The wearable-computing market: a global analysis

Summary:

What do Google’s Project Glass, Zephyr Technology and the Hug Shirt have in common? All are examples of wearables: computing devices that are always on, always accessible and easily worn on the body. With the growth of sensors and microelectronics, the potential uses of wearable-computing technologies now reach to health and fitness, gaming, fashion, disabilities and augmented reality. Most importantly, the widespread adoption of wearables will drive the form function and market for mobiles in vital ways. This report provides a historical background, an overview of the technologies in the wearables market and possible future trends as the market expands.

  1. Table of contents    
  2. Executive summary     
  3. Introduction
  4. History           
  5. Fitness and wellness devices    
    1. European sector   
    2. Other areas of fitness  
  6. Wearables in the enterprise environment  
  7. Optical ware   
  8. Skin sensors  
  9. Disability technologies 
  10. Fashion and alternative paradigms for computing  
  11. The intersection of wearables, gaming and entertainment  
  12. Augmented reality and wearable technologies       
  13. Trends     
  14. Companies to watch    
  15. Key takeaways     
  16. About Jody Ranck         
  17. About GigaOM Pro      
  18. Further reading