Movea Technology Powers Growth of Wearable Tech, Contextual Computing
Imagine you live near a local train station; about a 20-minute walk. One morning, you’re about to leave and catch your train but lost keys turn into a lost phone and, before you know it, you’re crunching for time. As you start walking faster (or maybe even running) toward the train station, your phone picks up that you are walking fast, that you have a train confirmation in your email and calendar and you’re headed in the direction of the train station. The phone automatically checks the status of the flight, and realizes you are about two hours early. You get a push notification of that alert, enabling you to calm down and enjoy the walk to the commute.
This is a type of world Eva Pagneux, marketing communications manager at Movea, believes in, and the type of world that is possible thanks to contextual computing and the Internet of Things. Movea provides the technology to make devices smarter, providing motion processing and data fusion software, firmware and IP for consumer electronics. It provides the technology for OEMs, enabling different brands and organizations to take advantage of the tech capabilities and integrate them into their own new, innovative solutions.
The company provides MoveFit, which is the wearable technology reference design it is demonstrating at this week’s CES (News - Alert), showing off the technology used to make Babolat tennis racquets smarter and wearable devices more accurate and longer lasting in terms of battery life. Pagneux emphasized the company’s dedication to providing accuracy and a longer battery life, noting that the company changed its algorithm to make sure that was possible.
The wearable technology gathers a multitude of data, such as running performance data, sleep tracking and posture, and battery life lasts up to seven to ten days.
In addition to MoveFit, the company offers MotionCore for motion processing and data fusion IP cores, MoveaTV, a motion processing platform for next-gen gesture-based interactive TV, and other developmental tools.
Edited by Ryan Sartor