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Wearable Computing

Human-Centered Computing

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.

Facts
Disputed
Origin Year
1961 1
Widely credited as the earliest wearable computer; where the field's own boundary is drawn (smartwatches, fitness trackers) differs by source.
Core Concern
Designing computing devices worn on the body, for general use or specialized purposes such as fitness or health monitoring. 1
Connections

Associated With

Source Wearable Computing (Wikipedia)
Brain-Computer Interface, Fields

Field-to-field association; both are standard neighbouring areas of computing

Wearable computers are defined as devices worn on and carried with the body during normal use, the same portability concern mobile computing's own definition names.

Source Wearable Computing (Wikipedia)
Source Wearable Computing (Wikipedia)
Sources
1. Wearable Computing (Wikipedia)
Wikimedia Foundation
  • History, 1960s section, first sentence
    In 1961, mathematicians Edward O. Thorp and Claude Shannon built some computerized timing devices to help them win a game of roulette.
  • Lead paragraph, first sentence
    A wearable computer, also known as a body-borne computer or wearable, is a computing device worn on the body.
  • Associated With: Mobile Computing, Lead section
    A wearable computer, also known as a body-borne computer or wearable, is a computing device worn on the body.
  • Associated With: Augmented Reality, Lead section, paragraph on active research areas
    Wearable computing is the subject of active research, especially the form-factor and location on the body, with areas of study including user interface design, augmented reality, and pattern recognition.
  • Associated With: Pattern Recognition, Lead section, paragraph on active research areas
    Wearable computing is the subject of active research, especially the form-factor and location on the body, with areas of study including user interface design, augmented reality, and pattern recognition.
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