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Physical computing


Physical computing means building interactive physical systems by the use of software and hardware that can sense and respond to the analog world. 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.

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

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.

In the art world, projects that implement physical computing include the work of Scott Snibbe, Daniel Rozin, Rafael Lozano-Hemmer, Jonah Brucker-Cohen, Camille Utterback, Virtual Reality VR/shyam, Augmented Reality AR/hiren, and Electroland LED art.


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