This paper aims to elicit insights about sustainable wearables by investigating recent advancements in wearable technology and their applications. Wearable technology has advanced considerably from a technical perspective, but it has stagnated due to barriers without penetrating wider society despite early positive expectations. This situation is the motivation behind the focus on studies by many research groups in recent years into wearable applications that can provide the best value from a human-oriented perspective. The expectation is that a new means to resolve the issue can be found from a viewpoint of sustainability; this is the main point of this paper. This paper first focuses on the trend of wearable technology like bodily status monitoring, multi-wearable device control, and smart networking between wearable sensors. Second, the development intention of such technology is investigated. Finally, this paper discusses about the applications of current wearable technology from the sustainable perspective, rather than detailed description of the component technologies employed in wearables. In this paper, the definition of sustainable wearables is discussed in the context of improving the quality of individual life, social impact, and social public interest; those wearable applications include the areas of wellness, healthcare, assistance for the visually impaired, disaster relief, and public safety. In the future, wearables will not be simple data trackers or fun accessories but will gain extended objectives and meanings that play a valuable role for individuals and societies. Successful and sustainable wearables will lead to positive changes for both individuals and societies overall.
This paper describes the case study of applying projection-based augmented reality, especially for dynamic objects in live performing shows, such as plays, dancing, or musicals. Our study aims to project imagery correctly inside the silhouettes of flexible objects, in other words, live actors or the surface of actor’s costumes; the silhouette transforms its own shape frequently. To realize this work, we implemented a special projection system based on the real-time masking technique, that is to say real-time projection-based augmented reality system for dynamic objects in performing arts. We installed the sets on a stage for live performance, and rehearsed particular scenes of a musical. In live performance, using projection-based augmented reality technology enhances technical and theatrical aspects which were not possible with existing video projection techniques. The projected images on the surfaces of actor’s costume could not only express the particular scene of a performance more effectively, but also lead the audience to an extraordinary visual experience.
In this paper, we present a new augmented reality (AR) head mounted display (HMD)-based balance rehabilitation method. This method assesses the individual’s postural stability quantitatively by measuring head movement via the inertial measurement unit sensor integrated in the AR HMD. In addition, it provides visual feedback to train through holographic objects, which interacts with the head position in real-time. We implemented applications for Microsoft HoloLens and conducted experiments with eight participants to verify the method we proposed. Participants performed each of three postural tasks three times depending on the presence or absence of augmented reality, the center of pressure (COP) displacement was measured through the Wii Balance Board, and the head displacement was measured through the HoloLens. There are significant correlations (p < 0.05) between COP and head displacement and significant differences (p < 0.05) between with/without AR feedback, although most of them were not statistically significant likely due to the small sample. Despite the results, we confirmed the applicability and potential of the AR HMD-based balance rehabilitation method we proposed. We expect the proposed method could be used as a convenient and effective rehabilitation tool for both patients and therapists in the future.
23 November 2014 in Multimedia Tools and Applications