Academic literature on the topic 'Google glasses'

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Journal articles on the topic "Google glasses"

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Yeolekar, Aditya M., Kiran J. Shinde, and Haris Qadri. "Innovative Use of Google Cardboard in Clinical Examination of Patients of Vertigo." Clinical Medicine Insights: Ear, Nose and Throat 12 (January 2019): 117955061988201. http://dx.doi.org/10.1177/1179550619882012.

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Background: Vertigo is 1 of the most prominent and frequent neurological symptom. It is estimated that about 30% of all people need medical care once in their life due to this index symptom. The neurological expertise required is usually scarce in underprivileged areas. One has to look for spontaneous nystagmus, and perform Dix–Hallpike maneuver and Head Impulse test specifically to differentiate central from peripheral vertigo. The nystagmus, that is spontaneous, involuntary to-and-fro movement of the eyeball which aids in the diagnosis, can be better elicited by Frenzel glasses, Munich glasses. These devices consist of the combination of magnifying glasses and a lighting system to detect eye movements better than routine examination. Objective: To test usefulness of modified Google cardboard as Frenzel glasses in poor resource setting. Study design: A modified Google cardboard was used in 52 consecutive cases of vertigo and compared with examination with naked eye. The device consists of 2 magnifying lenses, 1 for each eye with power of +24 dioptres. Observation: The tool was found to be better for identifying spontaneous nystagmus, in Dix–Hallpike maneuver and during head impulse test as compared with the naked eye owing to the property of magnification and inhibition of fixation. Being a cheaper alternative and handy, it could be carried by every doctor in any setting.
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Kesselman, Martin. "Current CITE-ings from the popular and trade computing literature: Google Cardboard – virtual reality for everyone." Library Hi Tech News 33, no. 4 (June 6, 2016): 15–16. http://dx.doi.org/10.1108/lhtn-04-2016-0020.

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Purpose Google Cardboard has brought virtual reality experiences to anyone with a smartphone and low-cost glasses, the first ones provided by Google made of Cardboard! Design/methodology/approach Due to its extremely low cost, many applications are burgeoning the field, and the technology has created new opportunities for libraries in creating virtual immersive experiences for their users. Findings Low-cost virtual-reality cameras are coming on the scene too that will allow libraries to develop documentaries of community information, tours and educational/information experiences. Originality/value The references below, run the gamut of what Google Cardboard is all about, new applications, new viewers based on Google’s offerings and opportunities on the horizon. This is definitely a technology that is taking everyone by storm!
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Lausegger, Georg, Michael Spitzer, and Martin Ebner. "OmniColor – A Smart Glasses App to Support Colorblind People." International Journal of Interactive Mobile Technologies (iJIM) 11, no. 5 (July 24, 2017): 161. http://dx.doi.org/10.3991/ijim.v11i5.6922.

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Colorblind people or people with a color vision deficiency have to face many challenges in their daily activities. Their disadvantage to perceive colors incorrectly leads to frustration when determining the freshness of fruits and the rawness of meat as well as the problem to distinguish clothes with confusing colors. With the rise of the smartphone, numerous mobile applications are developed to overcome those problems, improving the quality of live. However, smartphones also have some limitations in certain use cases. Especially activities where both hands are needed do not suit well for smartphone applications. Furthermore, there exist tasks in which a continuous use of a smartphone is not possible or even not legally allowed such as driving a car. In recent years, fairly new devices called smart glasses become increasingly popular, which offer great potential for several use cases. One of the most famous representatives of smart glasses is Google Glass, a head-mounted display that is worn like normal eyeglasses produced by Google. This paper introduces an experimental prototype of a Google Glass application for colorblind people or people with a color vision deficiency, called OmniColor and meets the challenge if Google Glass is able to improve the color perception of those people. To show the benefits of OmniColor, an Ishihara color plate test is performed by a group of 14 participants either with, or without the use of OmniColor.
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Mayorga, Gabriella, Xuan Do, and Vahid Heydari. "Using Smart Glasses for Facial Recognition." American Journal of Undergraduate Research 15, no. 4 (March 24, 2019): 23–35. http://dx.doi.org/10.33697/ajur.2019.003.

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Facial recognition is one of the most promising applications of smart glasses and can help many organizations become more efficient. For example, police traditionally identify criminals by manually going through pictures in a database which makes face matching a slow process. However, with the combination of facial recognition software, smart glasses, and databases, the police can quickly scan through multiple databases of faces to find a match. The police would also be able to spot criminals in crowds, identify unknown victims at crime scenes, retrieve background information on individuals, and verify if someone is a missing person. The Transportation Security Administration (TSA) can also use this combination to identify potential terror suspects or verify the identity of travelers. Lastly, academia can benefit from these tools by being able to identify individuals at events (e.g. conferences) and display relevant information about them. The goal of this project is to write an Android program that takes a photo via Google Glass, compares it with a predefined sample database held within the smartphone, and outputs information based on its analysis. The results are displayed with an accuracy acceptance level to the user both on their Android smartphone and on their Google Glass.
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Yang, Zhuorui, and Aura Ganz. "Egocentric Landmark-Based Indoor Guidance System for the Visually Impaired." International Journal of E-Health and Medical Communications 8, no. 3 (July 2017): 55–69. http://dx.doi.org/10.4018/ijehmc.2017070104.

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In this paper, we introduce an egocentric landmark-based guidance system that enables visually impaired users to interact with indoor environments. The user who wears Google Glasses will capture his surroundings within his field of view. Using this information, we provide the user an accurate landmark-based description of the environment including his relative distance and orientation to each landmark. To achieve this functionality, we developed a near real time accurate vision based localization algorithm. Since the users are visually impaired our algorithm accounts for captured images using Google Glasses that have severe blurriness, motion blurriness, low illumination intensity and crowd obstruction. We tested the algorithm performance in a 12,000 ft2 open indoor environment. When we have mint query images our algorithm obtains mean location accuracy within 5ft., mean orientation accuracy less than 2 degrees and reliability above 88%. After applying deformation effects to the query images such blurriness, motion blurriness and illumination changes, we observe that the reliability is above 75%.
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Kim, Dawon, and Yosoon Choi. "Applications of Smart Glasses in Applied Sciences: A Systematic Review." Applied Sciences 11, no. 11 (May 27, 2021): 4956. http://dx.doi.org/10.3390/app11114956.

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The aim of this study is to review academic papers on the applications of smart glasses. Among 82 surveyed papers, 57 were selected through filtering. The papers were published from January 2014 to October 2020. Four research questions were set up using the systematic review method, and conclusions were drawn focusing on the research trends by year and application fields; product and operating system; sensors depending on the application purpose; and data visualization, processing, and transfer methods. It was found that the most popular commercial smart glass products are Android-based Google products. In addition, smart glasses are most often used in the healthcare field, particularly for clinical and surgical assistance or for assisting mentally or physically disabled persons. For visual data transfer, 90% of the studies conducted used a camera sensor. Smart glasses have mainly been used to visualize data based on augmented reality, in contrast with the use of mixed reality. The results of this review indicate that research related to smart glasses is steadily increasing, and technological research into the development of smart glasses is being actively conducted.
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Pace, Stefano. "Looking at Innovation through CCT Glasses: Consumer Culture Theory and Google Glass Innovation." Journal of Innovation Management 1, no. 1 (September 3, 2013): 38–54. http://dx.doi.org/10.24840/2183-0606_001.001_0005.

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Today innovation can be so radical and futuristic that common models of innovation diffusion might not be enough. The success of an innovation relies on the functional features of the new product, but also on how consumers shape the meaning of that innovation. Consumer Culture Theory (CCT) can help managers by focusing on the cultural determinants of consumer behaviour. The work provides a preliminary analysis of how consumers elaborate the cultural platform that will determine the degree of success of the upcoming innovation Google Glass.
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Tkachenko, Olha, and Oleksandr Ivanytskyi. "Virtual Reality: Navigation in Mobile Applications with Using Google Cardboard." Digital Platform: Information Technologies in Sociocultural Sphere 4, no. 1 (July 2, 2021): 43–55. http://dx.doi.org/10.31866/2617-796x.4.1.2021.236946.

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The purpose of the article is to study, analyze and consider the general problems and prospects of using navigation systems in a virtual environment on mobile devices using Google Cardboard virtual reality glasses. The research methodology consists of the methods of semantic analysis of the basic concepts of a given subject area (navigation systems in virtual environments). The article discusses the existing approaches to the development of navigation systems. The novelty of the research is the solution of navigation problems in mobile applications that operate in virtual reality. Conclusions. The work analyzed the existing problems and prospects for the use of navigation systems in mobile applications that can be used in the field of education gamification. Taking into account the results of the analysis, the authors have developed a navigation system that is important for solving problems of improving the effectiveness of gamification of learning processes (especially distance, online learning, e-learning).
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Marquez, Renata Moreira, and Wellington Cançado Coelho. "Myopia Index." Surveillance & Society 7, no. 2 (June 5, 2009): 126–43. http://dx.doi.org/10.24908/ss.v7i2.4139.

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Google Earth is a vision device that operates in the tension between two sets of eyes: vertical and horizontal. The vertical eye locates the observer outside the lived area in a privileged point, far from everyday life. With Google Earth, we have the globe to manipulate with our hands, in a radical disparity of the subject and world. But this world is a set of juxtaposed fragments of images, captured from above. The interval between the limit of resolution of each image when we descend into the soil and the approximate height of our eye on the ground level (1.70 m) is what we call Myopia Space of Google Earth, which is variable for each visited place. Myopia Index measures the public character of the Google Earth territory, since it is universally accessible but always controlled from a privileged place. The GeoEye, currently the commercial satellite capable of generating images with higher spatial resolution, is supported, firstly by the National Agency of the United States Geospatial Intelligence (NGA) and, secondly, by Google. The NGA will receive images from up to 43 cm spatial resolution, while Google does not exceed 50 cm in maximum resolution, due to a restriction imposed by the U.S. government. No gaze is neutral, much less the gaze of satellites that carry politically adjustable myopias. And if there are natural clouds, which hinder the satellites view while they pass, there are also the artificial clouds that freeze the landscape as compulsory vigilant glasses. This article accompanies the film Global Safari: Powered by Google, which can be viewed at: http://blip.tv/file/3698794/
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Roig, Eduardo, and Nieves Mestre. "De la cuarta pared barroca a las Google Glasses. Sintaxis topológica y precedentes de la Ciudad Aumentada." Arte, Individuo y Sociedad 33, no. 2 (February 2, 2021): 501–19. http://dx.doi.org/10.5209/aris.68822.

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Finalizada la Revolución Digital del siglo XX, la tecnología locative media georreferencia en nuestros días la capa digital y se afana en la construcción de la ciudad aumentada. Su acceso y percepción por la ciudadanía se produce a través de los dispositivos electrónicos en cuyo modelo de comunicación de máxima interacción destaca el concepto de cuarta pared. A la vista del incremento del determinismo tecnológico en las sociedades hiperconectadas, esta investigación pone énfasis en la naturaleza de la cuarta pared desmintiendo algunos aspectos tecnológicos que desde una excedida tecnofilia se han presentado como pioneros. Aquí se muestra cómo la topología de este elemento mediador guarda analogía con ciertos episodios acontecidos en el campo de las artes. Como precedentes analógicos se rescatan las escenografías barrocas de Giovanni Battista Aleotti y Vicenzo Scamozzi, por subvertir la cuarta pared y redefinir el límite entre la ficción y la realidad; entre el dominio digital y el físico, si extendemos la analogía a los entornos aumentados de nuestros días.
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Dissertations / Theses on the topic "Google glasses"

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Malmgren, Andreas. "Visual Vehicle Identification Using Modern Smart Glasses." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-172428.

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In recent years wearable devices have been advancing at a rapid pace and one of the largest growing segments is the smart glass segment. In this thesis the feasibility of today’s ARM-based smart glasses are evaluated for automatic license plate recognition (ALPR). The license plate is by far the most prominent visual feature to identify a spe- cific vehicle, and exists on both old and newly produced vehicles. This thesis propose an ALPR system based on a sequence of vertical edge detection, a cascade classifier, verti- cal and horizontal projection as well as a general purpose optical character recognition library. The study further concludes that the optimal input resolution for license plate detection using vertical edges is 640x360 pixels and that the license plate need to be at least 20 pixels high or the characters 15 pixels high in order to successfully segment the plate and recognize each character. The separate stages were successfully implemented into a complete ALPR system that achieved 79.5% success rate while processing roughly 3 frames per second when running on a pair of Google Glass.
Under de senaste åren har området wearables avancerat i snabb takt, och ett av de snabbast växande segmenten är smarta glaögon. I denna examensuppsats utvärderas lämpligheten av dagens ARM-baserade smarta glasögon med avseende på automatisk registreringsskyltigenkänning. Registreringsskylten är den i särklass mest framträdande visuella egenskapen som kan användas för att identifiera ett specifikt fordon, och den finns på både gamla och nyproducerade fordon. Detta examensarbete föreslår ett system för automatisk registreringsskyltigenkänning baserat på en följd av vertikal kantdetektering, en kaskad av boostade klassificerare, vertikal och horisontell projektion samt ett optiskt teckenigenkänningsbibliotek. Studien konstaterar vidare att den optimala upplösningen för registreringsskyltdetektion med hjälp av vertikala kanter på smarta glasögonär 640x360 pixlar och att registreringsskylten måste vara minst 20 pixlar hög eller tecknen 15 pixlar höga för att registreringsskylten framgångsrikt skall kunna segmenteras samt tecken identifieras. De separata stegen implementerades framgångsrikt till ett system för automatisk registreringsskyltigenkänning på ett par Google Glass och lyckades känna igen 79,5% av de testade registreringsskyltarna, med en hastighet av ungefär 3 bilder per sekund.
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Álvarez, Pizarro Yuli Andrea. "Estudo da taxa de absorção específica e análise de dosimetria em protótipos de óculos e fone de ouvido para dispositivos de comunicação operando próximo da cabeça do usuário." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2015. http://hdl.handle.net/10183/118890.

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Dois dispositivos de comunicação sem fio populares são considerados nesta pesquisa. Em primeiro lugar, o fone de ouvido que utiliza tecnologia Bluetooth, sendo um dos acessórios móveis mais econômicos do mercado e os óculos para dispositivos de comunicação que são uma representação da nova visão futurista. A absorção de ondas eletromagnéticas na cabeça humana durante um certo período de tempo, pode conduzir a problemas de saúde. A Taxa de Absorção Específica (SAR) foi simulada em quatro modelos diferentes para duas abordagens que realizam variações nos parâmetros dielétricos dos tecidos da cabeça. Estes resultados foram comparados com as recomendações internacionais (IEC 62209-2, 2010; ICNIRP, 2009; IEEE C95.1,2005; WHO, 2006; IEEE, 2002). O primeiro modelo utilizado foi o Manequim Antropomórfico Específico (SAM phantom), bem como três modelos realistas de cabeça humana (ou seja, um adulto de 34 anos e duas crianças de 10 e 6 anos). As simulações foram executadas utilizando o método de diferenças finitas (FDTD) e a frequência usada para alimentar as antenas foi de 2,45 GHz. Além disso foram feitas medidas experimentais de potência transmitida pelo dispositivo Bluetooth.
Two popular wireless communication devices are considered in this research. Firstly, the handset Bluetooth which is one of the most economic mobile accessories and the eyewear Communicating Device which are a representation of the new futuristic vision. It is well known that the absorption of electromagnetic waves on the human head for a certain period of time may lead to health problems such as headaches. The Specific Absorption Rate (SAR) is simulated to four different head models for two approaches that perform variations in the dielectric parameters in the head tissues and compared with the available international recommendations (IEC 62209-2, 2010; ICNIRP, 2009; IEEE C95.1,2005; WHO, 2006; IEEE, 2002). The first model used is the Specific Anthropomorphic Mannequin (SAM phantom), as well as three realistic models of human head (i.e., a 34 years old adult and two children of 10 and 6 years old). The simulations were performed using the finite difference time domain (FDTD) method and the frequency used to feed the antennas was 2.45 GHz. Experimental measurements of transmission power in Bluetooth device are also described.
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Croatti, Angelo. "Sistemi Informatici Mobili e Realtà Aumentata a supporto del lavoro cooperativo in scenari d'emergenza: studio e realizzazione di un caso applicativo." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/7740/.

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Scopo primario della tesi è studiare e progettare un sistema informatico che proponga un buon livello di innovazione tecnologica in relazione al contesto applicativo di riferimento, ovvero relativamente al supporto al lavoro cooperativo di operatori in scenari d'emergenza. In particolare, la tesi si concentra sul'ecosistema software che ruota attorno al singolo operatore con l'obiettivo di dotarlo di uno strumento informatico che gli consenta di avvalersi di un efficace ed efficiente supporto per l'esecuzione delle proprie azioni sul campo (in generale, per la prima assistenza ai pazienti, triage e monitoraggio di parametri vitali). A tal proposito, l'ambito tecnologico di riferimento è quello del Pervasive Mobile Computing, con specifico riferimento ai sistemi context-aware e a quelli con comportamenti fortemente autonomi. Inoltre, al fine di dotare l'operatore di un supporto per l'interazione con il sistema stesso in modalità hands-free, sono stati analizzati i dispositivi wearable di tipo "see-through"; in particolare, i recenti glasses per realtà aumentata. La progettazione del sistema e il conseguente sviluppo del prototipo (che implementa le caratteristiche più significative ed innovative), è stata guidata da un'ispirazione basata sul modello ad agenti (integrato a quello ad oggetti), rivisitando opportunamente l'utilizzo dei componenti offerti dalla tecnologia Android, al fine di ottenere un prodotto software robusto e modulare facilmente manutenibile ed estendibile. Infine, per garantire a ciascun operatore rapida fruibilità del sistema sono state sfruttate le potenzialità offerte dall'uso di smartcard NFC ed inoltre è stato progettato un protocollo di comunicazione ad hoc, basato su stack Bluetooth, per l'integrazione degli AR-Glasses all'intero sistema.
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Cohen, Josh. "Google Glass and Our Quest for Meaning." Scholarship @ Claremont, 2013. http://scholarship.claremont.edu/cmc_theses/726.

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The recent invention of Google Glass has prompted me to contemplate how future technologies will affect the way we interact with one another. In this paper, I argue that Google Glass technology is the first sort of technology that will facilitate us to violate our genuine interactions with one another in a face-to-face setting. Once we diminish these types of interactions, we fail to respect one another on a fundamental level and as a result, we fail to genuinely pursue one of the most important classes of meaningful projects in our lives: developing and maintaining relationships.
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Aleksandrian, Arsen, and Vinblad Emil Sigrén. "Wearables and the potential of Google Glass." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-177323.

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The Mobile Life (TML) is a company with great passion for mobile devices that has set its primary focus on developing tailor-made mobile applications. Some of their bigger clients consist of airlines where TML designs, develops and delivers applications, in which travelers who travel with the airline can use to browse through, reserve and book flights. Wearable Technology is being more and more embraced as the future big addition to the ecosystem of mobile devices and exploring what some of the more prominent wearables have to offer is very much in the interest of aspiring companies like TML. To understand more in-depth what it means to develop applications for devices that might suffer from vast limitations in regards to interaction and feedback, we would first investigate what coming wearables could be recognized as prominent. The wearables that we concluded as suitable to investigate closer were Google Glass, Android Wear and various smartwatches. Out of these, Google Glass was the device chosen to act as our platform when exploring the potential of a wearable. A suitable way of understanding the possibilities and limitations of user interaction for Google Glass was to develop our own flight booking application for Glass. The realization we got was that there are various aspects of Glass that limits the kind of applications that can be made for it. The two primary things are the limits of the hardware and the fact that user interaction has taken a step back. From the graphical directmanipulation interaction that we nowadays are so used to in smartphones, to a simple menu system with limitations to how much the user can interact and how much feedback the program can show the user.
The Mobile Life (TML) är ett företag med stort engagemang inom mobil utveckling med fokus på att leverera skräddarsydda mobila lösningar. Vissa av deras större kunder inkluderar flygbolag som TML designar, utvecklar och levererar applikationer för resenärer att söka boka och köpa flygbiljetter. Wearable Technology blir mer och mer accepterat som nästa stora tillskott till det mobila ekosystemet och däri ligger intresset av att undersöka vad de mest hypade enheterna har att erbjuda för avancerande företag som TML. För att få en bättre insikt i vad det betyder att utveckla applikationer för enheter som markant skiljer sig från mobiltelefoner och surfplattor i avseende av prestanda och möjligheter gällande inmatning och utmatning av information tog vi fram de mest framträdande enheterna. De mest framträdande enheterna visade sig vara Google Glass, Android Wear och diverse smarta klockor. Utifrån dessa valdes Google Glass som vår plattform för att undersöka möjligheterna för wearables. Ett lämpligt sätt att förstå möjligheter och begränsningar inom användarinteraktion för Google Glass var att utveckla vår egen flygboknings applikation för Glass. Insikten vi fick var att det finns olika aspekter av Glass som begränsar den typ av applikation som kan göras för den. De två primära sakerna är begränsningar för hårdvara och det faktum att användarinteraktion har på ett vis tagit ett steg tillbaka. Från den grafiska direktmanipulering interaktion som vi idag är så vana vid i smartphones, till ett enkelt menysystem med begränsningar för hur mycket användaren kan interagera och hur mycket feedback programmet kan visa användaren.
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Abbasi, Vahid. "Phonetic Analysis and Searching with Google Glass API." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-260662.

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This project utilizes speech recognition Application Program Interface (API) together with phonetic algorithms to search Stockholm's restaurant names via Google Glass with higher precision. This project considers the ability of phonetic algorithms and N-gram analyzer to retrieve the word and how it can be combined with automatic speech recognition to find the correct match. Significantly, the combination of these algorithms and the Google Glass limitation, e.g. its smallscreen, makes using a phonnetic filtering algorithm very helpful in getting better results.
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Oldsberg, Patrik. "Field Service Support with Google Glass and WebRTC." Thesis, KTH, Data- och elektroteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-146668.

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The Internet is dramatically changing the way we communicate, and it is becoming increasingly important for communication services to adapt to context in which they are used. The goal of this thesis was to research how Google Glass and WebRTC can be used to create a communication system tailored for field service support. A prototype was created where an expert is able to provide guidance for a field technician who is wearing Google Glass. A live video feed is sent from Glass to the expert from which the expert can select individual images. When a still image is selected it is displayed to the technician through Glass, and the expert is able to provide instructions using real time annotations. An algorithm that divides the selected image into segments was implemented using WebGL. This made it possible for the expert to highlight objects in the image by clicking on them. The thesis also investigates different options for accessing the hardware video encoder on Google Glass.
Internet har dramatiskt ändrat hur vi kommunicerar, och det blir allt viktigare för kommunikationssystem att kunna anpassa sig till kontexten som de används i. Målet med det här examensarbetet var att undersöka hur Google Glass och WebRTC kan användas för att skapa ett kommunikationssystem som är skräddarsytt för support av fälttekniker. En prototyp skapades som låter en expert ge vägledning åt en fälttekniker som använder Google Glass. En videoström skickas från Glass till experten, och denne kan sedan välja ut enstaka bilder ur videon. När en stillbild väljs så visas den upp på Glass för teknikern, och experten kan sedan ge instruktioner med hjälp av realtidsannoteringar. En algoritm som delar upp den utvalda bilden i segment implementerades med WebGL. Den gjorde det möjligt för experten att markera objekt i bilden genom att klicka på dem. Examensarbetet undersöker också olika sätt att få tillgång till hårdvarukodaren för video i Google Glass.
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Naples, Jessica R. "Goose Butt, Grandma Glasses, And Other Ordinary Things." The Ohio State University, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=osu1405594537.

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Kilström, Therése, and Caroline Sjöblom. "Framtiden för Google Glass : En studie i acceptans av ny teknik." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-148008.

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Google Glass är ett par glasögon med utökade tekniska funktioner som är under utveckling av Google X. Denna kandidatuppsats undersöker hur produkten kommer att stå sig på marknaden. De områden som denna studie har valt att fokusera på är de säkerhetsfrågor som kan komma att uppstå gällande produkten. Säkerhetsfrågorna syftar på integritetsaspekten för användaren och dess omgivning, samt hantering och spridning av data. Det andra område som denna rapport analyserar är människa-datorinteraktion. Interaktionsstil samt utseende var de två faktorer som vägde tyngst gällande frågor kring MDI. En enkätundersökning och olika slags intervjuer genomfördes för att sammanställa ett kvantitativt respektive kvalitativt resultat. Resultatet av metoderna visar att det finns en skeptisk syn på produkten gällande utseendet, prissättningen och integritetsaspekterna.
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Torregrosa, Jérémy, and Garrec Allison Le. "Attitudes of French consumers towards breakthrough innovation : A qualitative study about Google Glass." Thesis, Umeå universitet, Företagsekonomi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-110796.

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Books on the topic "Google glasses"

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Butow, Eric, and Robert Stepisnik. Google Glass for Dummies. Wiley & Sons, Incorporated, John, 2014.

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Google Glass For Dummies. John Wiley & Sons Inc, 2014.

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Butow, Eric, and Robert Stepisnik. Google Glass for Dummies. Wiley & Sons, Incorporated, John, 2014.

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Beginning Google Glass Development. Apress, 2014.

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Wearable technology: Smart watches to Google Glass for libraries. Rowman & Littlefield, 2015.

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Book chapters on the topic "Google glasses"

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Tang, Jeff. "Glass User Interface." In Beginning Google Glass Development, 47–79. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4302-6787-4_3.

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Tang, Jeff. "Getting Started." In Beginning Google Glass Development, 1–12. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4302-6787-4_1.

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Tang, Jeff. "The Mirror API." In Beginning Google Glass Development, 297–336. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4302-6787-4_10.

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Tang, Jeff. "Hello, Glass! Your First GDK App." In Beginning Google Glass Development, 13–46. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4302-6787-4_2.

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Tang, Jeff. "Camera and Image Processing." In Beginning Google Glass Development, 81–112. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4302-6787-4_4.

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Tang, Jeff. "Video: Basics and Applications." In Beginning Google Glass Development, 113–46. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4302-6787-4_5.

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Tang, Jeff. "Voice and Audio." In Beginning Google Glass Development, 147–73. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4302-6787-4_6.

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Tang, Jeff. "Networking, Bluetooth, and Social." In Beginning Google Glass Development, 175–214. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4302-6787-4_7.

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Tang, Jeff. "Location, Map, and Sensors." In Beginning Google Glass Development, 215–47. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4302-6787-4_8.

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Tang, Jeff. "Graphics, Animation, and Games." In Beginning Google Glass Development, 249–95. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4302-6787-4_9.

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Conference papers on the topic "Google glasses"

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Liu, Kuang-Yu, and Chung-Lin Huang. "Driver alertness detection using Google Glasses." In IS&T/SPIE Electronic Imaging, edited by Robert P. Loce and Eli Saber. SPIE, 2015. http://dx.doi.org/10.1117/12.2076577.

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Ferreira, Manuel, Carla Oliveira, Filipe Cardoso, and Luis M. Correia. "SAR assessment of google glasses at cellular wireless frequency bands." In 2016 10th European Conference on Antennas and Propagation (EuCAP). IEEE, 2016. http://dx.doi.org/10.1109/eucap.2016.7481301.

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Pizarro, Y. A. A., A. A. de Salles, S. Severo, J. L. T. Garzon, and S. M. R. Bueno. "Specific absorption rate (SAR) in the head of Google glasses and Bluetooth user's." In 2014 6th IEEE Latin-American Conference on Communications (LATINCOM). IEEE, 2014. http://dx.doi.org/10.1109/latincom.2014.7041872.

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Xu, C. F., Y. F. Gong, W. Su, J. Cao, and F. B. Tao. "Virtual video and real-time data demonstration for smart substation inspection based on google glasses." In International Conference on Renewable Power Generation (RPG 2015). Institution of Engineering and Technology, 2015. http://dx.doi.org/10.1049/cp.2015.0562.

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Cabanillas-Carbonell, Michael, Alexander Aguilar Chavez, and Jeshua Banda Barrientos. "Glasses Connected to Google Vision that Inform Blind People about what is in Front of Them." In 2020 International Conference on e-Health and Bioengineering (EHB). IEEE, 2020. http://dx.doi.org/10.1109/ehb50910.2020.9280268.

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Rajendran, P. Selvi, Padmaveni Krishnan, and D. John Aravindhar. "Design and Implementation of Voice Assisted Smart Glasses for Visually Impaired People Using Google Vision API." In 2020 4th International Conference on Electronics, Communication and Aerospace Technology (ICECA). IEEE, 2020. http://dx.doi.org/10.1109/iceca49313.2020.9297553.

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Gay, Christopher, Matthew Graby, Olivia Charlton, and Stuart Riby. "0112 Hils google glass." In Conference Proceedings of the Association for Simulation Practice in Healthcare (ASPiH) Annual Conference. 3rd to 5th November 2015, Brighton, UK. The Association for Simulated Practice in Healthcare, 2015. http://dx.doi.org/10.1136/bmjstel-2015-000075.123.

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"BLIND CARE USING GOOGLE GLASS." In International Conference on Research in Business management & Information Technology. ELK ASIA PACIFIC JOURNAL, 2015. http://dx.doi.org/10.16962/elkapj/si.it.icrbit-2015.28.

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Wichrowski, Marcin, Danijel Koržinek, and Krzysztof Szklanny. "Google Glass Development in Practice." In the Mulitimedia, Interaction, Design and Innnovation. New York, New York, USA: ACM Press, 2015. http://dx.doi.org/10.1145/2814464.2814475.

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Taraghi, Babak, and Mahdi Babaei. "Object detection using Google Glass." In 2015 IEEE Conference on Open Systems (ICOS). IEEE, 2015. http://dx.doi.org/10.1109/icos.2015.7377285.

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