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Technology in general has a monumental impact on our society, and wearable technology is a new and advanced aspect of this lifestyle. Our podcast aims to explore a few of the many applications of wearable tech and its impacts on our society, both positive and negative.
Research Question: How has wearable technology positively and negatively affected the lives of both the users and the surrounding public?
This question is broad enough to cover many different topics related to wearable technology but still specific enough to find detailed information from reliable sources. Technology in general has a monumental impact on our society, and wearable technology is a new and advanced aspect of this lifestyle. Our first episode will give an overview of wearable technology and various types and methods it is applied. We will also discuss its history and a few general issues it has created, both positive and negative. The second episode will explore military applications, the third will discuss virtual reality technology, and the fourth will look at smartwatches. We chose 3 different aspects of wearable technology to cover a wide area of discussion of how these inventions alter our lives.
Connection to Information, People, & Technology
Wearable technology is connected to “Information, People, and Technology” because it falls under the category of, “internet of things.” Wearable technology is highly driven by mobile computing and communications, ambient intelligence, and ubiquitous sensors. It is being known as a new form of human-to-computer interaction where people can find these new devices always connected, hands-free, less distractive, and have multiple access opportunities located right on the body. There are two main types of wearable technologies, which are apparel and textiles and devices for infotainment. Apparel and textiles are mainly used in the healthcare, medicine, sports , safety, fashion for fitness, wellness, and life-tracking applications, but can also be seen used in industrial, police, and military environments. Infotainment devices include smart watches, augmented reality headsets, and smart glasses. (Lee, Bojanova, & Suder, 2015)
The main drive for wearable technology evolution is the Internet of Things because these devices are becoming smarter, faster, and are developing more features. Soon, these small devices are going to affect how people live, work, and socialize because everything will be available with just a touch on a screen. (Lee, Bojanova, & Suder, 2015)
The main drive for wearable technology evolution is the Internet of Things because these devices are becoming smarter, faster, and are developing more features. Soon, these small devices are going to affect how people live, work, and socialize because everything will be available with just a touch on a screen. (Lee, Bojanova, & Suder, 2015)
Topic's Importance to Society Today
First Episode: General Explanation
Second episode: Military Suit
Military suits is a new kind of invention that is in the making in order to protect military operators. The completion of the gadget is anticipated to be August 2018. Tactical Assault Light Operator Suit (TALOS) is a liquid based armor that is designed to mimic an exoskeleton. The suit is battery-powered and solidifies itself when hit by a bullet. TALOS is equipped with advanced functions meant to enhance visibility, communication and provide better protection. The idea of this suit came about when an Operator was brutally killed in on a mission. As a result, the head of U.S Special Operations Command put a team together to create the Military Suits to protect future Operators. The focus is on Operators because they are the most vulnerable people when sent on a mission. The price of the suit is unknown yet but it is estimated to cost a couple of millions.
Military suits is a new kind of invention that is in the making in order to protect military operators. The completion of the gadget is anticipated to be August 2018. Tactical Assault Light Operator Suit (TALOS) is a liquid based armor that is designed to mimic an exoskeleton. The suit is battery-powered and solidifies itself when hit by a bullet. TALOS is equipped with advanced functions meant to enhance visibility, communication and provide better protection. The idea of this suit came about when an Operator was brutally killed in on a mission. As a result, the head of U.S Special Operations Command put a team together to create the Military Suits to protect future Operators. The focus is on Operators because they are the most vulnerable people when sent on a mission. The price of the suit is unknown yet but it is estimated to cost a couple of millions.
Third Episode: Virtual Reality
VR, virtual reality, is technologies that use hardware and software to generate images, sounds and other sensations that replicate a real environment. First concept came from science fiction and the author is Stanley G. Weinbaum. In the early development of virtual reality. It is a huge machine that’s not allow users to walk around or do any movement. In recent years, virtual reality is well developed with power functions of mobility, replicating lifelike situation. Today, it is widely used in different areas, such as education, entertaining, and engineer field. Technically there are some challenges still need to improve. Health and safety consideration for the users are the most serious challenges need to overcome. After overcoming the technical skills and safety issues, virtual reality will bring human life convenience and entertainment.
VR, virtual reality, is technologies that use hardware and software to generate images, sounds and other sensations that replicate a real environment. First concept came from science fiction and the author is Stanley G. Weinbaum. In the early development of virtual reality. It is a huge machine that’s not allow users to walk around or do any movement. In recent years, virtual reality is well developed with power functions of mobility, replicating lifelike situation. Today, it is widely used in different areas, such as education, entertaining, and engineer field. Technically there are some challenges still need to improve. Health and safety consideration for the users are the most serious challenges need to overcome. After overcoming the technical skills and safety issues, virtual reality will bring human life convenience and entertainment.
Fourth episode: Smartwatch
Smartwatch, is a computerized wristwatch with functionality that goes beyond telling time. Holding the same purpose as the modern day smartphone, the smartwatch is a wearable computer. Smartwatches allows its users to calculate, play games, text, web surf and so much more. Despite its many hidden features, smartwatches benefit its consumers because they are convenient. Checking a phone maybe rude, in contrast to briefly looking at a watch for notifications from the phone is more pleasant. Believe it or not the sales of smartwatches has increased since the newest smartwatch (Apple watch) hit the market. Taking in a $2.6 billion revenue for the Apple Inc.
Smartwatch, is a computerized wristwatch with functionality that goes beyond telling time. Holding the same purpose as the modern day smartphone, the smartwatch is a wearable computer. Smartwatches allows its users to calculate, play games, text, web surf and so much more. Despite its many hidden features, smartwatches benefit its consumers because they are convenient. Checking a phone maybe rude, in contrast to briefly looking at a watch for notifications from the phone is more pleasant. Believe it or not the sales of smartwatches has increased since the newest smartwatch (Apple watch) hit the market. Taking in a $2.6 billion revenue for the Apple Inc.
Peers & Target Audience
The topic of wearable technology is a very relatable topic because it is slowly being integrated into our daily lives. This is especially true for our target audience of young adults (ages 16-25). This may be due to their generation being the most technologically savvy and tending to best utilize this new technology. In a study done by the NPD Group on smartwatches, 69% of the participants were young adults ages 18-34 (Wearable). This seems to show that the younger population seems to be more interested in this technology and is more willing to spend the money to purchase it.
Most young adults use wearable tech because they are more comfortable with technology in general, and find it easier to integrate it into their lives, whether it be the latest trends like virtual reality headsets or more productive gadgets like fitness trackers. Mintel’s research shows that wearable tech consumers from the ages of 16-34 have the most interest in the technology. They say that the young adults are about three times more likely to own a fitness band than adults 35 and older (Mintel). Either way, it seems like wearable technology is here to stay and the future looks promising.
Most young adults use wearable tech because they are more comfortable with technology in general, and find it easier to integrate it into their lives, whether it be the latest trends like virtual reality headsets or more productive gadgets like fitness trackers. Mintel’s research shows that wearable tech consumers from the ages of 16-34 have the most interest in the technology. They say that the young adults are about three times more likely to own a fitness band than adults 35 and older (Mintel). Either way, it seems like wearable technology is here to stay and the future looks promising.