Wearable technology in the context of Wireless communication


Wearable technology in the context of Wireless communication

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⭐ Core Definition: Wearable technology

Wearable technology is a category of small electronic and mobile devices with wireless communications capability designed to be worn on the human body and are incorporated into gadgets, accessories, or clothes. Common types of wearable technology include smartwatches, fitness trackers, and smartglasses. Wearable electronic devices are often close to or on the surface of the skin, where they detect, analyze, and transmit information such as vital signs, and/or ambient data and which allow in some cases immediate biofeedback to the wearer. Wearable devices collect vast amounts of data from users making use of different behavioral and physiological sensors, which monitor their health status and activity levels. Wrist-worn devices include smartwatches with a touchscreen display, while wristbands are mainly used for fitness tracking but do not contain a touchscreen display.

Wearable devices such as activity trackers are an example of the Internet of things, since "things" such as electronics, software, sensors, and connectivity are effectors that enable objects to exchange data (including data quality) through the internet with a manufacturer, operator, and/or other connected devices, without requiring human intervention. Wearable technology offers a wide range of possible uses, from communication and entertainment to improving health and fitness, however, there are worries about privacy and security because wearable devices have the ability to collect personal data.

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Wearable technology in the context of Cellular network

A cellular network or mobile network is a telecommunications network where the link to and from end nodes is wireless and the network is distributed over land areas called cells, each served by at least one fixed-location transceiver (such as a base station). These base stations provide the cell with the network coverage which can be used for transmission of voice, data, and other types of content via radio waves. Each cell's coverage area is determined by factors such as the power of the transceiver, the terrain, and the frequency band being used. A cell typically uses a different set of frequencies from neighboring cells, to avoid interference and provide guaranteed service quality within each cell.

When joined together, these cells provide radio coverage over a wide geographic area. This enables numerous devices, including mobile phones, tablets, laptops equipped with mobile broadband modems, and wearable devices such as smartwatches, to communicate with each other and with fixed transceivers and telephones anywhere in the network, via base stations, even if some of the devices are moving through more than one cell during transmission. The design of cellular networks allows for seamless handover, enabling uninterrupted communication when a device moves from one cell to another.

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Wearable technology in the context of Action camera

A body camera, bodycam, body-worn video (BWV), body-worn camera, or wearable camera is a wearable audio, video, or photographic recording system.

Body cameras have a range of uses and designs, of which the best-known use is as a police body camera. Other uses include action cameras for social and recreational (including cycling), within the world of commerce, in healthcare and medical use, in military use, journalism, citizen sousveillance, and covert surveillance. Action cameras are therefore typically compact, rugged, and waterproof at the surface level. They typically use CMOS image sensors, and can take photos in burst mode and time-lapse mode as well as record high-definition video (as of 2019, mid-range to high-end action cameras can record 4K video at 60 fps). Slow-motion video recording at 120 or 240 fps is also a common feature.

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Wearable technology in the context of E-textiles

Electronic textiles or e-textiles are fabrics that enable electronic components such as batteries, lights, sensors, and microcontrollers to be embedded in them. Many smart clothing items, wearable technology products, and wearable computing projects involve the use of e-textiles.

Electronic textiles are distinct from wearable computing because the emphasis is placed on the seamless integration of textiles with electronic elements like microcontrollers, sensors, and actuators. Furthermore, e-textiles need not be wearable, as they are also found in interior design.

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Wearable technology in the context of Home electronics

Consumer electronics, also known as home electronics, are electronic devices intended for everyday household use. Consumer electronics include those used for entertainment, communications, and recreation. Historically, these products were referred to as "black goods" in American English due to many products being housed in black or dark casings. This term is used to distinguish them from "white goods", which are meant for housekeeping tasks, such as washing machines and refrigerators. In British English, they are often called "brown goods" by producers and sellers. Since the 2010s, this distinction has been absent in big box consumer electronics stores, whose inventories include entertainment, communication, and home office devices, as well as home appliances.

Radio broadcasting in the early 20th century brought the first major consumer product, the broadcast receiver. Later products included telephones, televisions, calculators, cameras, video game consoles, mobile phones, personal computers, and MP3 players. In the 2010s, consumer electronics stores often sold GPS, automotive electronics (vehicle audio), video game consoles, electronic musical instruments (e.g., synthesizer keyboards), karaoke machines, digital cameras, and video players (VCRs in the 1980s and 1990s, followed by DVD players and Blu-ray players). Stores also sold smart light fixtures, network devices, camcorders, and smartphones. Some of the modern products being sold include virtual reality goggles, smart home devices that connect to the Internet, streaming devices, and wearable technology.

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Wearable technology in the context of Cell phone network

A cellular network or mobile network is a telecommunications network where the link to and from end nodes is wireless and the network is distributed over land areas called cells, each served by at least one fixed-location transceiver (such as a base station). These base stations provide the cell with the network coverage which can be used for transmission of voice, data, and other types of content via radio waves. Each cell's coverage area is determined by factors such as the power of the transceiver, the terrain, and the frequency band being used. A cell typically uses a different set of frequencies from neighboring cells, to avoid interference and provide guaranteed service quality within each cell.

When joined, these cells provide radio coverage over a wide geographic area. This enables numerous devices, including mobile phones, tablets, laptops equipped with mobile broadband modems, and wearable devices such as smartwatches, to communicate with each other and with fixed transceivers and telephones anywhere in the network, via base stations, even if some of the devices are moving through more than one cell during transmission. The design of cellular networks allows for seamless handover, enabling uninterrupted communication when a device moves from one cell to another.

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Wearable technology in the context of Cisco Jasper

Jasper Technologies, Inc., formerly Jasper Wireless, Inc., was an American software developer that provided a cloud-based software platform for the Internet of Things (IoT). Jasper's platform was designed to aid in launching, managing, and monetizing the deployment of IoT for enterprise businesses. Founded in 2004, Jasper partners with over 120 mobile operator networks to serve IoT and machine-to-machine (M2M) companies in different industries, including automotive, home security and automation, agriculture, food and beverage, wearable technology, healthcare, advertising and industrial equipment.

On February 3, 2016, Cisco Systems announced its plans to acquire Jasper for $1.4 billion. The deal was finalized on March 22, 2016. With the acquisition, Jasper became the IoT Cloud business unit within Cisco. Jasper's CEO, Jahangir Mohammed, is now the GM of the IoT Cloud business unit – reporting to Rowan Trollope, SVP of the IoT and Collaboration Technology Group at Cisco.

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Wearable technology in the context of Police body camera

In policing equipment, a police body camera or wearable camera, also known as body worn video (BWV), body-worn camera (BWC), or body camera, is a wearable audio, video, or photographic recording system used by police to record events in which law enforcement officers are involved, from the perspective of the officer wearing it. They are typically worn on the torso of the body, pinned on the officer's uniform, on a pair of sunglasses, a shoulder lapel, or a hat. Police body cameras are often similar to body cameras used by civilians, firefighters, or the military, but are designed to address specific requirements related to law enforcement. Body cameras are used by law enforcement to record public interactions and gather video evidence at crime scenes. Current body cameras are much lighter and smaller than the first experiments with wearable cameras in the late 1990s. There are several types of body cameras made by different manufacturers. Each camera serves the same purpose, yet some function in slightly different ways or have to be worn in a specific way. Police in the United Kingdom first began wearing body cameras in 2005, which have since been adopted by numerous police departments and forces worldwide.

Many body cameras offer specific features like HD quality, infrared, night vision, fisheye lenses, or varying degrees of view. Other features specific to law enforcement are implemented in the hardware to integrate the body cameras with other devices or wearables. Another example is automatic triggers that start recording when the officer initiates a specific procedure, such as when a firearm or taser is drawn from a holster, when a siren is activated, or when the car door opens.

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Wearable technology in the context of Sousveillance

Sousveillance (/sˈvləns/ soo-VAY-lənss) is the recording of an activity by a member of the public, rather than a person or organisation in authority, typically by way of small wearable or portable personal technologies. The term, coined by Steve Mann, stems from the contrasting French words sur, meaning "above", and sous, meaning "below", i.e. "surveillance" denotes the "eye in the sky" watching from above, whereas "sousveillance" denotes bringing the means of observation down to human level, either physically (by mounting cameras on people rather than on buildings) or hierarchically (with ordinary people observing, rather than by higher authorities or by architectural means).

Undersight (inverse oversight) is sousveillance at high-level, e.g. "citizen undersight" being reciprocal to a congressional oversight committee or the like.

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Wearable technology in the context of Clothing technology

Clothing technology describes advances in production methods, material developments, and the incorporation of smart technologies into textiles and clothes. The clothing industry has expanded  throughout time, reflecting advances not just in apparel manufacturing and distribution, but also in textile functionality and environmental effect. The timeline of clothing and textiles technology includes major changes in the manufacture and distribution of clothing.

From clothing in the ancient world into modernity, the use of technology has dramatically influenced clothing and fashion in the modern age. Industrialization brought changes in the manufacture of goods. In many nations, homemade goods crafted by hand have largely been replaced by factory produced goods on assembly lines purchased in a consumer culture. Innovations include man-made materials such as polyester, nylon, and vinyl as well as features like zippers and velcro. The advent of advanced electronics has resulted in wearable technology being developed and popularized since the 1980s.

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Wearable technology in the context of Cellular networks

A cellular network or mobile network is a telecommunications network where the link to and from end nodes is wireless and the network is distributed over land areas called cells, each served by at least one fixed-location transceiver (such as a base station). These base stations provide the cell with the network coverage which can be used for transmission of voice, data, and other types of content via radio waves. Each cell's coverage area is determined by factors such as the power of the transceiver, the terrain, and the frequency band being used. A cell typically uses a different set of frequencies from neighboring cells, to avoid interference and provide guaranteed service quality within each cell.

When joined, these cells provide radio coverage over a wide geographic area. This enables numerous devices, such as mobile phones, tablets, laptops equipped with mobile broadband modems, and wearable devices such as smartwatches, to communicate with each other and with fixed transceivers and telephones anywhere in the network, via base stations, even if some of the devices are moving through more than one cell during transmission. The design of cellular networks allows for seamless handover, enabling uninterrupted communication when a device moves from one cell to another.

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