Search This Blog

Wednesday, May 18, 2022

Retrofuturism

From Wikipedia, the free encyclopedia

Retrofuturistic depiction of a flying locomotive, in a dieselpunk style reminiscent of the early 1940s
 
Proposed high speed ocean express ("Ozeanriese im Jahre 2.000") as in the year 2000, 1931 (Hamburg - New York in 40 hours).
 
Hotel on tracks ("Reisehotel") as in the year 2000, 1898
 
Sailing ship airborne ("White Cruiser of the clouds"), 1902

Retrofuturism (adjective retrofuturistic or retrofuture) is a movement in the creative arts showing the influence of depictions of the future produced in an earlier era. If futurism is sometimes called a "science" bent on anticipating what will come, retrofuturism is the remembering of that anticipation. Characterized by a blend of old-fashioned "retro styles" with futuristic technology, retrofuturism explores the themes of tension between past and future, and between the alienating and empowering effects of technology. Primarily reflected in artistic creations and modified technologies that realize the imagined artifacts of its parallel reality, retrofuturism can be seen as "an animating perspective on the world".

Etymology

According to the Oxford English Dictionary, an early use of the term appears in a Bloomingdales advertisement in a 1983 issue of The New York Times. The ad talks of jewellery that is "silverized steel and sleek grey linked for a retro-futuristic look". In an example more related to retrofuturism as an exploration of past visions of the future, the term appears in the form of “retro-futurist” in a 1984 review of the film Brazil in The New Yorker. Critic Pauline Kael writes, "[Terry Gilliam] presents a retro-futurist fantasy."

Several websites have referenced a supposed 1967 book published by Pelican Books called Retro-Futurism by T. R. Hinchliffe as the origin of the term, but this account is unverified. There exist no records of this book or author.

Historiography

Retrofuturism builds on ideas of futurism, but the latter term functions differently in several different contexts. In avant-garde artistic, literary and design circles, futurism is a long-standing and well established term. But in its more popular form, futurism (sometimes referred to as futurology) is "an early optimism that focused on the past and was rooted in the nineteenth century, an early-twentieth-century 'golden age' that continued long into the 1960s' Space Age".

Retrofuturism is first and foremost based on modern but changing notions of "the future". As Guffey notes, retrofuturism is "a recent neologism", but it "builds on futurists' fevered visions of space colonies with flying cars, robotic servants, and interstellar travel on display there; where futurists took their promise for granted, retro-futurism emerged as a more skeptical reaction to these dreams". It took its current shape in the 1970s, a time when technology was rapidly changing. From the advent of the personal computer to the birth of the first test tube baby, this period was characterized by intense and rapid technological change. But many in the general public began to question whether applied science would achieve its earlier promise—that life would inevitably improve through technological progress. In the wake of the Vietnam War, environmental depredations, and the energy crisis, many commentators began to question the benefits of applied science. But they also wondered, sometimes in awe, sometimes in confusion, at the scientific positivism evinced by earlier generations. Retrofuturism "seeped into academic and popular culture in the 1960s and 1970s", inflecting George Lucas's Star Wars and the paintings of pop artist Kenny Scharf alike". Surveying the optimistic futurism of the early twentieth century, the historians Joe Corn and Brian Horrigan remind us that retrofuturism is "a history of an idea, or a system of ideas—an ideology. The future, or course, does not exist except as an act of belief or imagination."

Characteristics

Retrofuturism incorporates two overlapping trends which may be summarized as the future as seen from the past and the past as seen from the future.

The first trend, retrofuturism proper, is directly inspired by the imagined future which existed in the minds of writers, artists, and filmmakers in the pre-1960 period who attempted to predict the future, either in serious projections of existing technology (e.g. in magazines like Science and Invention) or in science fiction novels and stories. Such futuristic visions are refurbished and updated for the present, and offer a nostalgic, counterfactual image of what the future might have been, but is not.

The second trend is the inverse of the first: futuristic retro. It starts with the retro appeal of old styles of art, clothing, mores, and then grafts modern or futuristic technologies onto it, creating a mélange of past, present, and future elements. Steampunk, a term applying both to the retrojection of futuristic technology into an alternative Victorian age, and the application of neo-Victorian styles to modern technology, is a highly successful version of this second trend. In the movie Space Station 76 (2014), mankind has reached the stars, but clothes, technology, furnitures and above all social taboos are purposely highly reminiscent of the mid-1970s.

In practice, the two trends cannot be sharply distinguished, as they mutually contribute to similar visions. Retrofuturism of the first type is inevitably influenced by the scientific, technological, and social awareness of the present, and modern retrofuturistic creations are never simply copies of their pre-1960 inspirations; rather, they are given a new (often wry or ironic) twist by being seen from a modern perspective.

In the same way, futuristic retro owes much of its flavor to early science fiction (e.g. the works of Jules Verne and H. G. Wells), and in a quest for stylistic authenticity may continue to draw on writers and artists of the desired period.

Both retrofuturistic trends in themselves refer to no specific time. When a time period is supplied for a story, it might be a counterfactual present with unique technology; a fantastic version of the future; or an alternate past in which the imagined (fictitious or projected) inventions of the past were indeed real.

The import of retrofuturism has, in recent years, come under considerable discussion. Some, like the German architecture critic Niklas Maak, see retrofuturism as "nothing more than an aesthetic feedback loop recalling a lost belief in progress, the old images of the once radically new". Bruce McCall calls retrofuturism a "faux nostalgia"—the nostalgia for a future that never happened.

Themes

Although retrofuturism, due to the varying time-periods and futuristic visions to which it alludes, does not provide a unified thematic purpose or experience, a common thread is dissatisfaction or discomfort with the present, to which retrofuturism provides a nostalgic contrast.

A similar theme is dissatisfaction with the modern world itself. A world of high-speed air transport, computers, and space stations is (by any past standard) "futuristic"; yet the search for alternative and perhaps more promising futures suggests a feeling that the desired or expected future has failed to materialize. Retrofuturism suggests an alternative path, and in addition to pure nostalgia, may act as a reminder of older but now forgotten ideals. This dissatisfaction also manifests as political commentary in Retrofuturistic literature, in which visionary nostalgia is paradoxically linked to a utopian future modelled after conservative values as seen in the example of Fox News' use of BioShock's aesthetic in a 2014 broadcast.

Retrofuturism also implies a reevaluation of technology. Unlike the total rejection of post-medieval technology found in most fantasy genres, or the embrace of any and all possible technologies found in some science-fiction, retrofuturism calls for a human-scale, largely comprehensible technology, amenable to tinkering and less opaque than modern black-box technology.

Retrofuturism is not universally optimistic, and when its points of reference touch on gloomy periods like World War II, or the paranoia of the Cold War, it may itself become bleak and dystopian. In such cases, the alternative reality inspires fear, not hope, though it may still be coupled with nostalgia for a world of greater moral as well as mechanical transparency.

Genres

Genres of retrofuturism include cyberpunk, steampunk, dieselpunk, atompunk, and Raygun Gothic, each referring to a technology from a specific time period.

The first of these to be named and recognized as its own genre was cyberpunk, originating in the early to mid-1980s in literature with the works of Bruce Bethke, William Gibson, Bruce Sterling, and Pat Cadigan. Its setting is almost always a dystopian future, with a strong emphasis either upon outlaws hacking the futuristic world's machinery (often computers and computer networks), or even upon post-apocalyptic settings. The post-apocalyptic variant is the one usually associated with retrofuturism, where characters will rely upon a mixture of old and new technologies. Furthermore, synthwave and vaporwave are nostalgic, humorous and often retrofuturistic revivals of early cyberpunk aesthetic.

The second to be named and recognized was steampunk, in the late 1980s. It is generally more optimistic and brighter than cyberpunk, set within an alternate history closely resembling our Long 19th century from circa the Regency era onwards and up to circa 1914, only that 20th-century or even futuristic technologies are based upon steam power. The genre themes also often involve references to electricity as a yet-as-of-now mysterious force that is considered the utopian power source of the future and sometimes even regarded as possessing mystical healing powers (much as with nuclear energy around the middle of the 20th century). The genre often strongly resembles the original scientific romances and utopic novels of genre predecessors H. G. Wells and Jules Verne, and began in its modern form with literature such as Mervyn Peake's Titus Alone (1959), Ronald W. Clark's Queen Victoria's Bomb (1967), Michael Moorcock's A Nomad of the Time Streams series (1971–1981), K. W. Jeter's Morlock Night (1979), and William Gibson & Bruce Sterling's The Difference Engine (1990), and with films such as The Time Machine (1960) or Castle in the Sky (1986). A notable early example of steampunk in comics is the Franco-Belgian graphic novel series Les Cités obscures, started by its creators François Schuiten and Benoît Peeters in the early 1980s. At times, steampunk as a genre crosses into that of Weird West.

The most recently named and recognized retrofuturistic genre is dieselpunk aka decodence (the term dieselpunk is often associated with a more pulpish form and decodence, named after the contemporary art movement of Art Deco, with a more sophisticated form), set in alternate versions of an era located circa in the period of the 1920s–1950s. Early examples include the 1970s concept albums, their designs and marketing materials of the German band Kraftwerk (see below), the comic-book character Rocketeer (first appearing in his own series in 1982), the Fallout series of video games, and films such as Brazil (1985), Batman (1989), The Rocketeer (1991), Batman Returns (1992), The Hudsucker Proxy (1994), The City of Lost Children (1995), and Dark City (1998). Especially the lower end of the genre strongly mimic the pulp literature of the era (such as the 2004 film Sky Captain and the World of Tomorrow), and films of the genre often reference the cinematic styles of film noir and German Expressionism. At times, the genre overlaps with the alternate history genre of a different World War II, such as with an Axis victory.

Design and arts

Although loosely affiliated with early-twentieth century Futurism, retrofuturism draws from a wider range of sources. To be sure, retrofuturist art and literature often draws from the factories, buildings, cities, and transportation systems of the machine age. But it might be said that 20th century futuristic vision found its ultimate expression in the development of Googie or Populuxe design. As applied to fiction, this brand of retrofuturistic visual style began to take shape in William Gibson's short story "The Gernsback Continuum". Here and elsewhere it is referred to as Raygun Gothic, a catchall term for a visual style that incorporates various aspects of the Googie, Streamline Moderne, and Art Deco architectural styles when applied to retrofuturistic science fiction environments.

Although Raygun Gothic is most similar to the Googie or Populuxe style and sometimes synonymous with it, the name is primarily applied to images of science fiction. The style is also still a popular choice for retro sci-fi in film and video games. Raygun Gothic's primary influences include the set designs of Kenneth Strickfaden and Fritz Lang. The term was coined by William Gibson in his story "The Gernsback Continuum": "Cohen introduced us and explained that Dialta [a noted pop-art historian] was the prime mover behind the latest Barris-Watford project, an illustrated history of what she called 'American Streamlined Modern'. Cohen called it 'raygun Gothic'. Their working title was The Airstream Futuropolis: The Tomorrow That Never Was."

Aspects of this form of retrofuturism can also be associated with the late 1970s and early 1980s the neo-Constructivist revival that emerged in art and design circles. Designers like David King in the UK and Paula Scher in the US imitated the cool, futuristic look of the Russian avant-garde in the years following the Russian Revolution.

With three of their 1970s albums, German band Kraftwerk tapped into a larger retrofuturist vision, by combining their futuristic pioneering electronic music with nostalgic visuals. Kraftwerk's retro-futurism in their 1970s visual language has been referred to by German literary critic Uwe Schütte, a reader at Aston University, Birmingham, as "clear retro-style", and in the 2008 three-hour documentary Kraftwerk and the Electronic Revolution, Irish-British music scholar Mark J. Prendergast refers to Kraftwerk's peculiar "nostalgia for the future" clearly referencing "an interwar [progressive] Germany that never was but could've been, and now [due to their influence as a band] hopefully could happen again". Design historian Elizabeth Guffey has written that if Kraftwerk's machine imagery was lifted from Russian design motifs that were once considered futuristic, they also presented a "compelling, if somewhat chilling, vision of the world in which musical ecstasy is rendered cool, mechanical and precise." Kraftwerk's three retrofuturist albums are:

  • Kraftwerk's 1975 album Radio-Activity showed a contemporary 1930s radio on the cover, its inlay (which for its later CD re-release was widely expanded as a booklet illustrated in the same nostalgic style) showed the band photographed in black and white with old-fashioned suits and hairdos, and the music in its instrumentation as well as its ambiguous lyrics were (besides the other obvious theme of nuclear decay and nuclear power referenced by the album's titular pun) in hommage to the "Radio Stars", that is the pioneers of electronic music of the first half of the 20th century, such as Guglielmo Marconi, Léon Theremin, Pierre Schaeffer, and Karlheinz Stockhausen (due to whom the band referred to themselves as but the "second generation" of electronic music).
  • The European version of the band's 1977 album Trans-Europe Express had a similar 1930s-style black and white photo of the band members on the cover (the U.S. version even had a cover of a vintage-style colored photograph in the style of Golden Age Hollywood stars), the style of the sleeve design as well as the design of promotional material tying in with the album were influenced by Bauhaus, Art Deco, and Streamline Moderne, the record came with a large, hand-tinted black and white poster of the band members in early-1930s style suits (where band member Karl Bartos later said in Kraftwerk and the Electronic Revolution that their intention was to visually resemble "an interwar string orchestra electrified" and that the background was meant to be a pictorial Switzerland where the band was making a resting stop in-between two legs of their European tour on the eponymous Trans-Europe Express), the song lyrics referenced the "elegance and decadence" of an urban interwar Europe, and in the promo clip made for the album's title song (shot in black and white on purpose) and other promotional material, the eponymous Trans-Europe Express was portrayed by the Schienenzeppelin first employed by the Deutsche Reichsbahn in 1931 (footage of the large original was used in outdoor shots, and a miniature model of it was used for shots where the TEE moved through a futuristic cityscape strongly reminiscent of Fritz Lang's 1927 film Metropolis).
  • The cover and sleeve design of the 1978 album The Man-Machine exhibits an obvious stylistic nod to the Constructivism of 1920s artists such as El Lissitzky, Alexander Rodchenko, and László Moholy-Nagy (due to which band members have also referred to it as "the Russian album"), and one song references the film Metropolis again. From this album on, Kraftwerk would also use their "show-room dummies" aka robot lookalikes on stage and in promotional material and increase the use of slightly campish make-up on band members that also resembled 1920s' expressionist make-up that to a lesser degree had already appeared in the promotional material for their 1977 album Trans-Europe Express.

From their 1981 album Computer World onwards, Kraftwerk have largely abandoned their retro notions and appear mainly futuristic only. The only references to their earlier retro style today appear in excerpts from their 1970s' promo clips that are projected in between more modern segments in their stage shows during the performance of these old song.

Fashion

Retrofuturistic clothing is a particular imagined vision of the clothing that might be worn in the distant future, typically found in science fiction and science fiction films of the 1940s onwards, but also in journalism and other popular culture. The garments envisioned have most commonly been either one-piece garments, skin-tight garments, or both, typically ending up looking like either overalls or leotards, often worn together with plastic boots. In many cases, there is an assumption that the clothing of the future will be highly uniform.

The cliché of futuristic clothing has now become part of the idea of retrofuturism. Futuristic fashion plays on these now-hackneyed stereotypes, and recycles them as elements into the creation of real-world clothing fashions.

"We've actually seen this look creeping up on the runway as early as 1995, though it hasn't been widely popular or acceptable street wear even through 2008," said Brooke Kelley, fashion editor and Glamour magazine writer. "For the last 20 years, fashion has reviewed the times of past, decade by decade, and what we are seeing now is a combination of different eras into one complete look. Future fashion is a style beyond anything we've yet dared to wear, and it's going to be a trend setter's paradise."

Architecture

An example in Shanghai of a retrofuturistic design in architecture

Retrofuturism has appeared in some examples of postmodern architecture. To critics such as Niklas Maak, the term suggests that the "future style" is "a mere quotation of its own iconographic tradition" and retrofuturism is little more than "an aesthetic feedback loop" In the example seen at right, the upper portion of the building is not intended to be integrated with the building but rather to appear as a separate object—a huge flying saucer-like space ship only incidentally attached to a conventional building. This appears intended not to evoke an even remotely possible future, but rather a past imagination of that future, or a reembracing of the futuristic vision of Googie architecture.

The Theme Building at Los Angeles International Airport resembles a landed spacecraft

The once-futuristic Los Angeles International Airport Theme Building was built in 1961 as an expression of the then new jet and space ages, incorporating what later came to be known as Googie and Populuxe design elements. Plans unveiled in 2008 for LAX's expansion featured retrofuturist flying-saucer/spaceship themes in proposals for new terminals and concourses.

Video games

Retrofuturism has been also applied to video games, such as the following:

Music

  • Modern electro style, influenced by Detroit-based artist in the early 80s (such as Drexciya, Aux 88, Cybotron). This style blend old analog gear (Roland Tr-808 and synths) and sampling methods from the 80's with modern approach of electro. The records labels involved in this journey are AMZS Recording, Gosu, Osman, Traffic Records and many others.
  • Canadian band Alvvays's music video, "Dreams Tonite", which includes archival footage of Montreal's Expo 67 was described by the band as "fetishizing retro-futurism".
  • English band Electric Light Orchestra released their concept album "Time" in 1981. This album follows a man who wakes up in the year 2095 and how he reacts to this sudden change as well as his longing to be back in 1981. There are multiple descriptions of life and what technology is like in 2095.

Film

Wearable computer

From Wikipedia, the free encyclopedia
 
Smartwatches are an example of a wearable computer.

A wearable computer, also known as a wearable or body-borne computer, is a computing device worn on the body. The definition of 'wearable computer' may be narrow or broad, extending to smartphones or even ordinary wristwatches.

Wearables may be for general use, in which case they are just a particularly small example of mobile computing. Alternatively, they may be for specialized purposes such as fitness trackers. They may incorporate special sensors such as accelerometers, heart rate monitors, or on the more advanced side, electrocardiogram (ECG) and blood oxygen saturation (SpO2) monitors. Under the definition of wearable computers, we also include novel user interfaces such as Google Glass, an optical head-mounted display controlled by gestures. It may be that specialized wearables will evolve into general all-in-one devices, as happened with the convergence of PDAs and mobile phones into smartphones.

Wearables are typically worn on the wrist (e.g. fitness trackers), hung from the neck (like a necklace), strapped to the arm or leg (smartphones when exercising), or on the head (as glasses or a helmet), though some have been located elsewhere (e.g. on a finger or in a shoe). Devices carried in a pocket or bag – such as smartphones and before them pocket calculators and PDAs, may or may not be regarded as 'worn'.

Wearable computers have various technical issues common to other mobile computing, such as batteries, heat dissipation, software architectures, wireless and personal area networks, and data management. Many wearable computers are active all the time, e.g. processing or recording data continuously.

Applications

Smartphones and smartwatches

Wearable computers are not only limited to computers such as fitness trackers that are worn on wrists; they also include wearables such as heart pacemakers and other prosthetics. They are used most often in research that focuses on behavioral modeling, health monitoring systems, IT and media development, where the person wearing the computer actually moves or is otherwise engaged with his or her surroundings. Wearable computers have been used for the following:

Wearable computing is the subject of active research, especially the form-factor and location on the body, with areas of study including user interface design, augmented reality, and pattern recognition. The use of wearables for specific applications, for compensating disabilities or supporting elderly people steadily increases.

Operating systems

The dominant operating systems for wearable computing are:

  • Wear OS (previously known as Android Wear) from Google
  • watchOS from Apple
  • Tizen OS from Samsung (there was an announcement in May 2021 that Wear OS and Tizen OS will merge and will be called simply Wear.)

History

Evolution of Steve Mann's WearComp wearable computer from backpack based systems of the 1980s to his current covert systems

Due to the varied definitions of wearable and computer, the first wearable computer could be as early as the first abacus on a necklace, a 16th-century abacus ring, a wristwatch and 'finger-watch' owned by Queen Elizabeth I of England, or the covert timing devices hidden in shoes to cheat at roulette by Thorp and Shannon in the 1960s and 1970s.

However, a general-purpose computer is not merely a time-keeping or calculating device, but rather a user-programmable item for arbitrary complex algorithms, interfacing, and data management. By this definition, the wearable computer was invented by Steve Mann, in the late 1970s:

Steve Mann, a professor at the University of Toronto, was hailed as the father of the wearable computer and the ISSCC's first virtual panelist, by moderator Woodward Yang of Harvard University (Cambridge Mass.).

— IEEE ISSCC 8 Feb. 2000

The development of wearable items has taken several steps of miniaturization from discrete electronics over hybrid designs to fully integrated designs, where just one processor chip, a battery and some interface conditioning items make the whole unit.

1500s

Queen Elizabeth I of England received a watch from Robert Dudley in 1571, as a New Year present; it may have been worn on the forearm rather than the wrist. She also possessed a 'finger-watch' set in a ring, with an alarm that prodded her finger.

1600s

The Qing Dynasty saw the introduction of a fully functional abacus on a ring, which could be used while it was being worn.

1960s

In 1961, mathematicians Edward O. Thorp and Claude Shannon built some computerized timing devices to help them win at a game of roulette. One such timer was concealed in a shoe and another in a pack of cigarettes. Various versions of this apparatus were built in the 1960s and 1970s.

Thorp refers to himself as the inventor of the first "wearable computer" In other variations, the system was a concealed cigarette-pack sized analog computer designed to predict the motion of roulette wheels. A data-taker would use microswitches hidden in his shoes to indicate the speed of the roulette wheel, and the computer would indicate an octant of the roulette wheel to bet on by sending musical tones via radio to a miniature speaker hidden in a collaborator's ear canal. The system was successfully tested in Las Vegas in June 1961, but hardware issues with the speaker wires prevented it from being used beyond test runs. This was not a wearable computer because it could not be re-purposed during use; rather it was an example of task-specific hardware. This work was kept secret until it was first mentioned in Thorp's book Beat the Dealer (revised ed.) in 1966 and later published in detail in 1969.

1970s

Pocket calculators became mass-market devices from 1970, starting in Japan. Programmable calculators followed in the late 1970s, being somewhat more general-purpose computers. The HP-01 algebraic calculator watch by Hewlett-Packard was released in 1977.

A camera-to-tactile vest for the blind, launched by C.C. Collins in 1977, converted images into a 1024-point, ten-inch square tactile grid on a vest.

1980s

The 1980s saw the rise of more general-purpose wearable computers. In 1981, Steve Mann designed and built a backpack-mounted 6502-based wearable multimedia computer with text, graphics, and multimedia capability, as well as video capability (cameras and other photographic systems). Mann went on to be an early and active researcher in the wearables field, especially known for his 1994 creation of the Wearable Wireless Webcam, the first example of Lifelogging.

Seiko Epson released the RC-20 Wrist Computer in 1984. It was an early smartwatch, powered by a computer on a chip.

In 1989, Reflection Technology marketed the Private Eye head-mounted display, which scans a vertical array of LEDs across the visual field using a vibrating mirror. This display gave rise to several hobbyist and research wearables, including Gerald "Chip" Maguire's IBM/Columbia University Student Electronic Notebook, Doug Platt's Hip-PC, and Carnegie Mellon University's VuMan 1 in 1991.

The Student Electronic Notebook consisted of the Private Eye, Toshiba diskless AIX notebook computers (prototypes), a stylus based input system and a virtual keyboard. It used direct-sequence spread spectrum radio links to provide all the usual TCP/IP based services, including NFS mounted file systems and X11, which all ran in the Andrew Project environment.

The Hip-PC included an Agenda palmtop used as a chording keyboard attached to the belt and a 1.44 megabyte floppy drive. Later versions incorporated additional equipment from Park Engineering. The system debuted at "The Lap and Palmtop Expo" on 16 April 1991.

VuMan 1 was developed as part of a Summer-term course at Carnegie Mellon's Engineering Design Research Center, and was intended for viewing house blueprints. Input was through a three-button unit worn on the belt, and output was through Reflection Tech's Private Eye. The CPU was an 8 MHz 80188 processor with 0.5 MB ROM.

1990s

In the 1990s PDAs became widely used, and in 1999 were combined with mobile phones in Japan to produce the first mass-market smartphone.

Timex Datalink USB Dress edition with Invasion video game. The watch crown (icontrol) can be used to move the defender left to right and the fire control is the Start/Split button on the lower side of the face of the watch at 6 o' clock.

In 1993, the Private Eye was used in Thad Starner's wearable, based on Doug Platt's system and built from a kit from Park Enterprises, a Private Eye display on loan from Devon Sean McCullough, and the Twiddler chording keyboard made by Handykey. Many iterations later this system became the MIT "Tin Lizzy" wearable computer design, and Starner went on to become one of the founders of MIT's wearable computing project. 1993 also saw Columbia University's augmented-reality system known as KARMA (Knowledge-based Augmented Reality for Maintenance Assistance). Users would wear a Private Eye display over one eye, giving an overlay effect when the real world was viewed with both eyes open. KARMA would overlay wireframe schematics and maintenance instructions on top of whatever was being repaired. For example, graphical wireframes on top of a laser printer would explain how to change the paper tray. The system used sensors attached to objects in the physical world to determine their locations, and the entire system ran tethered from a desktop computer.

In 1994, Edgar Matias and Mike Ruicci of the University of Toronto, debuted a "wrist computer." Their system presented an alternative approach to the emerging head-up display plus chord keyboard wearable. The system was built from a modified HP 95LX palmtop computer and a Half-QWERTY one-handed keyboard. With the keyboard and display modules strapped to the operator's forearms, text could be entered by bringing the wrists together and typing. The same technology was used by IBM researchers to create the half-keyboard "belt computer. Also in 1994, Mik Lamming and Mike Flynn at Xerox EuroPARC demonstrated the Forget-Me-Not, a wearable device that would record interactions with people and devices and store this information in a database for later query. It interacted via wireless transmitters in rooms and with equipment in the area to remember who was there, who was being talked to on the telephone, and what objects were in the room, allowing queries like "Who came by my office while I was on the phone to Mark?". As with the Toronto system, Forget-Me-Not was not based on a head-mounted display.

Also in 1994, DARPA started the Smart Modules Program to develop a modular, humionic approach to wearable and carryable computers, with the goal of producing a variety of products including computers, radios, navigation systems and human-computer interfaces that have both military and commercial use. In July 1996, DARPA went on to host the "Wearables in 2005" workshop, bringing together industrial, university, and military visionaries to work on the common theme of delivering computing to the individual. A follow-up conference was hosted by Boeing in August 1996, where plans were finalized to create a new academic conference on wearable computing. In October 1997, Carnegie Mellon University, MIT, and Georgia Tech co-hosted the IEEE International Symposium on Wearables Computers (ISWC) in Cambridge, Massachusetts. The symposium was a full academic conference with published proceedings and papers ranging from sensors and new hardware to new applications for wearable computers, with 382 people registered for the event. In 1998, the Microelectronic and Computer Technology Corporation created the Wearable Electronics consortial program for industrial companies in the U.S. to rapidly develop wearable computers. The program preceded the MCC Heterogeneous Component Integration Study, an investigation of the technology, infrastructure, and business challenges surrounding the continued development and integration of micro-electro-mechanical systems (MEMS) with other system components.

In 1998, Steve Mann invented and built the world's first smartwatch. It was featured on the cover of Linux Journal in 2000, and demonstrated at ISSCC 2000.

2000s

Dr. Bruce H. Thomas and Dr. Wayne Piekarski developed the Tinmith wearable computer system to support augmented reality. This work was first published internationally in 2000 at the ISWC conference. The work was carried out at the Wearable Computer Lab in the University of South Australia.

In 2002, as part of Kevin Warwick's Project Cyborg, Warwick's wife, Irena, wore a necklace which was electronically linked to Warwick's nervous system via an implanted electrode array. The color of the necklace changed between red and blue dependent on the signals on Warwick's nervous system.

Also in 2002, Xybernaut released a wearable computer called the Xybernaut Poma Wearable PC, Poma for short. Poma stood for Personal Media Appliance. The project failed for a few reasons though the top reasons are that the equipment was expensive and clunky. The user would wear a head-mounted optical piece, a CPU that could be clipped onto clothing, and a mini keyboard that was attached to the user's arm.

GoPro released their first product, the GoPro HERO 35mm, which began a successful franchise of wearable cameras. The cameras can be worn atop the head or around the wrist and are shock and waterproof. GoPro cameras are used by many athletes and extreme sports enthusiasts, a trend that became very apparent during the early 2010s.

In the late 2000s, various Chinese companies began producing mobile phones in the form of wristwatches, the descendants of which as of 2013 include the i5 and i6, which are GSM phones with 1.8-inch displays, and the ZGPAX s5 Android wristwatch phone.

2010s

LunaTik, a machined wristband attachment for the 6th-generation iPod Nano

Standardization with IEEE, IETF, and several industry groups (e.g. Bluetooth) lead to more various interfacing under the WPAN (wireless personal area network). It also led the WBAN (Wireless body area network) to offer new classification of designs for interfacing and networking. The 6th-generation iPod Nano, released in September 2010, has a wristband attachment available to convert it into a wearable wristwatch computer.

The development of wearable computing spread to encompass rehabilitation engineering, ambulatory intervention treatment, life guard systems, and defense wearable systems.

Sony produced a wristwatch called Sony SmartWatch that must be paired with an Android phone. Once paired, it becomes an additional remote display and notification tool.

Fitbit released several wearable fitness trackers and the Fitbit Surge, a full smartwatch that is compatible with Android and iOS.

On 11 April 2012, Pebble launched a Kickstarter campaign to raise $100,000 for their initial smartwatch model. The campaign ended on 18 May with $10,266,844, over 100 times the fundraising target. Pebble released several smartwatches, including the Pebble Time and the Pebble Round.

Google Glass, Google's head-mounted display, which was launched in 2013.

Google Glass launched their optical head-mounted display (OHMD) to a test group of users in 2013, before it became available to the public on 15 May 2014. Google's mission was to produce a mass-market ubiquitous computer that displays information in a smartphone-like hands-free format that can interact with the Internet via natural language voice commands. Google Glass received criticism over privacy and safety concerns. On 15 January 2015, Google announced that it would stop producing the Google Glass prototype but would continue to develop the product. According to Google, Project Glass was ready to "graduate" from Google X, the experimental phase of the project.

Thync, a headset launched in 2014, is a wearable that stimulates the brain with mild electrical pulses, causing the wearer to feel energized or calm based on input into a phone app. The device is attached to the temple and to the back of the neck with an adhesive strip.

Macrotellect launched two portable brainwave (EEG) sensing devices, BrainLink Pro and BrainLink Lite in 2014, which allows families and meditation students to enhance the mental fitness and stress relief with 20+ brain fitness enhancement Apps on Apple and Android App Stores.

In January 2015, Intel announced the sub-miniature Intel Curie for wearable applications, based on its Intel Quark platform. As small as a button, it features a six-axis accelerometer, a DSP sensor hub, a Bluetooth LE unit, and a battery charge controller. It was scheduled to ship in the second half of the year.

On 24 April 2015, Apple released their take on the smartwatch, known as the Apple Watch. The Apple Watch features a touchscreen, many applications, and a heart-rate sensor.

Some advanced VR headsets require the user to wear a desktop-sized computer as a backpack to enable them to move around freely.

Commercialization

Image of the ZYPAD wrist wearable computer from Eurotech
 

The commercialization of general-purpose wearable computers, as led by companies such as Xybernaut, CDI and ViA, Inc. has thus far been met with limited success. Publicly traded Xybernaut tried forging alliances with companies such as IBM and Sony in order to make wearable computing widely available, and managed to get their equipment seen on such shows as The X-Files, but in 2005 their stock was delisted and the company filed for Chapter 11 bankruptcy protection amid financial scandal and federal investigation. Xybernaut emerged from bankruptcy protection in January, 2007. ViA, Inc. filed for bankruptcy in 2001 and subsequently ceased operations.

In 1998, Seiko marketed the Ruputer, a computer in a (fairly large) wristwatch, to mediocre returns. In 2001, IBM developed and publicly displayed two prototypes for a wristwatch computer running Linux. The last message about them dates to 2004, saying the device would cost about $250, but it is still under development. In 2002, Fossil, Inc. announced the Fossil Wrist PDA, which ran the Palm OS. Its release date was set for summer of 2003, but was delayed several times and was finally made available on 5 January 2005. Timex Datalink is another example of a practical wearable computer. Hitachi launched a wearable computer called Poma in 2002. Eurotech offers the ZYPAD, a wrist-wearable touch screen computer with GPS, Wi-Fi and Bluetooth connectivity and which can run a number of custom applications. In 2013, a wearable computing device on the wrist to control body temperature was developed at MIT.

Evidence of weak market acceptance was demonstrated when Panasonic Computer Solutions Company's product failed. Panasonic has specialized in mobile computing with their Toughbook line since 1996 and has extensive market research into the field of portable, wearable computing products. In 2002, Panasonic introduced a wearable brick computer coupled with a handheld or a touchscreen worn on the arm. The "Brick" Computer is the CF-07 Toughbook, dual batteries, screen used same batteries as the base, 800 x 600 resolution, optional GPS and WWAN. Has one M-PCI slot and one PCMCIA slot for expansion. CPU used is a 600 MHz Pentium 3 factory under clocked to 300 MHz so it can stay cool passively as it has no fan. Micro DIM RAM is upgradeable. The screen can be used wirelessly on other computers. The brick would communicate wirelessly to the screen, and concurrently the brick would communicate wirelessly out to the internet or other networks. The wearable brick was quietly pulled from the market in 2005, while the screen evolved to a thin client touchscreen used with a handstrap.

Google has announced that it has been working on a head-mounted display-based wearable "augmented reality" device called Google Glass. An early version of the device was available to the US public from April 2013 until January 2015. Despite ending sales of the device through their Explorer Program, Google has stated that they plan to continue developing the technology.

LG and iriver produce earbud wearables measuring heart rate and other biometrics, as well as various activity metrics.

Greater response to commercialization has been found in creating devices with designated purposes rather than all-purpose. One example is the WSS1000. The WSS1000 is a wearable computer designed to make the work of inventory employees easier and more efficient. The device allows workers to scan the barcode of items and immediately enter the information into the company system. This removed the need for carrying a clipboard, removed error and confusion from hand written notes, and allowed workers the freedom of both hands while working; the system improves accuracy as well as efficiency.

Popular culture

Many technologies for wearable computers derive their ideas from science fiction. There are many examples of ideas from popular movies that have become technologies or are technologies currently being developed.

3D user interface
Devices that display usable, tactile interfaces that can be manipulated in front of the user. Examples include the glove-operated hologram computer featured at the Pre-Crime headquarters in the beginning of Minority Report and the computers used by the gate workers at Zion in The Matrix trilogy.
Intelligent textiles or smartwear
Clothing that can relay and collect information. Examples include Tron and its sequel, and also many sci-fi military films.
Threat glasses
Scan others in vicinity and assess threat-to-self level. Examples include Terminator 2, 'Threep' Technology in Lock-In, and Kill switch.
Computerized contact lenses
Special contact lenses that are used to confirm one's identity. Used in Mission Impossible 4.
Combat suit armor
A wearable exoskeleton that provides protection to its wearer and is typically equipped with powerful weapons and a computer system. Examples include numerous Iron Man suits, the Predator suit, along with Samus Aran's Power Suit and Fusion Suit in the Metroid video game series.
Brain nano-bots to store memories in the cloud
Used in Total Recall.
Infrared headsets
Can help identify suspects and see through walls. Examples include Robocop's special eye system, as well as some more advanced visors that Samus Aran uses in the Metroid Prime trilogy.
Wrist-worn computers
Provide various abilities and information, such as data about the wearer, a vicinity map, a flashlight, a communicator, a poison detector or an enemy-tracking device. Examples included are the Pip-Boy 3000 from the Fallout games and Leela's Wrist Device from the Futurama TV sitcom.
On-chest or smart necklace
This form-factor of wearable computer has been shown in many sci-fi movies, including Prometheus and Iron Man.

Advancement with wearable technology over years

Technology has advanced with continuous change in wearable computers. Wearable technologies are increasingly used in healthcare. For instance, portable sensors are used as medical devices which helps patients with diabetes to help them keep track of exercise related data. A number of people think wearable technology as a new trend; however, companies have been trying to develop or design wearable technologies for decades. The spotlight has more recently been focused on new types of technology which are more focused on improving efficiency in the wearer's life.

The main elements of wearable computers

  • the display, which allows the user to see the work they do.
  • the computer, which allows the user to run an application or access the internet
  • the commands, which allows the user to control the machine.

Challenges with wearable computers

Wearable technology comes with many challenges, like data security, trust issues, and regulatory and ethical issues. After 2010, wearable technologies have been seen more as a technology focused mostly on fitness. They have been used with the potential to improve the operations of health and many other professions. With an increase in wearable devices, privacy and security issues can be very important, especially when it comes to health devices. Also, the FDA considers wearable devices as "general wellness products". In the US, wearable devices are not under any Federal laws, but regulatory law like Protected Health Information (PHI) is the subject to regulation which is handled by the Office for Civil Rights (OCR). The devices with sensors can create security issues as the companies have to be more alert to protect the public data. The issue with cybersecurity of these devices are the regulations are not that strict in the US. Likewise, the National Institute of Standards and Technology (NIST) has a code called NIST Cyber security Framework, but it is not mandatory.

Consequently, the lack of specific regulations for wearable devices, specifically medical devices, increases the risk of threats and other vulnerabilities. For instance, Google Glass raised major privacy risks with wearable computer technology; Congress investigated the privacy risks related to consumers using Google Glass and how they use the data. The product can be used to track not only the users of the product but others around them, particularly without them being aware. Nonetheless, all the data captured with Google Glass was then stored on Google's cloud servers, giving them access to the data. They also raised questions regarding women's security as they allowed stalkers or harassers to take intrusive pictures of women's bodies by wearing the Glass without any fear of getting caught.

Wearable technologies like smart glasses can also raise cultural and social issues. Even though wearable technologies can make life easier and more enjoyable, with the adoption of wearable technology, they allow social conventions to govern human-to-human communication. Correspondingly, wearable devices like Bluetooth headphones can make people dependent on technology more than human interaction with others nearby. Society considers these technologies luxury accessories and there is peer pressure to own similar products in order to not feel left out. These products raise challenges of social and moral discipline. Wearable devices are seen as objects of discipline and control like it mediates the cultural ideologies. For instance, wearing a smart watch can be a way to fit in with standards in male-dominated fields and where people are against feminism. Wearable technologies deal with issues of biopolitics on understanding the fact that wearables dominate humans and how they act.

Despite the fact that the demand for this technology is increasing, one of the biggest challenges is the price. For example, the price of an Apple Watch ranges from $399 to $1,399, which for a normal consumer can be prohibitively expensive.

Future innovations

Augmented reality allows a new generation of display. As opposed to virtual reality, the user does not exist in a virtual world, but information is superimposed on the real world.

These displays can be easily portable, such as the Vufine+. Other are quite massive, like the Hololens 2. Some headsets are autonomous, such as the Oculus Quest 2 and others. In contrast to a computer, they are more like a terminal module.

Single-board computers (SBC) are improving in performance and becoming cheaper. Some boards are cheap such as the Raspberry Pi Zero and Pi 4, while others are more expensive but more similar to a normal PC, like the Hackboard and LattePanda.

One main domain of future research could be the method of control. Today computers are commonly controlled through the keyboard and the mouse, which could change in the future. For example, the words per minute rate on a keyboard could be statistically improved with a BEPO layout. Ergonomics could also change the results with split keyboards and minimalist keyboards (which use one key for more than one letter or symbol). The extreme could be the Plover and steno keyboard that allow the use of very few keys, pressing more than one at the same time for a letter.

Furthermore, the pointer could be improved from a basic mouse to an accelerator pointer.

The system of gesture controls is evolving from image control (Leap Motion camera) to integrated capture (ex-prototype AI data glove from Zack Freedman.) For some people, the main idea could be to build computers integrated with the AR system which will be controlled with ergonomic controllers. It will make a universal machine that can be as portable as a mobile phone and as efficient as a computer, additionally with ergonomic controllers.

Military use

Wristband computer

The wearable computer was introduced to the US Army in 1989 as a small computer that was meant to assist soldiers in battle. Since then, the concept has grown to include the Land Warrior program and proposal for future systems. The most extensive military program in the wearables arena is the US Army's Land Warrior system, which will eventually be merged into the Future Force Warrior system. There are also researches for increasing the reliability of terrestrial navigation.

F-INSAS is an Indian military project, designed largely with wearable computing.

Distance education

From Wikipedia, the free encyclopedia https://en.wikipedia.org/wiki/Distance_...