The new user interface proposals are aimed at
finding those that adapt to the ways of human communication, rather than lead
the effort by the user in learning. Following this concept efforts devoted to
the study of the so-called Wearable Computing, where you try to achieve the
concept of user-machine acting as a single entity. The main argument against
such scenario does not allow the interaction with the user in an intuitive and
natural way, it is the person who must adapt to this form of communication that
still is not comparable with spoken language or gestures commonly used. (Starner, 2011)
For example a head band that sensors brain waves
to detect vehicle driver’s tiredness. The technology is able to monitors brain
activity and warns drivers that they are becoming fatigued in advance of it
becoming dangerous, giving users more time to do the one thing that helps: stop
and take a break. Tired drivers pose a risk to both themselves and those around
them, and we've seen different types of technology that aim to keep groggy
drivers alert. In theory at least, allow drivers to get off the road
before they become a safety hazard. Drowsy driving is the second major cause of
fatal accidents in USA roads.
Wearable devices have been getting a lot of
attention lately, and many vendors. Until recently, wearable computing devices
have garnered the most attention from the fitness and medical worlds, but
markets are shifting as users start to adopt this new trend. Experts predict
that if wearable technology is really going to take off with consumers, one of
the most important factors developers will need to consider is aesthetics. In
other words, these new gadgets will need to either blend inconspicuously with
an outfit or they will need to look good without drawing too much attention. In
addition, security features for data transmission, storage and processing needs
to be reinforced. Estimated time to
massive adoption 7-12 years.
One problem that wearable technology suffers is
that, as the name denotes, it must be wearable. This in turn means that there's
only so much space on which to put wearable devices, and even then, not all the
space will be engaged. Wearable tech as a whole is still essentially in its
earliest days, and taking many of its critical elements and going beyond that
is really only to be expected. To successfully pull off this new technology,
computer engineers, developers and programmers will need to expand their
knowledge into specialties outside of IT. (Human Anatomy, Psychology and
Sociology).
According to Statista.com by 2018, it is
estimated that the market for wearable technology will be worth some 12.6
billion U.S. dollars.
References
Statista
(2013). Facts and statistics on Wearable Technology. Retrieved from http://www.statista.com/topics/1556/wearable-technology/
Starner. T. ( 2011). The challenges of wearable
computing. Retrieved from
http://www.cc.gatech.edu/~thad/p/magazine/published-part1.pdf
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