By
Debra KaufmanJanuary 6, 2016
Wearables have mostly been discussed in terms of the data they provide — be it steps walked, calories burned or blood pressure measured. Two examples showcased by The New York Times tech writer Eric Taub at CES do more than simply serve data to the user, differences that help to define this new category. One uses sensory information and a rhythmic feedback to change people’s level of happiness and energy; a second was developed by academics, medical centers and Apple to conduct a global medical study on heart health and exercise. Continue reading A Twist on Wearables: Two Examples that Use Data Differently
By
Lisette LeonardMay 20, 2014
Researchers at MIT have developed a method for teaching computers to understand what is happening in video content. The method uses a similar approach to textual analysis, such as natural language processing, by looking at each part of a video to figure out what the whole thing means. The researchers created an algorithm to identify what occurs in individual frames of the video, and then determines what those mean when combined in a certain order. Continue reading Researchers Use Algorithm for Computers to Understand Video
By
Lisette LeonardJanuary 30, 2014
The Army Contracting Command is looking into new technology for effective training methods. Northrop Grumman believes it has a solution with its Virtual Immersive Portable Environment (VIPE) Holodeck technology. The VIPE Holodeck is a 360-degree virtual training system that allows users to participate in simulations, mission rehearsal and data visualization. The technology works by using a Kinect integration navigation sensor, which allows users to feel immersed in the environment. Continue reading VIPE: New Virtual Holodeck System Used for Training Simulation
By
Debra KaufmanJanuary 13, 2014
Considering a mere five percent of U.S. consumers wear activity trackers, will wearables ever cross-over to the mainstream? Even the experts in this field have trouble agreeing. Steven Pierce, of IBM’s global business development, said we’ll have ten devices on our bodies very soon. “Wearables will be the key source of information in five years,” he said, listing implantables and injectables as future wearables. But Sonny Vu, founder of Misfit Wearables, disagreed. “Five years isn’t that far away,” he said. “I don’t think science will advance that fast.” Continue reading Wearables Waiting For a Killer App to Take Them Mainstream
By
Debra KaufmanJanuary 8, 2014
In a keynote address to the Annual Fitness Tech Summit, Reebok VP of Advanced Concepts Paul Litchfield showed off the company’s first consumer electronics wearable: the Reebok CheckLight. The result of more than four years of R&D, the CheckLight acts as a head impact indicator, in the form of a wearable skullcap with flexible electronics. “There’s been so much talk about head trauma and brain injury,” said Litchfield. “We identified a gap and, with MC10 as our electronics partner, created the CheckLight.” Continue reading Fitness Tech Summit: Reebok Carves Out a Space in Wearables
By
Debra KaufmanJanuary 6, 2014
The fitness wearables market is booming. “We see this becoming a $1 billion industry in 2014,” said CEA Senior Research Analyst Kevin Tillmann during a CE Research Summit session. 2013 numbers were up 32 percent over 2012’s market, which was valued at $648 million. The 2012 market showed significant growth of 170 percent from 2011. The wrist is the ideal place for a fitness wearable, according to the vast majority of consumers polled by the Consumer Electronics Association. Continue reading CEA: Fitness Wearables to Become $1 Billion Industry in 2014
By
Rob ScottDecember 17, 2013
Charles and Kai Huang, co-founders of RedOctane (“Guitar Hero”), have teamed with Coleman Fung, founder of OpenLink, to form interactive fitness startup Blue Goji. The company recently launched Goji Play, a $99 set of exercise equipment-friendly game controllers with velcro straps, that encourages users to play games while working out on a treadmill, elliptical machine or stationary bike. An activity tracker measures how quickly you’re moving, and powers game characters. Continue reading Goji Play Transforms Fitness Equipment into a Game Machine
By
Valerie SavranDecember 12, 2013
A startup called Athos, founded by a pair of electrical engineers from the University of Waterloo, is making sensor laden workout gear to help quantify physical activity. Many people may have an image in their mind of a futuristic workout involving sensor laden workout gear, such as that depicted in the training montage from “Rocky IV.” However, Athos hopes to deliver Under Armor-style workout gear, invisibly embedded with muscle-tracking sensors. Continue reading New Athos Fitness Gear Takes the Place of Physical Trainers
By
Rob ScottNovember 21, 2013
Google unveiled its Glass Development Kit (GDK) earlier this week at a Glass hackathon in San Francisco, inviting developers to create third party apps for its wearable technology. The company is looking to lure programmers with parts of Glass that were previously unavailable. Developers can now build Glass apps that work offline, in real time, and use the hardware accelerometer and GPS. Until now, developers were only able to work with the Mirror API. Continue reading Google Aims to Attract Programmers with Glass Developer Kit
By
Chris CastanedaJuly 8, 2013
New embedded technologies may replace mobile devices as personal computers are being killed off by smartphones and tablets. The “post-mobile” device could change the way humans interact with their computers, removing the need for keyboards and allowing users to simply touch or speak with their devices. Wearable devices will be an early example of new technologies that will incorporate radical ways in which users and devices interact. Continue reading Embedded Technologies to Drive Future Post-Mobile Devices