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WEARABLE ANDROID: ANDROID WEAR AND GOOGLE FIT APP DEVELOPMENT
Título:
WEARABLE ANDROID: ANDROID WEAR AND GOOGLE FIT APP DEVELOPMENT
Subtítulo:
Autor:
MISHRA, S
Editorial:
JOHN WILEY
Año de edición:
2015
Materia
MACINTOSH
ISBN:
978-1-119-05110-7
Páginas:
280
63,50 €

 

Sinopsis

Software Development/Mobile/Android/Wearable/Fitness

Build ´Wearable´ Applications on the Android Wear and Google Fit Platforms

This book covers wearable computing and wearable application development particularly for Android Wear (smartwatches) and Google Fit (fitness sensors). It provides relevant history, background and core concepts of wearable computing and ubiquitous computing, as a foundation for designing/developing applications for the Android Wear and Google Fit platforms. This book is intended for Android wearable enthusiasts, technologists and software developers.

Gain insight into "wearablesö in the modern consumer ecosystem of a multitude of devices, ubiquitous computing, cloud computing and intelligent personal assistants
Learn the Android Wear and Google Fit APIs and jump-start hands-on development including: setting up an Android development environment suitable for Android Wear and Google Fit , setting up smartwatch and fitness devices for development and debugging , writing applications that install and execute on Android Wear (smartwatch) devices , and applications that run on your handheld Android devices and find and connect to fitness sensors and access fitness data, and more
Catch up with the new Android 5.0 "Lollipopö, Android Studio and the gradle based build system
Learn how to write applications for smart watches and fitness sensors on the Android/Google ecosystem.

"Sanjay's tome provides a comprehensive and timely treatment of the essential points of current Wearable technology and Android Wearable development techniques. The easygoing and comprehensive examples make this book a joy to discover and a delight to peruse. Highly recommended!ö

- Rudi Cilibrasi, Computer Scientist



"The text provides a rich and immersive overview of the field of Wearable computing that is solidified by the impressive set of examples. I was simultaneously entertained as well as educated, and would highly recommend this book to anyone that is looking to get started with Wearables.ö

- Nathan Blair, Software Engineer & Entrepreneur



Sanjay M. Mishra began programming in C on various flavors of Unix in the early 1990s. Over the years he has developed diverse software systems spanning web applications and services, messaging, VoIP, NoSQL databases, as well as mobile and embedded platforms. He has worked for companies such as Intertrust, Eyecon Technologies, CallSource, nVoc (formerly Sandcherry, Inc.) and the Starz Entertainment group.



Table of Contents

About the Author xv

About This Book xvii

Acknowledgments xxiii

Part I Wearable Computing: Introduction and Background 1

1 Wearables: Introduction 3

1.1 Wearable Computing 3

1.2 Wearable Computers and Technology 3

1.3 "Wearablesö 4

1.4 The word: "Wearablesö 4

1.5 Wearables and Smartphones 5

1.6 Wearable Light, Glanceable Interactions 5

1.7 Smartphone Dependency, Inconveniences 5

1.8 Wearable Interaction 6

1.9 User's Real-world Context 6

1.10 Variety of Wearable Devices 6

1.10.1 Smart Watches 6

1.10.2 Fitness Sensors 7

1.10.3 Smart Jewelry 7

1.11 Android Wear and Google Fit 7

1.11.1 Device / Hardware Purchases 7

References and Further Reading 8

2 Wearable Computing Background and Theory 9

2.1 Wearable Computing History 9

2.1.1 Wearable Computing Pioneers 10

2.1.2 Academic Research at Various Universities 11

2.2 Internet of Things (IoT) and Wearables 11

2.2.1 Machine to Machine (M2M) 13

2.3 Wearables' Mass Market Enablers 13

2.3.1 "ARM-edö revolution 14

2.3.1.1 ARM alternatives 14

2.3.2 System on Chip (SoC) 14

2.3.3 Human Dependence on Computing 15

2.3.4 Smartphone extensions 15

2.3.5 Sensors 15

2.3.5.1 Micro-Electro-Mechanical Systems (MEMS) Sensors 16

2.4 Human-Computer Interface and Human-Computer Relationship 16

2.4.1 Human-Computer Interface: over the years 16

2.4.2 Human Computer Interaction (HCI): Demand and Suggest 17

2.4.2.1 Demand Paradigm 17

2.4.2.2 Suggest Paradigm 18

2.4.2.3 Demand or Suggest? 18

2.4.2.4 Demand and Suggest: A Healthy Balance 18

2.4.3 Evolution of the Human-Computer Relationship 18

2.5 A Multi-Device World 19

2.5.1 Spatial Scope of Computing: Devices near and Devices far 19

2.5.2 Body Area Network (BAN) 19

2.5.3 Personal Area Network (PAN) 20

2.5.4 Home Area Network (HAN) 21

2.5.5 Automobile Network 21

2.5.5.1 Controller Area Network (CAN) 21

2.5.6 Near-Me Area Network (NAN) 21

2.5.7 Campus Area Network 22

2.5.8 Metro Area Network 22

2.5.9 Wide Area Network 22

2.5.10 Internet 22

2.5.11 Interplanetary Network 23

2.6 Ubiquitous Computing 23

2.7 Collective, Synergistic Computing Value 23

2.7.1 Importance of the User Centricity and the User Context 23

2.7.2 Distributed Intelligent Personal Assistant 24

2.8 Bright and Cloudy: Cloud-based Intelligent Personal Agent 24

2.8.1 Google / Cloud-Based Intelligent Personal Agent 24

2.9 Leveraging Computer Vision 25

2.9.1 Enhanced Computer Vision / Subtle Change Amplification 25

2.10 IoT and Wearables: Unnatural and over the top? 26

2.10.1 Human History of Tool Use and Computation 27

2.10.2 Communication Networks in Nature 27

2.10.3 Consumption of Power: by computational systems, biological and artificial 28

2.11 Security and Privacy Issues 28

2.11.1 Use Awareness and complete end-to-end Transparency 29

2.11.2 User Control and Choice 30

2.11.3 User Access to Collected Data and Erasure capability 30

2.11.4 Device side, transit, and cloud side protection: Data Anonymization 30

2.11.5 Practical Considerations: User Centricity 30

2.11.5.1 OpenID 31

2.12 Miscellaneous 31

2.12.1 PhoneBloks: Waste Reduction 31

2.12.1.1 Project "Araö 31

2.12.2 Google Cardboard: inexpensive Virtual Reality 32

References and Further Reading 32

Part II Foundation Android 35

3 Android Fundamentals / Hello Lollipop 37

3.1 Android: Introduction 37

3.2 Linux: "*nixö or Unix-like OS 38

3.2.1 Unix 38

3.2.2 Open Source 39

3.2.3 GNU / Free Software Foundation 39

3.2.3.1 Free as in Freedom: GNU Public License 40

3.2.4 Apache Software Foundation: Apache Software License 41

3.3 Linux: yesterday and today 41

3.4 Unix System Architecture 41

3.4.1 Unix Processes 42

3.4.1.1 Linux Processes 42

3.4.1.2 Android Processes 42

3.4.1.3 Process Tree 42

3.4.1.4 Unix Interprocess Communication (IPC) 43

3.4.1.5 Remote Procedure Calls (RPC) 44

3.4.2 Unix Kernel 44

3.4.2.1 Linux Kernel 44

3.5 Java 44

3.5.1 Java Origins 45

3.5.2 Java Platform: Language, JVM 45

3.5.3 Java memory: Heap, Stack, and native 45

3.5.4 Security Policy: Permissions 46

3.6 Apache Harmony 46

3.7 Android OS and platform 47

3.7.1 Android Kernel 47

3.7.2 Android Open Source Project (AOSP) 50

3.7.2.1 Android Framework 50

3.7.3 Android Development 50

3.7.3.1 Android SDK 51