Experimental Evaluation of Technology Enablers
for Cutting Edge Wearables’ Applications
Krystof Zeman
1
, Pavel Masek
1,2
, Jiri Hosek
1,2
, Pavel Dvorak
3
, Radovan Josth
3
, and Tomas Jankech
3
1
Brno University of Technology, Department of Telecommunications, Czech Republic, Brno, Technicka 3082/12
2
RUDN University, 6 Miklukho-Maklaya st, Moscow, 117198, Russia
3
Konica Minolta, Czech Republic, Brno, Zarosicka 4395/13
Contact author’s e-mail: krystof.zeman@phd.feec.vutbr.cz
Abstract—Nowdays, wearables are very important part of
Internet of Things (IoT) concept. They share a lot of parameters
with embedded devices and add some new requirements. Most
of those requirements are created by their unique usage - these
devices are in user proximity, mostly directly on a human
body. This brings also a lot of complications for researchers
and engineers. They must consider i.e. safety terms or small
dimensions, which are interfering with requirements such as
battery life and computational power. This paper presents a
study of computational power versus power efficiency of modern
System on a Chip (SoC) platform for Internet of Things (IoT).
Target of this study is to determine which currently accessible
SoC on the market is most suitable for usage in wearables and
emerging applications like e.g. augmented reality. Three different
platforms were tested and the results are presented at the end
of this paper.
I. I NTRODUCTION
Internet of Things (IoT) is defined as a group of intercon-
nected devices. Those devices are communicating with each
other without (or with minimal) human interference. Such
communication is called Machine-to-Machine (M2M) com-
munication. This was a very big change from widely known
Human-to-Human (H2H) communication, which is based on
interchanging information between people [1]. Thanks to
this development, new devices started to appear in almost
every field. Most of these devices are small, energy con-
strained devices used for measurements and gathering infor-
mation [2], [3]. In this paper we will take a closer look at the
youngest and most innovative group yet - the wearables [4].
Wearables are defined as devices in near proximity of human
body. There are three main directions of current wearables
development: smart bands, smart watches and head mounted
displays (Aimed to be enablers for the Augmented Reality and
Virtual Reality applications). The main reason why wearables
are emerging so fast is the wide range of usage. With smart
bands it is possible to monitor human health and movement,
with smart watches users can get notifications and position
information and with AR and VR glasses people can work and
learn faster [5]. All of these subcategories of wearables are be-
coming more and more resource demanding. In latest forecast,
Cisco states there will be 601 million of globally connected
wearable devices, producing 335 PB of data traffic [6]. Thanks
to this amount of new devices, Juniper Research states that
global retail revenue from smart wearable devices will reach
53.2 billion USD by 2019 [7].
As we mentioned before, wearables have very specific
requirements. Due to its placement, the form factor is usually
very small but it also needs a lot computational power to
deliver desired user experience. Currently the most important
requirements are very low power consumption, high through-
put and computational power [8]. In Table I, there is a
comparison of main requirements for each group:
The Augmented and Virtual reality devices take a specific
role in wearables domain. Augmented reality can be defined
as combination of virtual information with real information
in a user device (glasses) [9]. This approach needs a lot of
computational power, good cameras (one for scene scanning
and one for depth scanning) and very high throughput network.
For example to stream uncompressed Full HD video (frame
rate 60Hz, resolution 1920*1080 with each pixel having three
color components), 3Gbps is needed [10]. Most of today
available glasses solve these issues by connecting the glasses
to the more powerful machine such as computer (META [11])
or computational unit (ATHEER [12]). That means that user
is capable of using high definition display units and cameras
and to process data going from and to the glasses without
losing the user experience. The biggest disadvantage is the
cable needed to interconnect those two devices. There are
some glasses using only the battery, but they last only about
2-4 hours (Google glass [13], Recon [14]). Currently available
AR devices are mostly targeted at industry, education and
entertainment purposes. There are a lot of applications for
virtualization of objects, guiding through buildings or mainte-
nance steps. Those applications are mostly provided by the
producer of devices, but it is very common to be able to
install third party applications on them. In the future it will
be possible to use the AR for almost anything - ranging from
everyday usage such as grocery shopping and GPS (Global
Positioning System) navigation to 3D development or research.
Second very interesting group is Virtual Reality. This tech-
nology can be defined as projecting virtual information on
a physical display. It means user is no longer attached to
real objects and everything he / she sees is virtual. Similarly
as AR, the VR needs a lot of computational power. Biggest
differences lie in the screen resolution and placement. For VR,
the resolution and computational power should be higher than
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