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A wearable computer is a digital device that is either strapped to or carried on a user's body. It is used most often in research that focuses on behavioral modeling, health monitoring systems, IT and media development, where the person wearing the computer actually moves or is otherwise engaged with his or her surroundings.
Wearable computers provide constant computer and user interaction. In extreme cases, they serve much like a prosthetic, in that device use does not require users to cease other activities.
Wearable computers designed for commercial use may provide:
In 1961, mathematician Edward O. Thorp designed the first modern-day wearable computer as an analog computer used to predict roulette wheels. During the 1970s, other prototypes were created, including the CMOS 6502 microprocessor, which was a shoe computer used for radio communications between data gatherers and gamblers. A camera-to-tactile vest for the blind and Hewlett-Packard's algebraic calculator watch were also invented during the 1970s.
The 1980s delivered bicycles with on-board computers. Later, electronic notebooks, keyboards and other belt-attached devices were developed. Over the years, many other wearable computing products have been marketed, but few have been adopted on a widespread level.
In 2002, Kevin Warwick's Project Cyborg crossed the line of wearable into the realm of implanted devices, which monitored or were activated by the human nervous system.
Wearable technology has many benefits but raises some concerns, including:
In addition, there are technological hurdles, including: