Introduction Consider the following scenario: you would like to cook a breakfast based on a recipe found online while browsing on your mobile device. Similar to following a recipe found in any cookbook, your focus will be shared between the recipe instructions and the execution of the instructions (i.e. retrieving, preparing, and combining ingredients, retrieving cooking tools, etc.). While this is a common experience with learning to cook a new recipe, switching focus between a phone or book can also be very tedious if the recipe has many steps and stages; and there is the potential for increased frustration for a culinary novice. It may be possible to carry the instructions along while executing the steps, but this involves the undesired transfer of ingredients to the mobile devices or book paper, or an attempt to execute steps single handedly. As technology evolves for mobile computing devices, these devices become increasingly integrated into our daily lives; and to some degree, they can now augment an experience in useful and unintrusive ways. Using the aforementioned scenario as an example, connected wearable devices such as Google Glass (and applications, called “Glassware”) have the potential to augment such experiences, because they can facilitate the presentation of and interaction with hypermedia using voice commands and minimal tactile inputs. In order to design mobile devices and applications that are useful and natural, we must consider the user’s task
On one hand, some visitors arrive with previous knowledge or a background in the subject, and they will fully utilize the text panels and labels. On the other hand, the casual museum guest is more likely to be looking only for the overall theme or a few interesting facts to take home and share with friends and family. A creatively constructed mobile app consisting of short games and simple challenges can engage the guest with the objects and concisely transmit knowledge while remaining entertaining. During my senior year, I conducted my Honor’s Research in Museum Anthropology. First, I researched the advantages and disadvantages of existing technologies and the potential of digital devices in the galleries. Second, I observed the visitors in the Hall of Ancient Life at the Sam Noble Oklahoma Museum of Natural History to see how they used the pre-existing participatory elements, such as touchscreen displays, discovery drawers, and touch carts. Last, I used the information to design a mobile app based on the conclusion that active participation, such as asking the guest to create or make decisions, is more effective and memorable than passive participation, like audio guides or QR codes on labels. I discovered that Bluetooth Beacons are the solution to digital devices distracting from exhibits. Instead of having to constantly check their screens, the guests are sent a notification when within range of the beacon. This method allows the visitors to put their phones away in their pockets until standing in front of a specific display; therefore, they are able to connect the information they learn within the app to the objects they are viewing. I would like to study digital trends, design, and implementation with Dr. Gomez, the Curator of Digital Technology. I believe that his guidance will give me the needed education and experience to fully research and understand the effects of digital devices in museums. My
“My awkward Week in Google Glass” by Hayley T¬sukayama is an evaluation on the product of Google Glass. This report basically goes through her experience wearing Google Glass. She describes through her writing how she felt during this period of time. She was a part of a beta or demo program for Google Glass so Google can receive her feedback on the product and also to receive feedback for improvements. Throughout the writing she speaks about how us readers can receive a behind the scenes look at what it is like to walk in society and experience the product of Google Glass. It made us feel as if we were a part of the
The Google Glass is one of the most popular new examples of wearable technology [19]. The Google Glass is a pair of glasses, prescription or non-prescription, that has a camera, touchpad and a display that can do multiple technological tasks: search, navigation, Gmail, Calendar, Now cards, phone calls, text messages, photos, videos, and video calls [17]. Glass has yet to be released to the public, but has been available for developers since February 2013 [9]. Although the Google Glass is still a relatively new piece of technology [17], it certainly hasn’t been lacking debates on the legality and privacy concerns of the device.
Read the case Google Glass: Augment My Reality in your Lesson 2 reading from Laudon & Traver (pp. 65–67 in your e-text) then answer the following questions.
The technology that I personally find beneficial at work is the sensor and wearable technology that is used to reduce patients fall. One of the biggest concern for hospitals and health care facilities is the risk of fall. Often, insurance companies, or the Centers for Medicare and Medicaid Services don’t pay any cost related to fall. When a patient falls, it becomes the hospital or the health care facility responsibility. The nurse in charge has to write incident report, and take the patient to CT scan if possible. Fall is a major threat to the health of older people and it can be devastating, deadly, and costly. According to CDC, (2008), “in 2000, in 2000, direct medical costs for fatal and nonfatal fall injuries totaled $19 billion”. Sensors
Through this article it is shown that when creating an application it is designed to assure that people will be attracted to it. From the color of the icon to the color of the notification that appears on the phone. This is all planned in advance and it is manipulating the minds of mankind. Software design has to be reformed in order for humans to regain their own self control and say no to their cellular devices. Through personal experience and observing others I know first hand how obsessed the new generation is with technology, such as cell phones, laptops, iPads, and even apple watches. When having a dinner with friends we are almost always on our phones instead of enjoying each others company. This epidemic needs to end. Through Tristan Harris’ goal of encouraging the tech world to help people learn how to disengage more easily from their devices it is evident the seriousness of the situation.
In the Bay Area, across the sea of new technology, new startups and venture capitalism, the concept of need and usefulness is often replaced by want and self obsession.
The body temperature is measured by using the temperature sensor LM35.The body temperature of a person will depend on gender, food, recent activity and in women the stage of menstrual cycle. For a healthy adult the normal body temperature can range from 97.8 degrees Fahrenheit (36.5 degrees Celsius) to 99 degrees Fahrenheit (37.2 degrees Celsius).Wearable health monitoring systems (WHMSs) represent the new generation of healthcare by providing real time unobtrusive monitoring of patient’s physiological parameters through the deployment of several on body and even intra body biosensors. Although several technological issues regarding WHMS still need to be resolved in order to become more applicable in real life scenarios, it is expected that
Wearable devices for health and fitness keep sprouting in numbers day to day. These devices are used to document fitness and health measurements and are equipped with sensors for motion recognition. However, the numbers of wearable devices for weight lifting exercise or strength training in general, are still low.
This report presents a task based review of assessing the degree of comfort and accessibility in performing the selected operation while interacting between users and three different mobile devices. To support the evaluation, we developed sets of operation checklists to determine the extent to which device is easy to use and measure the usability of mobile phones. By quantifying usability using system usability scale from 1 (minimum) to 5 (maximum) to measure the accuracy and completeness of achieving the selected objectives as well as resources spent in performing various operations so that several usability aspects are collectively measured to give a single score with the use of the attribute checklists. After comparing and analysis the performing result over three phones, usability of devices will be summarized in the end.
Google Glass is a analysis development program by Google to develop an increased reality Optimal Head-Mounted Display (OHMD). The main purpose of Google Glass would be the displaying without hand free through the projected small screen glass itself and allowing search with the web via voice commands. Google glasses are object that must wearable computers that may use constant package that powers sensible phones and tablets. This Literature Search paper is giving some basic ideas concerning GOOGLE GLASSES. All features of Smartphone and having internet facilities and can make adjust to our eyes. As Google glass is new and up to date technology, this abstract can identify to understand little concerning the Google glasses. Google Glass is as
Google Glass is a revolutionary new wearable computer communication product. The Google Glass includes most of what a smart phone can function, for example “Bluetooth, Wi-Fi, GPS, speakers, a camera, microphone, touchpad”(Brian Voo 1. Tiny (But Powerful) Hardware). Best of all it is compatible with IOS (i.e iPhone) and
Technologies are getting more and more advanced day by day, as if we would never know what technologies will become by the next day morning, it grow fast and it keeps on changing. We could not deny that today’s technology changes our world and our way of living, most of the new devices that are invented are replacing the old ones, just as those phones with a physical keypad design are replaced with our new touch screen smart phone today, these changes occur rapidly. In this technology leading world, have you ever wondered, what are the next incredible devices will be invent? In this research report, I am going to introduce you, a brand new technology that were recently invented by Google, a device which is yet
Google Glass has been coined as “Smart Eyewear” by Google 21. It is wearable technology that allows hands-free, voice-command, use of maps, camera, Google search, and over 40 other applications available for the device today. The original version available for purchase in April 2013 was recognized as one of Time Magazine’s “Best Inventions of the year 2012,” and had a testing phase that invited 8,000 volunteers to purchase, attend training, and test the device.
A very recent development in the wearable technology is the release of “google glass” by the it glant google .the glass was invented with a purpose to provide smart phone like computing in an accessory which can be wore anywhere and can be hand free to use