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Smart Ring
A smart ring is a wearable electronics device with advanced mobile components that combine features of mobile devices with innovative features useful for mobile or handheld use. Smart rings, which are typically the size of traditional rings or larger, combine the features of a mobile device, such as the ability to make payments and mitigate access control, with popular innovative uses such as gesture control and activity tracking. Smart rings can communicate directly with smartphones or compatible devices (such as personal computers) through a variety of applications and websites. Some smart rings can operate without the need of a mobile phone, such as when interacting with back-end systems on the cloud through or performing standalone functions such as activity tracking. They typically do not have a display and operate by contextual relevance, such as by making a payment when near a payment terminal, unlocking an electronic lock when near the lock, or controlling home appliances ...
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Gesture Control
Gesture recognition is a topic in computer science and language technology with the goal of interpreting human gestures via mathematical algorithms. It is a subdiscipline of computer vision. Gestures can originate from any bodily motion or state, but commonly originate from the face or hand. Focuses in the field include emotion recognition from face and hand gesture recognition, since they are all expressions. Users can make simple gestures to control or interact with devices without physically touching them. Many approaches have been made using cameras and computer vision algorithms to interpret sign language, however, the identification and recognition of posture, gait, proxemics, and human behaviors is also the subject of gesture recognition techniques. Gesture recognition can be seen as a way for computers to begin to understand human body language, thus building a better bridge between machines and humans than older text user interfaces or even GUIs (graphical user inter ...
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Smartwatch
A smartwatch is a wearable computer in the form of a watch; modern smartwatches provide a local touchscreen interface for daily use, while an associated smartphone app provides management and telemetry, such as long-term biomonitoring. While early models could perform basic tasks, such as calculations, digital time telling, translations, and game-playing, smartwatches released since 2015 have more general functionality closer to smartphones, including mobile apps, a mobile operating system and WiFi/Bluetooth connectivity. Some smartwatches function as portable media players, with FM radio and playback of digital audio and video files via a Bluetooth headset. Some models, called watch phones (or phone watches), have mobile cellular functionality such as making telephone calls. While internal hardware varies, most have an electronic visual display, either backlit LCD or OLED. Some use transflective or electronic paper, to consume less power. They are usually powered by a ...
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Wearable Computers
A wearable computer, also known as a body-borne computer, is a computing device worn on the body. The definition of 'wearable computer' may be narrow or broad, extending to smartphones or even ordinary wristwatches. Wearables may be for general use, in which case they are just a particularly small example of mobile computing. Alternatively, they may be for specialized purposes such as fitness trackers. They may incorporate special sensors such as accelerometers, heart rate monitors, or on the more advanced side, electrocardiogram (ECG) and blood oxygen saturation (SpO2) monitors. Under the definition of wearable computers, we also include novel user interfaces such as Google Glass, an optical head-mounted display controlled by gestures. It may be that specialized wearables will evolve into general all-in-one devices, as happened with the convergence of PDAs and mobile phones into smartphones. Wearables are typically worn on the wrist (e.g. fitness trackers), hung from the ne ...
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Ubiquitous Computing
Ubiquitous computing (or "ubicomp") is a concept in software engineering, hardware engineering and computer science where computing is made to appear anytime and everywhere. In contrast to desktop computing, ubiquitous computing can occur using any device, in any location, and in any format. A user interacts with the computer, which can exist in many different forms, including laptop computers, tablets, smart phones and terminals in everyday objects such as a refrigerator or a pair of glasses. The underlying technologies to support ubiquitous computing include Internet, advanced middleware, operating system, mobile code, sensors, microprocessors, new I/O and user interfaces, computer networks, mobile protocols, location and positioning, and new materials. This paradigm is also described as pervasive computing, ambient intelligence, or "everyware". Each term emphasizes slightly different aspects. When primarily concerning the objects involved, it is also known as physical ...
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Human–computer Interaction
Human–computer interaction (HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. A device that allows interaction between human being and a computer is known as a "Human-computer Interface (HCI)". As a field of research, human–computer interaction is situated at the intersection of computer science, behavioral sciences, design, media studies, and several other fields of study. The term was popularized by Stuart K. Card, Allen Newell, and Thomas P. Moran in their 1983 book, ''The Psychology of Human–Computer Interaction.'' The first known use was in 1975 by Carlisle. The term is intended to convey that, unlike other tools with specific and limited uses, computers have many uses which often involve an open-ended dialogue between the user and the ...
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Mobile Computers
Mobile computing is human–computer interaction in which a computer is expected to be transported during normal usage, which allows for the transmission of data, voice, and video. Mobile computing involves mobile communication, mobile hardware, and mobile software. Communication issues include ad hoc networks and infrastructure networks as well as communication properties, protocols, data formats, and concrete technologies. Hardware includes mobile devices or device components. Mobile software deals with the characteristics and requirements of mobile applications. Main principles * Portability: Devices/nodes connected within the mobile computing system should facilitate mobility. These devices may have limited device capabilities and limited power supply but should have a sufficient processing capability and physical portability to operate in a movable environment. * Connectivity: This defines the quality of service (QoS) of the network connectivity. In a mobile computing ...
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Oura Health
Oura Health Oy is a Finnish health technology company, known for the Oura Ring (stylized Ōura), a smart ring used to track sleep and physical activity. The company was founded in 2013 by Petteri Lahtela, Kari Kivelä, and Markku Koskela. Harpreet Singh Rai was the CEO from 2018 until 2021, when he was replaced on an interim basis by Michael Chapp. In 2022, Tom Hale was appointed CEO. The company is headquartered in Oulu, Finland, with other locations in Helsinki, Finland, and San Francisco, United States. The company raised its initial US$2.3 million seed funding in 2015 led by Lifeline Ventures, introduced the first-generation ring via Kickstarter in 2016 and launched the ring at the Slush tech conference in 2017. In 2020, Oura Health received the 'Best Consumer Wellness Company' award from the UCSF Digital Health Awards and ''Time'' magazine's "100 Best Inventions of 2020" mentioning especially its COVID-19-related partnership with NBA. Oura announced Series C funding of US ...
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Near-field Communication
Near-field communication (NFC) is a set of communication protocols that enables communication between two electronic devices over a distance of 4 cm (1 in) or less. NFC offers a low-speed connection through a simple setup that can be used to bootstrap more-capable wireless connections. Like other " proximity card" technologies, NFC is based on inductive coupling between two so-called antennas present on NFC-enabled devices—for example a smartphone and a printer—communicating in one or both directions, using a frequency of 13.56 MHz in the globally available unlicensed radio frequency ISM band using the ISO/IEC 18000-3 air interface standard at data rates ranging from 106 to 424 kbit/s. The standards were provided by the NFC Forum. The forum was responsible for promoting the technology and setting standards and certifies device compliance. Secure communications are available by applying encryption algorithms as is done for credit cards and if they fit the crit ...
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Personal Organizer
A personal organizer, datebook, date log, daybook, day planner, personal analog assistant, book planner, year planner, or agenda (from Latin ''agenda'' – things to do), is a small book or binder that is designed to be portable. It usually contains a diary, calendar, address book, blank paper, and other sections. The organizer is a personal tool and may also include pages with useful information, such as maps and telephone codes. It is related to the separate desktop stationery items that have one or more of the same functions, such as appointment calendars, rolodexes, notebooks, and almanacs. They were sometimes referred to as a filofax, after the UK-based company Filofax that produces a popular range of personal organiser wallets. By the end of the 20th century, paper-and-binder personal organizers started to be replaced by electronic devices such as personal digital assistants (PDAs), personal information manager software, and online organizers. This process has accele ...
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Wearable Computer
A wearable computer, also known as a body-borne computer, is a computing device worn on the body. The definition of 'wearable computer' may be narrow or broad, extending to smartphones or even ordinary wristwatches. Wearables may be for general use, in which case they are just a particularly small example of mobile computing. Alternatively, they may be for specialized purposes such as fitness trackers. They may incorporate special sensors such as accelerometers, heart rate monitors, or on the more advanced side, electrocardiogram (ECG) and blood oxygen saturation (SpO2) monitors. Under the definition of wearable computers, we also include novel user interfaces such as Google Glass, an optical head-mounted display controlled by gestures. It may be that specialized wearables will evolve into general all-in-one devices, as happened with the convergence of PDAs and mobile phones into smartphones. Wearables are typically worn on the wrist (e.g. fitness trackers), hung from the n ...
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Vena Amoris
Vena amoris is a Latin name meaning, literally, "vein of love". Traditional belief established that this vein ran directly from the fourth finger of the left hand to the heart. This theory has been cited in Western cultures as one of the reasons the engagement ring and/or wedding ring was placed on the fourth finger, or "ring finger". The earliest use of jewelry to signify a bonding was often chains and bracelets. This evolved to the use of the symbolic ring. In ancient Egypt, the Sun and the Moon gods were feared and worshipped. A ring was a symbol of these spirits, both of whom were also related to the home and hearth. The endless circle showed the eternal nature of the bond, while the open centre was meant to be a doorway to things unknown. This tradition was later assimilated by the Greeks, after Alexander the Great conquered Egypt in 332 BC. Up to this time betrothal rings were generally made out of hemp, leather, bone, or ivory. In early Rome the use of metal rings g ...
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Bone Conduction
Bone conduction is the conduction of sound to the inner ear primarily through the bones of the skull, allowing the hearer to perceive audio content without blocking the ear canal. Bone conduction transmission occurs constantly as sound waves vibrate bone, specifically the bones in the skull, although it is hard for the average individual to distinguish sound being conveyed through the bone as opposed to the sound being conveyed through the air via the ear canal. Intentional transmission of sound through bone can be used with individuals with normal hearing — as with bone-conduction headphones — or as a treatment option for certain types of hearing impairment. Bone generally conveys lower-frequency sounds better than higher frequency sounds. Overview Bone conduction is one reason why a person's voice sounds different to them when it is recorded and played back. Because the skull conducts lower frequencies better than air, people perceive their own voices to be lower an ...
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