Kwara State Polytechnic, Ilorin Institute of Information and Communication Technology Department of Computer Science
Kwara State Polytechnic, Ilorin Institute of Information and Communication Technology Department of Computer Science
Kwara State Polytechnic, Ilorin Institute of Information and Communication Technology Department of Computer Science
SEMINAR REPORT ON
GOOGLE GLASS
PRESENTED BY
ODUKOYA ADEWALE DOMINIC
HND/18/COM/FT/037
AND
ATERE ADEBANKE GRACE
HND/18/COM/FT/038
SUPERVISED BY:
MRS O. DADA
CERTIFICATION
This is to certify that this seminar was carried out by Odukoya Adewale Dominic with
matriculation number HND/18/COM/FT/037 and Atere Adebanke Grae with matriculation
number HND/18/COM/FT/038. This seminar has been read and approved as meeting part of the
requirements for the award of higher national diploma in computer science.
___________________ __________________
Mrs. Dada O. M Date
Supervisor
ABSTRACT:
Google Glass is as futuristic a gadget we’ve seen in recent times. A useful technology for all
kinds of people including handicapped/disabled.
Keywords: Virtual and augmented reality, project glasses, eye tap, smart clothing, android, 4G
INTRODUCTION
It covers remote communication environments which provide virtual presence of users with the
concepts of tele presence and tele xistence or a virtual artifact (VA). The simulated environment
can be similar to the real world in order to create a life like experience.
Virtual reality is often used to describe a wide variety of applications commonly associated with
immersive, highly visual, 3D environments. The development of CAD software, graphics
hardware acceleration, head mounted displays, database gloves, and miniaturization.
• The biggest challenge for Google will now be to make the Google Glass also
usable for people with normal glasses (to compensate for a low vision).
• In this case the Google Glass has to be placed ahead of normal glasses -
which doesn't look and feel well or like a glass.
LITERATURE REVIEW
As per many reports, Google is expected to start selling eyeglasses that will project information,
entertainment and, this being a Google product, advertisements onto the lenses. These glasses will have
the combined features of virtual reality and augmented reality.
The Google Glasses can use a 4G cell connection to pull in information from Google’s mountain of data
and display info about the real world in augmented reality on the lens in front of your eye. As you turn
your head you’ll get information about your surroundings and nearby objects from Google Goggles, info
on buildings and establishments from Google Maps, even your friends’ nearby check-ins from Latitude.
The company has no plans to sell ads into your newly augmented view of the world, but will consider it if
the product really catches on.
Figure 2.1 Overview of Google Glass
The glasses are not being designed to be worn constantly — although Google engineers expect some
users will wear them a lot — but will be more like smart phones, used when needed, with the lenses
serving as a kind of see-through computer monitor.
Google glasses are basically wearable computers that will use the same Android software that powers
Android smart phones and tablets. Like smart phones and tablets, the glasses will be equipped with GPS
and motion sensors. They will also contain a camera and audio inputs and outputs.
Several people who have seen the glasses, but who are not allowed to speak publicly about them, said that
the location information was a major feature of the glasses. Through the built-in camera on the glasses,
Google will be able to stream images to its rack computers and return augmented reality information to
the person wearing them. For instance, a person looking at a landmark could see detailed historical
information and comments about it left by friends. If facial recognition software becomes accurate
enough, the glasses could remind a wearer of when and how he met the vaguely familiar person standing
in front of him at a party. They might also be used for virtual reality games that use the real world as the
playground.
METHODOLOGY
Wearable Computing:
Wearable computers, also known as body-borne computers are miniature electronic devices that are worn
by the bearer under, with or on top of clothing. This class of wearable technology has been developed for
general or special purpose information technologies and media development. Wearable computers are
especially useful for applications that require more complex computational support than just hardware
coded logics.
Figure 3.1 Wearable computing
One of the main features of a wearable computer is consistency. There is a constant interaction between
the computer and user, i.e. there is no need to turn the device on or off. Another feature is the ability to
multi-task. It is not necessary to stop what you are doing to use the device; it is augmented into all other
actions. These devices can be incorporated by the user to act like a prosthetic. It can therefore be an
extension of the user’s mind and/or body.
Ambient Intelligence:
Ambient Intelligence (AmI) refers to electronic environments that are sensitive and responsive to the
presence of people. Ambient intelligence is a vision on the future of consumer
electronics, telecommunications and computing.
Figure 3.2 Ambient Intelligence Environments
In an ambient intelligence world, devices work in concert to support people in carrying out their everyday
life activities, tasks and rituals in easy, natural way using information and intelligence that is hidden in the
network connecting these devices.
As these devices grow smaller, more connected and more integrated into our environment, the technology
disappears into our surroundings until only the user interface remains perceivable by users.
Smart Clothing:
Smart clothing is the next generation of apparel. It is a combination of new fabric technology and digital
technology, which means that the clothing is made with new signal-transfer fabric technology installed
with digital devices. Since this smart clothing is still under development, many problems have occurred
due to the absence of the standardization of technology. Therefore, the efficiency of technology
development can be strengthened through industrial standardization. This study consists of three phases.
The first phase is selecting standardization factors to propose a standardization road map. The second
phase is to research and collect related test evaluation methods of smart clothing. For this, we selected
two categories, which are clothing and electricity/electron properties. The third phase is establishing a
standardization road map for smart clothing. In this study, test evaluations have not yet been conducted
and proved. However, this study shows how to approach standardization. We expect that it will be
valuable for developing smart clothing technology and standardization in the future.
An Eye Tap is a device that is worn in front of the eye that acts as a camera to record the scene available
to the eye as well as a display to superimpose a computer-generated imagery on the original scene
available to the eye. This structure allows the user's eye to operate as both a monitor and a camera as the
Eye Tap intakes the world around it and augments the image the user sees allowing it to overlay
computer-generated data over top of the normal world the user would perceive. The Eye Tap is a hard
technology to categorize under the three main headers for wearable computing (Constancy,
Augmentation, Mediation) for while it is in theory a constancy technology in nature it also has the ability
to augment and mediate the reality the user perceives.
A smart grid is an electrical grid that uses information and communications technology to gather and act
on information, such as information about the behaviors of suppliers and consumers, in an automated
fashion to improve the efficiency, reliability, economics, and sustainability of the production and
distribution of electricity.
4G Technology:
RESULTS
• Accept/Reject a call
• HD video Recording.
• Shows reminder
• Online Games
Technical specifications
• Wi-Fi 802.11b/g
• Bluetooth
• 682MB RAM
• 3 axis gyroscope
• 3 axis accelerometer
Hardware
• Touchpad- located on the side of Google Glass, allowing users to control the device by
swiping through a timeline-like interface displayed on the screen.
• Camera-Google Glass has the ability to take photos and record 720p HD video. While
video is recording, the screen stays on.
Software
Applications
Voice activation
To activate Glass, wearers tilt their heads 30° upward (which can be altered for preference) or
tap the touchpad, and say "O.K., Glass.“
Once Glass is activated, wearers can say an action, such as "Take a picture", "Record a video",
"Hangout with [person/Google+ circle]", "Google 'What year was Wikipedia founded?'", "Give
me directions to the Eiffel Tower", and "Send a message to John"
CONCLUSION
Google glasses are basically wearable computers that use the evolving familiar technologies that
brings the sophistication and ease of communication and information access even for the physically
challenged class of people those literally could not use general way of palmtops and mobiles.
REFERENCE
http://en.wikipedia.org/wiki/Project_Glass
http://www.smart-glasses.org/benefits-smart-glasses/
http://en.wikipedia.org/wiki/EyeTap
http://www.techpark.net/2012/02/29/google-glasses-with-virtual-and-augmented-reality/
http://dl.acm.org/citation.cfm?id=1601355
http://en.wikipedia.org/wiki/Android_(operating_system)
http://www.SeminarsTopics.com
http://www.thenewstribe.com/2012/04/08/google-project-glasses-success-or-another-
failure/#.UFMcL7LiaAA