The Open Wearable Computing Group (original) (raw)

Designing wearables for use in the workplace: the role of solution developers

Wearables (such as data glasses and smartwatches) are a particularly visible element of Industrie 4.0 applications. They aim at providing situation-specific information to workers, but at the same time they can also be used for surveillance and control because they generate data on the work process and sometimes even on movement patterns and vital data of the employees. Wearables technology is at an early stage of development, in which the interests and perspectives of relevant stakeholders, especially technology developers and the management, are of particular importance. This article explores the role of solution developers and their understanding of work processes in which wearables are to be used. It is based on expert interviews with solution developers, academic and company experts. The analysis shows an ambivalent understanding of work: On the one hand, it is characterized by the perception of workers as potential sources of error. It focuses on the optimization of individual workplaces and their ergonomics, while broader questions of work design and work organization are ignored. On the other hand, the technology developers see and discuss the potentials and dangers of wearables technologies with regard to individualization, data protection and control in a differentiated manner.

An industrial case study on wearable computing applications

2007

Wearable computing means a paradigm shift: instead of working at the computer users are supported by computing systems in their primary tasks. Currently wearable computing is still a technology of niches and in a laboratory stage. However, with wearIT@work a project dedicated to applications was launched by the European Commission (EC IP 004216). The first 30 months of this project are over and industrial demonstrators, evaluations and results are available. In this paper we present results from industrial case studies in two of the four application domains, namely production and maintenance, with a newly designed wearable user interface.

Wearables at work

2017

Persuasive Technology (PT) is an emerging, interdisciplinary research field, focusing on the design, development and evaluation of technologies aimed at creating awareness and inducing behavior change with the ultimate goal to increase wellbeing and quality of life. Academic researchers, designers, and practitioners from the social sciences and technological disciplines, as well as from the fields of health, healthcare, safety, sustainability, and ICT have developed this field in the preceding years, giving rise to a community which aims to 'persuade' people into adopting healthier lifestyles, behave more safely, and reduce consumption of renewable resources, to name a few examples. The 'technology' component in PT reflects usage of, amongst others, big data analytics, sensor technology for monitoring, personalized feedback and coaching, mHealth, data visualization techniques, serious gaming, and social media. The 12th International Conference on Persuasive Technologies was hosted by the Centre for eHealth &

wearIT@work - Empowering the Mobile Worker by Wearable Computing ? the First Results

Engineerit, 2007

Currently wearable computing is still a technology of niches and in a laboratory stage. With wearIT@work a project dedicated to applications was launched by the European Commission (EC IP 004216). The first year of the project is nearly over and first results were achieved. In this paper the concept of the project is introduced and first results are presented. As the project strongly follows a user centred design approach much effort was put on first investigations with users in the four application domains of maintenance, production, hospital and fire fighting. Beside this results concerning a wearable computing hardware platform and software framework were achieved.

WearIT@work: Toward Real-World Industrial Wearable Computing

IEEE Pervasive Computing, 2000

We are organizing the project around four pilot applications—aircraft maintenance, car production, healthcare, and emergency response—that drive the work in a bottom-up, user-centered approach. We also wanted to represent application areas with distinctly different ...

Tapping into the wearable device revolution in the work environment: a systematic review

Information Technology & People, 2018

Purpose The purpose of this paper is to expand current knowledge about the recent trend of wearable technology to assess both its potential in the work environment and the challenges concerning the utilisation of wearables in the workplace. Design/methodology/approach After establishing exclusion and inclusion criteria, an independent systematic search of the ACM Digital Library, IEEE Xplore, ScienceDirect and Web of Science databases for relevant studies was performed. Out of a total of 359 articles, 34 met the selection criteria. Findings This review identifies 23 categories of wearable devices. Further categorisation of the devices based on their utilisation shows they can be used in the work environment for activities including monitoring, augmenting, assisting, delivering and tracking. The review reveals that wearable technology has the potential to increase work efficiency among employees, improve workers’ physical well-being and reduce work-related injuries. However, the revi...

Empowering the mobile worker by wearable computing-wearIT@ work

… of Telecommunications and …, 2006

Abstract— Currently wearable computing is still a technol-ogy of niches and in a laboratory stage. With wearIT@work a project dedicated to applications was launched by the Euro-pean Commission (EC IP 004216). The first year of the project is nearly over and first results ...

Wearable technology: The current state of the art

9th International Conference on Education and New Learning Technologies Conference (EDULEARN17), 2017

Technology is being more transparent and penetrating into the lives of the human being. We have seen that technology transformed in a form that can be wearable. To refer this transformation, new terms such as “wearable technology, wearable computing, or wearables” have emerged. In this regard, this research examines a total of 1997 studies to identify research patterns and present current state of art on wearable technology studies. For this purpose, the research employs Social Network Analysis (SNA) and quantitative content analysis. The time trend analysis demonstrates that research on wearable technology boomed by 2014. The network visualization findings revealed that wearables are considered as assistive technology. Wearable technology influenced health sector substantially. Usability, user-centered design, privacy and security issues are the challenges that wearable technology should overcome. According to keyword analysis, wearable technology can be examined through the lenses of ubiquitous computing, mobile computing, pervasive computing, or in a broader sense, through the lens of human-computer interaction. Keyword analysis reveals that recognition, monitoring, sensing, and diagnosing are the action words that can be used to define wearable technology.

A five-year review of methods, purposes and domains of the international symposium on wearable computing

Proceedings of the 2018 ACM International Symposium on Wearable Computers

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