Wristwatch in the context of Wearable computing


Wristwatch in the context of Wearable computing

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⭐ Core Definition: Wristwatch

A watch is a timepiece carried or worn by a person. It is designed to maintain a consistent movement despite the motions caused by the person's activities. A wristwatch is worn around the wrist, attached by a watch strap or another type of bracelet, including metal bands or leather straps. A pocket watch is carried in a pocket, often attached to a chain. A stopwatch is a type of watch that measures intervals of time.

During most of their history, beginning in the 16th century, watches were mechanical devices, driven by clockwork, powered by winding a mainspring, and keeping time with an oscillating balance wheel. These are known as mechanical watches. In the 1960s the electronic quartz watch was invented, powered by a battery and keeping time with a vibrating quartz crystal. By the 1980s it had taken over most of the watch market, in what became known as the quartz revolution (or the quartz crisis in Switzerland, whose renowned watch industry it decimated). In the 2010s, smartwatches emerged, small wrist-worn computers with touchscreens and with functions that go far beyond timekeeping.

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Wristwatch in the context of Smartwatch

A smartwatch is a portable wearable computer that resembles a wristwatch. Most modern smartwatches are operated via a touchscreen, and rely on mobile apps that run on a connected device (such as a smartphone) in order to provide core functions.

Early smartwatches were capable of performing basic functions like calculating, displaying digital time, translating text, and playing games. More recent models often offer features comparable to smartphones, including apps, a mobile operating system, Bluetooth and Wi-Fi connectivity, and the ability to function as portable media players or FM radios. Some high-end models have cellular capabilities, allowing users to make and receive phone calls.

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Wristwatch in the context of Wearable computer

A wearable computer, also known as a body-borne computer or wearable, is a computing device worn on the body. The definition of 'wearable computer' may be narrow or broad, extending to smartphones or even ordinary wristwatches.

Wearables may be for general use, in which case they are just a particularly small example of mobile computing. Alternatively, they may be for specialized purposes such as fitness trackers. They may incorporate special sensors such as accelerometers, heart rate monitors, or on the more advanced side, electrocardiogram (ECG) and blood oxygen saturation (SpO2) monitors. Under the definition of wearable computers, we also include novel user interfaces such as Google Glass, an optical head-mounted display controlled by gestures. It may be that specialized wearables will evolve into general all-in-one devices, as happened with the convergence of PDAs and mobile phones into smartphones.

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