1 Introduction 13
1.1 Executive Summary 13
1.2 Topics Covered 17
1.3 Key Findings 18
1.4 Target Audience 19
1.5 Companies Mentioned 20
2 TECHNOLOGY OVERVIEW 30
2.1 THE HIGH-LEVEL VIEW 30
2.2 DEFINITIONS AND CHARACTERISTICS 33
2.3 EVOLUTION 35
2.4 CHALLENGES AND CONSTRAINTS 36
2.4.1 Technological Barriers 36
2.4.1.1 Size 36
2.4.1.2 Invasiveness 36
2.4.1.3 Weight 36
2.4.1.4 Discomfort 37
2.4.1.5 More use cases 37
2.4.1.6 Multiple Tasks 37
2.4.1.7 Cost 38
2.4.1.8 Battery Life 38
2.4.1.9 GPS Limitations 39
2.4.2 Ethical Concerns 39
2.4.2.1 Security 39
2.4.2.2 Personal Information 40
2.4.2.3 Privacy, Spam, Fraud and Unauthorized Use 40
2.4.3 Legal Constraints 40
3 INDUSTRY VERTICALS: WEARABLE CAMERAS 41
3.1 REPLACEMENTS FOR SMARTPHONES 41
3.2 PRODUCT DESCRIPTIONS 42
3.2.1 GoPro HERO Cameras 42
3.2.2 Contour HD video camera 43
3.2.3 Swann Freestyle Wearable HD Video Camera 45
3.2.4 Looxcie Video Camera 46
3.2.5 NARRATIVE (former NARRATIVE) CLIP CAMERA 49
3.3 MARKET PLAYERS 50
3.4 MARKET POTENTIAL 51
4 INDUSTRY VERTICAL: SMART GLASSES 53
4.1 FROM STAR TREK TO SMART GLASSES 53
4.2 PRODUCT DESCRIPTION 53
4.3 CHALLENGES, CONSTRAINTS AND THE CONVERSATION 56
4.3.1 Privacy Concerns 56
4.3.2 Issues of Life and Health 58
4.3.3 Technological Issues 59
4.3.4 No Compelling Applications (yet) 60
4.3.5 Ahead of its Time 61
4.3.6 Pricing 62
4.3.7 Intrusiveness 62
4.3.8 Redeeming Feature/Functionality 62
4.4 MARKET PLAYERS 64
4.4.1 Google 64
4.4.2 Apple 64
4.4.3 Baidu 65
4.4.4 Vuzix 65
4.4.5 GlassUp 67
4.4.6 Olympus 68
4.4.7 Sony 69
4.5 MARKET POTENTIAL 71
5 INDUSTRY VERTICAL: GAMING AND ENTERTAINMENT 74
5.1.1 GOLDEN AGE OF GAMING 74
5.2 PRODUCT DESCRIPTIONS 77
5.2.1 Nintendo Wii 77
5.2.2 The Kinect 78
5.2.3 Leap Motion Controller 80
5.2.4 Smart Watch Gaming Gadgets 81
5.2.5 Durovis Dive 81
5.2.6 Game Platform “Woven” 83
5.2.7 Electronic Fibers 85
5.2.8 From iPhone to EyePhone 86
5.2.9 Other Game Devices 86
5.2.9.1 ARAIG 87
5.2.9.2 ViviTouch 87
5.2.9.3 Peregrine and Ringbow 88
5.2.9.4 Myo 88
5.2.9.5 nia 88
5.2.9.6 Neurosky 88
5.2.9.7 EPOC 89
5.3 MARKET PLAYERS 89
5.4 MARKET POTENTIAL 91
6 INDUSTRY VERTICAL: SMART CLOTHING 94
6.1 SMART CLOTHES FOR ALL 94
6.1.1 PROPERTIES OF SMART CLOTHING 94
6.1.2 USE CASES 96
6.2 MATERIALS AND TECHNOLOGIES FOR SMART CLOTHING 98
6.2.1 Silk Organza 98
6.2.2 Plastic Optical Fibers 99
6.2.3 E-Textiles 99
6.2.4 Reebok Silicon Fabric 100
6.2.5 Electronic Fibers 101
6.3 SMART CLOTHING PRODUCTS 101
6.3.1 Game Platform “Woven” 102
6.3.2 Smart Shirt 102
6.3.3 Musical Jacket 104
6.3.4 Movement Detecting Pants 105
6.3.5 Hug Shirt™ 106
6.3.6 Biosensor Underwear 107
6.3.7 AiQ Apparel 109
6.4 MARKET PLAYERS 111
6.5 MARKET POTENTIAL 122
7 INDUSTRY VERTICAL: SMART WATCHES 123
7.1 NEXT PHASE OF MOBILE REVOLUTION 123
7.2 PRODUCT DESCRIPTION AND EVOLUTION 125
7.2.1 Older Models 125
7.2.2 Modern Smart Watches 126
7.2.2.1 Microsoft SPOT Watch 126
7.2.2.2 Motorola ACTV Smart Watch 126
7.2.2.3 Sony “Smartwatch” 127
7.2.2.4 Pebble Smart Watch 128
7.2.2.5 Other Smart Watch models 130
7.2.2.6 Standalone Smart Watches 130
7.2.3 CHALLENGES AND CONSTRAINTS 131
7.2.3.1 Battery power 131
7.2.3.2 Price 131
7.2.3.3 Niches only, not hits 132
7.3 MARKET PLAYERS 133
7.4 MARKET POTENTIAL 133
8 INDUSTRY VERTICAL: SPORTS AND FITNESS 137
8.1 QUANTIFIED SELF MOVEMENT 137
8.2 PRODUCT DESCRIPTIONS 140
8.2.1 Jawbone UP Band 140
8.2.2 Fitbit Flex Band 140
8.2.3 Nike Fuelband 143
8.2.4 Sleep Sensor 146
8.2.5 Exercise Watch 147
8.2.6 BioHarness Sensor 148
8.3 MARKET PLAYERS 150
8.4 MARKET POTENTIAL 153
9 INDUSTRY VERTICAL: HEALTHCARE WEARABLES 157
9.1 BODY AREA NETWORK 157
9.2 PRODUCT DESCRIPTIONS 159
9.2.1 Physiological Healthcare Devices 160
9.2.1.1 BioHarness Sensor 162
9.2.1.2 AiQ Smart Clothing 162
9.2.1.3 BlueLibris Devices 163
9.2.1.4 Basis B1 Wrist Band 165
9.2.1.5 Wearable ViSi Mobile System 166
9.2.1.6 Glucose Monitor 168
9.2.1.7 Patches 168
9.2.2 Personal Server – Actuators 169
9.2.2.1 IntelliVue MX40 Patient Monitor 169
9.2.2.2 The 9Solutions IPCS Locating System 170
9.2.3 Remote Healthcare Devices 172
9.2.3.1 BodyTel 172
9.2.3.2 Zoll LifeVest 172
9.3 CHALLENGES AND CONSTRAINTS 174
9.3.1 Technological Barriers 174
9.3.1.1 Battery power 174
9.3.1.2 Airspace 175
9.3.1.3 Interoperability 176
9.3.1.4 Sensor validation 176
9.3.1.5 System devices 176
9.3.2 Human-centric Factors 177
9.3.3 Ethical Concerns 177
9.4 MARKET PLAYERS 179
9.5 MARKET POTENTIAL 182
10 INDUSTRY VERTICALS: MILITARY WEARABLES 186
10.1 TWENTY FIVE YEARS OF INNOVATION 186
10.2 MILITARY-SPECIFIC CHALLENGES AND CONSTRAINTS 188
10.2.1 Size, Weight and Power (SWaP) 188
10.2.2 Battery Power 189
10.2.3 Rugged Design 189
10.2.4 Wireless Functionalities 190
10.2.5 Video Capability 190
10.3 PRODUCT DESCRIPTIONS 191
10.3.1 Nomad Wearable computer 191
10.3.2 Thermite Tactical Visual Computer 192
10.3.3 Small Form Factor Boards 192
10.3.4 Zypad BR2000 wearable computer 193
10.3.5 COTS-based Wearable Computer 194
10.3.6 Militarized Voice Control Devices 195
10.4 MARKET PLAYERS 195
10.5 MARKET POTENTIAL 196
11 INDUSTRY VERTICAL: INDUSTRIAL & ENTERPRISE WEARABLES 197
11.1 FORM AND FUNCTION 197
11.2 PRODUCT DESCRIPTIONS 197
11.2.1 Honeywell Wearable Barcode Scanners 197
11.2.2 Honeywell Scanners for Warehouse Quick-picking 199
11.2.3 Motorola RS507 Ring Imager 201
11.2.4 Zypad WL1500 Wearable Computer 201
11.2.5 Motorola WT4000 Wearable Terminal 203
11.2.6 Metrologic Wearable Scanners 204
11.2.7 Wearable Computer for automobile servicing 205
11.2.8 Networked Cars 206
11.2.9 Wearable Computers for Worker Safety 207
11.2.10 Wearable Computer for Training and Support 207
11.2.11 Mobile Phones as wearable business devices 208
11.3 MARKET PLAYERS 208
11.4 MARKET POTENTIAL 209
12 THE OVERALL WEARABLES MARKET 210
12.1 FORECAST METHODOLOGY 210
12.2 MARKET VOLUME PROJECTIONS 211
12.3 MARKET VALUE PROJECTIONS 212
12.4 MARKET BY USE CASE 215
12.5 MARKET BY GEOGRAPHY 219
12.6 ECONOMIC IMPACT 220
13 CONCLUSIONS 223
13.1 FAD OR TREND 223
13.2 SOCIAL REVOLUTION 225
13.3 SIX HUMAN SENSES 227
13.4 WEARABLES TO REPLACE SMARTPHONES? 227
13.5 MARKET IS HUGE BUT NOT MIND-BOGGLING 229
13.6 PRODUCT PARADIGM SHIFT 230
13.7 CONSTRAINTS AND CONTRARIANS 232
13.8 Conclusions and Recommendations 234
13.8.1 CONSUMER ELECTRONICS 235
13.8.2 WIRELESS SERVICE PROVIDERS 238
13.8.3 EMBEDDED COMPUTING PROVIDERS 242
13.8.4 AUGMENTED REALITY PROVIDERS 243
13.8.5 INDUSTRY SECTORS AND ENTERPRISE 245
13.8.6 REGULATORY BODIES AND GOVERNMENTS 246
14 Appendix: Wearable Tech in Advertising 250
14.1 Mobile Advertising Personalization and Wearable Devices 250
14.2 Case Study: Wearable Devices vs. Mobile Devices 251
14.3 Mobile Advertising Intelligence 251
14.4 Wearables Smart Glasses in Advertising 252
14.4.1 Pay-Per-Gaze Model 253
14.4.1.1 Advertising with Wearable Technology 254
14.4.1.2 Case Study: Pay-Per-Gaze Scenario with Google Glass 256
14.5 Wearables Advertising a New Shift 259
14.5.1 Case Study: The use of Wearable Devices in Advertising 261
14.5.1.1 User Behavior Monitoring 264
14.5.1.2 Behavior towards Advertisements 264
14.6 Future Advertising Models with Wearable Devices 265
14.7 Combining Applications with Wearable Devices 266
14.7.1 Pay-Per-Emotion 267
14.7.2 Pay-Per-Action 269
List of Tables
List of Figures
Figure 1: Global Smartphone Shipments 2014 - 2019 31
Figure 2: GOPRO HERO3 CAMERA 43
Figure 3: CONTOUR HIGH DEFINITION WEARABLE CAMERA 44
Figure 4: SWANN FREESTYLE WEARABLE HD VIDEO CAMERA 45
Figure 5: LOOXCIE 1 HANDSFREE WEARABLE VIDEO CAMERA 48
Figure 6: LOOXCIE 2 HANDSFREE WEARABLE VIDEO CAM 48
Figure 7: Google Glass 56
Figure 8: VUZIX M100 SMART GLASSES 66
Figure 9: OLYMPUS EYEWEAR 69
Figure 10: Volume of Shipments of Smart Glasses 2014 - 2019 72
Figure 11: Total Global Revenue (H/W, S/W, and Services of Smart Glasses 2014 – 2019 73
Figure 12: The Nintendo Wii 78
Figure 13: Kinect Functions without Controller 80
Figure 14: OCULUS RIFT VIRTUAL REALITY HEADSET 83
Figure 15: WOVEN, E-WEARABLE GAME PLATFORM BUILT INTO CLOTHING 84
Figure 16: Gaming and Entertainment Shipments 2014 – 2019 92
Figure 17: Gaming and Entertainment Revenue (H/W, S/W, and Services) 2014 – 2019 93
Figure 16: A CIRCUIT FABRICATED ON SILK ORGANZA FABRIC 99
Figure 17: EARLY PROTOTYPE OF THE SMART SHIRT DEVELOPED AT GEORGIA TECH 104
Figure 18: LEVI’S MUSICAL JACKET 105
Figure 19: MOVEMENT DETECTING PANTS BY VIRGINIA POLYTECHNIC 106
Figure 20: Hug Shirt 107
Figure 21: BIOSENSOR MEN’S UNDERWEAR 108
Figure 22: AIQ BIOMAN T-SHIRT 109
Figure 23: MOTOROLA ACTV SMART WATCH 127
Figure 24: SONY “SMARTWATCH” 128
Figure 25: PEBBLE SMART WATCHES 129
Figure 26: Volume of Smart Watch Shipments 2014 – 2019 135
Figure 27: Total Global Revenue (H/W, S/W, and Services) of Smart Watches 2014 – 2019 136
Figure 28: HEALTHY LIFESTYLES SPUR DEMAND FOR FITNESS WEARABLES 138
Figure 29: FLEX BANDS IN DIFFERENT COLORS 142
Figure 30: NIKE FUELBAND 144
Figure 31: SLEEP SENSOR 146
Figure 32: BLUETOOTH-SUPPORTED BIOHARNESS SENSOR 148
Figure 33: Volume of Shipments of Fitness Wearables 2014 - 2019 154
Figure 34: Sports and Fitness Revenue (H/W, S/W, and Services) 2014 – 2019 155
Figure 35: Fitness Sensors Revenue (H/W, S/W, and Services) 2014 – 2019 156
Figure 36: BODY AREA NETWORK FOR AMBULATORY HEALTH MONITORING 160
Figure 37: BLUELIBRIS FOR PERSONAL EMERGENCY RESPONSE 164
Figure 38: BASIS B1 WRIST BAND 165
Figure 39: ViSi MOBILE SYSTEM 167
Figure 40: INTELLIVUE MX40 PATIENT MONITOR 170
Figure 41: THE 9SOLUTIONS LOCATING SYSTEM 171
Figure 42: BODYTEL HOME DIAGNOSTICS SYSTEM 173
Figure 43: ZOLL LIFEVEST 174
Figure 44: Shipments of Healthcare Wearables 2014 - 2019 184
Figure 45: Healthcare Revenue (H/W, S/W, and Services) 2014 – 2019 185
Figure 46: MILITARY WEARABLES ARE MORE DEMANDING THAN CIVILIAN GADGETS 188
Figure 47: ZYPAD BR2000 WEARABLE COMPUTER 194
Figure 48: THERMITE WEARABLE COMPUTER USING COTS TECHNOLOGY 194
Figure 49: Honeywell's Range of Hand-Free Scanners 198
Figure 50: HONEYWELL SCANNERS HX2 AND HX3 200
Figure 51: ZYPAD WL1500 WITH VERSATILE NETWORKING CAPABILITIES 202
Figure 52: IS4200 SCANGLOVE 204
Figure 53: NETWORKED CARS 206
Figure 54: Wearable Tech Market Verticals Shipments 2014 – 2019 212
Figure 55: Wearable Vertical Tech Market Verticals (H/W, S/W, and Services) Revenue 2014 – 2019 214
Figure 56: Global Market Share by Major Device Type Unit Shipments 215
Figure 57: Global Market Share by Major Device Type Revenues 216
Figure 58: Global Shipments by Major Device Type 2014 – 2019 217
Figure 59: Total Global Revenue (H/W, S/W, and Services) by Major Device Type 2014 – 2019 218
Figure 60: Wearable Device Market by Geography 219
Figure 61: Smart Watches Market Share 2018 221
Figure 62: Gartner Hype Cycle for Emerging Technologies 225
Figure 63: Comparative Market Valuations of Wearables 2018 231
Figure 64: Consumer Wearables vs Fitness Market 2014-2019 232
Figure 67: Pay-Per-Gaze 254
Figure 68: Augmented Reality Advertising 257
Figure 69: Google Glass Ads Preview 259
Figure 70: Wearable Tech in Advertising 263
Figure 71: Pay per Emotion (PPE) 268