The military has been using wearable technology for many years. Soldiers wear uniforms and helmets to wear sensors. Application developers and manufacturers decided to market them in 2013 when people noticed that these devices were pretty cheap. Companies such as Google, Samsung, Sony and others soon came in. Google devised the concept of wearable technology when launching Google Glass. High-tech glasses can do almost everything computer can do, such as navigating, making phone calls, taking pictures, recording videos, and even video chatting.
There are several factors that the popularity of wearable devices today is rapidly rising. Of course, the main reason is the spread of the worldwide smartphone. As a result, the wearable device can not store all of the recorded data on the board, but today it can send continuously to the smartphone and the smartphone functions as a central data storage and analysis center. The trend of this technology has worn wearables smaller and more comfortable. Technological advances in material design, sensor and battery technology are also worth mentioning. In recent years, rechargeable batteries have become small and durable enough to allow the use of the most popular wearable devices, without having to recharge for a long time. Continued engineering efforts to miniaturize electronic equipment will make it possible to pack increasingly sophisticated technologies into small and lightweight cases.
It is wearable. Today's wearable computers suffer from many limitations including battery, communication, and processing. Successful people focus on narrow applications such as fitness monitoring. As hardware components continue to improve, wearable devices support rich applications such as smartphones and unlock new applications. As with IoT, speech may become the main user interface. Virtual reality 2016 is an exciting year for VR. The release of Oculus Rift and HTC / Valve Vive (and perhaps Sony Playstation VR) means that a comfortable and immersive VR system will eventually be made publicly available. In order to avoid the "incredible valley" trap, the VR system needs to be very good. Appropriate VRs require special screens (high resolution, high refresh rate, low durability), powerful graphics cards, and the ability to track the exact location of the user (previously released VR systems are user's It can only track the rotation of the head)