Wearable computing systems – electronic textiles

Author(s):  
Tünde Kirstein ◽  
Didier Cottet ◽  
Janusz Grzyb ◽  
Gerhard Tröster
2005 ◽  
pp. 177-197 ◽  
Author(s):  
Tünde Kirstein ◽  
Didier Cottet ◽  
Janusz Grzyb ◽  
Gerhard Tröster

Author(s):  
Tae-Gyu Lee

Previous medical services for humans provided healthcare information using the static-based computing of space-constrained hospitals or healthcare centers. In contrast, current mobile health information management computing and services are being provided so that they utilize both the mobility of mobile computing and the scalability of cloud computing to monitor in real-time the health status of patients who are moving. In addition, data capacity has sharply increased with the expansion of the principal data generation cycle from the traditional static computing environment to the dynamic computing environment. This chapter presents mobile cloud healthcare computing systems that simultaneously leverage the portability and scalability of healthcare services. This chapter also presents the wearable computing system as an application of mobile healthcare.


Author(s):  
Pierre Kirisci ◽  
Ernesto Morales Kluge ◽  
Emanuel Angelescu ◽  
Klaus-Dieter Thoben

During the last two decades a lot of methodology research has been conducted for the design of software user interfaces (Kirisci, Thoben 2009). Despite the numerous contributions in this area, comparatively few efforts have been dedicated to the advancement of methods for the design of context-aware mobile platforms, such as wearable computing systems. This chapter investigates the role of context, particularly in future industrial environments, and elaborates how context can be incorporated in a design method in order to support the design process of wearable computing systems. The chapter is initiated by an overview of basic research in the area of context-aware mobile computing. The aim is to identify the main context elements which have an impact upon the technical properties of a wearable computing system. Therefore, we describe a systematic and quantitative study of the advantages of context recognition, specifically task tracking, for a wearable maintenance assistance system. Based upon the experiences from this study, a context reference model is proposed, which can be considered supportive for the design of wearable computing systems in industrial settings, thus goes beyond existing context models, e.g. for context-aware mobile computing. The final part of this chapter discusses the benefits of applying model-based approaches during the early design stages of wearable computing systems. Existing design methods in the area of wearable computing are critically examined and their shortcomings highlighted. Based upon the context reference model, a design approach is proposed through the realization of a model-driven software tool which supports the design process of a wearable computing system while taking advantage of concise experience manifested in a well-defined context model.


2018 ◽  
pp. 850-861
Author(s):  
Daniela Reimann

In the context of the convergening media technologies, the concept of mobile media embedded in wearable material was introduced. The terms of Wearable Computing, Fashionable Technology, and Smart Textile became key words at the intersection of media, art, design, computer science, engineering and the shaping of technology by the users themselves. Though media artists and designers explore wearable computing for some time now, only little research has been undertaken into Smart Textile in education in Germany (e.g., the after school workshop program held at DiMeB at the University of Bremen). However, Smart Textile is not common at school, especially not in the context of artistic processes in general MINT (MINT is a German acronym for the subjects of Mathematics, Computer Science, and Technology) education in classroom settings. In order to research the interplay of electronic textiles, wearable technology, hard and software tools, such as the Arduino LilyPad, a programmable board designed for stitching into clothing and flexible applications, are scrutinized. In the research project, contemporary media art works in the field of Fashionable Technology are explored to inpire interdisciplinary technology education form an artistic perspective. A learning-through-design-approach using electronic media for sewing, hacking the traditional model of technology education (Reimann, Daniela, Fütterer Werner, Biefang, & Sebastian, 2010). In the paper, the conceptual framework for the research project “Artistic approaches to Engage Girls and Young Women in Technology and Engineering in Education at School and University (Acronym: IBP-GirlsLab)” is presented. It aims to engage girls in technology and engineering by integrating artistic processes as well as a more playcentric approach to technology and engineering education in order to engage girls in shaping technology, is discussed.


Author(s):  
Tae-Gyu Lee

Previous medical services for humans provided healthcare information using the static-based computing of space-constrained hospitals or healthcare centers. In contrast, current mobile health information management computing and services are being provided so that they utilize both the mobility of mobile computing and the scalability of cloud computing to monitor in real-time the health status of patients who are moving. In addition, data capacity has sharply increased with the expansion of the principal data generation cycle from the traditional static computing environment to the dynamic computing environment. This chapter presents mobile cloud healthcare computing systems that simultaneously leverage the portability and scalability of healthcare services. This chapter also presents the wearable computing system as an application of mobile healthcare.


2016 ◽  
pp. 784-804
Author(s):  
Tae-Gyu Lee

Previous medical services for humans provided healthcare information using the static-based computing of space-constrained hospitals or healthcare centers. In contrast, current mobile health information management computing and services are being provided so that they utilize both the mobility of mobile computing and the scalability of cloud computing to monitor in real-time the health status of patients who are moving. In addition, data capacity has sharply increased with the expansion of the principal data generation cycle from the traditional static computing environment to the dynamic computing environment. This chapter presents mobile cloud healthcare computing systems that simultaneously leverage the portability and scalability of healthcare services. This chapter also presents the wearable computing system as an application of mobile healthcare.


Author(s):  
Daniela Reimann

In the context of the convergening media technologies, the concept of mobile media embedded in wearable material was introduced. The terms of Wearable Computing, Fashionable Technology, and Smart Textile became key words at the intersection of media, art, design, computer science, engineering and the shaping of technology by the users themselves. Though media artists and designers explore wearable computing for some time now, only little research has been undertaken into Smart Textile in education in Germany (e.g., the after school workshop program held at DiMeB at the University of Bremen). However, Smart Textile is not common at school, especially not in the context of artistic processes in general MINT (MINT is a German acronym for the subjects of Mathematics, Computer Science, and Technology) education in classroom settings. In order to research the interplay of electronic textiles, wearable technology, hard and software tools, such as the Arduino LilyPad, a programmable board designed for stitching into clothing and flexible applications, are scrutinized. In the research project, contemporary media art works in the field of Fashionable Technology are explored to inpire interdisciplinary technology education form an artistic perspective. A learning-through-design-approach using electronic media for sewing, hacking the traditional model of technology education (Reimann, Daniela, Fütterer Werner, Biefang, & Sebastian, 2010). In the paper, the conceptual framework for the research project “Artistic approaches to Engage Girls and Young Women in Technology and Engineering in Education at School and University (Acronym: IBP-GirlsLab)” is presented. It aims to engage girls in technology and engineering by integrating artistic processes as well as a more playcentric approach to technology and engineering education in order to engage girls in shaping technology, is discussed.


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