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Monday, May 16, 2022

Sharing economy

From Wikipedia, the free encyclopedia
 

In capitalism, the sharing economy is a socio-economic system built around the sharing of resources. It often involves a way of purchasing goods and services that differs from the traditional business model of companies hiring employees to produce products to sell to consumers. It includes the shared creation, production, distribution, trade and consumption of goods and services by different people and organisations. These systems take a variety of forms, often leveraging information technology (particularly digital platforms) to empower individuals, corporations, non-profits and government with information that enables distribution, sharing and reuse of excess capacity in goods and services.

There are two main types of sharing economy initiatives:

  • Non-profit, usually based on the concept of book-lending libraries, in which goods and services are provided for free (or sometimes for a modest subscription).
  • Commercial, in which a company provides a service to customers for profit.

Origins

The term "sharing economy" began to appear around the time of the Great Recession, enabling social technologies, and an increasing sense of urgency around global population growth and resource depletion. Lawrence Lessig was possibly first to use the term in 2008, though others claim the origin of the term is unknown. Dariusz Jemielniak and Aleksandra Przegalinska credit Marcus Felson and Joe L. Spaeth's academic article "Community Structure and Collaborative Consumption" published in 1978 with coining the term economy of sharing.

Definition and related concepts

There is a conceptual and semantic confusion caused by the many facets of Internet-based sharing leading to discussions regarding the boundaries and the scope of the sharing economy and regarding the definition of the sharing economy. Arun Sundararajan noted in 2016 that he is "unaware of any consensus on a definition of the sharing economy". As of 2015, according to a Pew Research Center survey, only 27% of Americans had heard of the term "sharing economy". Survey respondents who had heard of the term had divergent views on what it meant, with many thinking it concerned "sharing" in the traditional sense of the term.

The term "sharing economy" is often used in an ambiguous way and can imply different characteristics. For example, the sharing economy is sometimes understood exclusively as a peer-to-peer phenomenon while at times, it has been framed as a business-to-customer phenomenon. Additionally, the sharing economy can be understood to encompass transactions with a permanent transfer of ownership of a resource, such as a sale, while other times, transactions with a transfer of ownership are considered beyond the boundaries of the sharing economy. One definition of the sharing economy, developed to integrate existing understandings and definitions, based on a systematic review is:

"the sharing economy is an IT-facilitated peer-to-peer model for commercial or non-commercial sharing of underutilized goods and service capacity through an intermediary without transfer of ownership."

The phenomenon has been defined from a legal perspective as "a for-profit, triangular legal structure where two parties (Providers and Users) enter into binding contracts for the provision of goods (partial transfer of the property bundle of rights) or services (ad hoc or casual services) in exchange for monetary payment through an online platform operated by a third party (Platform Operator) with an active role in the definition and development of the legal conditions upon which the goods and services are provided." Under this definition, the "Sharing Economy" is a triangular legal structure with three different legal actors: "1) a Platform Operator which using technology provides aggregation and interactivity to create a legal environment by setting the terms and conditions for all the actors; (2) a User who consumes the good or service on the terms and conditions set by the Platform Operator; and (3) a Provider who provides a good or service also abiding by the Platform Operator’s terms and conditions."

While the term sharing economy is the term most often used, the sharing economy is also referred to as the access economy, crowd-based capitalism, collaborative economy, community-based economy, gig economy, peer economy, peer-to-peer (P2P) economy, platform economy, renting economy and on-demand economy, through at times some of those terms have been defined as separate if related topics.

The notion of "sharing economy" has often been considered an oxymoron, and a misnomer for actual commercial exchanges. Arnould and Rose proposed to replace the misleading term "sharing" with mutuality. In an article in Harvard Business Review, authors Giana M. Eckhardt and Fleura Bardhi argue that "sharing economy" is a misnomer, and that the correct term for this activity is access economy. The authors say, "When 'sharing' is market-mediated—when a company is an intermediary between consumers who don't know each other—it is no longer sharing at all. Rather, consumers are paying to access someone else's goods or services." The article states that companies (such as Uber) that understand this, and whose marketing highlights the financial benefits to participants, are successful, while companies (such as Lyft) whose marketing highlights the social benefits of the service are less successful. According to George Ritzer, this trend towards increased consumer input in commercial exchanges refers to the notion of prosumption, which, as such, is not new. Jemielniak and Przegalinska note that the term sharing economy is often used to discuss aspects of the society that do not predominantly relate to the economy, and propose a broader term collaborative society for such phenomena.

The term "platform capitalism" has been proposed by some scholars as more correct than "sharing economy" in discussion of activities of for-profit companies like Uber and Airbnb in the economy sector. Companies that try to focus on fairness and sharing, instead of just profit motive, are much less common, and have been contrastingly described as platform cooperatives (or cooperativist platforms vs capitalist platforms). In turn, projects like Wikipedia, which rely on unpaid labor of volunteers, can be classified as commons-based peer-production initiatives. A related dimension is concerned with whether users are focused on non-profit sharing or maximizing their own profit. Sharing is a model that is adapting to the abundance of resource, whereas for-profit platform capitalism is a model that persists in areas where there is still a scarcity of resources.

Yochai Benkler, one of the earliest proponents of open source software, who studied the tragedy of the commons, which refers to the idea that when we all act solely in our self-interest, we deplete the shared resources we need for our own quality of life, posited that network technology could mitigate this issue through what he called 'commons-based peer production', a concept first articulated in 2002. Benkler then extended that analysis to "shareable goods" in Sharing Nicely: On Shareable Goods and the emergence of sharing as a modality of economic production, written in 2004.

Actors of the sharing economy

There are a wide range of actors who participate in the sharing economy. This includes individual users, for-profit enterprises, social enterprise or cooperatives, digital platform companies, local communities, non-profit enterprises and the public sector or the government. Individual users are the actors engaged in sharing goods and resources through "peer-to-peer (P2P) or business-to-peer (B2P) transactions". The for-profit enterprises are those actors who are profit-seekers who buy, sell, lend, rent or trade with the use of digital platforms as means to collaborate with other actors. The social enterprise or referred to as cooperatives are mainly "motivated by social or ecological reasons" and seek to empower actors as means of genuine sharing. Digital platforms are technology firms that facilitate the relationship between transacting parties and make profits by charging commissions. The local communities are the players at the local level with varied structures and sharing models where most activities are non-monetized and often carried out to further develop the community. The non-profit enterprises have a purpose of "advancing a mission or purpose" for a greater cause and this is their primary motivation which is genuine sharing of resources. In addition, the public sector or the government can participate in the sharing economy by "using public infrastructures to support or forge partnerships with other actors and to promote innovative forms of sharing".

Commercial dimension

Lizzie Richardson noted that sharing economy "constitutes an apparent paradox, framed as both part of the capitalist economy and as an alternative". A distinction can be made between free sharing, such as genuine sharing, and for-profit sharing, often associated with companies such as Uber, Airbnb, and Taskrabbit. Commercial co-options of the 'sharing economy' encompass a wide range of structures including mostly for-profit, and, to a lesser extent, co-operative structures. The sharing economy provides expanded access to products, services and talent beyond one-to-one or singular ownership, which is sometimes referred to as "disownership". Individuals actively participate as users, providers, lenders or borrowers in varied and evolving peer-to-peer exchange schemes.

The usage of the term sharing by for-profit companies has been described as "abuse" and "misuse" of the term, or more precisely, its commodification. In commercial applications, the sharing economy can be considered a marketing strategy more than an actual 'sharing economy' ethos; for example, the company Airbnb has sometimes been described as a platform for individuals to 'share' extra space in their homes, but in reality the space is rented, not shared. Airbnb listings additionally are often owned by property management corporations. This has led to a number of legal challenges, with some jurisdiction ruling, for example, that ride sharing through for-profit services like Uber de facto makes the drivers indistinguishable from regular employees of ride sharing companies. The escrow-like model practiced by several of the largest sharing economy platforms, which facilitate and handle contracting and payments on behalf of their subscribers, further underlines an emphasis on access and transaction rather than on sharing.

Sharing of resources has been known in business-to-business (B2B) like heavy machinery in agriculture and forestry as well as in business-to-consumer (B2C) like self-service laundry. But three major drivers enable consumer-to-consumer (C2C) sharing of resources for a broad variety of new goods and services as well as new industries. First, customer behavior for many goods and services changes from ownership to sharing. Second, online social networks and electronic markets more easily link consumers. And third, mobile devices and electronic services make the use of shared goods and services more convenient.

Importance of trust

In many cases, the sharing economy relies on the will of the users to share, but in order to make an exchange, users have to overcome stranger danger. Access economy organizations say they are committed to building and validating trusted relationships between members of their community, including producers, suppliers, customers or participants. Beyond trusting others, the users of a sharing economy platform also have to trust the platform itself as well as the product at hand.

Size and growth

United States

According to a report by the United States Department of Commerce in June 2016, quantitative research on the size and growth of the sharing economy remains sparse. Growth estimates can be challenging to evaluate due to different and sometimes unspecified definitions about what sort of activity counts as sharing economy transactions. The report noted a 2014 study by PricewaterhouseCoopers, which looked at five components of the sharing economy: travel, car sharing, finance, staffing and streaming. It found that global spending in these sectors totaled about $15 billion in 2014, which was only about 5% of the total spending in those areas. The report also forecasted a possible increase of "sharing economy" spending in these areas to $335 billion by 2025, which would be about 50% of the total spending in these five areas. A 2015 PricewaterhouseCoopers study found that nearly one-fifth of American consumers partake in some type of sharing economy activity. A 2017 report by Diana Farrell and Fiona Greig suggested that at least in the US, sharing economy growth may have peaked.

Europe

A February 2018 study ordered by the European Commission and the Directorate-General for Internal Market, Industry, Entrepreneurship and SMEs indicated the level of collaborative economy development between the EU-28 countries across the transport, accommodation, finance and online skills sectors. The size of the collaborative economy relative to the total EU economy was estimated to be €26.5 billion in 2016. Some experts predict that shared economy could add between €160 to €572 billion to the EU economy in the upcoming years.

China

In China, the sharing economy doubled in 2016, reaching 3.45 trillion yuan ($500 billion) in transaction volume, and was expected to grow by 40% per year on average over the next few years, according to the country's State Information Center. In 2017, an estimated 700 million people used sharing economy platforms.

Russia

According to TIARCENTER and the Russian Association of Electronic Communications, eight key verticals of Russia's sharing economy (C2C sales, odd jobs, car sharing, carpooling, accommodation rentals, shared offices, crowdfunding, and goods sharing) grew 30% to 511 billion rubles ($7.8 billion) in 2018.

Economic effects

The impacts of the access economy in terms of costs, wages and employment are not easily measured and appear to be growing. Various estimates indicate that 30-40% of the U.S. workforce is self-employed, part-time, temporary or freelancers. However, the exact percentage of those performing short-term tasks or projects found via technology platforms was not effectively measured as of 2015 by government sources. In the U.S., one private industry survey placed the number of "full-time independent workers" at 17.8 million in 2015, roughly the same as 2014. Another survey estimated the number of workers who do at least some freelance work at 53.7 million in 2015, roughly 34% of the workforce and up slightly from 2014.

Economists Lawrence F. Katz and Alan B. Krueger wrote in March 2016 that there is a trend towards more workers in alternative (part-time or contract) work arrangements rather than full-time; the percentage of workers in such arrangements rose from 10.1% in 2005 to 15.8% in late 2015. Katz and Krueger defined alternative work arrangements as "temporary help agency workers, on-call workers, contract company workers, and independent contractors or free-lancers". They also estimated that approximately 0.5% of all workers identify customers through an online intermediary; this was consistent with two others studies that estimated the amount at 0.4% and 0.6%.

At the individual transaction level, the removal of a higher overhead business intermediary (say a taxi company) with a lower cost technology platform helps reduce the cost of the transaction for the customer while also providing an opportunity for additional suppliers to compete for the business, further reducing costs. Consumers can then spend more on other goods and services, stimulating demand and production in other parts of the economy. Classical economics argues that innovation that lowers the cost of goods and services represents a net economic benefit overall. However, like many new technologies and business innovations, this trend is disruptive to existing business models and presents challenges for governments and regulators.

For example, should the companies providing the technology platform be liable for the actions of the suppliers in their network? Should persons in their network be treated as employees, receiving benefits such as healthcare and retirement plans? If consumers tend to be higher income persons while the suppliers are lower-income persons, will the lower cost of the services (and therefore lower compensation of the suppliers) worsen income inequality? These are among the many questions the on-demand economy presents.

Cost management and budgeting by providers

Using a personal car to transport passengers or deliveries requires payment, or sufferance, of costs for fees deducted by the dispatching company, fuel, wear and tear, depreciation, interest, taxes, as well as adequate insurance. The driver is typically not paid for driving to an area where fares might be found in the volume necessary for high earnings, or driving to the location of a pickup or returning from a drop-off point. Mobile apps have been written that help a driver be aware of and manage such costs has been introduced.

Effects on infrastructure

Uber, Airbnb, and other companies have had drastic effects on infrastructures such as road congestion and housing. Major cities such as San Francisco and New York City have arguably become more congested due to their use. According to transportation analyst Charles Komanoff, "Uber-caused congestion has reduced traffic speeds in downtown Manhattan by around 8 percent".

Effect on the elderly

The percentage of seniors in the work force has increased from 20.7% in 2009 to 23.1% in 2015, an increase in part attributed to the rise of the access economy.

Benefits

Suggested benefits of the sharing economy include:

Local delivery

An example of grocery delivery in sharing economy is Instakart. It has the same business model as that of sharing economy based companies like Uber, Airbnb, or CanYa. Instacart uses resources that are readily available, and the shoppers shop at existing grocery shops. The contract workers use their personal vehicles to deliver groceries to customers. Instacart manages to keep its cost low as it does not require any infrastructure to store goods. In addition to having contract workers, Instacart allows signing up to be a "personal shopper" for Instacart through its official web page.

Transparent and open data increases innovation

A common premise is that when information about goods is shared (typically via an online marketplace), the value of those goods may increase for the business, for individuals, for the community and for society in general.

Many state, local and federal governments are engaged in open data initiatives and projects such as data.gov. The theory of open or "transparent" access to information enables greater innovation, and makes for more efficient use of products and services, and thus supporting resilient communities.

Unused value is wasted value

Unused value refers to the time over which products, services, and talents lay idle. This idle time is wasted value that business models and organizations that are based on sharing can potentially utilize. The classic example is that the average car is unused 95% of the time. This wasted value can be a significant resource, and hence an opportunity, for sharing economy car solutions. There is also significant unused value in "wasted time", as articulated by Clay Shirky in his analysis of the power of crowds connected by information technology. Many people have unused capacity in the course of their day. With social media and information technology, such people can donate small slivers of time to take care of simple tasks that others need doing. Examples of these crowdsourcing solutions include the for-profit Amazon Mechanical Turk and the non-profit Ushahidi.

Other benefits

Encompassing many of the listed benefits of the sharing economy is the idea of the freelance worker. Through monetizing unused assets, such as renting out a spare guest room on Airbnb, or providing personal services to others, such as becoming a driver with Uber, people are in effect becoming freelance workers. Freelance work entails better opportunities for employment, as well as more flexibility for workers, as people have the ability to pick and choose the time and place of their work. As freelance workers, people can plan around their existing schedules and maintain multiple jobs if needed. Evidence of the appeal to this type of work can be seen from a survey conducted by the Freelancers Union, which shows that around 34% of the U.S. population is involved in freelance work.

According to an article by Margarita Hakobyan, freelance work can also be beneficial for small businesses. During their early developmental stages, many small companies can't afford or aren't in need of full-time departments, but rather require specialized work for a certain project or for a short period of time. With freelance workers offering their services in the sharing economy, firms are able to save money on long-term labor costs and increase marginal revenue from their operations.

Christopher Koopman, an author of a study by George Mason University economists, said the sharing economy "allows people to take idle capital and turn them into revenue sources". He has stated, "People are taking spare bedroom[s], cars, tools they are not using and becoming their own entrepreneurs." Arun Sundararajan, a New York University economist who studies the sharing economy, told a congressional hearing that "this transition will have a positive impact on economic growth and welfare, by stimulating new consumption, by raising productivity, and by catalyzing individual innovation and entrepreneurship".

A study in Intereconomics / The Review of European Economic Policy noted that the sharing economy has the potential to bring many benefits for the economy, while noting that this presupposes that the success of sharing economy services reflects their business models rather than 'regulatory arbitrage' from avoiding the regulation that affects traditional businesses.

An independent data study conducted by Busbud in 2016 compared the average price of hotel rooms with the average price of Airbnb listings in thirteen major cities in the United States. The research concluded that in nine of the thirteen cities, Airbnb rates were lower than hotel rates by an average price of $34.56. A further study conducted by Busbud compared the average hotel rate with the average Airbnb rate in eight major European cities. The research concluded that the Airbnb rates were lower than the hotel rates in six of the eight cities by a factor of $72. Data from a separate study shows that with Airbnb's entry into the market in Austin, Texas hotels were required to lower prices by 6 percent to keep up with Airbnb's lower prices.

Additional benefits include:

  • Reducing negative environmental impacts through decreasing the amount of goods needed to be produced, cutting down on industry pollution (such as reducing the carbon footprint and overall consumption of resources)
  • Strengthening communities
  • Lowering consumer costs by borrowing and recycling items
  • Providing people with access to goods who can't afford buying them or have no interest in long-term usage
  • Increased independence, flexibility and self-reliance by decentralization, the abolition of monetary entry-barriers, and self-organization
  • Increased participatory democracy
  • Accelerating sustainable consumption and production patterns
  • Increased quality of service through rating systems provided by companies involved in the sharing economy
  • Increased flexibility of work hours and wages for independent contractors of the sharing economy
  • Increased quality of service provided by incumbent firms that work to keep up with sharing firms like Uber and Lyft
  • Flexible and convenient work hours: The sharing economy allows workers to set their own hours of work. An Uber driver explains, "the flexibility extends far beyond the hours you choose to work on any given week. Since you don’t have to make any sort of commitment, you can easily take time off for the big moments in your life as well, such as vacations, a wedding, the birth of a child, and more." Workers are able to accept or reject additional work based on their needs while using the commodities they already possess to make money.
  • Low barriers to entry: Depending on their schedules and resources, workers can provide services in more than one area with different companies. This allows workers to relocate and continue earning income. Also, by working for such companies, the transaction costs associated with occupational licenses are significantly lowered. For example, in New York City, taxi drivers must have a special driver's license and undergo training and background checks, while Uber contractors can offer "their services for little more than a background check".
  • Maximum benefit for sellers and buyers: Enables users to improve living standards by eliminating the emotional, physical, and social burdens of ownership. Without the need to maintain a large inventory, deadweight loss is reduced, prices are kept low, all while remaining competitive in the markets.
  • Environmental benefit: Access economies allow the reuse and repurpose of already existing commodities. Under this business model, private owners share the assets they already possess when not in use.
  • Breaking of monopolies: In Zimbabwe, Airbnb, along with other businesses of this type, has led to a rise in consumer benefits stemming from good prices and quality. This model also allows for more opportunities for those that are self-employed.
  • Several academics demonstrated that in 2015, Uber generated $6.8 billion of consumer welfare in the United States.
  • New jobs are created, and products bought, as people acquire items such as cars or apartments to use in the sharing economy activities.

Criticism

Oxford Internet Institute, Economic Geographer, Graham has argued that key parts of the sharing economy impose a new balance of power onto workers. By bringing together workers in low- and high-income countries, gig economy platforms that are not geographically-confined can bring about a 'race to the bottom' for workers.

Relationship to job loss

New York Magazine wrote that the sharing economy has succeeded in large part because the real economy has been struggling. Specifically, in the magazine's view, the sharing economy succeeds because of a depressed labor market, in which "lots of people are trying to fill holes in their income by monetizing their stuff and their labor in creative ways", and in many cases, people join the sharing economy because they've recently lost a full-time job, including a few cases where the pricing structure of the sharing economy may have made their old jobs less profitable (e.g. full-time taxi drivers who may have switched to Lyft or Uber). The magazine writes that "In almost every case, what compels people to open up their homes and cars to complete strangers is money, not trust.... Tools that help people trust in the kindness of strangers might be pushing hesitant sharing-economy participants over the threshold to adoption. But what's getting them to the threshold in the first place is a damaged economy and harmful public policy that has forced millions of people to look to odd jobs for sustenance."

Uber's "audacious plan to replace human drivers" may increase job loss as even freelance driving will be replaced by automation.

However, in a report published in January 2017, Carl Benedikt Frey found that while the introduction of Uber had not led to jobs being lost, but had caused a reduction in the incomes of incumbent taxi drivers of almost 10%. Frey found that the "sharing economy", and Uber, in particular, has had substantial negative impacts on workers wages.

Some people believe the Great Recession led to the expansion of the sharing economy because job losses enhanced the desire for temporary work, which is prevalent in the sharing economy. However, there are disadvantages to the worker; when companies use contract-based employment, the "advantage for a business of using such non-regular workers is obvious: It can lower labor costs dramatically, often by 30 percent, since it is not responsible for health benefits, social security, unemployment or injured workers' compensation, paid sick or vacation leave and more. Contract workers, who are barred from forming unions and have no grievance procedure, can be dismissed without notice".

Treatment of workers as independent contractors and not employees

There is debate over the status of the workers within the sharing economy; whether they should be treated as independent contractors or employees of the companies. This issue seems to be most relevant among sharing economy companies such as Uber. The reason this has become such a major issue is that the two types of workers are treated very differently. Contract workers are not guaranteed any benefits and pay can be below average. However, if they are employees, they are granted access to benefits and pay is generally higher. This has been described as "shifting liabilities and responsibilities" to the workers, while denying them the traditional job security. It has been argued that this trend is de facto "obliterating the achievements of unions thus far in their struggle to secure basic mutual obligations in worker-employer relations".

In Uberland: How the Algorithms are Rewriting the Rules of Work, technology ethnographer Alex Rosenblat argues that Uber's reluctance to classify its drivers as "employees" strips them of their agency as the company's revenue-generating workforce, resulting in lower compensation and, in some cases, risking their safety. In particular, Rosenblat critiques Uber's ratings system, which she argues elevates passengers to the role of "middle managers" without offering drivers the chance to contest poor ratings. Rosenblat notes that poor ratings, or any other number of unspecified breaches of conduct, can result in an Uber driver's "deactivation", an outcome Rosenblat likens to being fired without notice or stated cause. Prosecutors have used Uber's opaque firing policy as evidence of illegal worker misclassification; Shannon Liss-Riordan, an attorney leading a class action lawsuit against the company, claims that "the ability to fire at will is an important factor in showing a company's workers are employees, not independent contractors."

The California Public Utilities Commission filed a case, later settled out of court, that "addresses the same underlying issue seen in the contract worker controversy—whether the new ways of operating in the sharing economy model should be subject to the same regulations governing traditional businesses". Like Uber, Instakart faced similar lawsuits. In 2015, a lawsuit was filed against Instakart alleging the company misclassified a person who buys and delivers groceries as an independent contractor. Instakart had to eventually make all such people as part-time employees and had to accord benefits such as health insurance to those qualifying. This led to Instakart having thousands of employees overnight from zero.

A 2015 article by economists at George Mason University argued that many of the regulations circumvented by sharing economy businesses are exclusive privileges lobbied for by interest groups. Workers and entrepreneurs not connected to the interest groups engaging in this rent-seeking behavior are thus restricted from entry into the market. For example, taxi unions lobbying a city government to restrict the number of cabs allowed on the road prevents larger numbers of drivers from entering the marketplace.

The same research finds that while access economy workers do lack the protections that exist in the traditional economy, many of them cannot actually find work in the traditional economy. In this sense, they are taking advantage of opportunities that the traditional regulatory framework has not been able to provide for them. As the sharing economy grows, governments at all levels are reevaluating how to adjust their regulatory schemes to accommodate these workers.

Benefits not accrued evenly

Andrew Leonard, Evgeny Morozov, criticized the for-profit sector of the sharing economy, writing that sharing economy businesses "extract" profits from their given sector by "successfully [making] an end run around the existing costs of doing business" – taxes, regulations, and insurance. Similarly, In the context of online freelancing marketplaces, there have been worries that the sharing economy could result in a 'race to the bottom' in terms of wages and benefits: as millions of new workers from low-income countries come online.

Susie Cagle wrote that the benefits big sharing economy players might be making for themselves are "not exactly" trickling down, and that the sharing economy "doesn't build trust" because where it builds new connections, it often "replicates old patterns of privileged access for some, and denial for others". William Alden wrote that "The so-called sharing economy is supposed to offer a new kind of capitalism, one where regular folks, enabled by efficient online platforms, can turn their fallow assets into cash machines ... But the reality is that these markets also tend to attract a class of well-heeled professional operators, who outperform the amateurs—just like the rest of the economy".

The local economic benefit of the sharing economy is offset by its current form, which is that huge tech companies reap a great deal of profit in many cases. For example, Uber, which is estimated to be worth $50B as of mid-2015, takes up to 30% commission from the gross revenue of its drivers, leaving many drivers making less than minimum wage. This is reminiscent of a peak Rentier state "which derives all or a substantial portion of its national revenues from the rent of indigenous resources to external clients".

Other issues

  • Companies such as Airbnb and Uber do not share reputation data. Individual behavior on any one platform doesn't transfer to other platforms. This fragmentation has some negative consequences, such as the Airbnb squatters who had previously deceived Kickstarter users to the tune of $40,000. Sharing data between these platforms could have prevented the repeat incident. Business Insider's view is that since the sharing economy is in its infancy, this has been accepted. However, as the industry matures, this will need to change.
  • Giana Eckhardt and Fleura Bardhi say that the access economy promotes and prioritizes cheap fares and low costs rather than personal relationships, which is tied to similar issues in crowdsourcing. For example, consumers reap similar benefits from Zipcar as they would from a hotel. In this example, the primary concern is the low cost. Because of this, the "sharing economy" may not be about sharing but rather about access. Giana Eckhardt and Fleura Bardhi say the "sharing" economy has taught people to prioritize cheap and easy access over interpersonal communication, and the value of going the extra mile for those interactions has diminished.
  • Concentration of power can lead to unethical business practices. By using a software named 'Greyball', Uber was able to make it difficult for regulatory officials to use the application. Another schemes allegedly implemented by Uber includes using its application to show 'phantom' cars nearby to consumers on the app, implying shorter pick-up times than could actually be expected. Uber denied the allegation.
  • Regulations that cover traditional taxi companies but not ridesharing companies can put taxis at a competitive disadvantage. Uber has faced criticism from taxi drivers worldwide due to the increased competition. Uber has also been banned from several jurisdictions due to failure to comply with licensing laws.
  • An umbrella sharing service named Sharing E Umbrella was started in 11 cities across China in 2017 lost almost all of the 300,000 umbrellas placed out for sharing purposes during the first few weeks.
  • Treatment of workers/Lack of employee benefits: Since access economy companies rely on independent contractors, they are not offered the same protections as that of full-time salary employees in terms of workers comp, retirement plans, sick leave, and unemployment. This debate has caused Uber to have to remove their presence in several locations such as Alaska. Uber stirred up a large controversy in Alaska because if Uber drivers were considered registered taxi drivers, that would mean they would be entitled to receiving workers' compensation insurance. However, if they were considered independent contractors they would not receive these same benefits. Due to all of the disputes, Uber pulled services from Alaska. In addition, ride-share drivers’ status continues to be ambiguous when it comes to legal matters. On New Year's Eve in 2013, an off-duty driver for Uber killed a pedestrian while looking for a rider. Since the driver was considered a contractor, Uber would not compensate for the victim's family. The contract states that the service is a matching platform and "the company does not provide transportation services, and ... has no liability for services ... provided by third parties."
  • Quality discrepancies: Since access economy companies rely on independent workers, the quality of service can differ between various individual providers on the same platform. In 2015, Steven Hill from the New America Foundation cited his experience signing up to become a host on Airbnb as simple as uploading a few photos to the website "and within 15 minutes my place was 'live' like an Airbnb rental. No background check, no verifying my ID, no confirming my personal details, no questions asked. Not even any contact with a real human from their trust and safety team. Nothing." However, due to the reputation model, customers are provided with a peer-reviewed rating of the provider and are given a choice of whether to proceed with the transaction.
  • Inadequate liability guarantees: Though some companies offer liability guarantees such as Airbnb's "Host Guarantee" that promises to pay up to 1 million in damages, it is extremely difficult to prove fault.
  • Ownership and usage: The access economy blurs the difference between ownership and usage, which allows for the abuse or neglect of items absent policies.
  • Replacement of small local companies with large international tech companies. For example, taxi companies tend to be locally owned and operated, while Uber is California-based. Therefore, taxi company profits tend to stay local, while some portion of access economy profits flows out of the local community.

Examples

Principles for regulation in the sharing economy

In order to reap the real benefits of a sharing economy and somehow address some issues that revolve around it, there is a great need for the government and policy-makers to create the “right enabling framework based on a set of guiding principles” proposed by the World Economic Forum. These principles are derived from the analysis of global policymaking and consultation with experts. The following are the seven principles for regulation in the sharing economy.

  1. The first principle is creating space for innovation. This entails that “governments need to provide an initially encouraging environment while also building necessary infrastructure to allow for the development of innovation hubs.”
  2. The second principle is that sharing economy should be people centered. This means that policies should be focused on “increasing the overall welfare of the population” as well as “improving the quality of life.”
  3. The third principle is taking a proactive approach. This means that “new business models need to be brought into the mainstream and governments need to make clear frameworks that minimize uncertainty.”
  4. The fourth principle is the assessment of the whole regulatory system which means administrative burdens on exiting systems should be lifted in order to give equal level of access to all actors in the network.
  5. The fifth principle is the data-driven government. Since most sharing economy relies on the use of digital platforms, data can be easily collected, analyzed, and shared which can boost the urban environment through public-private partnerships.
  6. The sixth principle talks about the flexible governance where actors should consider the nature of technology which is fast evolving. This calls for a sustained dialogue with key stakeholders, so all interests and rights are further protected and safeguarded.
  7. The last principle is a shared regulation where all the players should be involved in regulatory discussions as well as in the enforcement of policy.

 

Pain in babies

From Wikipedia, the free encyclopedia

Pain in babies, and whether babies feel pain, has been a large subject of debate within the medical profession for centuries. Prior to the late nineteenth century it was generally considered that babies hurt more easily than adults. It was only in the last quarter of the 20th century that scientific techniques finally established babies definitely do experience pain – probably more than adults – and developed reliable means of assessing and of treating it. As recently as 1999, it was commonly stated that babies could not feel pain until they were a year old, but today it is believed newborns and likely even fetuses beyond a certain age can experience pain.

Effects

There are a number of metabolic and homeostatic changes which result from untreated pain, including an increased requirement for oxygen, accompanied by a reduction in the efficiency of gas exchange in the lungs. This combination can lead to inadequate oxygen supply, resulting in potential hypoxemia. In addition, a rise in stomach acidity accompanies the stress reaction precipitated by pain, and there is a risk of aspirating this into the lungs, further endangering lung integrity and tissue oxygenation. In cases of acute, persistent pain, the metabolism becomes predominantly catabolic, causing reduced efficiency of the immune system and a breakdown of proteins caused by the action of the stress hormones. In combination, healing of damaged or infected tissue may be impaired, and morbidity and mortality increased.

The neuropsychological effect on the bonding between mother and child, on later contact with health professionals, and on personal and social psychological well-being is difficult to quantify. Research suggests that babies exposed to pain in the neonatal period have more difficulty in these areas. Professionals working in the field of neonatal pain have speculated that adolescent aggression and self-destructive behaviour, including suicide, may, in some cases, be attributed to the long-term effects of untreated neonatal pain.

Pathophysiology

The present understanding of pain in babies is largely due to the recognition that the fetal and newborn unmyelinated nerve fibres are capable of relaying information, albeit slower than would be the case with myelinated fibres. At birth a baby has developed the neural pathways for nociception and for experiencing pain, but the pain responses are an immature version of that of an adult. There are a number of differences in both nerve structure and in the quality and extent of nerve response which are considered to be pertinent to understanding neonatal pain.

The nerves of young babies respond more readily to noxious stimuli, with a lower threshold to stimulation, than those of adults. A baby's threshold for sensitization is also substantially decreased, whilst the process involves a much larger area of sensitization with each trauma. The neural pathways that descend from the brain to the spinal cord are not well developed in the newborn, resulting in the ability of the central nervous system to inhibit nociception being more limited than in the adult.

There are also indication that the neonate's nervous system may be much more active than that of an adult, in terms of transforming its connections and central nerve pathways in response to stimuli. The ongoing process of neural pathway development, involving both structural and chemical changes of the nervous system, have been shown to be affected by pain events, both in the short term and potentially into adult life.

Diagnosis

Some of the signs of pain in babies are obvious, requiring no special equipment or training. The baby is crying and irritable when awake, develops a disturbed sleep pattern, feeds poorly, and shows a fearful, distrustful reaction towards care-givers.

The classical International Association for the Study of Pain definition of pain as a subjective, emotional experience that is described in terms of tissue damage, depends on the sufferer being able to self-report pain, which is little use in diagnosing and treating pain in babies. More significant are non-verbal responses, of which there are two kinds: gross physical movements and physiological response measurements. The former are simple direct observation, while the latter requires specific equipment to monitor blood pressure and stress hormone levels.

The cry response is increasingly important, as researchers are now able to differentiate between different kinds of cry: classed as "hungry", "angry", and "fearful or in pain". Interpretation is difficult, however, depending on the sensitivity of the listener, and varies significantly between observers.

Studies have sought additional, visible and easily definable indicators of pain and in particular the high level of pain detected in babies when hungry, compared to pain levels in further developed children. Combinations of crying with facial expressions, posture and movements, aided by physiological measurements, have been tested and found to be reliable indicators. A number of such observational scales have been published and verified. Even with noticeable responses from an infant, the underlying problem may be hidden. Due to the inability to speak or the side effects of the illness, it may be difficult to receive a proper diagnosis, causing infant diagnosis to be one of the hardest to do in the medical field.

Children and Infants’ Postoperative Pain Scale

The Children and Infants Postoperative Pain Scale (ChIPPS) is often used in the assessment of hospitalised babies. The scale requires no special measurements, and is therefore applicable across a wide range of circumstances.

Described in 2000, the scale uses a measurement of five items, each rated as 0, 1, or 2 based on the following parameters:

Item Score 0 Score 1 Score 2
Crying None Moaning Screaming
Facial expression Relaxed smiling Wry mouth Grimacing
Posture of the trunk Neutral Variable Rear up
Posture of the legs Neutral Kicking Tightened
Motor restlessness None Moderate Restless

Total score indicates how the baby should be managed according to the scale:

  • 0–3 No requirement for treating pain,
  • 4–10 Progressively greater need for analgesia.

All observations, both movement and physiological, tend to decrease when pain is persistent, thus rendering the scale unreliable in acute or prolonged cases. In addition, hyperalgesia and allodynia, occur more quickly and more extensively in babies than in adults. Day to day changes in the response to a specific injury may therefore become unpredictable and variable.

Treatment

Where the baby is to undergo some form of planned procedure, health professionals will take steps to reduce pain to a minimum, though in some circumstances it may be not be possible to remove all pain.

In case of illness, accident and post operative pain, a graded sequence of treatment is becoming established as standard practice. Research is making it easier and simpler to provide the necessary care, with a clearer understanding of the risks and possible side effects.

Measures not involving medication

Comforting

Touching, holding, stroking, keeping warm, talking and singing/music are ways in which adults have been comforting babies since the start of human history. This way of managing pain is shared with other primates, where the actions are performed both by female and male adults. Children who are able to verbalise pain report it to be an ineffective strategy and this is assumed to also be true of babies.

While the pain of a procedure may or may not be affected, the fear is visibly reduced. This works to ameliorate the negative effects of fear in health care situations. It is, therefore, considered good practice to involve parents or care-givers directly, having them present and in contact with the baby whenever possible before a minor painful procedure, such as the drawing of blood, or prior to giving a local anaesthetic injection.

Oral stimulation

Breastfeeding, the use of a pacifier and the administration of sugar orally has been proven to reduce the signs of pain in babies. Electroencephalographic changes are reduced by sugar, but the mechanism for this remains unknown; it does not seem to be endorphin mediated. As in comforting, it is unknown whether the physical pain is reduced, or whether it is the level of anxiety which is affected. However, the reduction in pain behaviour is assumed to be accompanied by a reduction in pain-related disorders, both immediate and longer term.

Oral sugar

Sugar taken orally reduces the total crying time but not the duration of the first cry in newborns undergoing a painful procedure (a single lancing of the heel). It does not moderate the effect of pain on heart rate and a recent single study found that sugar did not significantly affect pain-related electrical activity in the brains of newborns one second after the heel lance procedure. Sweet oral liquid moderately reduces the incidence and duration of crying caused by immunization injection in children between one and twelve months of age.

Sensorial Saturation

It is based on the competition of various gentle stimuli with pain transmission to the central nervous system: the so-called gate control theory of pain (proposed by Patrick David Wall and Ronald Melzack in 1965). Sensorial saturation follows a “3Ts” rule: using touch, taste and talk to distract the baby and antagonize pain. In babies treated with Sensorial Saturation, a reduction in crying time and pain score were noted, with respect to a control group and with respect to groups in which only oral sugar, only sucking, or a combination of the two was used. The "3Ts" stimuli (touch, talk, and taste)given throughout the painful procedure increase the well-known analgesic effect of oral sugar. Sensorial Saturation has been included in several international guidelines for analgesia.

Other techniques

Other "old fashioned" techniques are being tested with some success. "Facilitated tucking", swaddling and "kangaroo care" have been shown to reduce the response of babies to painful or distressful circumstances, while a comprehensive technique of nursing, called "developmental care", has been developed for managing pre-term infants.

Measures involving medication

Local anaesthetics

A variety of topical anaesthetic creams have been developed, ranging from single agents with good skin penetration, to eutectic mixtures of agents and technologically modern formulations of lignocaine in microspheres. They are effective in suitable procedures, if correctly and timeously applied. Disadvantages are the slow onset of adequate anaesthesia, inadequate analgesia for larger procedures, and toxicity of absorbed medication.

Local infiltration anaesthesia, the infiltration of anaesthetic agent directly into the skin and subcutaneous tissue where the painful procedure is to be undertaken, may be effectively used to reduce pain after a procedure under general anaesthesia. To reduce the pain of the initial injection, a topical anaesthetic ointment may be applied.

Regional anaesthesia requires the injection of local anaesthetic around the nerve trunks that supply a limb, or into the epidural space surrounding the spinal cord. It is used for pain relief after surgery, but requires special facilities for observation of the baby until the effect has worn out.

Analgesics

As the site of pain in babies is difficult to confirm, analgesics are often advised against until a proper diagnosis has been performed. For all analgesic drugs, the immaturity of the baby’s nervous system and metabolic pathways, the different way in which the drugs are distributed, and the reduced ability of the baby to excrete the drugs though the kidneys make the prescription of dosage important. The potentially harmful side effects of analgesic drugs are the same for babies as they are for adults and are both well known and manageable.

There are three forms of analgesia suitable for the treatment of pain in babies: paracetamol (acetaminophen), the nonsteroidal anti-inflammatory drugs, and the opioids. Paracetamol is safe and effective if given in the correct dosage. The same is true of the nonsteroidal anti-inflammatory drugs, such as ibuprofen (aspirin is seldom used). Of the opioids, morphine and fentanyl are most often used in a hospital setting, while codeine is effective for use at home. Clonidine is thought to have potential to reduce pain in newborn babies but it has yet to be tested in clinical trials.

History

Pre late 19th century

Before the late nineteenth century, babies were considered to be more sensitive to pain than adults. Doris Cope quotes paediatric surgeon Felix Würtz of Basel, writing in 1656:

If a new skin in old people be tender, what is it you think in a newborn Babe? Doth a small thing pain you so much on a finger, how painful is it then to a Child, which is tormented all the body over, which hath but a tender new grown flesh?

Late 19th century

In the late nineteenth, and first half of the twentieth century, doctors were taught that babies did not experience pain, and were treating their young patients accordingly. From needle sticks to tonsillectomies to heart operations were done with no anaesthesia or analgesia, other than muscle relaxation for the surgery. The belief was that in babies the expression of pain was reflexive and, owing to the immaturity of the infant brain, the pain could not really matter.

Cope considers it probable that the belief arose from misinterpretation of discoveries made in the new science of embryology. Dr Paul Flechsig equated the non-myelinisation of much of a baby’s nervous system with an inability to function.

It was generally believed that babies would not remember any pain that they happened to feel, and that lack of conscious memory meant lack of long-term harm. Scientific studies on animals with various brain lesions were interpreted as supporting the idea that the responses seen in babies were merely spinal reflexes. Furthermore, the whole effort of relieving pain was considered futile since it was thought to be impossible to measure the child's pain.

This, coupled with a concern that use of opiates would lead to addiction, and the time and effort needed to provide adequate analgesia to the newborn, contributed to the medical profession's continued practice of not providing pain relief for babies.

Mid-1980s

In the United States, a major change in practice was brought about by events surrounding one operation. Infant Jeffrey Lawson underwent open heart surgery in 1985. His mother, Jill R. Lawson, subsequently discovered that he had been operated on without any anaesthesia, other than a muscle relaxant. She started a vigorous awareness campaign which created such a public, and medical, reaction that by 1987 medical opinion had come full circle.

A number of studies on the measurement of pain in young children, and on ways of reducing the injury response began, and publications on the hormonal and metabolic responses of babies to pain stimuli began to appear, confirming that the provision of adequate anaesthesia and analgesia was better medicine on both humanitarian and physiological grounds.

It is now accepted that the neonate responds more extensively to pain than the adult does, and that exposure to severe pain, without adequate treatment, can have long-term consequences. Despite the difficulty of assessing how much pain a baby is experiencing, and the practical problem of prescribing the correct dosage or technique for treatment, modern medicine is firmly committed to improving the quality of pain relief for the very young.

The effective treatment of pain benefits the baby immediately, reduces some medium-term negative consequences, and likely prevents a number of adult psycho-physiological problems.

Wearable technology

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Wearable technology, wearables, fashion technology, smartwear, tech togs, streetwear tech, skin electronics or fashion electronics are smart electronic devices (electronic device with micro-controllers) that are worn close to and/or on the surface of the skin, where they detect, analyze, and transmit information concerning e.g. body signals such as vital signs, and/or ambient data and which allow in some cases immediate biofeedback to the wearer.

Wearable devices such as activity trackers are an example of the Internet of Things, since "things" such as electronics, software, sensors, and connectivity are effectors that enable objects to exchange data (including data quality) through the internet with a manufacturer, operator, and/or other connected devices, without requiring human intervention.

Wearable technology has a variety of applications which grows as the field itself expands. It appears prominently in consumer electronics with the popularization of the smartwatch and activity tracker. A popular activity tracker called the fit bit is widely used in the fitness industry to track calories and health related goals. A popular smartwatch in the market is the Apple Watch. Apart from commercial uses, wearable technology is being incorporated into navigation systems, advanced textiles, and healthcare. As wearable technology is being proposed for use in critical applications, it has to be vetted for its reliability and security properties.

Watch

History

In the 1500s, German inventor Peter Henlein (1485-1542) created small watches that were worn as necklaces. A century later, pocket watches grew in popularity as waistcoats became fashionable for men. Wristwatches were created in the late 1600s but were worn mostly by women as bracelets.

In the late 1800s, the first wearable hearing aids were introduced.

In 1904, aviator Alberto Santos-Dumont pioneered the modern use of the wristwatch.

In the 1970s, calculator watches became available, reaching the peak of their popularity in the 1980s.

From the early 2000s, wearable cameras were being used as part of a growing sousveillance movement. In 2008, Ilya Fridman incorporated a hidden Bluetooth microphone into a pair of earrings.

In 2010, Fitbit released its first step counter. Wearable technology which tracks information such as walking and heart rate is part of the quantified self movement.

World's First Consumer Released Smart Ring, by McLear/NFC Ring, circa 2013

In 2013 McLear, also known as NFC Ring, released the first widely used advanced wearable device. The smart ring could pay with bitcoin, unlock other devices, transfer personally identifying information, and other features. McLear owns the earliest patent, filed in 2012, which covers all smart rings, with Joseph Prencipe as the sole inventor.

In 2013, one of the first widely available smartwatches was the Samsung Galaxy Gear. Apple followed in 2015 with the Apple Watch.

Prototypes

From 1991 to 1997, Rosalind Picard and her students, Steve Mann and Jennifer Healey, at the MIT Media Lab designed, built, and demonstrated data collection and decision making from "Smart Clothes" that monitored continuous physiological data from the wearer. These "smart clothes", "smart underwear", "smart shoes", and smart jewellery collected data that related to affective state and contained or controlled physiological sensors and environmental sensors like cameras and other devices.

At the same time, also at the MIT Media Lab, Thad Starner and Alex "Sandy" Pentland develop augmented reality. In 1997, their smartglass prototype is featured on 60 Minutes and enables rapid web search and instant messaging. Though the prototype’s glasses are nearly as streamlined as modern smartglasses, the processor was a computer worn in a backpack – the most lightweight solution available at the time.

In 2009, Sony Ericsson teamed up with the London College of Fashion for a contest to design digital clothing. The winner was a cocktail dress with Bluetooth technology making it light up when a call is received.

Zach "Hoeken" Smith of MakerBot fame made keyboard pants during a "Fashion Hacking" workshop at a New York City creative collective.

The Tyndall National Institute in Ireland developed a "remote non-intrusive patient monitoring" platform which was used to evaluate the quality of the data generated by the patient sensors and how the end users may adopt to the technology.

More recently, London-based fashion company CuteCircuit created costumes for singer Katy Perry featuring LED lighting so that the outfits would change color both during stage shows and appearances on the red carpet such as the dress Katy Perry wore in 2010 at the MET Gala in NYC. In 2012, CuteCircuit created the world's first dress to feature Tweets, as worn by singer Nicole Scherzinger.

In 2010, McLear, also known as NFC Ring, developed the first advanced wearables prototype in the world, which was then fundraised on Kickstarter in 2013.

In 2014, graduate students from the Tisch School of Arts in New York designed a hoodie that sent pre-programmed text messages triggered by gesture movements.

Around the same time, prototypes for digital eyewear with heads up display (HUD) began to appear.

The US military employs headgear with displays for soldiers using a technology called holographic optics.

In 2010, Google started developing prototypes of its optical head-mounted display Google Glass, which went into customer beta in March 2013.

Usage

In the consumer space, sales of smart wristbands (aka activity trackers such as the Jawbone UP and Fitbit Flex) started accelerating in 2013. One in five American adults have a wearable device, according to the 2014 PriceWaterhouseCoopers Wearable Future Report. As of 2009, decreasing cost of processing power and other components was facilitating widespread adoption and availability.

In professional sports, wearable technology has applications in monitoring and real-time feedback for athletes. Examples of wearable technology in sport include accelerometers, pedometers, and GPS's which can be used to measure an athlete's energy expenditure and movement pattern.

In cybersecurity and financial technology, secure wearable devices have captured part of the physical security key market. McLear, also known as NFC Ring, and VivoKey developed products with one-time pass secure access control.

In health informatics, wearable devices have enabled better capturing of human health statics for data driven analysis. This has facilitated data-driven machine learning algorithms to analyse the health condition of users.

Modern technologies

The Fitbit, a modern wearable device

On April 16, 2013, Google invited "Glass Explorers" who had pre-ordered its wearable glasses at the 2012 Google I/O conference to pick up their devices. This day marked the official launch of Google Glass, a device intended to deliver rich text and notifications via a heads-up display worn as eyeglasses. The device also had a 5 MP camera and recorded video at 720p. Its various functions were activated via voice command, such as "OK Glass". The company also launched the Google Glass companion app, MyGlass. The first third-party Google Glass App came from the New York Times, which was able to read out articles and news summaries.

However, in early 2015, Google stopped selling the beta "explorer edition" of Glass to the public, after criticism of its design and the $1,500 price tag.

While optical head-mounted display technology remains a niche, two popular types of wearable devices have taken off: smartwatches and activity trackers. In 2012, ABI Research forecast that sales of smartwatches would hit $1.2 million in 2013, helped by the high penetration of smartphones in many world markets, the wide availability and low cost of MEMS sensors, energy efficient connectivity technologies such as Bluetooth 4.0, and a flourishing app ecosystem.

Crowdfunding-backed start-up Pebble reinvented the smartwatch in 2013, with a campaign running on Kickstarter that raised more than $10m in funding. At the end of 2014, Pebble announced it had sold a million devices. In early 2015, Pebble went back to its crowdfunding roots to raise a further $20m for its next-generation smartwatch, Pebble Time, which started shipping in May 2015.

Crowdfunding-backed start-up McLear invented the smart ring in 2013, with a campaign running on Kickstarter that raised more than $300k in funding. McLear was the first mover in wearables technology in introducing payments, bitcoin payments, advanced secure access control, quantified self data collection, biometric data tracking, and monitoring systems for the elderly.

In March 2014, Motorola unveiled the Moto 360 smartwatch powered by Android Wear, a modified version of the mobile operating system Android designed specifically for smartwatches and other wearables. Finally, following more than a year of speculation, Apple announced its own smartwatch, the Apple Watch, in September 2014.

Wearable technology was a popular topic at the trade show Consumer Electronics Show in 2014, with the event dubbed "The Wearables, Appliances, Cars and Bendable TVs Show" by industry commentators. Among numerous wearable products showcased were smartwatches, activity trackers, smart jewelry, head-mounted optical displays and earbuds. Nevertheless, wearable technologies are still suffering from limited battery capacity.

Another field of application of wearable technology is monitoring systems for assisted living and eldercare. Wearable sensors have a huge potential in generating big data, with a great applicability to biomedicine and ambient assisted living. For this reason, researchers are moving their focus from data collection to the development of intelligent algorithms able to glean valuable information from the collected data, using data mining techniques such as statistical classification and neural networks.

Wearable technology can also collect biometric data such as heart rate (ECG and HRV), brainwave (EEG), and muscle bio-signals (EMG) from the human body to provide valuable information in the field of health care and wellness.

Another increasingly popular wearable technology involves virtual reality. VR headsets have been made by a range of manufacturers for computers, consoles, and mobile devices. Recently Google released their headset, the Google Daydream.

In July 2014 a smart technology footwear was introduced in Hyderabad, India. The shoe insoles are connected to a smartphone application that uses Google Maps, and vibrate to tell users when and where to turn to reach their destination.

In addition to commercial applications, wearable technology is being researched and developed for a multitude of uses. The Massachusetts Institute of Technology is one of the many research institutions developing and testing technologies in this field. For example, research is being done to improve haptic technology for its integration into next-generation wearables. Another project focuses on using wearable technology to assist the visually impaired in navigating their surroundings.

As wearable technology continues to grow, it has begun to expand into other fields. The integration of wearables into healthcare has been a focus of research and development for various institutions. Wearables continue to evolve, moving beyond devices and exploring new frontiers such as smart fabrics. Applications involve using a fabric to perform a function such as integrating a QR code into the textile, or performance apparel that increases airflow during exercise.

Wearable technology and health

Samsung Galaxy Watch is designed specifically for sports and health functions, including a step counter and a heart rate monitor.

Wearable technology is often used to monitor a user's health. Given that such a device is in close contact with the user, it can easily collect data. It started as soon as 1980 where first wireless ECG was invented. In the last decades, it shows rapid growth in research of textile-based, tattoo, patch, and contact lenses.

Wearables can be used to collect data on a user's health including:

  • Heart rate
  • Calories burned
  • Steps walked
  • Blood pressure
  • Release of certain biochemicals
  • Time spent exercising
  • Seizures
  • physical strain

These functions are often bundled together in a single unit, like an activity tracker or a smartwatch like the Apple Watch Series 2 or Samsung Galaxy Gear Sport. Devices like these are used for physical training and monitoring overall physical health, as well as alerting to serious medical conditions such as seizures (e.g. Empatica Embrace).

Currently other applications within healthcare are being explored, such as:

  • Forecasting changes in mood, stress, and health
  • Measuring blood alcohol content
  • Measuring athletic performance
  • Monitoring how sick the user is
  • Long-term monitoring of patients with heart and circulatory problems that records an electrocardiogram and is self-moistening
  • Health Risk Assessment applications, including measures of frailty and risks of age-dependent diseases
  • Automatic documentation of care activities.

While wearables can collect data in aggregate form, most of them are limited in their ability to analyze or make conclusions based on this data; thus, most are used primarily for general health information. (An exception is seizure-alerting wearables, which continuously analyze the wearer's data and make a decision about calling for help; the data collected can then provide doctors with objective evidence that they may find useful in diagnoses.) Wearables can account for individual differences, although most just collect data and apply one-size-fits-all algorithms.

Today, there is a growing interest to use wearables not only for individual self-tracking, but also within corporate health and wellness programs. Given that wearables create a massive data trail which employers could repurpose for objectives other than health, more and more research has begun to study the dark side of wearables. Asha Peta Thompson founded Intelligent Textiles Limited, Intelligent Textiles, who create woven power banks and circuitry that can be used in e-uniforms for infantry.

Epidermal (skin) Electronics

Epidermal electronics is an emerging field of wearable technology, termed for their properties and behaviors comparable to those of the epidermis, or outermost layer of the skin. These wearables are mounted directly onto the skin to continuously monitor physiological and metabolic processes, both dermal and subdermal. Wireless capability is typically achieved through battery, Bluetooth or NFC, making these devices convenient and portable as a type of wearable technology. Currently, epidermal electronics are being developed in the fields of fitness and medical monitoring.

Current usage of epidermal technology is limited by existing fabrication processes. Its current application relies on various sophisticated fabrication techniques such as by lithography or by directly printing on a carrier substrate before attaching directly to the body. Research into printing epidermal electronics directly on the skin is currently available as a sole study source.

The significance of epidermal electronics involves their mechanical properties, which resemble those of skin. The skin can be modeled as bilayer, composed of an epidermis having Young's Modulus (E) of 2-80 kPa and thickness of 0.3–3 mm and a dermis having E of 140-600 kPa and thickness of 0.05-1.5 mm. Together this bilayer responds plastically to tensile strains ≥ 30%, below which the skin's surface stretches and wrinkles without deforming. Properties of epidermal electronics mirror those of skin to allow them to perform in this same way. Like skin, epidermal electronics are ultrathin (h < 100 μm), low-modulus (E ~ 70 kPa), and lightweight (<10 mg/cm2), enabling them to conform to the skin without applying strain. Conformal contact and proper adhesion enable the device to bend and stretch without delaminating, deforming or failing, thereby eliminating the challenges with conventional, bulky wearables, including measurement artifacts, hysteresis, and motion-induced irritation to the skin. With this inherent ability to take the shape of skin, epidermal electronics can accurately acquire data without altering the natural motion or behavior of skin. The thin, soft, flexible design of epidermal electronics resembles that of temporary tattoos laminated on the skin. Essentially, these devices are "mechanically invisible" to the wearer.

Epidermal electronics devices may adhere to the skin via van der Waals forces or elastomeric substrates. With only van der Waals forces, an epidermal device has the same thermal mass per unit area (150 mJ/cm2K) as skin, when the skin's thickness is <500 nm. Along with van der Waals forces, the low values of E and thickness are effective in maximizing adhesion because they prevent deformation-induced detachment due to tension or compression. Introducing an elastomeric substrate can improve adhesion but will raise the thermal mass per unit area slightly. Several materials have been studied to produce these skin-like properties, including photolithography patterned serpentine gold nanofilm and patterned doping of silicon nanomembranes.

Entertainment

A fully wearable Walkman music player (W series)

Wearables have expanded into the entertainment space by creating new ways to experience digital media. Virtual reality headsets and augmented reality glasses have come to exemplify wearables in entertainment. The influence of these virtual reality headsets and augmented reality glasses are seen mostly in the gaming industry during the initial days, but are now used in the fields of medicine and education.

Virtual reality headsets such as the Oculus Rift, HTC Vive, and Google Daydream View aim to create a more immersive media experience by either simulating a first-person experience or displaying the media in the user's full field of vision. Television, films, video games, and educational simulators have been developed for these devices to be used by working professionals and consumers. In a 2014 expo, Ed Tang of Avegant presented his "Smart Headphones". These headphones use Virtual Retinal Display to enhance the experience of the Oculus Rift. Some augmented reality devices fall under the category of wearables. Augmented reality glasses are currently in development by several corporations. Snap Inc.'s Spectacles are sunglasses that record video from the user's point of view and pair with a phone to post videos on Snapchat. Microsoft has also delved into this business, releasing Augmented Reality glasses, HoloLens, in 2017. The device explores using digital holography, or holograms, to give the user a first hand experience of Augmented Reality. These wearable headsets are used in many different fields including the military.

Wearable technology has also expanded from small pieces of technology on the wrist to apparel all over the body. There is a shoe made by the company shiftwear that uses a smartphone application to periodically change the design display on the shoe. The shoe is designed using normal fabric but utilizes a display along the midsection and back that shows a design of your choice. The application was up by 2016 and a prototype for the shoes was created in 2017.

Another example of this can be seen with Atari's headphone speakers. Atari and Audiowear are developing a face cap with built in speakers. The cap will feature speakers built into the underside of the brim, and will have Bluetooth capabilities. Jabra has released earbuds, in 2018, that cancel the noise around the user and can toggle a setting called "hearthrough." This setting takes the sound around the user through the microphone and sends it to the user. This gives the user an augmented sound while they commute so they will be able to hear their surroundings while listening to their favorite music. Many other devices can be considered entertainment wearables and need only be devices worn by the user to experience media.

Gaming

The gaming industry has always incorporated new technology. The first technology used for electronic gaming was a controller for Pong. The way users game has continuously evolved through each decade. Currently, the two most common forms of gaming is either using a controller for video game consoles or a mouse and keyboard for PC games.

In 2012, virtual reality headphones were reintroduced to the public. VR headsets were first conceptualized in the 1950s and officially created in the 1960s. The creation of the first virtual reality headset can be credited to Cinematographer Morton Heilig. He created a device known as the Sensorama in 1962. The Sensorama was a videogame like device that was so heavy that it needed to be held up by a suspension device. There has been numerous different wearable technology within the gaming industry from gloves to foot boards. The gaming space has offbeat inventions. In 2016 Sony debuted its first portable, connectable virtual reality headset codenamed Project Morpheus. The device was rebranded for PlayStation in 2018. Early 2019 Microsoft debut their HoloLens 2 that goes beyond just virtual reality into mixed reality headset. Their main focus is to be use mainly by the working class to help with difficult tasks. These headsets are used by educators, scientists, engineers, military personnel, surgeons, and many more. Headsets such as the HoloLens 2 allows the user to see a projected image at multiple angles and interact with the image. This helps gives a hands on experience to the user, which otherwise, they would not be able to get.

Fashion

Fashionable wearables are "designed garments and accessories that combines aesthetics and style with functional technology." Garments are the interface to the exterior mediated through digital technology. It allows endless possibilities for the dynamic customization of apparel. All clothes have social, psychological and physical functions. However, with the use of technology these functions can be amplified. There are some wearables that are called E-textiles. These are the combination of textiles(fabric) and electronic components to create wearable technology within clothing. They are also known as smart textile and digital textile.

Wearables are made from a functionality perspective or from an aesthetic perspective. When made from a functionality perspective, designers and engineers create wearables to provide convenience to the user. Clothing and accessories are used as a tool to provide assistance to the user. Designers and engineers are working together to incorporate technology in the manufacturing of garments in order to provide functionalities that can simplify the lives of the user. For example, through smartwatches people have the ability to communicate on the go and track their health. Moreover, smart fabrics have a direct interaction with the user, as it allows sensing the customers' moves. This helps to address concerns such as privacy, communication and well-being. Years ago, fashionable wearables were functional but not very aesthetic. As of 2018, wearables are quickly growing to meet fashion standards through the production of garments that are stylish and comfortable. Furthermore, when wearables are made from an aesthetic perspective, designers explore with their work by using technology and collaborating with engineers. These designers explore the different techniques and methods available for incorporating electronics in their designs. They are not constrained by one set of materials or colors, as these can change in response to the embedded sensors in the apparel. They can decide how their designs adapt and responds to the user.

In 1967 French fashion designer Pierre Cardin, known for his futuristic designs created a collection of garments entitled "robe electronique" that featured a geometric embroidered pattern with LEDs (light emitting diodes). Pierre Cardin unique designs were featured in an episode of the Jetsons animated show where one of the main characters demonstrates how her luminous "Pierre Martian" dress works by plugging it into the mains. An exhibition about the work of Pierre Cardin was recently on display at the Brooklyn Museum in New York.

In 1968, the Museum of Contemporary Craft in New York City held an exhibition named Body Covering which presented the infusion of technological wearables with fashion. Some of the projects presented were clothing that changed temperature, and party dresses that light up and produce noises, among others. The designers from this exhibition creatively embedded electronics into the clothes and accessories to create these projects. As of 2018, fashion designers continue to explore this method in the manufacturing of their designs by pushing the limits of fashion and technology.

House of Holland and NFC Ring

McLear, also known as NFC Ring, in partnership with the House of Henry Holland and Visa Europe Collab, showcased an event entitled "Cashless on the Catwalk" at the Collins Music Hall in Islington. Celebrities walking through the event could make purchases for the first time in history from a wearable device using McLear's NFC Rings by tapping the ring on a purchase terminal.

CuteCircuit

CuteCircuit pioneered the concept of interactive and app-controlled fashion with the creation in 2008 of the Galaxy Dress (part of the permanent collection of the Museum of Science and Industry in Chicago, US) and in 2012 of the tshirtOS (now infinitshirt). CuteCircuit fashion designs can interact and change colour providing the wearer a new way of communicating and expressing their personality and style. CuteCircuit's designs have been worn on the red carpet by celebrities such as Katy Perry and Nicole Scherzinger. and are part of the permanent collections of the Museum of Fine Arts in Boston.

Project Jacquard

Project Jacquard, a Google project led by Ivan Poupyrev, has been combining clothing with technology. Google collaborated with Levi Strauss to create a jacket that has touch-sensitive areas that can control a smartphone. The cuff-links are removable and charge in a USB port.

Intel & Chromat

Intel partnered with the brand Chromat to create a sports bra that responds to changes in the body of the user, as well as a 3D printed carbon fiber dress that changes color based on the user's adrenaline levels. Intel also partnered with Google and TAG Heuer to make a smart watch.

Iris van Herpen

Iris Van Herpen's water dress

Smart fabrics and 3D printing have been incorporated in high fashion by the designer Iris van Herpen. Van Herpen was the first designer to incorporate 3D printing technology of rapid prototyping into the fashion industry. The Belgian company Materialise NV collaborates with her in the printing of her designs.

Manufacturing Process of E-textiles

There are several methods which companies manufacture e-textiles from fiber to garment and the insertion of electronics to the process. One of the methods being developed is when stretchable circuits are printed right into a fabric using conductive ink. The conductive ink uses metal fragments in the ink to become electrically conductive. Another method would be using conductive thread or yarn. This development includes the coating of non-conductive fiber (like Polyester PET) with conductive material such as metal like gold or silver to produce coated yarns or in order to produce an e-textile.

Common fabrication techniques for e-textiles include the following traditional methods:

  • Embroidery
  • Sewing
  • Weaving
  • Non-woven
  • Knitting
  • Spinning
  • Breading
  • Coating
  • Printing
  • Laying

Military

Wearable technology within the military ranges from educational purposes, training exercises and sustainability technology.

The technology used for educational purposes within the military are mainly wearables that tracks a soldier's vitals. By tracking a soldier's heart rate, blood pressure, emotional status, etc. helps the research and development team best help the soldiers. According to chemist, Matt Coppock, he has started to enhance a soldier's lethality by collecting different biorecognition receptors. By doing so it will eliminate emerging environmental threats to the soldiers.

With the emergence of virtual reality it is only natural to start creating simulations using VR. This will better prepare the user for whatever situation they are training for. In the military there are combat simulations that soldiers will train on. The reason the military will use VR to train its soldiers is because it is the most interactive/immersive experience the user will feels without being put in a real situation. Recent simulations include a soldier wearing a shock belt during a combat simulation. Each time they are shot the belt will release a certain amount of electricity directly to the user's skin. This is to simulate a shot wound in the most humane way possible.

There are many sustainability technologies that military personnel wear in the field. One of which is a boot insert. This insert gauges how soldiers are carrying the weight of their equipment and how daily terrain factors impact their mission panning optimization. These sensors will not only help the military plan the best timeline but will help keep the soldiers at best physical/mental health.

Issues and concerns

The FDA drafted a guidance for low risk devices advises that personal health wearables are general wellness products if they only collect data on weight management, physical fitness, relaxation or stress management, mental acuity, self-esteem, sleep management, or sexual function. This was due to the privacy risks that were surrounding the devices. As more and more of the devices were being used as well as improved soon enough these devices would be able to tell if a person is showing certain health issues and give a course of action. With the rise of these devices being consumed so to the FDA drafted this guidance in order to decrease risk of a patient in case the app doesn't function properly. It is argued the ethics of it as well because although they help track health and promote independence there is still an invasion of privacy that ensues to gain information. This is due to the huge amounts of data that has to be transferred which could raise issues for both the user and the companies if a third partied gets access to this data. There was an issue with the google glass that was used by surgeons in order to track vital signs of a patient where it had privacy issues relating to third party use of non-consented information. The issue is consent as well when it comes to wearable technology because it gives the ability to record and that is an issue when permission is not asked when a person is being recorded.

Compared to smart phones, wearable devices pose several new reliability challenges to device manufacturers and software developers. Limited display area, limited computing power, limited volatile and non-volatile memory, non-conventional shape of the devices, abundance of sensor data, complex communication patterns of the apps, and limited battery size—all these factors can contribute to salient software bugs and failure modes, such as, resource starvation or device hangs. Moreover, since many of the wearable devices are used for health purposes (either monitoring or treatment), their accuracy and robustness issues can give rise to safety concerns. Some tools have been developed to evaluate the reliability and the security properties of these wearable devices. The early results point to a weak spot of wearable software whereby overloading of the devices, such as through high UI activity, can cause failures.

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