• Title/Summary/Keyword: Wearable

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Deterministic Multi-dimensional Task Scheduling Algorithms for Wearable Sensor Devices

  • Won, Jong-Jin;Kang, Cheol-Oh;Kim, Moon-Hyun;Cho, Moon-Haeng
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.10
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    • pp.3423-3438
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    • 2014
  • In recent years, wearable sensor devices are reshaping the way people live, work, and play. A wearable sensor device is a computer that is subsumed into the personal space of the user, and is always on, and always accessible. Therefore, among the most salient aspects of a wearable sensor device should be a small form factor, long battery lifetime, and real-time characteristics. Thereby, sophisticated applications of a wearable sensor device use real-time operating systems to guarantee real-time deadlines. The deterministic multi-dimensional task scheduling algorithms are implemented on ARC (Actual Remote Control) with relatively limited hardware resources. ARC is a wearable wristwatch-type remote controller; it can also serve as a universal remote control, for various wearable sensor devices. In the proposed algorithms, there is no limit on the maximum number of task priorities, and the memory requirement can be dramatically reduced. Furthermore, regardless of the number of tasks, the complexity of the time and space of the proposed algorithms is O(1). A valuable contribution of this work is to guarantee real-time deadlines for wearable sensor devices.

Knee-wearable Robot System Using EMG signals (근전도 신호를 이용한 무릎 착용 로봇시스템)

  • Cha, Kyung-Ho;Kang, Soo-Jung;Choi, Young-Jin
    • Journal of Institute of Control, Robotics and Systems
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    • v.15 no.3
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    • pp.286-292
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    • 2009
  • This paper proposes a knee-wearable robot system for assisting the muscle power of human knee by processing EMG (Electromyogram) signals. Although there are many muscles affecting the knee joint motion, the rectus femoris and biceps femoris among them play a core role in the extension and flexion motion, respectively, of the knee joint. The proposed knee-wearable robot system consists of three parts; the sensor for measuring and processing EMG signals, controller for estimating and applying the required knee torque, and actuator for driving the knee-wearable mechanism. Ultimately, we suggest the motion control method for knee-wearable robot system by processing the EMG signals of corresponding two muscles in this paper. Also, we show the effectiveness of the proposed knee-wearable robot system through the experimental results.

Wearable Computer (패션으로 만나는 컴퓨터)

  • Ahn, Young-Moo
    • Journal of Fashion Business
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    • v.11 no.4
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    • pp.173-182
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    • 2007
  • The concept of wearable computer says to be able to connect to network freely without restrict of place and time through the garment that contain the wire and circuit. Thereby we can realize the ubiquitous circumstances. Wearable computer plays a role of center in controlling the electronic equipments under the ubiquitous circumstances and also it will become the main stream of the future computer development. The current wearable computer displays ugly appearance by attaching the parts of computer on the garment instead of installing them in the box. However, as size of computer components are minimized and it's speed is getting faster, it is certain that wearable computer will evolve as fashionable computer, still retaining garment's original purpose such as fitting and fasion even though the computer is being installed to the clothing. This study reviewed about components, future market share, developed goods, human-being becoming cyborg, application area, restrict and on-going research of wearable computer.

A Prospective Study of Game Content based on Wearable Device (웨어러블 디바이스 기반의 게임콘텐츠 전망 연구)

  • Baek, Jaeyong;Chang, Hyojin;Kim, Youngjae
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.1
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    • pp.145-155
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    • 2015
  • The game industry has changed along with the advancement of device technology. The wearable, a recently appeared device will create new demand in this saturated age of the smart devices. The game industry's content targeted towards the wearable devices will play an important role as main driving source. For this reason, this research studies the development aspect and the current technical capabilities of games' platforms and contents by analyzing the contrast between the results of features and current situations of the wearable market. Consequently, we define the prospects of game content for wearable device. We also expect that the new style of the game content, combined with cloud game, augmented reality game and virtual reality game will appear in the next generation platforms gearing towards the wearable devices.

Service Infrastructure of Wearable Computing (웨어러블 컴퓨팅을 위한 서비스 인프라 구조)

  • Han, Dong-Won;Park, Jun-Seok;Cho, Il-Yeon
    • Journal of the Ergonomics Society of Korea
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    • v.24 no.1
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    • pp.43-46
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    • 2005
  • The future information technologies and service paradigm will move from PC, the general purpose desktop computing environment, to the next-generation PC that provides information any where, any time, and any device. The next-generation PC such as wearable computers are specialized to the human-centric functionalities and always-on connected services. In this study, service infrastructure of wearable computing with WBAN(Wearable Body Area Network) was suggested for the ubiquitous computing environment.

Design and Implementation of a Wearable LED Display Device

  • Shin, Seung-Hyeok
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.10
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    • pp.7-13
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    • 2015
  • Wearable device, next generation smart device, is consistently growing. The flexible display will be a kind of display in the wearable device. The flexible display technology is now evolving with end-user requirement such as portability and easy installation. Previous wearable display products still have some difficulties in manufacturing and in flexibility whole device. But it can be a flexible display with LED device and utilized in commercial area. In this paper, we propose a driver to control the LED display and implement a flexible LED display system.

Trend of Soft Wearable Robotic Hand (유연한 착용형 손 로봇 기술 동향)

  • In, Hyunki;Jeong, Useok;Kang, Brian Byunghyun;Lee, Haemin;Koo, Inwook;Cho, Kyu-Jin
    • Journal of Institute of Control, Robotics and Systems
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    • v.21 no.6
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    • pp.531-537
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    • 2015
  • Hand function is one of the essential functions required to perform the activities of daily living, and wearable robots that assist or recover hand functions have been consistently developed. Previously, wearable robots commonly employed conventional robotic technology such as linkage which consists of rigid links and pin joints. Recently, as the interest in soft robotics has increased, many attempts to develop a wearable robot with a soft structure have been made and are in progress in order to reduce size and weight. This paper presents the concept of a soft wearable robot composed of a soft structure by comparing it with conventional wearable robots. After that, currently developed soft wearable robots and related issues are introduced.

WalkON Suit: A Wearable Robot for Complete paraplegics (WalkON Suit: 하지 완전마비 장애인을 위한 웨어러블 로봇)

  • Choi, Jungsu;Na, Byeonghun;Jung, Pyeong-Gook;Rha, Dong-wook;Kong, Kyoungchul
    • The Journal of Korea Robotics Society
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    • v.12 no.2
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    • pp.116-123
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    • 2017
  • Wearable robots are receiving great attention from the public, as well as researchers, because its motivation is to improve the quality of lives of people. Above all, complete paraplegic patients due to spinal cord injury (SCI) might be the most adequate target users of the wearable robots, because they definitely need physical assistance due to the complete loss of muscular strength and sensory functions. Furthermore, the medical care of complete paraplegics by using the wearable robots have significantly reduced the mortality rate and improved the life expectancy. The requirements of the wearable robot for complete paraplegics are actuation torque, locomotion speed, wearing sensation, robust gait stability, safety, and practicality (i.e., size, volume, weight, and energy efficiency). A WalkON Suit is the wearable robot that has satisfied the requirements of the wearable robot for complete paraplegics and participated in the powered exoskeleton race of Cybathlon 2016. In this paper, configuration of the WalkON Suit, human-machine interface, gait pattern, control algorithm, and evaluation results are introduced.

Qualitative Content Analysis: The Meaningful Association between the Extension of Sports Leisure Culture and the Spread of Wearable Devices

  • KIM, Ji-Hye;KANG, Eungoo
    • East Asian Journal of Business Economics (EAJBE)
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    • v.10 no.4
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    • pp.29-38
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    • 2022
  • Purpose - The present research aims to assess the meaningful association between the extension of sports leisure culture and the spread of wearable devices. The research will discuss the current utilization of wearable devices in sports leisure and the present and future application of wearable devices in sports perspectives. Research design, Data, and methodology - We have investigated and conducted the qualitative content analysis (QCA) to obtain the adequate textual dataset in the current literature and conducted an in-depth analysis of the incorporation of cloud computing in the leisure sports industry by focusing on the development of wearable technologies. Result - From the QCA, it is evident that there is a meaningful connection between the extension of sports leisure culture and the spread of wearable devices, figuring out four kinds of associations as follows: (1) Monitoring the Impact of Sporting Activities, (2) Benefits of Sensor Technology, (3) Reducing Sedentary Behaviors, and (4) Measuring Workload done in Sport Leisure. Conclusion - The present research concludes that wearable devices positively influence individuals to participate in sports and leisure activities. Various technologies are very effective in motivating individuals to adopt sports leisure culture mainly because there is a certain degree of satisfaction that individuals gain in seeing the level of physical activities.

A Study of Intention to Use Wrist-worn Wearable Devices Based on Innovation Resistance Model - Focusing on the Relationship between Innovation Characteristics, Consumer Characteristics, and Innovation Resistance (혁신저항 모형에 기반한 손목형 웨어러블 디바이스의 수용의도 연구 - 혁신특성, 소비자 특성, 혁신저항을 중심으로)

  • Shin, Jae-Gwon;Lee, Sang-Woo
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.123-134
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    • 2016
  • As the internet of things has come into the spotlight, wearable devices have been emerging as a new and growing market and the next hot thing in the world. However, wearable device growth in the market has not met expectations. For continued growth and diffusion of wearable devices, it is important to investigate user resistance factors to them. This study gives attention to people who have resistance to wearable devices' tendency towards innovative uses. Specifically, this study is intended to find out which factors influence consumers' resistance and intention to use wrist-worn wearable devices, which are in high demand among wearable device. Results of the study show that the relative advantage, innovation expectation, complexity, financial risk and physical risk are the predictors of innovation resistance on wrist-worn wearable devices. And consumers' resistance affects the intention of positive acceptance. These findings confirm the importance of consumer resistance to the wrist-worn wearable device.