2017
DOI: 10.1007/978-3-319-48511-9_6
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A Conceptual Design of Intelligent Shoes for Pregnant Women

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Cited by 6 publications
(6 citation statements)
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“…Interesting different taxonomies can be found in Mardonova and Choi [ 3 ], Khakurel et al [ 4 ], Mewara et al [ 7 ], and Park and Jayaraman [ 16 ]. Among these possible categorisations, Dimou et al [ 17 ] consider the field of use of smart wearables, such as lifestyle, entertainment, medical, fitness, gaming, and industrial. This classification highlights the pervasive use of such technology in different fields, as pointed out by several researchers in the literature (e.g., [ 7 , 9 , 15 , 16 , 18 ]).…”
Section: Introductionmentioning
confidence: 99%
“…Interesting different taxonomies can be found in Mardonova and Choi [ 3 ], Khakurel et al [ 4 ], Mewara et al [ 7 ], and Park and Jayaraman [ 16 ]. Among these possible categorisations, Dimou et al [ 17 ] consider the field of use of smart wearables, such as lifestyle, entertainment, medical, fitness, gaming, and industrial. This classification highlights the pervasive use of such technology in different fields, as pointed out by several researchers in the literature (e.g., [ 7 , 9 , 15 , 16 , 18 ]).…”
Section: Introductionmentioning
confidence: 99%
“…Therefore, the authors in Ref. [ 88 ], classified smart wearables into six categories, which are: Entertainment: used for Augmented Reality (AR), control devices, and smart gloves; Lifestyle: used for video and voice calls or gesture controls; Fitness: used for measuring step count, acceleration, heart rate, and body temperature; Medical: used for hearing aids, heart monitoring, remote patient monitoring, and much more; Industrial: used for remote and hands-free operations related to industrial and business goals; Gaming: used for gaming, such as AR devices. …”
Section: Smart Wearables: a New Computing Conceptmentioning
confidence: 99%
“…Accordingly, smart wearables are divided into six groups, as described by the authors of Ref. [ 28 ]: Medical; Industrial; Lifestyle; Fitness; Entertainment; Gaming. …”
Section: Introductionmentioning
confidence: 99%