top of page
Search


IMU: From B-29 Bombers to Your Gamepad - Input Origins #8
Before motion control became part of smartphones, game controllers, and wearables, the inertial measurement unit began with a much more serious challenge: could a machine understand its own movement without relying on external signals? Early IMUs combined accelerometers and gyroscopes to measure motion, rotation, and orientation. Developed for military navigation and later used in the Apollo program, they showed that machines could track movement independently and respond to
Wearable Devices
May 29, 20251 min read


Talking to Machines: The Origins of Voice Control - Input Origins #7
Before voice assistants became part of everyday life, voice control began with a much simpler question: could a machine recognize what a person was saying? Early systems like Bell Labs’ AUDREY and IBM Shoebox showed that spoken words could become digital input. They were limited, slow, and far from natural conversation, but they proved that machines could begin to understand human speech. Over time, voice control moved from lab prototypes to dictation software, smartphones, s
Wearable Devices
Apr 24, 20251 min read


BCI: Before Neuralink, there was Cyberlink - Input Origins #6
Before Neuralink made brain-computer interfaces part of the mainstream conversation, Cyberlink showed an earlier version of the same ambition. Introduced in 1996 by Brain Actuated Technologies, Cyberlink used a forehead-mounted headband to capture signals from the brain, eyes, and facial muscles. It was an early attempt to turn human intent into computer control. The system found early use in accessibility and later influenced consumer experiments such as the OCZ Neural Impul
Wearable Devices
Mar 27, 20251 min read


EMG, Reinvented for the Wrist
Mudra’s SNC sensors pick up EMG signals from your wrist, processes them with powerful algorithms, and converts them into digital commands. The result? Instant, touch-free control of your devices, powered by the natural movement of your fingers. Mudra’s sensors are a breakthrough in wrist-based sEMG. But what is EMG anyway, and how does it work? EMG. Your Muscles Whisper—We Listen Just like a microphone captures sound waves in the air, EMG sensors detect the tiny elec
Wearable Devices
Feb 28, 20252 min read


Computer Vision - Input Origins #5
Before computers could respond to gesture, they first had to learn how to see movement. Welcome to another chapter of Input Origins, where we rewind to the moments that changed how we interact with technology. Computer vision opened a new path for human-computer interaction. Instead of holding a controller, pressing a key, or wearing a glove, the body itself could become the interface. Myron Krueger’s VIDEOPLACE showed an early version of that idea in the 1970s. Decades later
Wearable Devices
Feb 27, 20251 min read


We’re Strapping on a Glove - But Not for Fashion. Input Origins #4
Before gesture control became a feature in games, headsets, and smart devices, it was something researchers tried to build by strapping sensors to the hand. The Sayre Glove, developed in 1977, was one of the first devices to translate finger movement into digital signals. It showed that the hand itself could become an input device. Years later, the Nintendo Power Glove brought that idea into living rooms. It was ambitious, imperfect, and ahead of its time, but it introduced a
Wearable Devices
Jan 30, 20251 min read


The Mouse That Roared - Input Origins #3
Before the mouse, computers were mostly controlled through commands, punch cards, and keyboards. Interaction was indirect, technical, and far from the way people naturally point, choose, and move through information. The computer mouse changed that. Introduced by Douglas Engelbart during the 1968 “Mother of All Demos,” it turned hand movement into cursor movement and made computers feel more visual, direct, and collaborative. A small wooden block on wheels helped open the pat
Wearable Devices
Dec 26, 20241 min read


Gesture Control: From Origins to Evolution
The journey of gesture control technology is a fascinating exploration of human-computer interaction, offering increasingly intuitive ways to engage with digital devices. From early wearables like the DataGlove , to groundbreaking systems such as the Kinect and Myo Armband and the outcomes of today in the form of neural wristbands, the evolution of this technology has transformed the landscape of digital interaction. A Historical Perspective Gesture control technology began i
Shmuel Barel
Dec 4, 20245 min read


From Touch to AirTouch: Challenges in Educating People to Use Their Body as a Controller.
Sometimes you find yourself lucky to be part of a team designing a revolution. Not a product. Not an interface. But a new way of...
Naomi Mushka
Dec 2, 202421 min read


From Stylus to Signals - Input Origins #2
Before touchscreens became normal, the stylus showed a different way to control computers. Instead of typing commands or pressing buttons, users could draw directly on a surface and turn hand movement into digital input. The RAND Tablet, introduced in 1964, helped define the idea of graphical input. It connected human movement, precision, and computation in a new way. From there, the story moves toward modern tablets, digital drawing, gestures, and neural signals. It is a sho
Wearable Devices
Nov 28, 20241 min read


Welcome to -Input Origins -: From Clicks to Taps - #1
Every input device starts with the same question: how do humans tell machines what they want? For decades, the answer changed again and again. Dials, buttons, remotes, touchscreens, and neural interfaces each brought control closer to the user. This is where -Input Origins- begins. The first edition looks at the shift from physical control to remote control, starting with the Zenith Space Command, the first wireless TV remote. Input Origins is a monthly series about the devic
Wearable Devices
Oct 24, 20241 min read


Interaction Beyond Boundaries - Integrating Wearable Neural Interfaces and Gesture Recognition Cameras for Enhanced User Experience
Gesture control offers an excellent input solution; however, when it is camera-based, it is limited by line-of-sight and field of view, thus requiring multiple cameras and significant processing power. These trade-offs work against achieving a lightweight device with a full day lasting battery. A neural interface wearable wristband can deliver a pointing device functionality and even enhance built-in gesture control cameras with interactions beyond field of view boundary and
Shmuel Barel
Sep 4, 202425 min read


The Missing Piece of HCI: Transcending from an Interface to a Relationship
A presentation by CSO and President of Wearable Devices - Guy Wagner. Hi, I am Guy Wagner - Chief scientist and co-founder of Wearable...
Guy Wagner
Aug 13, 20248 min read


Unlocking Gesture Control: The Rise of a Neural Input Wristband as the Next Generation's Pointing Device
A neural input wristband will replace the dead weight of XR glasses In the constantly changing realm of technology, gesture recognition...
Leeor Langer
May 27, 202415 min read


What Provides the Best Experience to Interact with Smart Glasses?
Our exploration of smart glasses input methods led us through the landscape of Human-Computer Interaction and the measures of a good user...
Shmuel Barel
Mar 17, 202420 min read


Designing a Neural Input Wristband for XR Experiences - The Mudra Band
In the previous post, we expanded on the importance of sensor fusion, and expanded on types of sensors used in different devices. In this...
Hadas Brezner
Sep 18, 20233 min read


Designing a Neural Input Wristband for XR Experiences - Sensor Fusion
In our previous blog post, we covered essential product specifications for neural input wristbands, discussing the ideal sensor count and...
Hadas Brezner
Sep 11, 20233 min read


Designing a Neural Input Wristband for XR Experiences - Product Specification Guidelines
In the last blog, we explored the system specification guidelines for neural input wristbands including reach, accuracy, latency and MAC....
Hadas Brezner
Sep 7, 20233 min read


Designing a Neural Input Wristband for XR Experiences - System Specification Guidelines
In the last blog we examined the tradeoffs and balance between the functionality, the accuracy and the design of a neural input wristband...
Hadas Brezner
Sep 4, 20237 min read


Designing a Neural Input Wristband for XR Experiences - Functionality, Accuracy, and Design
In the previous blog post we delved further into the world of HCI (Human-Computer Interaction) and BCI (Brain-Computer Interfaces), and...
Hadas Brezner
Aug 31, 20233 min read

Media
bottom of page
