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Wearable Android : Android Wear and Google FIT App Development

By: Mishra, Sanjay M.
Material type: TextTextSeries: eBooks on Demand.Publisher: Hoboken : Wiley, 2015Description: 1 online resource (283 p.).ISBN: 9781119050971.Subject(s): Android (Electronic resource) | Mobile apps | Mobile computing | Wearable computersGenre/Form: Electronic books.Additional physical formats: Print version:: Wearable Android : Android Wear and Google FIT App DevelopmentDDC classification: 004.167 LOC classification: QA76.592 .M57 2015Online resources: Click here to view this ebook.
Contents:
Title Page; Copyright Page; Contents; About the Author; About This Book; Acknowledgments; Part IWearable Computing: Introduction and Background; Chapter 1 Wearables: Introduction; 1.1 Wearable Computing; 1.2 Wearable Computers and Technology; 1.3 "Wearables"; 1.4 The word: "Wearables"; 1.5 Wearables and Smartphones; 1.6 Wearable Light, Glanceable Interactions; 1.7 Smartphone Dependency, Inconveniences; 1.8 Wearable Interaction; 1.9 User's Real-world Context; 1.10 Variety of Wearable Devices; 1.10.1 Smart Watches; 1.10.2 Fitness Sensors; 1.10.3 Smart Jewelry; 1.11 Android Wear and Google Fit
1.11.1 Device / Hardware PurchasesReferences and Further Reading; Chapter 2 Wearable Computing Background and Theory; 2.1 Wearable Computing History; 2.1.1 Wearable Computing Pioneers; 2.1.2 Academic Research at Various Universities; 2.2 Internet of Things (IoT) and Wearables; 2.2.1 Machine to Machine (M2M); 2.3 Wearables' Mass Market Enablers; 2.3.1 "ARM-ed" revolution; 2.3.1.1 ARM alternatives; 2.3.2 System on Chip (SoC); 2.3.3 Human Dependence on Computing; 2.3.4 Smartphone extensions; 2.3.5 Sensors; 2.3.5.1 Micro-Electro-Mechanical Systems (MEMS) Sensors
2.4 Human-Computer Interface and Human-Computer Relationship2.4.1 Human-Computer Interface: over the years; 2.4.2 Human Computer Interaction (HCI): Demand and Suggest; 2.4.2.1 Demand Paradigm; 2.4.2.2 Suggest Paradigm; 2.4.2.3 Demand or Suggest?; 2.4.2.4 Demand and Suggest: A Healthy Balance; 2.4.3 Evolution of the Human-Computer Relationship; 2.5 A Multi-Device World; 2.5.1 Spatial Scope of Computing: Devices near and Devices far; 2.5.2 Body Area Network (BAN); 2.5.3 Personal Area Network (PAN); 2.5.4 Home Area Network (HAN); 2.5.5 Automobile Network; 2.5.5.1 Controller Area Network (CAN)
2.5.6 Near-Me Area Network (NAN)2.5.7 Campus Area Network; 2.5.8 Metro Area Network; 2.5.9 Wide Area Network; 2.5.10 Internet; 2.5.11 Interplanetary Network; 2.6 Ubiquitous Computing; 2.7 Collective, Synergistic Computing Value; 2.7.1 Importance of the User Centricity and the User Context; 2.7.2 Distributed Intelligent Personal Assistant; 2.8 Bright and Cloudy: Cloud-based Intelligent Personal Agent; 2.8.1 Google / Cloud-Based Intelligent Personal Agent; 2.9 Leveraging Computer Vision; 2.9.1 Enhanced Computer Vision / Subtle Change Amplification
2.10 IoT and Wearables: Unnatural and over the top?2.10.1 Human History of Tool Use and Computation; 2.10.2 Communication Networks in Nature; 2.10.3 Consumption of Power: by computational systems, biological and artificial; 2.11 Security and Privacy Issues; 2.11.1 Use Awareness and complete end-to-end Transparency; 2.11.2 User Control and Choice; 2.11.3 User Access to Collected Data and Erasure capability; 2.11.4 Device side, transit, and cloud side protection: Data Anonymization; 2.11.5 Practical Considerations: User Centricity; 2.11.5.1 OpenID; 2.12 Miscellaneous
2.12.1 PhoneBloks: Waste Reduction
Summary: 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 ins
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Item type Current location Call number URL Status Date due Barcode
Electronic Book UT Tyler Online
Online
QA76.592 .M57 2015 (Browse shelf) http://uttyler.eblib.com/patron/FullRecord.aspx?p=1895313 Available EBL1895313

Title Page; Copyright Page; Contents; About the Author; About This Book; Acknowledgments; Part IWearable Computing: Introduction and Background; Chapter 1 Wearables: Introduction; 1.1 Wearable Computing; 1.2 Wearable Computers and Technology; 1.3 "Wearables"; 1.4 The word: "Wearables"; 1.5 Wearables and Smartphones; 1.6 Wearable Light, Glanceable Interactions; 1.7 Smartphone Dependency, Inconveniences; 1.8 Wearable Interaction; 1.9 User's Real-world Context; 1.10 Variety of Wearable Devices; 1.10.1 Smart Watches; 1.10.2 Fitness Sensors; 1.10.3 Smart Jewelry; 1.11 Android Wear and Google Fit

1.11.1 Device / Hardware PurchasesReferences and Further Reading; Chapter 2 Wearable Computing Background and Theory; 2.1 Wearable Computing History; 2.1.1 Wearable Computing Pioneers; 2.1.2 Academic Research at Various Universities; 2.2 Internet of Things (IoT) and Wearables; 2.2.1 Machine to Machine (M2M); 2.3 Wearables' Mass Market Enablers; 2.3.1 "ARM-ed" revolution; 2.3.1.1 ARM alternatives; 2.3.2 System on Chip (SoC); 2.3.3 Human Dependence on Computing; 2.3.4 Smartphone extensions; 2.3.5 Sensors; 2.3.5.1 Micro-Electro-Mechanical Systems (MEMS) Sensors

2.4 Human-Computer Interface and Human-Computer Relationship2.4.1 Human-Computer Interface: over the years; 2.4.2 Human Computer Interaction (HCI): Demand and Suggest; 2.4.2.1 Demand Paradigm; 2.4.2.2 Suggest Paradigm; 2.4.2.3 Demand or Suggest?; 2.4.2.4 Demand and Suggest: A Healthy Balance; 2.4.3 Evolution of the Human-Computer Relationship; 2.5 A Multi-Device World; 2.5.1 Spatial Scope of Computing: Devices near and Devices far; 2.5.2 Body Area Network (BAN); 2.5.3 Personal Area Network (PAN); 2.5.4 Home Area Network (HAN); 2.5.5 Automobile Network; 2.5.5.1 Controller Area Network (CAN)

2.5.6 Near-Me Area Network (NAN)2.5.7 Campus Area Network; 2.5.8 Metro Area Network; 2.5.9 Wide Area Network; 2.5.10 Internet; 2.5.11 Interplanetary Network; 2.6 Ubiquitous Computing; 2.7 Collective, Synergistic Computing Value; 2.7.1 Importance of the User Centricity and the User Context; 2.7.2 Distributed Intelligent Personal Assistant; 2.8 Bright and Cloudy: Cloud-based Intelligent Personal Agent; 2.8.1 Google / Cloud-Based Intelligent Personal Agent; 2.9 Leveraging Computer Vision; 2.9.1 Enhanced Computer Vision / Subtle Change Amplification

2.10 IoT and Wearables: Unnatural and over the top?2.10.1 Human History of Tool Use and Computation; 2.10.2 Communication Networks in Nature; 2.10.3 Consumption of Power: by computational systems, biological and artificial; 2.11 Security and Privacy Issues; 2.11.1 Use Awareness and complete end-to-end Transparency; 2.11.2 User Control and Choice; 2.11.3 User Access to Collected Data and Erasure capability; 2.11.4 Device side, transit, and cloud side protection: Data Anonymization; 2.11.5 Practical Considerations: User Centricity; 2.11.5.1 OpenID; 2.12 Miscellaneous

2.12.1 PhoneBloks: Waste Reduction

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 ins

Description based upon print version of record.

Author notes provided by Syndetics

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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