Wearable Computing

Above: historical evolution of wearable computing.

Above: Meta Spaceglasses for 3D gesture-based AR (Augmediated Reality)

  1. Invention title: Wearable Computer.
  2. Summary explanation -- how it works:
    Computers have been around for thousands of years if we consider the abacus as a computer, and the abacus can be hung from a string, worn as a necklace, or the like == an early "wearable computer". But when we say "computer", especially in the context of the "computer revolution" or the "digital revolution" we usually mean a general-purpose computer that can run a wide variety of "apps" (appliation-specific computer programs). In this sense, the wearable computer was invented by S. Mann in the 1970s as a general purpose personal wearable computer system for such applications as a seeing aid and as a photographic visualization system for experimental and commercial photography [Steve Mann, Campus Canada, ISSN 0823-4531, p55 Feb-Mar 1985, pp58-59 Apr-May 1986, p72 Sep-Oct 1986], and, more recently, for gesture-based 3D AR [Steve Mann, IEEE Computer, http://wearcam.org/ieeecomputer.pdf], and the smartwatch http://wearcam.org/isscc2000.htm. Wearable technologies represent a whole new field and discipline, not just a single device:
    "Steve Mann is the perfect example of someone... who persisted in his vision and ended up founding a new discipline." -- -- Nicholas Negroponte, Founder, Director, and Chairman, MIT Media Lab, 1997
    Many recent developments in wearable computing represent business opportunities, in collaboration with inventor S. Mann.

    A core element of this invention is the Digital Eye Glass, and in particular, the Extramissive Spatial Imaging Glass, abbreviated "Spaceglass" (see http://spaceglasses.com). There are numerous business opportunties around this invention, and working in collaboration with Meta in Silicon Valley California, together with Meta's Chief Scientist, Steve Mann.

    Another point-of-entry into this field is with InteraXon, makers of the Muse, known as "the most important wearable of 2014".

  3. Example commercial applications:
    Photography, commercial photography, videography, movie industry, film industry, content generation, education, fine-art photography, and imaging. Can also be used to create interactive 3D AR (Augmediated Reality) assets and art works. But wearable computing is more than one single vertical == it also represents a massive horizontal (lateral) market opportunity.
  4. Link to technical papers associated with the invention:
    IEEE Computer, Volume 30, Issue 2, pages 25-32, Feb 1997;
    Proc. IEEE, Vol. 86, No. 11, November, 1998, Pages 2123-2151 + cover;
    Seeing Eye-to-eye.
    • General overview of wearable computing: Interaction Design.
  5. Patent applications filed or issued: Extramissive Spatial Imaging Glass (with Meta, makers of Spaceglasses). Other patents have also been filed and more are in progress.
  6. Prototypes constructed: An extremely large number and diverse range of fully functional prototypes have been constructed by S. Mann and others. These are available for demonstration or loan to interested parties.
  7. Further notes: This invention is in collaboration with a number of other parties and entities.
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