Welcome to Francis Academic Press

The Frontiers of Society, Science and Technology, 2022, 4(5); doi: 10.25236/FSST.2022.040508.

The future toward: Interactivity in wearable devices

Author(s)

Ziyi Tao

Corresponding Author:
Ziyi Tao
Affiliation(s)

School of Architecture and Art, Beijing Jiaotong University, Weihai, China

Abstract

Wearable devices will bring a brand new development trend for all kinds of groups and industries, with somatosensory interaction to reach the contact and perception of human body and the world. With the emergence of the smart era in China, the interactivity of wearable technology reaches this step of real experience, from assisting people to fully interacting with users. This paper shows the specific meaning of wearable devices interacting with virtual reality from a critical development perspective, the principle of combining the two, and specific case studies. It explores the future development of wearable devices in terms of their universality and their impact on related fields with a developmental perspective.

Keywords

Interaction design; Wearable devices; Multi-disciplinary cooperation; Smart technology

Cite This Paper

Ziyi Tao. The future toward: Interactivity in wearable devices. The Frontiers of Society, Science and Technology (2022) Vol. 4, Issue 5: 44-50. https://doi.org/10.25236/FSST.2022.040508.

References

[1] Gedenryd, H.(1998). How designers work: Making sense of authentic cognitive activity. Lund: Lund University.

[2] Jamie Rigg. (2016) Teslasuit does full-body haptic feedback for VR. New York: AOL Inc. 

[3] Karlgren, K; Ramberg, R; Artman,H. (2015) Designing interaction: How do interaction design students address interaction? International journal of technology and design education, Vol.26 (3), p.439-459.

[4] Kasapakis V, Gavalas D, Bubaris N.(2013) Pervasive games research: a design aspects-based state of the art report. In: Proceedings of the 17th panhellenic conference on informatics. ACM, pp 152–157.

[5] Kim, Hojoong; Kwon, Young‐Tae; Lim, Hyo‐Ryoung ; Kim, Jong‐Hoon ; Kim, Yun‐Soung ; Yeo, Woon‐Hong.(2021) Recent Advances in Wearable Sensors and Integrated Functional Devices for Virtual and Augmented Reality Applications.Advanced functional materials, Vol.31 (39).

[6] Lavoie, Raymond; Main, Kelley; King, Corey; King, Danielle.(2020) Virtual experience, real consequences: the potential negative emotional consequences of virtual reality gameplay. Virtual reality: the journal of the Virtual Reality Society, Vol.25 (1), p.69-8.1

[7] Lv, Zhihan; Halawani, Alaa; Feng, Shengzhong; ur Réhman, Shafiq; Li, Haibo Jaatun, Ellen A. A; Gavalas, Damianos; Guo, Bin; MacCaull, Wendy; Kasapakis, Vlasios.(2015) Touch-less interactive augmented reality game on vision-based wearable device. Personal and ubiquitous computing,  Vol.19 (3-4), p.551-567.

[8] Mittelstaedt JM, Wacker J, Stelling D. (2019) VR aftereffect and the relation of cybersickness and cognitive performance. Virtual Real 23(2):143–154.

[9] Patel, Mitesh S; Asch, David A; Volpp, Kevin G.(2015) Wearable Devices as Facilitators, Not Drivers, of Health Behavior Change.JAMA : the journal of the American Medical Association, Vol.313 (5), p.459-460.

[10] Peters CS, Malesky LA.(2008) Problematic usage among highly-engaged players of massively multiplayer online role playing games. Cyberpsychol Behav. 11: 481– 484.

[11] Seshadri, D. R. et al.(2019) Wearable sensors for monitoring the internal and external workload of the athlete. npj Digit. Med. 2, 71.

[12] Smith, Peter A.(2016)Augmenting Reality Through Wearable Devices. Virtual, Augmented and Mixed Reality, p.348-355.

[13] Smith SP, Burd EL. (2019) Response activation and inhibition after exposure to virtual reality. Array 3:100010.

[14] Szpak A, Michalski SC, Saredakis D, Chen CS, Loetscher T. (2019) Beyond feeling sick: the visual and cognitive aftereffects of virtual reality. IEEE Access 7:130883–130892.

[15] Teslasuit Project announces the first full body haptic suit with motion capture and climate control; Booth 51916, Eureka Park, CES 2018. M2 Presswire, 2017-12-14.

[16] Winograd, T. (1997) The design of interaction. In P. J. Denning & R. M. Metcalfe (Eds.), Beyond calculation: The next fifty years of computers (pp. 149–161). New York: Copernicus.

[17] Wu, Jing; Li, He; Cheng, Sherri; Lin, Zhangxi. (2016) The promising future of healthcare services: When big data analytics meets wearable technology. Information & management, Vol.53 (8), p.1020-1033

[18] Yousefi S, Abedan Kondori F, Li H. (2013) Experiencing real 3d gestural interaction with mobile devices. Pattern Recogn Lett 34(8):912–921