WiSmart for Wearable
Products and Applications

  • WiSmart Software
  • Ultra Small
  • Ultra Thin
  • Ultra Low Power
  • Fully Integrated
  • Customizable
  • High Bandwidth
  • Included APIs
  • Included Examples
  • Reference Designs
  • Light Weight
  • Cost Competitive


Medical and Wellness

For many years, the idea of providing medical services to people where they live has been a growing realization. With the future of the IoT, access to the needed cameras, sensors, displays, and other tracking information becomes an almost seamless reality. The impact of IoT connected medical and wellness devices can lead to lower medical costs, advanced notice of potential issues, and warnings of individuals who may immediately need medical attention to get them out of danger and even save their lives. Everything from wearable devices that track heartrate, pulse, oxygen saturation, insulin, respiration, ambulatory movement, sleeping behavior, and a host of other things that humans and animals exhibit that can be monitored can be provided (along with video and audio) real time to professionals, coaches, and others that can make use of the information to assess needs, modify recommendations, and even directly intervene. This information can help medical professionals “see” a better picture of what is really going on when self-report may be quite unreliable – especially in cases where cause and effect are not immediately visible.



Dogs, cats, and other pets are so integrated into our lives, it is no surprise that pet owners are interested in making sure their activities, their health, and their location is something that can be monitored and enhanced. Pets have historically led a very private life when owners are away from home. With the IoT and emerging devices, the activity of pets when people are absent are developing into better descriptions of how animals spend their time when no one is around. IoT enabled devices also allow for owners to interact remotely. Consider a pet that is in pet daycare, animal hospital, long term quarantine, or simply at home for long periods while the family is “at work”. IoT connected devices can allow owners to talk to their pets remotely, share a video screen to see and be seen by their pets. There is likely a machine being designed right now to allow a pet owner telepresence to pet their pet remotely and release food manually or automatically on a pre-programmed schedule – not to mention opening and closing pet doors, making sure the water dish isn’t ever empty, and that security systems take into account areas of the house where a dog is barking.


Health and Fitness

With products like FitBit&reg, FuelBand&reg, Vivofit&reg, and other devices that track the activity and other aspects of health fitness, it is no longer hard to imagine that these capabilities can be integrated into everything from shoes, to hats, to shirts, bikes, balls, and anything else that moves. All of this data can then be transmitted back to a personal device and shared globally. Add to the trend the offerings of more seamless connections like “Androidware”, it is likely that not only will the information be more available, but likely available in real time as well. Tied to cloud services, this capability could lead to automated coaches that take into account for diet, body condition, historical performance, exercise routine progress, and other factors to advise an athlete in real time how to budget their energy and the pace they should adapt to optimize their efforts towards set goals. If not already in place, an alert that wakes up an athlete in training can provide the diet for the day, display the schedule, show previous trend of performance and targets for the day, report in real time with praise for success, motivate, and even make real time outbound calls to fans of the athlete for real time personal support and motivation.



Watches, goggles, heads-up displays, and other devices tethered to another device that has the connection to the Internet is a rapidly growing space for new products. Many of these products are ultimately exploring the space to increase efforts to miniaturize communication devices while still providing a useable interface and stay connected. Demands by consumers are for rich interface, long lasting battery, high bandwidth, pervasive connectivity. The desire for complete hands free communication devices that can display information, record audio and video, and share information with others is putting significant demands on device designers that are trying to enhance user experience. Movies like “Minority Report” have set the bar high for what might be possible for fully connected and integrated virtual devices that display in space larger than the display resources of the device itself and can record information at all times for instant playback. No doubt these devices will impact every and all aspects of society.


Next Generation

Demonstrations of devices like Google Glass® spark the imagination for what might be possible with greater and greater integration, miniaturization, and ubiquitous connectivity. If computing power can be offloaded to the cloud through the IoT, near devices can share information in real time, and power consumption can be brought down to extend battery life for device users, almost anything seems possible – reporters that only need a “visor” to send high definition video to a news station without having to have a van full of equipment, reconnaissance of dangerous environments by service animals back to first responders doing search and rescue operations, and even getting views into spaces that were inaccessible to humans previously – the use of GoPro&reg cameras has ushered in a first person perspective of activities not accessible to people of average skill. Now imagine that a separate camera is no longer needed but is always present so that extreme experiences are recorded even without planning in advance. The ability to replay these events in high definition after the fact will have a huge fan base of followers, most importantly, it will be effortless and shared in real time.