ICOWT-2017 is delighted to invite all the participants across the globe to attend “International conference on Wearable Technology(ICOWT-2017)” which is going to be held on 22nd - 23rd June 2017 at Dayananda Sagar university Bengaluru, Karnataka, school of engineering, the theme of the conference is “WEARABLE TECHNOLOGY”. The Conference committees welcome research articles and scientific abstracts related to Wearable Technology. ICOWT-2017 will be the epicenter of scientific interaction with global audience and intellectual international speakers with a vision to contrive a smart India.
ICOWT provides an immense platform to everyone across the globe to share their ideas and views about wearable technology which was dealing with our day to day life. Wearable technology includes wearable devices, electronic devices that can be worn on the body as implant. Wearable devices are a good example of the Internet of Things, such as electronics, software, sensors and connectivity are effectors that enable objects to exchange data through internet with a manufacturer, operator and other connected devices, without requiring human intervention.
Universities of great legacy across the world are the invaluable contribution of certain visionaries to the world. Universities don’t manufacture products with specific use and determined life cycle. They share & impart multitudes of streams of knowledge and create wonderful human beings – learned practitioners & Disseminators of knowledge to make the world a better place to be. These Universities of great significance have lived through the centuries building centers of knowledge and great alumni of such Universities.
The terms "wearable technology", "wearable devices", and "wearables" all refer to electronic technologies or computers that are incorporated into items of clothing and accessories which can comfortably be worn on the body. These wearable devices can perform many of the same computing tasks as mobile phones and laptop computers; however, in some cases, wearable technology can outperform these hand-held devices entirely. Wearable technology tends to be more sophisticated than hand-held technology on the market today because it can provide sensory and scanning features not typically seen in mobile and laptop devices, such as biofeedback and tracking of physiological function.
Generally, wearable technology will have some form of communications capability and will allow the wearer access to information in real time. Data-input capabilities are also a feature of such devices, as is local storage. Examples of wearable devices include watches, glasses, contact lenses, e-textiles and smart fabrics, headbands, beanies and caps, jewelry such as rings, bracelets, and hearing aid-like devices that are designed to look like earrings. While wearable technology tends to refer to items which can be put on and taken off with ease, there are more invasive versions of the concept as in the case of implanted devices such as micro-chips or even smart tattoos. Ultimately, whether a device is worn on or incorporated into the body, the purpose of wearable technology is to create constant, convenient, seamless, portable, and mostly hands-free access to electronics and computers.
The implications and uses of wearable technology are far reaching and can influence the fields of health and medicine, fitness, aging, disabilities, education, transportation, enterprise, finance, gaming and music. The goal of wearable technologies in each of these fields will be to smoothly incorporate functional, portable electronics and computers into individuals' daily lives. Prior to their presence in the consumer market, wearable devices were primarily used in the field of military technology and had the biggest implications for healthcare and medicine. In fact, just 10 years ago, medical engineers were talking about wearable devices which could unobtrusively monitor the health and well being of patients in the form of a "Wearable MotherboardT" or the "Smart Shirt," aimed at monitoring vital signs and sending that biofeedback information to a hub station in real time (Park and Jayaraman, 2003).
Even though wearable technology could potentially have the most impact in the fields of health and fitness, the technology also promises great influence on gaming and entertainment. Augmented reality and wearable technology can combine to create a much more realistic and immersive environment in real time. The concept is not necessarily new, as augmented reality through the use of wearable devices has been discussed since the late 1990s; however, the prototypes are moving away from bulky technology such as large goggles and backpacks, to smaller, lightweight and more mobile systems. If the more polished designs of mobile phones and digital cameras currently on the market are any indication for the future of wearable devices, then fashion, practicality, function and design will all be taken into account as these products advance. This consideration for both technology and aesthetics is already evident in devices such as Google Glass, which has a very sleek, lightweight, unobtrusive design.
Dayananda Sagar University, Hosur Main Road, Kudlu Gate, Hongasandra Village, Begur Hobli, Bengaluru, Karnataka 560068 Phone:080 4216 1706website:www.dsu.edu.in/
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