# Physical computing

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{{short description|Computing involving interactive systems}}
{{distinguish|Mechanical computer}}
{{More citations needed|date=September 2014}}

'''Physical computing''' involves interactive systems that can sense and respond to the world around them.{{clarify|reason=If there is any distinction from an embedded system, mention it here.|date=September 2016}} While this definition is broad enough to encompass systems such as smart automotive traffic [control system](/source/control_system)s or factory [automation](/source/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](/source/Digital_data) world. In practical use, the term most often describes handmade art, design or [DIY](/source/DIY) hobby projects that use [sensor](/source/sensor)s and [microcontroller](/source/microcontroller)s to translate analog input to a [software system](/source/software_system), and/or control [electro-mechanical](/source/electro-mechanical) devices such as [motor](/source/Electric_motor)s, [servo](/source/Servomechanism)s, [lighting](/source/lighting) or other hardware.

Physical computing intersects the range of activities often referred to in academia and industry as electrical engineering, [mechatronics](/source/mechatronics), robotics, computer science, and especially [embedded development.](/source/Embedded_system)

500px|frameless|right|Physical computing

== Examples ==

Physical computing is used in a wide variety of domains and applications. The most commonly known examples of physical computing are [Arduino](/source/Arduino) and [Raspberry Pi](/source/Raspberry_Pi). These examples allow you to program systems in order to interact with the real world, showing the relationship between the physical and digital world.<ref>Barun Raychaudhuri; Physical Computing with Arduino. ''Phys. Teach.'' 1 December 2023; 61 (9): 795–798. <nowiki>https://doi.org/10.1119/5.0108658</nowiki></ref> 

===Commercial applications===
Commercial implementations range from consumer devices such as the Sony [Eyetoy](/source/Eyetoy) or games such as [Dance Dance Revolution](/source/Dance_Dance_Revolution) to more esoteric and pragmatic uses including [machine vision](/source/machine_vision) utilized in the automation of quality inspection along a factory [assembly line](/source/assembly_line). [Exergaming](/source/Exergaming), such as Nintendo's ''[Wii Fit](/source/Wii_Fit),'' can be considered a form of physical computing. Other implementations of physical computing include [voice recognition](/source/speech_recognition), which senses and interprets sound waves via microphones or other sound-wave sensing devices, and [computer vision](/source/computer_vision), which applies algorithms to a rich stream of [video](/source/video) data typically sensed by some form of camera. [Haptic](/source/Haptic_technology) 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](/source/motion_capture) and [gesture recognition](/source/gesture_recognition) are fields that rely on computer vision to work their magic. Today, physical computing is being used for smart watches, drones, thermostats, and washing machines. Now, with the recent rise of [artificial intelligence](/source/artificial_intelligence), robots are all being created through physical computing. 

===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](/source/Illustris_project)'', which attempts to precisely simulate the [evolution of the universe](/source/Chronology_of_the_universe) from the [Big Bang](/source/Big_Bang) to the present day, [13.8 billion years](/source/Age_of_the_universe) later.<ref name="IP-20140614">{{cite web |author=Staff |title=The Illustris Simulation - Towards a predictive theory of galaxy formation. |url=http://www.illustris-project.org/ |date=14 June 2014 |work=www.illustris-project.org |access-date=16 July 2014 }}</ref><ref name="ARX-20140514">{{cite journal |author1=Vogelsberger, Mark |author2=Genel, Shy |author3=Springel, Volker |author4=Torrey, Paul |author5=Sijacki, Debora |author5-link= Debora Šijački |author6=Xu, Dandan |author7=Snyder, Greg |author8=Nelson, Dylan |author9=Hernquist, Lars |title=Introducing the Illustris Project: Simulating the coevolution of dark and visible matter in the Universe |date=14 May 2014  |arxiv=1405.2921  |doi=10.1093/mnras/stu1536 |volume=444 |journal=Monthly Notices of the Royal Astronomical Society |issue=2 |pages=1518–1547|doi-access=free |bibcode=2014MNRAS.444.1518V |s2cid=16470101 }}</ref>

===Art===
In the art world, projects that implement physical computing include the work of [Scott Snibbe](/source/Scott_Snibbe), [Daniel Rozin](/source/Daniel_Rozin), [Rafael Lozano-Hemmer](/source/Rafael_Lozano-Hemmer), [Jonah Brucker-Cohen](/source/Jonah_Brucker-Cohen), and [Camille Utterback](/source/Camille_Utterback).

== Education ==
The advantage of physical computing in education has been reflected in diverse informal learning environments. The [Exploratorium](/source/Exploratorium), a pioneer in [inquiry based learning](/source/inquiry_based_learning), developed some of the earliest interactive hardware involving computers, and continues to include more and more examples of physical computing and [tangible interface](/source/tangible_interface)s as associated technologies progress.

Studies show a project on physical computing results in statistically significant improvements in students' computational thinking skills. This was also done as an effort to enlarge student interest in physical computing, as it has ever expanding real life implications.<ref>Hsu, I-Ying, and Fu-Hsing Tsai. “Development and Evaluation of a Physical Computing Game-Design Project for Students’ Computational Thinking.” ''Educational Technology ＆ Society'' 26.4 (2023): 38–50. Web.</ref> 

For K-12 students, [Scratch](/source/Scratch_(programming_language)) and [MIT app inventor](/source/MIT_App_Inventor) often act as gateways to more advanced platforms. These platforms use block-based coding to allow teens to interact with the digital world much more than other platforms. Organizations like [Code.org](/source/Code.org) created a program called "Hour of Code" in an attempt to give access to computing to students worldwide.  

== Methods ==
Prototyping plays an important role in Physical computing. [Arduino](/source/Arduino) and [Adafruit.io](/source/Adafruit_Industries) are relatively low-cost yet powerful methods of physical computing. Boards are often sold as [DIY](/source/Do_it_yourself) hardware, not for professional engineers, allowing for certain methods of physical computing to be accessible to anyone. With these platforms, users can build smart home devices with sensors, send data to the cloud and visualize information on the platforms dashboard. These platforms often rely on [end-user development](/source/end-user_development) to function, making physical computing have more real-world implications and showing its versatility. <ref>Maceli, Monica G. “Low-Cost Physical Computing Platforms for End-User Prototyping of Smart Home Systems.” ''Behaviour & Information Technology'', vol. 40, no. 10, Aug. 2021, pp. 997–1007. ''EBSCOhost'', <nowiki>https://doi.org/10.1080/0144929X.2021.1918248</nowiki>.</ref>

===Product design===
Physical computing practices also exist in the product and interaction design sphere, where hand-built [embedded system](/source/embedded_system)s are sometimes used to rapidly prototype new digital product concepts in a cost-efficient way. Firms such as [IDEO](/source/IDEO) and [Teague](/source/Teague_(company)) are known to approach [product design](/source/product_design) in this way.

== Further reading ==
* {{cite book
  |title=Physical Computing: Sensing and Controlling the Physical World with Computers 
  |last1=Igoe  |first1=Tom
  |last2=O'Sullivan  |first2=Dan
  |publisher=Premier Press
  |isbn=1-59200-346-X
  |year=2004
  |ref=Physical Computing, 2004
}}

==References==
{{reflist}}

== External links ==
{{Commons category|Physical computing}}
{{External links|date=October 2022}}
* [http://www.arduino.cc/ Arduino], a highly popular open source physical computing platform
* [http://www.raspberrypi.org/ Raspberry Pi], complete computer with GPIO's to interact with the world, huge community, many tutorials available.  Many Linux distros available as well as Windows IoT and OS-less unikernel RTL's{{clarify|date=May 2022}} such as Ultibo Core.<ref>{{cite web |title=Ultibo Core |url=https://ultibo.org/ |website=Ultibo.org}}</ref>
* [http://beagleboard.org/bone BeagleBone], a complete Linux computer with GPIO's, but a little less flexible
* [http://www.acmesystems.it/ FoxBoard (and others)], yet another Linux computer with GPIO, but with little information
*Arieh Robotics Project Junior]. A [Windows 7](/source/Windows_7) based Physical Computing PC built using [Microsoft Robotics Developer Studio](/source/Microsoft_Robotics_Developer_Studio).
* [https://web.archive.org/web/20080311165943/http://www.bluemelon.org/index.php/Products/BM7505_BluePD_programmable_Pure_Data_router BluePD BlueSense]. a physical computing platform by Blue Melon. This platform is visually programmable using the popular (open source) Pure Data system.
* [http://www.bitforms.com/daniel-rozin-gallery.html/  Daniel Rozin Artist Page, bitforms gallery], features images and video of Daniel Rozin's interactive installations and sculptures.
* [http://www.dwengo.org/  Dwengo], a [PIC microcontroller](/source/PIC_microcontroller) based computing platform that comes with a [Breadboard](/source/Breadboard) for easy prototyping.
* [http://www.embedded.arch.ethz.ch/ EmbeddedLab], A research lab situated within the Department of Computer Aided Architecture Design at [https://web.archive.org/web/20110902093537/http://wiki.caad.arch.ethz.ch/Main/Overview] ETH Zürich.
* [http://fritzing.org/ Fritzing] - from prototype to product: a software, which supports designers and artists to take the step from physical prototyping to actual product.
* [http://www.awce.com/gp3.htm GP3], another popular choice that allows building physical systems with PCs and traditional languages (C, Basic, Java, etc.) or standalone using a point and click development tool.
* [http://itp.nyu.edu/physcomp/ Physical Computing], [http://itp.nyu.edu/ Interactive Telecommunications Program], [New York University](/source/New_York_University)
* [http://itp.nyu.edu/~dbo3/physical/physical.html Physical Computing] by Dan O'Sullivan
* [http://www.tigoe.net/pcomp/ Physical Computing] {{Webarchive|url=https://web.archive.org/web/20161208151519/http://www.tigoe.net/pcomp/ |date=2016-12-08 }}, Tom Igoe's collection of resources, examples, and lecture notes for the physical computing courses at ITP.
* [http://www.nastypixel.com/instantsoup/ Physical Computing] {{Webarchive|url=https://web.archive.org/web/20200318180406/http://www.nastypixel.com/instantsoup/ |date=2020-03-18 }}, A path into electronics using an approach of “learning by making”, introducing electronic prototyping in a playful, non-technical way. (Yaniv Steiner, IDII)
* [http://www.theremino.com/en/ Theremino], an open source modular system for interfacing transducers (sensors and actuators) via USB to PC, notebooks, netbooks, tablets and cellphones.

Category:Physical computing
Category:Applications of computer vision
Category:User interfaces
Category:Design
Category:Digital art
Category:Virtual reality
Category:Computer systems

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Adapted from the Wikipedia article [Physical computing](https://en.wikipedia.org/wiki/Physical_computing) by Wikipedia contributors ([contributor history](https://en.wikipedia.org/wiki/Physical_computing?action=history)). Available under [Creative Commons Attribution-ShareAlike 4.0 International](https://creativecommons.org/licenses/by-sa/4.0/). Changes may have been made.
