Explore chapters and articles related to this topic
Internet of Things-Compliant Platforms for Inter-Networking Metamaterials
Published in Christos Liaskos, The Internet of Materials, 2020
Arduino is an open-source physical computing platform based on a simple i/o board and a development environment that implements the Processing/Wiring language. Arduino offers a vast range of open-source boards capable of performing tasks from blinking an LED to publishing material online to handling heavy networking tasks. This is made possible through the Arduino software integrated development environment (IDE), based on processing. There is a large community of students, hobbyists, and researchers doing projects on Arduino boards and providing many tutorials, and support is available online. For supporting IoT applications, the company offers the Arduino Yun (Fig. 6.10), with onboard Wi-Fi (IEEE 802.11 b/g/n) and Ethernet (IEEE 802.3 10/100Mb/s).
Sonic Interaction With Physical Computing
Published in Michael Filimowicz, Foundations in Sound Design for Embedded Media, 2019
Physical computing involves the communication between our physical world and the digital world of computers (O’Sullivan and Igoe 2010). The way this is made possible is through the process of transduction, which is the conversion of one form of energy to another. Another way we can think of physical computing is that it provides an opportunity for learning by understanding how humans can express themselves physically and communicate through computers.
Applying Bioaffordances through an Inquiry-Based Model: A Literature Review of Interactive Biodesign
Published in International Journal of Human–Computer Interaction, 2021
Phillip Gough, Soojeong Yoo, Martin Tomitsch, Naseem Ahmadpour
There are also similarities between maker or hacker culture commonly associated with physical computing, and DIY Bio (Kuznetsov et al., 2018), with one example combining both to create more sustainable kits for makers out of mycelia (Vasquez & Vega, 2019). Physical computing is an approach in HCI that takes the capabilities of the human body as a starting point for designing interfaces through hardware and software (O’Sullivan & Igoe, 2004), and is often associated with prototyping using microconrollers. Living media interfaces are comparable to to physical computing systems as living organisms can be used as hardware components, for sensors, actuators, circuits, processors, storage, structure, articulation and power (Merritt et al., 2020). In the future, it is conceivable that kits for makers who wish to use synthetic biology will be developed. These may one day be comparable to the wide range of electronics kits that run on microcontrollers such as Arduino, Raspberry Pi or the BBC Micro:Bit, and will combine biological processes with computational thinking.
From immersion to collaborative embodiment: extending collective interactivity in built environments through human-scale audiovisual immersive technologies
Published in Digital Creativity, 2020
Mincong Huang, Samuel Chabot, Ted Krueger, Carla Leitão, Jonas Braasch
Physical computing refers to the design and engineering of integrated sensing and actuating systems for the generation of interactive experiences. While the design of these systems tends to be standalone, it can also serve as additive devices that facilitate interactions between the physical and virtual surroundings. In the context of the CRAIVE-Lab, physical computing systems engage with the spatial partition of immersive hardware systems by serving as additive components of the system and establishing mutually-orienting relationships between the perceptual perspectives of the immersants and the layered virtual space. In addition, from an interactive perspective, physical computing further augments the virtual environment by introducing tactile and kinesthetic dimensions into the physical space, which in turn provide more complex interactions with the immersive system.