Wearable Android
eBook - ePub

Wearable Android

Android Wear and Google FIT App Development

  1. English
  2. ePUB (mobile friendly)
  3. Available on iOS & Android
eBook - ePub

Wearable Android

Android Wear and Google FIT App Development

About this book

Software Development/Mobile/Android/Wearable/Fitness

Build "Wearable" Applications on the Android Wear and Google Fit Platforms

This book covers wearable computing and wearable application development particularly for Android Wear (smartwatches) and Google Fit (fitness sensors). It provides relevant history, background and core concepts of wearable computing and ubiquitous computing, as a foundation for designing/developing applications for the Android Wear and Google Fit platforms. This book is intended for Android wearable enthusiasts, technologists and software developers.

  • Gain insight into  "wearables" in the modern consumer ecosystem of a multitude of devices, ubiquitous computing, cloud computing and intelligent personal assistants
  • Learn the Android Wear and Google Fit APIs and jump-start hands-on development including: setting up an Android development environment suitable for Android Wear and Google Fit , setting up smartwatch and fitness devices for development and debugging , writing applications that install and execute on Android Wear (smartwatch) devices , and  applications that run on your handheld Android devices and find and connect to fitness sensors and access fitness data, and more
  • Catch up with the new Android 5.0 "Lollipop", Android Studio and the gradle based build system

Learn how to write applications for smart watches and fitness sensors on the Android/Google ecosystem.

"Sanjay's tome provides a comprehensive and timely treatment of the essential points of current Wearable technology and Android Wearable development techniques. The easygoing and comprehensive examples make this book a joy to discover and a delight to peruse. Highly recommended!" 

-  Rudi Cilibrasi, Computer Scientist

 

 "The text provides a rich and immersive overview of the field of Wearable computing that is solidified by the impressive set of examples. I was simultaneously entertained as well as educated, and would highly recommend this book to anyone that is looking to get started with Wearables."

- Nathan Blair, Software Engineer & Entrepreneur

 

Sanjay M. Mishra began programming in C on various flavors of Unix in the early 1990s. Over the years he has developed diverse software systems spanning web applications and services, messaging, VoIP, NoSQL databases, as well as mobile and embedded platforms. He has worked for companies such as Intertrust, Eyecon Technologies, CallSource, nVoc (formerly Sandcherry, Inc.) and the Starz Entertainment group.

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Information

Part I
Wearable Computing: Introduction and Background

This section provides history and background on Wearable computing. It includes a range of topics including the human–computer interaction paradigm, the spatial scope of computing, ubiquitous computing, and so on. Wearable devices represent a unique device form factor, and Wearable applications somewhat require a distinct interaction paradigm. Developing applications for Wearable entails some fundamental differences in the interaction and design compared to other platforms such as phone, Web, and desktop. Wearables typically coexist in an ecosystem of cloud-based computing and a multitude of devices that a given user may interact with.

Chapter 1
Wearables: Introduction

1.1 Wearable Computing

In general, a computer or computing device is characterized by the presence of a central processing unit (CPU) within it. The CPU is the crucial hardware that carries out the instructions of computer programs. Wearable Computing is the paradigm that entails lightweight, miniature computers that can be worn on the body such that the user and the computer can interact at any time as needed, with minimal overhead and impact on the user’s real-world physical activities. Examples of such real-world physical activities are gardening, jogging, rafting, carrying a child, walking a dog, and so on. It can be harder and inconvenient to engage in many such real-world physical activities while also holding a phone or having to bring it out of the pocket or handbag frequently.

1.2 Wearable Computers and Technology

A Wearable Computer is a body-borne, miniature computing device, which the user has opportunity for constant access to and interaction with—with minimal impact to the user’s real-world activities. Wearable Computers have historically been used for the last few decades in niche and specialized segments such as space, military, academic, medical, industrial, and so on. Wearables have also been the subject of academic research since decades. Many of the technological innovations from the academic and niche arenas are starting to be seen today in the nascent consumer Wearable segment.

1.3 “Wearables”

Wearable Computers or simply “wearables” are today no longer limited to the abovementioned niche segments; they have commenced to make their way into the mass consumer market. Wearables are available to consumers in various shapes and forms including smart watches, clothing, belts, shoes, jewelry, athletic and fitness sensors, and so on.
The calculator watch and similar products introduced in the 1980s may be considered to be instances of simple wearables. Wearables in today’s world can be quite sophisticated due to the synergistic integration of various information such as the user’s current contextual information or context with the Internet cloud-based intelligent agents. Mobile devices and wearables to a greater extent can provide valuable signals from which the user’s “context” can be inferred. This real-world “context” refers to where the user is currently located, what the user is currently engaged in, and so on.
Wearable technology and modern human–computer interaction trends aim to make computing less intrusive on the user’s real-world experience. Today, value can be derived, not from computing devices in isolation but rather from the synergistic combination and collaboration between devices and sensors in a networked and “ubiquitous” computing ecosystem. Ubiquitous computing is the concept wherein computing is accessible everywhere and at all times, via any device.
Much like Bluetooth headsets reduced the intrusiveness of smartphones while having phone conversations and simultaneously engaging in various activities, wearables such as smart watches aim to make it easier for users to engage in their diverse real-world activities while simultaneously maintaining “light,” “glanceable” interactions with the online digital world.
Wearables have commenced to make an entry into the mass consumer market, due to the convergence of numerous factors. The modern human has now commenced to wear one or more computing devices on their person that are always on and ready and close at hand. This is a trend that is unlikely to go the way of some outdated fashion, anytime soon. The implications are huge, and the applications of Wearable technology have tremendous potential. Much like the motor car of long ago, and the smartphone in more recent memory, many innovations start out as being “unnecessary” but convenient; but before long, some catch on and even reach that tipping point after which they are perceived as a “necessity.”
Wearable technology lies at this interesting intersection of fashion, fitness, home automation, efficiency, productivity, and more. Some of the limitations of the smartphone in terms of their intrusiveness toward the user’s real-world activities make the case for wearable devices such as smart watches.

1.4 The word: “Wearables”

The word “wearables”—short for Wearable computer and technology—has been used for several decades mostly in academic and technical publications. Today, the arrival of devices to the consumer market has started to make it a commonly used word. Currently, the dictionary word “wearable” is an adjective meaning “capable of being worn.” In this book, we will use the term “wearable” as a noun to denote a wearable computing device. The chances are that once this word gathers adequate mass usage—sooner or later and likely sooner than later—the major dictionaries of the English language will begin to acknowledge the use of this word “wearable” as a noun to denote the concept of “a wearable computer or device.” “Wearables” are thus computing devices that are intended to be convenient to wear and comfortable to interact with, while we go about our choice of real-world activities.

1.5 Wearables and Smartphones

Wearables are typically not a replacement for smartphones or tablets—rather wearables typically complement and augment smartphones and tablets. Wearables are somewhat of a natural progression and extension of the smartphones and the useful smart “Apps” that reside and run on them, which have become an indispensable part of our daily lives. Some smartphone Apps have adequately demonstrated their usefulness and ability to serve as our own intelligent personal agent, always ready and available to help us in the many dimensions of our daily toil and strife of work and family, fitness and health, entertainment, education, and more.
Wearables as do smartphones often have sensors, which can help in determination of the user’s current context. However, wearables—by virtue of being worn on the person—have more intimate sensor access including biological parameters such as heart rate, skin conductivity, body temperature, and so on, thereby making them useful for fitness and productivity applications and so on.

1.6 Wearable Light, Glanceable Interactions

Wearables support the ideal that users can more easily continue to pay adequate attention to their physical activities and environment, while also keeping up to date with the online world via lightweight, minimally intrusive interactions. Wearables are intended to help us engage better with our real-world activities that tend to change from moment to moment, in free and full flow. Wearables aim to make it easy for you to keep in touch with the physical world and environment and also be on top of those important, informational electronic updates, acknowledgments, and lightweight actions that need to be performed in real time.

1.7 Smartphone Dependency, Inconveniences

Fundamentally, we as consumers use personal computing devices because we derive some value from them. At the same time, using any computing device tends to distract and detract from our real-world activities. The more we recognize and appreciate the benefits of our smartphones and Apps that run on them, the more they become an integral part of our daily lives; and the more we tend to experience the inconvenience, overhead, and inelegance of having to frequently dig our phones out of our pockets and handbags or holding our phones in our hands for extended periods of time and under inconvenient circumstances—such that our almost perceptual use of our phones can tend to interfere with our various real-world activities.
The greater our need to keep connected with the networked world, for reasons of family, work, entertainment, and more, the more we are likely to benefit from a more elegant and less intrusive “wearable” model of the human–computer interaction. The wearable model aims to reduce the distractive and constraining effect on the user in “the here and now.”

1.8 Wearable Interaction

The more trivial the na...

Table of contents

  1. Cover
  2. Title Page
  3. Table of Contents
  4. About the Author
  5. About This Book
  6. Acknowledgments
  7. Part I: Wearable Computing: Introduction and Background
  8. Part II: Foundation Android
  9. Part III: Android Wear Platform and SDK
  10. Part IV: Google Fit Platform and SDK
  11. Part V: Real-World Applications
  12. Index
  13. End User License Agreement

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