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WEAR: Wearable technologists engage with artists for responsible innovation: Processes and progress

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Wearable technologies are a nascent market, growing exponentially and moving into our everyday lives more and more. They are exciting in their capacity to break down barriers between artists and designers and digital technology companies. Technology is becoming more efficient, accurate, and personalized. Hardware is becoming smaller, less visible, more connected and the collected data more seamless and ubiquitous. At the core of the wearable technology concerns is the amount of data that electronics companies are allowed to collect, in particular of their users’ personal data. Numerous technology companies and start-ups are working to make the next wearable device or application for body data tracking. This article provides a first critical analysis of the selection and monitoring processes used in these Open Calls and reports on initial work of the WEAR Sustain network, which for eighteen months has operated as a Pan-European catalyst for 46 projects in wearable technology design and development to the point of market and investment readiness, and discussing next steps for its Sustainability Toolkit for lasting impact.
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Keywords: e-textiles; ethics & sustainability; improved industry practices; network; wearables

Document Type: Research Article

Affiliations: 1: University for the Creative Arts 2: imec-SMIT-VUB 3: Universität der Künste Berlin 4: Queen Mary University of London

Publication date: June 1, 2018

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  • Virtual Creativity (VCR) is an academic peer-reviewed journal focusing on creativity in online virtual worlds and other related platforms where the virtual is examined as a central theme in contemporary media art practices and applied contexts. Pieces exploring the subject of digital creativity are sought from the broad perspective of Art, Science and Technology, in what is a widespread field of discourse. One focus of the journal is an examination of creative activity in the metaverse - from art, design and architecture, to research and education, to play and entertainment. Additionally, Virtual Creativity seeks to engage with ways in which the virtual reflects upon the implications of the physical.
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