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  • Golden Suppliers

    • ( Origin : Taiwan Manufacturer & Supplier )
      • Golden
      Garmin International Inc. is founded on the principles of innovation, convenience, performance, value, and service. Manufacturer of navigation and communications equipment for the aviation and consumer markets. Our product categories include navigation and communication devices, Wearable Device, GPS, Bluetooth, street navigatirs, traffic receivers. What began as a brainstorming session of a handful of engineers around a card table in 1989 has evolved into a worldwide collaborative effort of thousands of colleagues. Garmin’s goal, as it was then, remains simple: To create navigation and communication devices that can enrich our customers’lives. If you are interested in our product or you want to inquiry, please feel free to contact with us or you can email to us.
    • ( Origin : Taiwan & Mainland China Manufacturers & Suppliers )
      • Golden
      Founded in 1985, Yomura Technologies Inc. is specializing in injection molding parts such as Wearable Device, overmolding, double injection, insert molding, two shot injection molding, silicon injection molding, and so on. The primary goal of our Technologies is to work and grow with our customers from product conception, co-design, EDI (earlier design Involved) through the life cycle to improve quality and reduce overall cost. Our engineering makes it possible to shorten the development cycle by adopting concurrent engineering and product management methodologies. Furthermore, we look forward to searching a good business partner. elcome to visit our website and hope you could get the products which you are interested in or more information.
    What are Wearable Devices?

    The terms “wearable technology“, “wearable devices“, and “wearables” all refer to electronic technologies or computers that are incorporated into items of clothing and accessories which can comfortably be worn on the body. These wearable devices can perform many of the same computing tasks as mobile phones and laptop computers; however, in some cases, wearable technology can outperform these hand-held devices entirely. Wearable technology tends to be more sophisticated than hand-held technology on the market today because it can provide sensory and scanning features not typically seen in mobile and laptop devices, such as biofeedback and tracking of physiological function.

    Generally, wearable technology will have some form of communications capability and will allow the wearer access to information in real time. Data-input capabilities are also a feature of such devices, as is local storage. Examples of wearable devices include watches, glasses, contact lenses, e-textiles and smart fabrics, headbands, beanies and caps, jewelry such as rings, bracelets, and hearing aid-like devices that are designed to look like earrings.

    While wearable technology tends to refer to items which can be put on and taken off with ease, there are more invasive versions of the concept as in the case of implanted devices such as micro-chips or even smart tattoos. Ultimately, whether a device is worn on or incorporated into the body, the purpose of wearable technology is to create constant, convenient, seamless, portable, and mostly hands-free access to electronics and computers.

    The implications and uses of wearable technology are far reaching and can influence the fields of health and medicine, fitness, aging, disabilities, education, transportation, enterprise, finance, gaming and music. The goal of wearable technologies in each of these fields will be to smoothly incorporate functional, portable electronics and computers into individuals’ daily lives. Prior to their presence in the consumer market, wearable devices were primarily used in the field of military technology and had the biggest implications for healthcare and medicine. In fact, just 10 years ago, medical engineers were talking about wearable devices which could unobtrusively monitor the health and well being of patients in the form of a “Wearable Motherboard?” or the “Smart Shirt,” aimed at monitoring vital signs and sending that biofeedback information to a hub station in real time (Park and Jayaraman, 2003).

    Even though wearable technology could potentially have the most impact in the fields of health and fitness, the technology also promises great influence on gaming and entertainment. Augmented reality and wearable technology can combine to create a much more realistic and immersive environment in real time. The concept is not necessarily new, as augmented reality through the use of wearable devices has been discussed since the late 1990s; however, the prototypes are moving away from bulky technology such as large goggles and backpacks, to smaller, lightweight and more mobile systems. If the more polished designs of mobile phones and digital cameras currently on the market are any indication for the future of wearable devices, then fashion, practicality, function and design will all be taken into account as these products advance. This consideration for both technology and aesthetics is already evident in devices such as Google Glass, which has a very sleek, lightweight, unobtrusive design.

    As the potential uses in various fields continues to grow, the sociological and cultural impact wearable technology will have in the future should not be minimized. Already, the current hand-held devices available to consumers, such as Smart Phones, iPods and tablets, have changed the technological and social landscapes on a global scale, such that, walking out in public and seeing an individual engaging with a hand-held device is commonplace. Such an image was nonexistent only 20 years ago. With that in mind, developers and analysts predict that wearable technology will very quickly change the technological and cultural landscapes once again, and may even change the nature of mobile phones and other hand-held devices entirely.


    source: Wearable Devices Magazine

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