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by Bethann E. Danley

The classes at Wearables DevCon are handpicked to give you the best wearable technology learning experience, whatever your level. Classes are marked as overview, intermediate and advanced and many on our faculty have proven themselves at other conferences and previous BZ Media events. During the conference, we’ll ask for your feedback on the classes and speakers and use your feedback to make the conference even better the next time!

Code This icon indicates that code will be shown in the session.
Overview: No previous knowledge of the session’s subject is required and will be a high-level introduction of the topic.
Intermediate: These broad technology sessions emphasize capabilities and how things work. As appropriate, the instructor will show examples or code.
Advanced: These sessions teach attendees how to implement and execute a solution. As appropriate, the instructor will include detailed samples or code.
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Thursday, March 6
8:30 AM – 9:30 AM
An Overview of Computer Vision and how it can Enable Perceptive Wearables
Goksel Dedeoglu

We are witnessing an unprecedented growth in deployed vision systems, where gesture-based games, smart security cameras, and automotive safety systems are leading the way in consumer devices. We expect this trend to get stronger with wearables, where analytics algorithms will be extracting information from the environment using always-on imaging sensors. This class will provide an introduction to such applications, where vision algorithms run either locally on an embedded processor, such as Google Glass, or remotely in the cloud.

In this introductory session, we will present how computer vision works, the functionality it can bring to wearables, and ways to implement vision algorithms on embedded devices as well as cloud-based servers. We will highlight hardware as well as software components and libraries available for prototyping and development. With this background, you will be prepared to study the multitude of published vision demos, recognizing the common building blocks and appreciating the challenges in getting artificial vision systems to operate under real-world conditions.

LEVEL: Overview
API and GDK Design for Google Glass
Noble Ackerson

In this class, we will explore how to build and design glassware native vs. RESTful, using a cooking app as an example. You will take away key items to focus on before choosing an API or native software development kit.

Knowledge of RESTful and Android development, and familiarity with Google Glass and other wearable sensors are a plus but not required.

LEVEL: Overview
Creating Products for Google Glass at the Highest Level
Mike DiGiovanni

Glass is a product that needs to be lived with. You need to get beyond the novelty of having a screen always just out of sight to begin to understand what does and doesn’t work. Brilliant ideas fall flat, other subtle applications rise to the top. Find out what use cases resonate with Glass users and which ones aggravate them. Shatter misconceptions surrounding Glass users, no, they are not recording everyone. We will also touch a bit on some of the technologies involved in bringing Glassware to life, but there will be next to no code shown. This class will save you from starting down the road towards the creation of a product that annoys your users.

This class is aimed at people who are considering a wearables project using Google Glass but have not had extensive hands on time with Google Glass. You’ve heard about Glass, you might have even tried it a few times, you have a million ideas for great products, but you haven’t had the chance to live with Glass 24/7 for an extended period of time. You will leave this class with a much better direction for your product and some insight into the work involved.

LEVEL: Overview
NDK Primer Has code image
Ron Munitz

When speaking of wearable devices, it only makes sense to talk about power-limited devices with very particular “mission-oriented” sensors, and possibly no screen at all. Such devices may be the natural evolution of “ancient times” embedded wearable devices, using designated micro-controllers programmed in low-level, “native” languages to “get the job done.” Programming for such devices has been traditionally a niche of competent low-level, real-time embedded developers who had very intimate knowledge of the underlying hardware.

Times have changed.

In present time, and for the foreseeable future, programming such devices can take advantage of the ever-decreasing price of COTS SOCs (System On Chips) on the one hand, and ever-growing Android developer community that can write applications for them on the other hand. However, while pure Android Java can make perfect sense for some applications, intensive computations on the one hand (and lower CPU cycle burn rate on the other) can be a clincher for using NDK on such wearable devices.

This class will give a practical overview and hard-learned insights of how to use the NDK, including writing pure native applications that take advantage of the Android ecosystem.

LEVEL: Overview
11:00 AM – 12:00 PM
Developers in the Doctor’s Office: How Wearables are Changing the way we give and Receive Care
Andrei Pop

The market for wearable health and wellness tools is growing exponentially. As consumers become increasingly open to incorporating wearables into their personal care plans (and as doctors, hospitals, and clinics become increasingly comfortable with electronic systems), the health data that wearables collect will become more and more valuable. As hardware and software developers, it’s essential for us to understand the complex medical industry landscape, so that we can build products and tools that capture the most relevant health data, and then make that data actionable for patients and doctors.

In this class, we will discuss:

  • The key players in the health and wellness industry and what motivates each segment, including patients, doctors, insurance companies, corporate wellness platforms, health IT platforms, clinics, and hospitals
  • Why data is the foundation of healthcare applications and the types of data that we see industry leaders incorporating into patient/provider workflows and systems
  • Security and storage: How to build hardware and software that stores data that is HIPPA-compliant
  • Some areas where the need is greatest such as diabetes monitoring, care for the elderly, discharge management, remote patient care

We’ll also review the structure of our incredibly complex healthcare system and the trends the instructor is observing on the ground.

Note: This class will presume familiarity with basic healthcare industry terminology, and a detailed understanding of how wearables can collect data that can be synthesized and stored in an application or platform.

LEVEL: Intermediate
Glassware UI Design
Matt Abdou

In this class, we will review the fundamentals of Glassware UI design. Google Glass is an entirely new platform that requires a new way of interfacing with users. From the basics of card layout and style to custom menus and user settings, you will learn how to build a clean user experience and deliver the content that your users expect, when they expect it.

Note: Knowledge of the Mirror API and/or GDK are a plus but not required.

LEVEL: Overview
Security Challenges in Wearables
Ray Potter

Wearables are going to be a very big part of the future of computing, and the need for security and privacy within these devices is paramount as they collect, process and archive crucially private information.

By combining existing technology in new ways, such as accelerometers, GPS and biometrics, wearables can provide extremely valuable insights into the lives of the owner. This information is equally personal, and if unguarded, opens a disturbing door to new avenues in identity theft and a litany of other criminal acts.

But it’s not easy building robust security with such constrained space requirements. We have a running start, having already addressed security concerns with laptops, smartphones and tablets, but the challenge is taken one step further with the tiny but surprisingly powerful wearables that are gaining traction today.

Attend this class to learn the technical difficulties faced by security innovators in the wearables space and how they can be addressed.  You will hear specific use cases as well as lessons learned. This class will cover:

  • Potential vulnerabilities in wearable devices
  • Technical constraints in leading wearables that make security challenging
  • Similarities to other mobile devices that we can learn from
  • Techniques used in mobile security that will apply to wearables
  • Industries and verticals that have use cases for secured wearables
LEVEL: Overview
Using WearScript for Powerful Rapid Prototyping on Google Glass Has code image
Goksel Dedeoglu and Brandyn White

This class will present WearScript, an open-source library that lets developers access all the functionality of the Glass, including the camera and native computer vision routines, from a simple HTML5/Javascript environment. This class will show several examples of how to use WearScript for computer vision, including image recognition and plane fitting for augmented reality. More information, including video demos of Wearscript in use, can be found at www.wearscript.com.

Note: You will need to know basic Javascript programming. Also, if you wish to participate in the hands-on portion, you are required to bring your own Glass device.

LEVEL: Intermediate
12:15 PM – 12:45 PM
Ensuring Your Wearable Apps Delight Users and Beat the Competition image
John Montgomery

The apps economy is flourishing. Apps are now indelibly linked to brands and, thanks to app store reviews and social media, users have a larger voice than ever before in determining which apps win and which render even the best intentions and strategies moot. Meanwhile, the journey from mobile to wearables has produced challenges for developers and QA, including increased fragmentation, how to define a good user experience and how to work with designers to ensure that technology manifests itself in forms that are aesthetically appealing.

What will set winning wearable apps apart? Acquiring and leveraging holistic app data and research throughout the entire app lifecycle to perfect the app experience in the hands – and on the bodies – of users. This class will provide actionable insight into the importance of addressing 360-degree app quality in producing wearable apps that win users and market share.

This class is sponsored by uTest.

LEVEL: Overview
Sony SmartWatch 2: Get a Headstart on Wearable Apps Development image
Anupam Nath

Learn how to get started with the Sony Add-on SDK, build your first SmartWatch 2 app, and discover how to be part of the growing wearables ecosystem. Learn about the evolution of Sony SmartWatch 2 and the developer opportunities with wearable tech from Sony.

This class is sponsored by Sony.

LEVEL: Overview
1:45 PM – 2:45 PM
APIs and Hardware: The Current Tradeoff Has code image
Fabrizo Filippini

APIs in the hardware industry do not get implemented to their full potential. Companies want to take control of data first, and then share it to third-party apps/services and their users, making a big tradeoff on user experience. Many companies are not even making an effort to provide alternatives to use their APIs and go straight for the cost saving, bringing in many limitation to the end user.

The class will go through some basic aspects of how APIs get implemented in the hardware industry as they are in the software one. Then it will explore the opportunity that is currently being missed and where the industry should focus on to make third-party apps shine.
We will analyze the reasons behind the current implementation, why the mobile OS has a strong impact on API development, and what could be done to bring the ultimate experience to the customers without increasing server cost, not losing any data, and keeping an edge on the competitors.

You will learn:

  • APIs integration best practices
  • The Limitations of using software APIs in the hardware industry
  • Ownership and data distribution problems
  • Analysis and discussion of a new approach
LEVEL: Intermediate
Publishing Your Google Glass App
Matt Abdou

In this class, we will review the process of getting your Google Glass application published on MyGlass. This process is not well understood and knowing how to prepare and what to expect will give you an advantage in getting published quickly. From basic UI requirements and user permissions to hosting, we will cover the complete list of everything you’ll need to pass Google’s review process and properly handle initial launch.

Note: Knowledge of basic Google Glass design principles and Mirror API are a plus but not required.

LEVEL: Overview
Wearable Springboard: High Performance, Low Power Motion Technology
Charles W.K. Gritton

Wearable technologies are on track to change the way consumers use technology and see the world around them. By using an array of advanced motion sensors to intelligently interpret context, location, and position, wearables have the potential to visually enrich real-world experiences with timely and useful information.

Recently, next-gen wearable devices such as Google Glass and Kopin’s Golden-i have expanded on the concepts of location awareness and augmented reality. However, pervasive wearable applications are not achieved without overcoming the challenges that real-world environments pose—where age, temperature changes, magnetic interference and sensor fusion instability have rendered some platforms less reliable.

This class will explore the ways in which high performance motion software can provide more responsive, stable, and accurate heading, position and 3D motion tracking, through contextual smoothing for jitter-free visualization, comprehensive automated calibration to reduce gyro drift, and advanced magnetic field interference tracking and filtering to improve performance in various environmental settings.

But, what does this mean from the end user’s perspective? It means that the device/app knows exactly what the user is looking at. It means that performance is not affected by changes in temperature or magnetic distortions caused by other electronic devices and metal objects. Lastly, it means when moving the device around there is no drift, jumps or jitters. Whether exploring virtual reality worlds, enhancing mapping and indoor navigation, or simply finding the nearest coffee shop, advanced motion technology creates a more pervasive, user-centric wearable paradigm.

Note: This class is targeted at embedded systems designers, engineers, programmers, developers, and consumers who have previously utilized motion-based technology in a consumer device, including remote controls and game controllers for Smart TVs, streaming media players, Blu-ray players, set-top boxes, PCs, smartphones, and tablets. This class will be of particular interest and of greater understanding to those with an intermediate level of knowledge and background in motion solutions, including software, hardware, MEMS, DSP, industrial design, mechanical design, and manufacturing. Additionally, this class will appeal to those who wish to further learn about the integration of motion in a wide range of markets, such virtual reality systems, HMDs and more.

LEVEL: Intermediate
3:15 PM – 4:15 PM
Beyond Activity Trackers: Sport Wearables Design Has code image
Jen Costillo

This class will be an interactive discussion that targets product managers, device architects, and senior engineering staff from firmware, electrical, and mechanical. You will be guided through basic design decisions of a sports wearable. Starting with an overview of the differences between an activity tracker and one targeted toward an avid athlete, you will work through a series of exercises to design a sports wearable product with a keen focus on GPS/GSM-enabled devices. Key design considerations will include:

  • The Trifecta of Device Success: Mechanical, Electrical and RF design, including what will my user’s want lug around.
  • Hardware component selection tradeoffs
  • Power source considerations
  • Protocol Selection (open or close propriety system)
  • UI: Data during the workout and after
  • GPS algorithm development and pitfalls (source code provided)
  • Dog fooding your product for success
  • When to test in the field
  • Manufacturing for high yield and low RMAs
  • Beyond the MVP: What’s next for your users?

Along the way, lessons learned from the field will be shared to guide even the most veteran engineer from repeating rookie mistakes. You will walk away with the beginnings of the mechanical design, and with several commonly forgotten key risks identified.

To get the most from this session, bring your idea, paper, and creativity.

Note: In order to attend this class, you will need an understanding of mechanical design, hardware solution selection, RF issues, and embedded software architecture design and tradeoffs.

LEVEL: Advanced
Deep Dive into Google Glass Live Cards Has code image
Luis de la Rosa

Live Cards is a new type of UI that you can build, it is also Google Glass-specific. However, it has the most complex API out of the three types of UIs you can build: Static Cards, Live Cards and Immersions. Immersions are basically Android Activities, which Android developers are familiar with, and Static Cards are HTML.

In this class, we will discuss the ins and outs of the Live Card API, including integrating with the Timeline Manager, the Live Card class itself, and the Live Card.Callback. Since Live Cards can use Remote Views, we will look into those, especially as it relates to their limitations. We will also compare Live Cards to other APIs which use RemoteViews like Notifications and Widgets. With Live Cards being able to draw on a Surface, we will delve into this method as well as and compare it to the RemoteView option.

We will look into integrating a Live Card into the Glass environment, including how it can be started and inserted into the Timeline, where it lives in the Timeline and why, and how menu items in your Live Card can interact with the rest of the system. As a Timeline citizen, there are some limitations with user input but also advantages to living there and so we will discuss those and contrast that with Immersions.

LEVEL: Advanced
Unlocking the Value in Wearables
Karin Little

Wearable technology has the potential to introduce groundbreaking types of services and to change the way that we live. However, it is still in its infancy. This class will explore what it will take to unlock the value in wearable technology, and will answer questions about the state of wearables today, what their potential is, and what we, as designers and developers, can do to help achieve that future. We will:

  • Quickly look at what other past technology waves provide as an analysis into patterns for how other tech innovations have impacted society and the way we live. This is important for understanding where wearables are in the context of these patterns, providing a more in-depth analysis and framing for the “where we are today” and “where does it need to go” aspect of this talk.
  • An overview for the potential of wearables. This is important for talking about what we need to do to get there, as it will build a common ground of understanding where we’re trying to go.
  • Deeper dive into how unlocking the potential of wearables will be centered on what needs to happen from a design/technology perspective. For instance, considerations around powering them, sensor size, wearability/durability, what standards need to be set, etc.
LEVEL: Advanced
When Microwatts Are Precious: Battery Tips for Wearable Apps
Mark Murphy

Some wearables are accessories, where the apps run on a phone and the wearable provides an input and output. Some wearables are devices, capable of running apps themselves. In either case, wearables have tiny batteries.

Getting battery consumption right in app development is difficult enough on a phone. On a wearable, it is that much more of a challenge. Some wearable environments will limit what you can do to help keep battery life decent. Some wearable environments give you enough leeway to burn through the battery in no time flat, much to the user’s chagrin.

In this class, we will review what sorts of things you will need to do to survive in a very low power environment, in terms of technical solutions (e.g., batching communications) and “expectations management” (e.g., “is feature X worth the power draw?”).

While the class will be based on platform-independent concepts, examples will be shown from a variety of wearable devices and their Android app environments. Hence, passing familiarity with Android is useful, but not absolutely necessary.

LEVEL: Overview
Friday, March 7
8:45 AM – 9:45 AM
Analyze Communications and Security from Wearables
Wilson Mar

Wearables using communication technologies such as WiFi and Bluetooth can be captured and analyzed with existing tools. This class will show examples of this with WireShark, an open-source network protocol analyzer, to capture and analyze wireless traffic, along with a discussion of security concerns. Techniques to analyze return on battery life and other reliability and performance issues will also be discussed.

LEVEL: Intermediate
Building Wearable Technology Applications for Behavior Modification: A Conceptual Overview
Ashley Beattie

This class will cover the design considerations required to build a behavior modification application. You will be introduced to the Behavior Modification Application Design Paradigm, state-of-the-art research, applications, use cases, and complete and currently underway field trials. You will also be exposed to the behavior modification body of research, open-source and closed-source tools, as well as implementation and testing methods which will enable you to tune your applications for maximum behavior change success.

LEVEL: Overview
Harnessing the Power of the Other Sensors in Google Glass: There’s more than just the Camera
Victor Kaiser-Pendergrast and Jake Steinerman

Glass gets a lot of attention for its camera, and for good reason. But what about the other sensors on Glass? Why do those get so little attention? In this class, we’re going to take a look at some of Glass’ other capabilities, what data we can glean from them, and ways to utilize them to make apps that weren’t possible before.

LEVEL: Overview
Leveraging Open-Source Hardware and Software for Perceptive Wearables Has code image
Goksel Dedeoglu and Jason Kridner

In this class, we will cover open-source hardware and software development platforms for prototyping computer vision functionality. On the hardware side, we will highlight the BeagleBone Black, a credit-card sized, low-power and open-hardware computer available for $45. On the software side, we will focus on OpenCV, a free and widely used vision library. With this background, you will be prepared to launch your own development of embedded vision prototypes with a modest budget.

Note: You will need basic understanding of Linux, image and signal processing, and programming.

LEVEL: Overview
10:00 AM – 11:00 AM
Beyond Glass: Connecting the GDK with App Engine Web Services Has code image
Victor Kaiser-Pendergrast and Jake Steinerman
Standalone applications are just fine, but in this connected age, isn’t it time to do more? In this class, we will explore using Google Glass GDK apps in conjunction with the App Engine Endpoints API to build Glass apps with a Web component.

 Everything you need to know – from the basics to OAuth authentication – will be covered in detail with code examples for a simple cloud-based to-do list application

.Note: knowledge of the GDK is strongly recommended, and Java will be used with App Engine.

LEVEL: Intermediate
Design and Engineering Principles for Wearables 2.0
Rachel Kalmar

This class will cover important design and engineering principles for Wearables 2.0 and will compare Wearables 1.0 ( first-generation devices that are a bit bulkier and less wearable) to 2.0, which tend to be smaller and fit more seamlessly into everyday life. We’ll take a look at the key challenges in wearability design and the reasoning behind why people wear things. We will also touch on an alternative approach to wearable hardware product development along with the fashion element of wearability design. We will then conclude with weighing considerations for ease of use versus motivation.

LEVEL: Overview
Native App Development on Google Glass Has code image
Jim McKeeth

Google Glass is the next big thing in wearable computing, but few developers know how to take advantage of its features. This class will explore the current state of native app development on Google Glass. This technical session will take you through the following:

  • Setup and configuration of Glass for native development
  • Exploring Glass and its specs
  • Accessing available sensors
  • Using the camera
  • Using voice
  • Using keyboard and touchpad
  • Installing an alternate launcher and tweaking settings
  • And more, all without rooting or voiding the warranty

Prerequisite experience developing native apps for Android will be required as this class looks at different tools for native app development, and compares some benefits of each. This class will report on specific challenges encountered with different projects, and how they were overcome. Examples use the GDK, Android SDK and NDK, but does not cover the Mirror API. The class will also include a few “interesting hacks” that involve using Google Glass in creative and novel ways.

LEVEL: Intermediate
Wireless Connectivity and Wearables: The What, How and Why
Cary Bran

The wearable device market is taking off, and in doing so has set off a chain reaction of opportunity for developers. A core technology pillar for any wearable device is wireless connectivity, which makes choosing the right technology and development route essential. So, what are the best wireless options for connecting to these wearables? NFC, BT, BTLE? How do you determine the best option for a given use case? In this class, we will outline the various wireless connectivity options, including pros, cons, tradeoffs and benefits as they relate to the emerging wearables market, and deliver practical guidance on the advantages and disadvantages a developer may encounter based on what connection method they choose and how it affects different use-case scenarios.

LEVEL: Intermediate
11:30 AM – 12:30 PM
Developing and Designing Finance Glassware Has code image
Lawrence Wong

In this class, we will use GDK LiveCards to develop a finance Glassware, which began as a Web app. We will cover:

  • Design: Why the GDK instead of the Mirror API?
  • Choice: Which commands to feature
  • Navigation: Voice vs gesture
  • Porting compromises
  • Usability vs completeness – customize!
  • Graphic performance

Knowledge of Android development and familiarity with Google Glass are a plus but not required.

LEVEL: Intermediate
Gradle and Your Android Wearable Projects Has code image
Mark Murphy

You may be writing an Android app that can interact with wearable accessories, like the SONY SmartWatch 2. Or you may be writing an Android app that cannot only run on phones and tablets, but on Android-powered wearables. Sometimes your app will be unique to those environments, but often you will want to support several wearable targets, including wearables that come up in the future.

In this class, we will review how the new Gradle-based build system can be used to help manage projects with multiple wearable targets, to help you manage development, testing and distribution. Attendees should have passing familiarity with what the new Gradle-based build system is, but this presentation will briefly review the basics.

LEVEL: Intermediate
Made in China: How to Build Hardware with Less Than $10k
Jason Gui

Shenzhen, China is often coined the manufacturing capital of the world. From iPhones and iPads to LEDs and transistors, almost every piece of electronics you see or touch came out of Shenzhen in some form or another. Through the personal story of Vigo (a wearable device company from the hardware incubator HAXLR8R based in Shenzhen) learn how a team of three recent college grads hired a team of six experienced engineers and built a wearable device from breadboard to final product, and how they launched it on Kickstarter in three months, all with a budget of just $10,000. Attend this class to learn how you can do it too.

LEVEL: Overview
Wearable and Bluetooth – Exploring the Details of Wireless Communications Has code image
Vincent Gao

In this class, we will be using some commercial wearable devices (watches, wristbands etc.) to show people the teardown of the software services for wireless communication. We will cover:

  • Why Bluetooth Smart is used for communication
  • What is available on the mobile OS side
  • What is available from the adopted profiles
  • The cost of a customized/proprietary profile
  • The choices of the silicon vendors
  • How do pen-source hardware (Arduino, Raspberry Pi and BeagleBoard) support Bluetooth
  • A deep-dive into the source code of a Bluetooth Smart tag (Think StickNFind, SensorTag, Tile etc.)

A hands-on portion will be available, but laptops or devices are optional. Feel free to hack all the demos we provide as instructions will be given on site.

LEVEL: Intermediate
1:45 PM – 2:45 PM
An Emotional Approach to the Design of Wearable Medical Devices Has code image
Shaun Rahimi

Attend this class to hear about real-world experiences designing emotionally engaging wearable pain treatment devices, which are products that deliver a fundamental emotional result like “wow” or another form of intense, immediate satisfaction. The purpose of the class will be to discuss key ideas that have achieved this result such as taking technology risks, the focus on human interaction, how that relates to a deeper product meaning, developing an emotionally charged brand, solving a big problem (or at least implying a solution to a big problem), and how to build a team dynamic that is capable of implementing these ideas successfully.

Most of the class will be drawn from conversations the instructor has had with design advisors, proprietary design processes and a few books about emotional design. The general theme of the class will be about the thought processes that go into developing an organization and product framework that can result in the development of a product that pleases people with the initial use of the product.

The instructor is from Thimble, an inventor of treatment technology.

LEVEL: Overview
Building for Wearable Technologies: Philosophy and Case Study
Cecilia Abadie

When you design and build for wearable technologies, the focus needs to shift. The user experience is more intimate and centered on the user than ever before. We need to carefully think, design and build specifically for the new medium. Context, natural interfaces and immersion are key to enable the user experience.

We’ll cover the opportunities, philosophy, design and development best practices for wearable technologies, leveraging Byte An Atom Research’s experience making LynxFit, a health and fitness companion for Google Glass.

Key takeaways are:

  • Understand the philosophy when developing for wearables and Google Glass.
  • Explore opportunities and challenges on the growing market of wearables.
  • Understand the dos and don’ts of the wearable technologies UX and development through a case study.
LEVEL: Overview
Is Thought the Future of Wearable Input? Has code image
Jim McKeeth

Computer-brain interface is a mainstay of science fiction, and devices are available today to use our brainwaves as a computer input. But is it practical? How far away is it? Will “Big Brother” read our thoughts and hack our brains?

In this class, we will dive into the future of thought as input for wearable devices with real-world examples and code. Demonstrations will be shown using the Emotiv EPOC headset, a revolutionary high resolution, neuro-signal acquisition and processing wireless neuroheadset that uses a set of sensors to tune into electric signals produced by the brain to detect thoughts, feelings and expressions.

You will see the EEG neuroheadset and computer interface with examples of interfacing with desktop, mobile and wearable apps. We will dive into the roots of the technology, showing code and examples along with big pictures of the technology. You will walk away with an understanding of how this still evolving and largely unknown technology really works, how it can be used, as well as longer-term implications.

Code used in the session will be made freely available and different tools and languages will be used in the demonstrations. There are no real specific prerequisites, but this isn’t an introductory course.

LEVEL: Intermediate
3:30 PM – 4:30 PM
APIs: The Secret to Making Wearables Relevant Has code image
Hussain Chinoy and Ashish Vaid

Wearables may be hip new accessories in the hot, emerging Internet of Things (IOT), but when that slick thing on your face, wrist or body needs to grab data from an enterprise back-end system or access functionality for a cloud-based application, it’s really just another client making an API call. How you handle that API call can make a huge difference in the relevance and proper functioning of a wearable device.

In this class, we will introduce you to several key concepts to understand to ensure that wearable devices such as Google Glass can securely and efficiently connect to back-end systems, and ensure that the process of managing those API connections runs smoothly for your development organization. Topics of discussion include:

  • Securing wearables APIs using OAuth
  • Economical provisioning of API access
  • Managing the API lifecycle that connects back-end systems to wearable devices
  • Data slimming to accommodate bandwidth and screen size
  • Reducing backend API calls for latency and bandwidth management
LEVEL: Intermediate
Building Wearable Devices Through Rapid Prototyping Has code image
Moe Tanabian

When designing and building Wearables, there are several factors that can make or break the device’s success. Many of these factors are technical, and some are design related.

This class discusses how to bring Wearable ideas to life quickly using cost-effective and ready-to-use Arduino-based sensors and components, and also touches on both the technical side and user experience side of building wearable devices.

Technical factors:

  • Wearables and human input and output mechanisms
  • Integrating wearables sensors and sensor arrays
  • Adding connectivity to wearables
  • Battery consumption and optimizing energy in wearables
  • Hardware reference designs for building different wearable experiments

UX factors:

  • Form factors in wearables
  • Wearable ergonomics
  • Industrial design and fashion element in designing wearables
  • Gestures and designing interactions UX for wearables
LEVEL: Advanced
Making Android Bluetooth 4.0 Work Has code image
Chris Herbert

Many developers are having a difficult time supporting the current Android 4.3 and 4.4 operating system due to bugs in the Android Bluetooth 4.0 API. This class will go into detailed examples of the necessary architecture and algorithms to help you jump the gap between current Android 4.3 and 4.4 support of Bluetooth 4.0, and to shipping apps to customers that perform properly.

The class will also show you how to develop code that will allow you to interact with Bluetooth 4.0 devices, as well as the tools you will need to develop a stable communication channel to Bluetooth 4.0 peripheral devices. In this class, we will:

  • Address Android segmentation with Bluetooth 4.0 apps
  • Create code that connects and reconnects to the Bluetooth 4.0 device
  • Build background interactions between your Android app and Bluetooth 4.0 peripherals
  • Overcome Bluetooth 4.0 connection stability issues between Android 4.3 and 4.4 handsets and Bluetooth 4.0 peripherals

This hands-on class will include example code provided to you through GitHub.

LEVEL: Advanced