The endless possibilities of wearable technology

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October

2020

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At first glance, wearable technology can seem to be a relatively recent development. The first product most consumers will think of when hearing ‘wearable technology’ is often an Apple Watch, a FitBit or perhaps a pair of Apple Airpods. Interestingly, wearable technology has been around for several decades and one of the first pieces of wearable technology was actually invented as a cheating device. The technology that started as a cheating device, is now arguably the technology that will be fundamental for the future development of connectivity.

One of the first wearable technologies was invented in 1961 by Edward Thorp and Claude Shannon. Thorp and Shannon created a computer small enough to fit into a shoe, which was able to predict where the ball would land in a game of roulette. The small computer used information theory to predict where the ball would land, which would then be communicated musically to Thorp and Shannon through a tiny speaker in their ears. A decade later, in 1975, the calculator wristwatch became the first mainstream wearable tech product. The calculator wristwatch was famously known for being worn by Marty Mcfly in Back to the Future. The following years, multiple mainstream wearable technologies such as the Walkman and iPod were introduced. Although all these inventions are in fact considered to be wearable technology, modern wearable tech is aimed more towards consumer ease and connectivity as opposed to a cheating device or portable cassette player.
Modern wearable devices are at the core of almost all discussions related to the Internet of Things, and the many possibilities that pervasive connectivity can offer. An example of the capabilities of modern-day wearable tech can be found in the functionalities of the Apple Watch. This device offers a high level of connectivity, as it can send and receive messages, process transactions and monitor your heartrate which is communicated to your phone seamlessly.

The Apple Watch is just a small indication of the possibilities of wearable technology. Wearable technology ranges from smartwatches to exoskeletons, the possibilities are endless. Exoskeletons, robotic suits in simple words, have also been gaining traction as wearable technology. This technology is less consumer orientated however, exoskeletons are currently more in use for people with certain disabilities or they function as a preventive measure within certain companies. Hyundai Motor Group for example has tested the ‘Hyundai Vest Exoskeleton’, which aims to reduce pressure on factory worker’s necks and backs.
As wearable technology can take up many forms and can be present in multiple industries, it can be stated that wearable tech stands at the basis of the future of technology. Wearable tech has already been widely adopted in its current form, and the innovations within the existing technology will only improve.

Sources:
https://nl.mouser.com/applications/article-iot-wearable-devices/

New Exosuit Built By Vanderbilt Engineers Could Change Work Habits of the Future

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The renaissance of Virtual Reality in the video game industry

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October

2020

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The video game industry has evolved tremendously since its commercial birth around 50 years ago. This year, the video game industry is projected to reach an annual revenue of $159.3 billion, which is nearly a 10% increase compared to last year. Gaming has reached an all-time high with help of the coronavirus lockdown measures, which increased consumer spending on video games. Although the industry is quite clearly booming, companies within the video game industry continue to search for potential innovations in order to make their businesses more profitable. The important dilemma for game developers as well as console makers, however, is whether, and more importantly when to shift the focus to finding an innovation to disrupt the industry.

This search for innovation led many big-name adopters to undertake their own Virtual Reality projects, however many of these adopters have already abandoned their projects as VR gaming failed to woo the masses. Interestingly, Virtual Reality technology was invented before the introduction of the first-ever gaming console, the Odyssey, in 1972. The first signs of life of VR technology actually dates all the way back to 1957, when Morton Heilig, a cinematographer, invented a theatre cabinet multimedia device which was later coined to be the first device implementing VR technology.

A few decades later, VR technology is still considered to be one of the most speculative emerging technologies within the gaming industry. Nowadays, VR technology has become more advanced and realistic than ever before, which has increased expectations for the future of video games. Especially now, more than ever, is the perfect time for VR technology to be widely adopted within the video game industry. VR could perfectly function as a virtual escapism during the ongoing pandemic, the current situation could thus potentially get the ball rolling for a final push to turn VR into a mainstream technology in the gaming industry.

However, the lack of widespread adoption of VR might have its grounds. Whereas the promise and expectations of futuristic VR technology has gotten consumers excited, the actual limitations of these systems have led to an inevitable letdown. Consumers experienced mental fatigue and nausea with prolonged use of VR headsets and the necessary clunky headsets were found to be uncomfortable by early VR adopters. Adding to this misery, the relatively younger technology of Augmented Reality (AR) has shown more promise for future development as it adds visual elements to the real world, instead of having to drift into another world with the use of VR. Thus, reports suggest that VR must undergo several fundamental changes in order to gain consumer traction and compete with AR.

Thus, it seems that even after more than 50 years, VR technology is still very much an emerging technology. The pandemic has given VR a chance at redemption, as companies again aim for widespread adoption. However, VR needs to overcome fundamental flaws and limitations in its technology to gain consumer traction and reach its full potential within the video game industry.

Sources:
https://fortune.com/longform/virtual-reality-struggle-hope-vr/
https://www.forbes.com/sites/quora/2019/04/25/is-vr-the-future-of-gaming/#6fb05161807c
https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/

The First Gaming Console

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