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Wearable technology is related to both ubiquitous computing and the history and development of wearable computers. Wearables make technology pervasive by interweaving it into daily life. Through the history and development of wearable computing, pioneers have attempted to enhance or extend the functionality of clothing, or to create wearables as accessories able to provide users with sousveillance the recording of an activity typically by way of small wearable or portable personal technologies. Tracking information like movement, steps and heart rate are all part of the quantified self movement.
The origins of wearable technology are influenced by both of these responses to the vision of ubiquitous computing.One early piece of widely adopted wearable technology was the calculator watch, introduced in the 1980s. An even earlier wearable technology was the hearing aid.
In the future, it's expected that a majority of mobile application development efforts will focus on creating browser-based applications that are device agnostic.We have started working on that and surely we are leading in this area also.
In 2004 fashion design label CuteCircuit unveiled a Bluetooth connected garment called the HugShirt at the CyberArt Festival in Bilbao, Spain, where it won the Grand Prize at the festival.The HugShirt, designed for tele-transmitting touch over distance, differs from previous early wearable technology examples (e.g. watches or the helmet designs of Wearable Computing in the 1990s) because product is the first wearable technology that took the form of a garment of clothing, as such it is also marks the first BlueTooth connected and internet connected clothing. This product was included by Time Magazine in the "Best Inventions of the Year" special issue.
It is possible to develop wearable apps with Eclipse ADT, but Google has removed the templates from the latest versions and is favoring Android Studio to create these kinds of apps. We have tested many sample apps with Android Studio 0.8.14 and Android 4.4W.2 SDK. We also use Eclipse ADT to test the sample apps, but we usually don't prefer this IDE for building wearable apps.
The age of wearable computing is upon us. Forget the debate over how capable or fashionable the first devices are, how popular they may eventually become, or even whether we fully understand what we are getting into with these devices. The big question is simply: what will they do? And the answer will have much to do with the apps that emerge and that we build.
We, the software developers hope that wearables, like the smartphone, tablet, and television, will become a new platform for application development. The two most promising platforms are the headset and the smart watch. But while the only viable headset is Google still-in-beta Glass, smart watches and smart watch apps have arrived(we build those). These early smart watches may also help clarify what does and does not work for software development in the broader emerging category of wearable technology.
Wearable apps run directly on the device, giving you access to hardware such as sensors and the GPU. They are fundamentally the same as apps built for other devices using the Android SDK, but differ greatly in design and usability and the amount of functionality provided. These are the main differences between handheld and wearable apps:
1. Wearable apps are relatively small in size and functionality compared to handheld apps. They contain only what makes sense on the wearable, which is usually a small subset of the corresponding handheld app. In general, you should carry out operations on the handheld when possible and send the results to the wearable.
2. Users don't download apps directly onto the wearable. Instead, you bundle the wearable app inside the handheld app. When users install the handheld app, the system automatically installs the wearable app. However, for development purposes, you can still install the wearable app directly to the wearable.
To conserve power on a wearable device, you can enable ambient mode for your Wear app. Devices transition from interactive to ambient mode when the user is idle on an activity or when the user covers the screen with their palm. Wearable apps that can transition into ambient mode are called always on apps.
Wearable technology usage can be categorized into two major categories:
1. Personal usage
2. Business usage
Whether for personal or business use, wearable tech gadgets are primarily used for any one of the following functions:
1. As a treatment for hearing impairments
2. As communication gadgets
3. As a gauge for alertness and energy levels
4. To synchronize data and communication from other gadgets
5. As media devices
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