Wearable computers: the fifth screen has arrivedIssue 84: April 2012 Screens have dominated our lives for nearly 60 years. First there was the TV, then came the second screen in our lives, the PC. Ubiquitous internet access brought the smartphone's third screen and tablet computer's fourth screen to life. Now it's time to consider the potential of the fifth screen: wearable computers. Emerging examples of wearable computers, or wearables, include smartwatches, a smartphone that you wear, computer screen glasses that place information before the user's eyes and even smart tattoos, a more bizarre but apparently achievable IT concept. Where are wearables now? Expect smartwatches to be big news in the next few months. Apple has already entered the fray with an iPod that can be worn as a watch. Sony's SmartWatch, which gives users to access Twitter, email and weather reports, is an even stronger example of fifth screen computing. The ultimate driver of smartwatch use will be "micro-apps" that fulfil clever stand-alone functions. Just one example is the Starbucks "coffee card", which WIMM's Android smartwatch users in the US can use to pay for products with a swipe of their wrist-mounted gadget. A whole new look for spectacles In a sighting that's excited a lot of futurists, Google co-founder Sergey Brin was last month seen wearing a set of goggles with a tiny in-built projector capable of turning the inside of what looks like a pair of glasses into a computer screen. The concept revolves around the idea of augmented reality, the placement of computer-generated information over a real-world view. In the recent past AR has involved the use of smartphones, but Google is one of many outfits trying to change this. Titled Project Glass, Google's wearable screen prototype promises an information-rich view of the world with a device that places data and infographics about everything from today's weather to incoming text messages in front of what ever the user is looking at. Augmenting life as we know it Fifth screen glasses open up numerous possibilities for marketers including the delivery of micro-ads or the ability of wearers to easily access product information. Like the look of a friend's new kettle? Your Google glasses will offer a wealth of information from price to purchaser reviews. Augmented reality glasses won't just provide functional information they are also set to assist with social activities. AR technology may soon be able to cross-reference faces with Facebook information to provide the wearer with the name of the person standing before them and even serve up suggested conversation topics. AR glasses may help people enjoy better post-purchase experiences. Imagine the ability to build IKEA furniture while wearing glasses that instruct the purchaser on how to assemble furniture and fix up any mistakes that are made along the way. Body art becomes body smart One of the stranger suggestions in the Forrester report is the possibility of wearable smart tattoos that could, for example, vibrate when the user has an in-coming call or text message. This may sound a touch creepy but this kind of device has massive potential for the game playing industry. Removable tattoos devices that measure body reactions could make gaming or educational experiences more immersive. The wearable computer trend also extends to the use of clothing with in-build technology that responds to the wearer's emotions or bodily reactions. Why wearables work Many fifth screen concepts sound peculiar. But so did the concept of personal computing a generation ago. What's less strange about wearables is their convenience, the ability to be on hand (or arm, or head) when needed. One step closer to seamless device portability, wearables have the potential to usher in a new relationship with information and communication technologies, a development that will make the production of engaging online content even more important for organisations than it is today.
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