technology Products April 1, 2020 For additional information, please contact: Dr. Treye Thomas, Office of Hazard Identification and Reduction; [email protected]; 301-987-2560 The views expressed in this report are those of the CPSC staff, and they have not been reviewed or approved by, and may not necessarily reflect the views of, the Commission. THIS DOCUMENT HAS NOT BEEN REVIEWED CLEARED FOR PUBLIC RELEASE OR ACCEPTED BY THE COMMISSION UNDER CPSA 6(b)(1) 2 Acknowledgments This report was written by the Risk Management Group, Office of Hazard Identification and Reduction. We would like to acknowledge and thank the Wearables Team for their significant contributions to the report. Wearables Team: Jacqueline Campbell, Directorate for Engineering Sciences Stephen Harsanyi, Directorate for Engineering Sciences Eric Hooker, Directorate for Health Sciences Mary House, Office of the General Counsel Stephen Lee, Office of Compliance and Field Operations Stefanie Marques, Directorate for Health Sciences Joanna Matheson, Ph.D., Directorate for Health Sciences Stephanee Synnott, Ph.D., Office of Compliance and Field Operations Treye Thomas, Ph.D., Risk Management Group Risk Management Group: Patricia Adair, Director Scott Ayers, Voluntary Standards Specialist Susan Bathalon, Program Area Risk Manager, Children’s Patricia Edwards, Voluntary Standards Coordinator Douglas Lee, Program Area Risk Manager, Electrical Dean LaRue, PSA and FOIA Coordinator Richard McCallion, Program Area Risk Manager, Mechanical, Recreational, Sports and Seniors Rohit Khanna, Program Area Risk Manager, Fire and Combustion Treye Thomas, Ph.D., Program Area Risk Manager, Chemical, Nano, and Emerging Materials Page 2 | 13 THIS DOCUMENT HAS NOT BEEN REVIEWED CLEARED FOR PUBLIC RELEASE OR ACCEPTED BY THE COMMISSION UNDER CPSA 6(b)(1) 3 1 EXECUTIVE SUMMARY The 21st century promises to be a time of incredible advances in technology and consumer product innovation, and wearable products will provide users with a wide range of new functions to enhance their lives. -
Technical Assistance Guide on Wearable Technology for People
National Business & Disability Council (NBDC) at The Viscardi Center 200 West 41st Street, 8th Floor, Suite 800 New York, NY 10018 Phone: 516-465-1519 Fax: 212-785-4515 Web: http://www.nbdc.com Technical Assistance Guide on Wearable Technology for People with Disabilities A Corporate Partner Benefit of the National Business & Disability Council (NBDC) at The Viscardi Center March 2016 Technical Assistance Guide on Wearable Technology for People with Disabilities Page - 1 National Business & Disability Council (NBDC) at The Viscardi Center: Wearable Technology for People with Disabilities The National Business & Disability Council (NBDC) at The Viscardi Center is pleased to share with its Corporate Partners the following technical assistance guide, Wearable Technology for People with Disabilities. The technical assistance guide provides useful information about wearable technology, and its potential impact on the lives of people with disabilities. Wearable technology is not a new idea; for example, people have been wearing hearing aids for decades. Technological advancement in the use of sensors, cameras and algorithms are facilitating more capable and useful wearables in all aspects of everyday life, including the workplace. Among the latest inventions are glasses that can identify objects and describe them out loud, as well as clothing that translates spatial data into vibrations. It is estimated that the wearable technology market will increase from $20 billion in 2015 to almost $70 billion in 2025.1 The United States is leading the way, too, on patent applications for wearable technology.2 Wearable technology market segmentation3 • Smart clothing & smart sports glasses • Activity monitors • Sleep sensors • Smart watches • Augmented reality headsets • Smart glasses • Continuous Glucose Monitor • Drug delivery • Monitors • Hand worn terminals The technical assistance guide provides relevant facts and materials pertaining to wearable technology. -
Augmented Reality and Wearable Devices – the B2B Future 2
AUGMENTED REALITY, MULTIDISCIPLINARY & SMART CLOTHING INSIGHT FROM BEECHAM RESEARCH. WRITTEN B Y SAVERIO R O M E O , MATTHEW DUKE - W O O L L E Y & CLAIRE DUKE - WOOLLEY CONTENTS 1. Augmented Reality and Wearable Devices – The B2B Future 2. Multidisciplinary – The Key Word for the Wearable Device Market 3. Smart Clothing – Present, Future and Fashion’s Role As we move towards the Internet of Things, everyone is desperately searching for the next monumental shift in how we interact with technology in our everyday lives. Leading the way is the world of wearable technology. With new innovations entering the market at an exponential rate, it seems that wearables are set to take over in a big way. This whitepaper will focus on three aspects of the Wearable Technology industry: Smart Clothing, Multidisciplinary and Augmented Reality. AUGMENTED REALITY AND WEARABLE DEVICES – THE B2B FUTURE It is not a surprise that the connection between augmented Heads up displays are used in manufacturing production reality and wearable devices, primarily hands free device, is systems for ensuring the right job procedure, in collaborative a promising one. Initially, it was an idea in the hands of product design and prototyping, in remote assistance of science fiction writers and visionary technology thinkers, but distant specialised workers, and in surgery theatres for today it is not just promising, it is desirable and it is real. enabling the surgeon to access relevant data without being distracted from his or her main activities. In these wearable devices augmented reality technology pushes the boundary “In these wearable devices augmented reality of human-computer interaction, and shifts the context into a technology pushes the boundary of human- human-environment interaction that is enriched by computer interaction, and shifts the context into a computer systems. -
A Technology Wish List for 2013 4 January 2013, by Deborah Netburn and Salvador Rodriguez
A technology wish list for 2013 4 January 2013, by Deborah Netburn And Salvador Rodriguez As we ring in the new year, let's raise a virtual decided to delay the Nexus Q in July and add more glass to all the tech that is yet to come. features. That was probably a good move, but we haven't heard anything about the Q since. Here's We're hoping for waterproof gadgets, bendable hoping we see it again in 2013, with more features smartphones, a closer look at Google Inc.'s and a smaller price tag. revamped Nexus Q TV box, and - God willing - a new way to watch television that involves just one 6. The universal waterproofing of gadgets: At the remote. International Consumer Electronics Show last year, we saw an iPhone get dunked in a tank of water Here's our list of the technology we can't wait to and emerge just fine, thanks to a water-repellent obsess over, write about and try out in 2013. coating called Liquipel. This year, we'd like to see water-repellent coatings come standard in all of our 1. IEverything: We already know Apple Inc. will gadgets. come out with new versions of all its mobile devices, as it always does, but that doesn't make 7. The Amazon, Microsoft and Motorola phones: the announcements any less exciting. Some Amazon.com Inc. and Microsoft Corp. launched rumors have said the next iPhone will come in large-size tablets this year to take on the iPad, and many colors, the iPad will be skinnier and the iPad rumors have said the two companies will launch mini will get Apple's high-resolution Retina display. -
Augmenting the Future: AR's Golden Opportunity
Industries > Media & Entertainment Augmenting the Future: AR’s Golden Opportunity AR exploded into mainstream attention with Pokémon Go – now the industry prepares for the first product cycle where AR is in the spotlight Industries > Media & Entertainment Augmenting the Future: AR’s Golden Opportunity AR exploded into mainstream attention with Pokémon Go – now the industry prepares for the first product cycle where AR is in the spotlight Abstract: Augmented Reality (AR) is a technology that has flown under most people’s radar as its cousin, virtual reality, has garnered a larger share of headlines. Catapulted into public attention through the overwhelming success of Pokémon Go, consumers have become aware of the existence of AR while Apple / Google have rushed to create tools for developers to make apps for the AR ecosystem. Within the consumer segment of AR, Apple can leverage its tightly controlled ecosystem and brand loyalty to quickly build a sizable installed base of AR-ready phones. However, within the enterprise segment, Google has quietly been piloting an updated version of the Google Glass to much success. As the consumer ecosystem continues to mature, the onus is now on content developers to create apps that take full advantage of AR capabilities to create valuable user experiences for consumers. False Starts and Small Niches Augmented reality, like its cousin virtual reality, is a concept that has been under development for decades. The first workable AR prototypes were available in the early 1990s, but the technology stayed under the radar for most companies and consumers until the ill-fated launch of Google Glass in 2013. -
The Admissibility of Data Collected from Wearable Devices in Court
Stetson Journal of Advocacy and the Law The first online law review designed to be read online 4 Stetson J. Advoc. & L. 1 (2017) The Admissibility of Data Collected from Wearable Devices Katherine E. Vinez Student Stetson University College of Law Gulfport Florida 4 Stetson J. Advocacy & L. 1 (2017) The Admissibility of Data Collected from Wearable Devices Katherine E. Vinez1 4 Stetson J. Advoc. & L. 1 (2017) I. Introduction 1. Wearable devices, also known as “wearables,” are the next generation of portable technology and have quickly become ubiquitous in our society.2 With the demand for these new gadgets continuously increasing, society can expect wearables to have a tremendous impact on almost every facet of life. First, consider the potential of wearable devices not only in litigation, but also in the realm of medicine, employ- ment, and everyday living. Produced by companies like Fitbit Inc., Apple Inc., and Google Inc., wearables have already transformed the way users communicate, exer- cise, and keep organized. Despite some hesitancy within the legal community, these devices have also begun to slowly impact and transform litigation. The first known use of wearable technology data as evidence in litigation is the personal injury case involving a law firm in Calgary, Canada, using their client’s activity data from her Fitbit “to show that her activity level is less and compromised as a result of her injury.”3 1 Katherine E. Vinez is currently a candidate for a Juris Doctor from Stetson University College of Law, and also serves as a Law Review Associate. 2 Nathan Chandler, How FitBit Works,HOW STUFF WORKS. -
Enterprise Augmented Reality Visual Support
Solution Brief Enterprise Augmented Reality Visual Support Remote Support Challenge Use Cases Organizations today need new ways to enhance their remote work and support capabilities while still being productive, effective, and now safe. Field Services Service delays create frustration when remote agents or field technicians are See what your customers, challenged with skills gaps, lack of necessary tools, or encounter unforeseen employees, and field workers see. situations in order to resolve issues on a timely basis. Service teams try to assess, diagnose, and resolve incidents remotely with limited situational analysis or context. This results in a poor customer experience, negatively Customer Service impacting resolution times, operating cost, uptime, resource productivity, Enhance the customer experience and customer loyalty. with visual engagement. Enterprises have made significant advances to address some of these IT Service Management challenges. However, today’s consumer apps are not very effective for solving complicated problems. Additionally, enterprises require solutions Visual trouble shooting for real time that can scale, collaborate, and are part of an integrated service workflow. resolutions across enterprise IT. CareARTM Solution CareAR™ is an augmented reality visual support platform that helps organizations digitally transform their support experience with game-changing AR capabilities. CareAR enables teams to extend augmented reality as part of a seamless user experience with customer service management, field service management, and IT service management. CareAR enables service management teams anywhere, to provide real-time visual AR assistance, guidance, and compliance for their on-site customers, field workers, and employees. Remote agents and experts are able to virtually see the situation and visually guide customers and field workers intuitively using a suite of augmented reality tools via desktop, mobile, or smart glass devices, as if they were there in person. -
WEARABLE TECHNOLOGY TRENDGUIDE SCENARIOS and OPPORTUNITIES for PRINTED ELECTRONICS and SMART FABRICS OUTLOOK REPORT 2014 Member Of
WEARABLE TECHNOLOGY TRENDGUIDE SCENARIOS AND OPPORTUNITIES FOR PRINTED ELECTRONICS AND SMART FABRICS OUTLOOK REPORT 2014 Member of: Av. d’Ernest Lluch, 36 Parc Científic i de la Innovació TecnoCampus E-08302 Mataró - Barcelona (Spain) 3NEO T. (34) 93 741 91 00 - Fax (34) 93 741 92 28 plataformaNEO tecnológica [email protected] @cetemmsa 2014 Copyright Cetemmsa Observatory in partnership with Clèries Consultancy www.cetemmsa.com www.lauracleries.com www.cleriesreports.com design: Marc Riera 2014 CETEMMSA OBSERVATORY ABOUT CETEMMSA CETEMMSA is a technological centre conducting research in the field of Printed Electronics and High Performance Textiles, and transfers its knowledge to companies wanting to innovate with differentiated products with a high added value. Its spe- cialisation is within printed, flexible and flat electronics, as an alternative to tra- ditional silicon electronics, which allows for the addition of new functionalities to different surfaces (textiles, plastics, paper, polymeric films,...). It is possible now to emit light, gather energy and physical or biolo- gical data or interacting with objects and people in a different and innovative way. CETEMMSA does this thanks to its integrated chain which ranges from applied research to engineering and product industrialisation. These devices are bound to be applied to various strategic sectors such as health and wellbeing, automotive and transportation, professional sports, packaging, architecture and construction, and technical textiles. 2014 CETEMMSA OBSERVATORY FOREWORD In the recent 2014 Mobile World Congress On the other hand, soft wearables represent after months of research and thanks to held in Barcelona, Genevieve Bell, the a huge opportunity for the apparel industry. those actions, projects, creative minds and anthropologist and researcher, Interaction In the same way that the spacesuit worn people around the world who are shaping & Experience Research director at Intel, by Neil Armstrong and Buzz Aldrin, finally the future.