Physical Computing
Physical Computing means to build ‘interactive physical systems’ with the aide of hardware and software (obviously). The task of this system/apparatus is to use its sensors to interact and respond with us in the analogue world. We can use these physical computing systems to help us better understand our relationship with the digital/virtual world (how we were so primitive without them before, and then how they were noticeably introduced in to our everyday lives and how today we use them hundreds of times a day (where ever we go) without even giving a second thought to it – as if it has become second nature). In a more convenient sense, the term is often used to portray something less mass produced and more personal, e.g. handmade art or even DIY projects. The most common and basic mechanisms used to achieve these objectives are microcontrollers and sensors (to input our analogue data in to the information system) and then you have the motors, lighting, electric amplifiers, etc.
NOTE:
Sometimes physical computing is exercised in the invention/concept market where they hand build small prototype systems of their concepts to take it through a trial. This is both cost efficient and very fast.
Also used in the gaming market to make the interaction between the player and the game more personal. I think the best example of this would be the Dance Dance Revolution (1998) game produced by Konami.
Physical Computing means to build ‘interactive physical systems’ with the aide of hardware and software (obviously). The task of this system/apparatus is to use its sensors to interact and respond with us in the analogue world. We can use these physical computing systems to help us better understand our relationship with the digital/virtual world (how we were so primitive without them before, and then how they were noticeably introduced in to our everyday lives and how today we use them hundreds of times a day (where ever we go) without even giving a second thought to it – as if it has become second nature). In a more convenient sense, the term is often used to portray something less mass produced and more personal, e.g. handmade art or even DIY projects. The most common and basic mechanisms used to achieve these objectives are microcontrollers and sensors (to input our analogue data in to the information system) and then you have the motors, lighting, electric amplifiers, etc.
NOTE:
Sometimes physical computing is exercised in the invention/concept market where they hand build small prototype systems of their concepts to take it through a trial. This is both cost efficient and very fast.
Also used in the gaming market to make the interaction between the player and the game more personal. I think the best example of this would be the Dance Dance Revolution (1998) game produced by Konami.
Dance Dance Revolution in Trochedero
As you can see from the layout of the platform, it’s all about the foot work. The arrows shown on the screen are all in sync with the beat of the song that is playing. Now the players challenge is to move their feet to the arrow shown on the screen in time, the better you are the faster the beat is. The difference in interaction between using a gamepad and the mat to play this game is what gave Konami the edge in the market (the edge was so sharp the game is still a massive hit even today).
There are also systems which have been implemented to act on voice recognition, they have sensors (e.g. microphone) which sense and interpret sound waves. Motion capture and gesture recognition are fast approaching the scene, prototypes for these have already been created but upgrades and additions are being invented and added everyday to keep the creation from becoming primitive to early.
Wired Glove
A wired glove which is used for virtual reality interaction looks exactly like a normal glove...with loads of wires running through it. Various sensor technologies are implanted within it to capture physical data such as the motion or the bending of the fingers. To track the motion of the glove, something like a magnetic tracking device or inertial device is attached to capture the global position/rotation data of the glove. This input data is then translated into what ever language the accompanying software understands, so then any no. of movements can mean anything. This can be used for many things, e.g. the different gestures used for sign language.
There are also systems which have been implemented to act on voice recognition, they have sensors (e.g. microphone) which sense and interpret sound waves. Motion capture and gesture recognition are fast approaching the scene, prototypes for these have already been created but upgrades and additions are being invented and added everyday to keep the creation from becoming primitive to early.
Wired Glove
A wired glove which is used for virtual reality interaction looks exactly like a normal glove...with loads of wires running through it. Various sensor technologies are implanted within it to capture physical data such as the motion or the bending of the fingers. To track the motion of the glove, something like a magnetic tracking device or inertial device is attached to capture the global position/rotation data of the glove. This input data is then translated into what ever language the accompanying software understands, so then any no. of movements can mean anything. This can be used for many things, e.g. the different gestures used for sign language.
Something I am still amazed by is the haptic feedback enabled wire glove. This glove doesn't only allow it to be used as an input source but also an out put source, it simulates to the user the sense of touch. You can tell this is obviously going to be a really over priced high end item. I had one such game accessory (pretty sure it qualifies here) called the Nintendo Power Glove. This was pretty expensive when bought at that time, and trust me it was the crap. Even though the motion tracker and the finger bending sensors weren't all that (compared to today), having that on made me feel something like Johnny Quest - it had buttons on the back and everything.
NOTE:
WIRED GLOVES ARE OFTEN ALELD DATAGLOVES OR CYBERGLOVES, THESE TWO NAMES ARE A TRADEMARK AND RESPECTIVLY BELONG TO "SUN MICROSYSTEMS".
After all this being said, we must all remember that physical computing applications tend to depend more on people for input, and amplify that input into another form (e.g. animation/ sound/ motion.
Arduino
Our Tutor is pretty keen on the little Arduino Microcontroller component, I can see why too. First of all it is a very affordable piece of kit and secondly since it is an open source piece the vast number of tutorials available is simply amazing.
Artists to look up:
Scott Snibbe
Rafael Lozano-Hemmer
Christian Ristow
Links:
My previous blog (artificial intelligence):
http://virtualspace-islam.blogspot.com/2007/05/artifcial-intelligence.html
Micro controller seller:
http://http/www.makingthings.com/products/KIT-MAKE-CTRL/
Very fun to read up on:
http://www.nastypixel.com/instantsoup/?page_id=2
Slightly in depth but still an intresting read:
http://www.timedia.com/physical.html
Intro to Arduino:
http://www.makezine.com/blog/archive/2007/09/intro_to_the_arduino_week.html
Book:
Physical Computing / Author – O’Sullivan & Igoe:
ISBN -13: 978-1592003464
NOTE:
WIRED GLOVES ARE OFTEN ALELD DATAGLOVES OR CYBERGLOVES, THESE TWO NAMES ARE A TRADEMARK AND RESPECTIVLY BELONG TO "SUN MICROSYSTEMS".
After all this being said, we must all remember that physical computing applications tend to depend more on people for input, and amplify that input into another form (e.g. animation/ sound/ motion.
Arduino
Our Tutor is pretty keen on the little Arduino Microcontroller component, I can see why too. First of all it is a very affordable piece of kit and secondly since it is an open source piece the vast number of tutorials available is simply amazing.
Artists to look up:
Scott Snibbe
Rafael Lozano-Hemmer
Christian Ristow
Links:
My previous blog (artificial intelligence):
http://virtualspace-islam.blogspot.com/2007/05/artifcial-intelligence.html
Micro controller seller:
http://http/www.makingthings.com/products/KIT-MAKE-CTRL/
Very fun to read up on:
http://www.nastypixel.com/instantsoup/?page_id=2
Slightly in depth but still an intresting read:
http://www.timedia.com/physical.html
Intro to Arduino:
http://www.makezine.com/blog/archive/2007/09/intro_to_the_arduino_week.html
Book:
Physical Computing / Author – O’Sullivan & Igoe:
ISBN -13: 978-1592003464
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