Physical computing

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Physical computing involves interactive systems that can sense and respond to the world around them.[ clarification needed ] While this definition is broad enough to encompass systems such as smart automotive traffic control systems or factory automation processes, it is not commonly used to describe them. In a broader sense, physical computing is a creative framework for understanding human beings' relationship to the digital world. In practical use, the term most often describes handmade art, design or DIY hobby projects that use sensors and microcontrollers to translate analog input to a software system, and/or control electro-mechanical devices such as motors, servos, lighting or other hardware.

Contents

Physical computing intersects the range of activities often referred to in academia and industry as electrical engineering, mechatronics, robotics, computer science, and especially embedded development.

Physical computing Physical computing.svg
Physical computing

Examples

Physical computing is used in a wide variety of domains and applications.

Education

The advantage of physicality in education and playfulness has been reflected in diverse informal learning environments. The Exploratorium, a pioneer in inquiry based learning, developed some of the earliest interactive exhibitry involving computers, and continues to include more and more examples of physical computing and tangible interfaces as associated technologies progress.

Art

In the art world, projects that implement physical computing include the work of Scott Snibbe, Daniel Rozin, Rafael Lozano-Hemmer, Jonah Brucker-Cohen, and Camille Utterback.

Product design

Physical computing practices also exist in the product and interaction design sphere, where hand-built embedded systems are sometimes used to rapidly prototype new digital product concepts in a cost-efficient way. Firms such as IDEO and Teague are known to approach product design in this way.

Commercial applications

Commercial implementations range from consumer devices such as the Sony Eyetoy or games such as Dance Dance Revolution to more esoteric and pragmatic uses including machine vision utilized in the automation of quality inspection along a factory assembly line. Exergaming, such as Nintendo's Wii Fit, can be considered a form of physical computing. Other implementations of physical computing include voice recognition, which senses and interprets sound waves via microphones or other soundwave sensing devices, and computer vision, which applies algorithms to a rich stream of video data typically sensed by some form of camera. Haptic interfaces are also an example of physical computing, though in this case the computer is generating the physical stimulus as opposed to sensing it. Both motion capture and gesture recognition are fields that rely on computer vision to work their magic.

Scientific applications

Physical computing can also describe the fabrication and use of custom sensors or collectors for scientific experiments, though the term is rarely used to describe them as such. An example of physical computing modeling is the Illustris project , which attempts to precisely simulate the evolution of the universe from the Big Bang to the present day, 13.8 billion years later. [1] [2]

Methods

Prototyping plays an important role in Physical computing. Tools like the Wiring, Arduino and Fritzing as well as I-CubeX help designers and artists to quickly prototype their interactive concepts.

Further reading

Related Research Articles

<span class="mw-page-title-main">Microcontroller</span> Small computer on a single integrated circuit

A microcontroller is a small computer on a single VLSI integrated circuit (IC) chip. A microcontroller contains one or more CPUs along with memory and programmable input/output peripherals. Program memory in the form of ferroelectric RAM, NOR flash or OTP ROM is also often included on chip, as well as a small amount of RAM. Microcontrollers are designed for embedded applications, in contrast to the microprocessors used in personal computers or other general purpose applications consisting of various discrete chips.

<span class="mw-page-title-main">Embedded system</span> Computer system with a dedicated function

An embedded system is a computer system—a combination of a computer processor, computer memory, and input/output peripheral devices—that has a dedicated function within a larger mechanical or electronic system. It is embedded as part of a complete device often including electrical or electronic hardware and mechanical parts. Because an embedded system typically controls physical operations of the machine that it is embedded within, it often has real-time computing constraints. Embedded systems control many devices in common use. In 2009, it was estimated that ninety-eight percent of all microprocessors manufactured were used in embedded systems.

<span class="mw-page-title-main">AVR microcontrollers</span> Family of microcontrollers

AVR is a family of microcontrollers developed since 1996 by Atmel, acquired by Microchip Technology in 2016. These are modified Harvard architecture 8-bit RISC single-chip microcontrollers. AVR was one of the first microcontroller families to use on-chip flash memory for program storage, as opposed to one-time programmable ROM, EPROM, or EEPROM used by other microcontrollers at the time.

<span class="mw-page-title-main">System on a chip</span> Micro-electronic component

A system on a chip or system-on-chip is an integrated circuit that integrates most or all components of a computer or other electronic system. These components almost always include on-chip central processing unit (CPU), memory interfaces, input/output devices, input/output interfaces, and secondary storage interfaces, often alongside other components such as radio modems and a graphics processing unit (GPU) – all on a single substrate or microchip. SoCs may contain digital, and also analog, mixed-signal, and often radio frequency signal processing functions.

<span class="mw-page-title-main">Visual programming language</span> Programming language written graphically by a user

In computing, a visual programming language or block coding is a programming language that lets users create programs by manipulating program elements graphically rather than by specifying them textually. A VPL allows programming with visual expressions, spatial arrangements of text and graphic symbols, used either as elements of syntax or secondary notation. For example, many VPLs are based on the idea of "boxes and arrows", where boxes or other screen objects are treated as entities, connected by arrows, lines or arcs which represent relations.

A general-purpose input/output (GPIO) is an uncommitted digital signal pin on an integrated circuit or electronic circuit board which may be used as an input or output, or both, and is controllable by software.

<span class="mw-page-title-main">Arduino</span> Open-source hardware and software platform

Arduino is an open-source hardware and software company, project, and user community that designs and manufactures single-board microcontrollers and microcontroller kits for building digital devices. Its hardware products are licensed under a CC BY-SA license, while the software is licensed under the GNU Lesser General Public License (LGPL) or the GNU General Public License (GPL), permitting the manufacture of Arduino boards and software distribution by anyone. Arduino boards are available commercially from the official website or through authorized distributors.

The Advanced Learning and Research Institute (ALaRI), a faculty of informatics, was established in 1999 at the University of Lugano to promote research and education in embedded systems. The Faculty of Informatics within very few years has become one of the Switzerland major destinations for teaching and research, ranking third after the two Federal Institutes of Technology, Zurich and Lausanne.

I-CubeX comprises a system of sensors, actuators and interfaces that are configured by a personal computer. Using MIDI, Bluetooth or the Universal Serial Bus (USB) as the basis for all communication, the complexity is managed behind a variety of software tools, including an end-user configuration editor, Max (software) plugins, and a C++ Application Programming Interface (API), which allows applications to be developed in Mac OS X, Linux and Windows operating systems.

EFM32 Gecko MCUs are a family of mixed-signal 32-bit microcontroller integrated circuits from Energy Micro based on ARM Cortex-M CPUs, including the Cortex-M0+, Cortex-M3 and Cortex-M4.

<span class="mw-page-title-main">Single-board microcontroller</span>

A single-board microcontroller is a microcontroller built onto a single printed circuit board. This board provides all of the circuitry necessary for a useful control task: a microprocessor, I/O circuits, a clock generator, RAM, stored program memory and any necessary support ICs. The intention is that the board is immediately useful to an application developer, without requiring them to spend time and effort to develop controller hardware.

OBDuino is an open source trip computer design based on the Arduino platform. An OBDuino may be assembled and customised by an electronics hobbyist; it displays information such as instantaneous fuel economy, engine tuning parameters etc. on an LCD.

Wiring is an open-source electronics prototyping platform composed of a programming language, an integrated development environment (IDE), and a single-board microcontroller. It was developed starting in 2003 by Hernando Barragán.

ArduPilot is an open source, unmanned vehicle Autopilot Software Suite, capable of controlling autonomous:

Tinkerforge is an open source hardware platform of stackable microcontroller building blocks (Bricks) that can control different modules (Bricklets). The primary communication interface of the building blocks can be extended using Master Extensions. The hardware can be controlled by external programs written in C, C++, C#, Object Pascal, Java, Perl, PHP, Python, Ruby, Shell and VB.NET over a USB, Wifi or Ethernet connection, and running on Windows, Linux and macOS. This non-embedded programming approach eliminates the typical requirements and limitations of conventional embedded software development. Tinkerforge hardware and software are both Open Source, and all files are hosted on GitHub.

<span class="mw-page-title-main">Intel Quark</span> Line of CPUs designed for small size and low power consumption

Intel Quark is a line of 32-bit x86 SoCs and microcontrollers by Intel, designed for small size and low power consumption, and targeted at new markets including wearable devices. The line was introduced at Intel Developer Forum in 2013, and discontinued in January 2019.

<span class="mw-page-title-main">Salvius (robot)</span>

Salvius is the first open source humanoid robot to be built in the United States. Introduced in 2008, Salvius, whose name is derived from the word 'salvaged', has been constructed with an emphasis on using recycled components and materials to reduce the costs of designing and construction. The robot is designed to be able to perform a wide range of tasks by having a body structure that is similar to that of a human. The primary goal for Salvius is to create a robot that can function dynamically in a domestic environment.

<span class="mw-page-title-main">Micro Bit</span> Single-board computer designed by the BBC for use in computer education

The Micro Bit is an open source hardware ARM-based embedded system designed by the BBC for use in computer education in the United Kingdom. It was first announced on the launch of BBC's Make It Digital campaign on 12 March 2015 with the intent of delivering 1 million devices to pupils in the UK. The final device design and features were unveiled on 6 July 2015 whereas actual delivery of devices, initially planned for September 2015 to schools and October 2015 to general public, began on 10 February 2016.

References

  1. Staff (14 June 2014). "The Illustris Simulation - Towards a predictive theory of galaxy formation". Illustris Project . Retrieved 16 July 2014.{{cite web}}: External link in |work= (help)
  2. Vogelsberger, Mark; Genel, Shy; Springel, Volker; Torrey, Paul; Sijacki, Debora; Xu, Dandan; Snyder, Greg; Nelson, Dylan; Hernquist, Lars (14 May 2014). "Introducing the Illustris Project: Simulating the coevolution of dark and visible matter in the Universe". Monthly Notices of the Royal Astronomical Society. 444 (2): 1518–1547. arXiv: 1405.2921 . Bibcode:2014MNRAS.444.1518V. doi:10.1093/mnras/stu1536. S2CID   16470101.
  1. "Ultibo Core". Ultibo.org.