Physical computing is used in a wide variety of domains and applications. The most commonly known examples of physical computing are
Arduino and
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.
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 sound-wave 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. Today, physical computing is being used for smart watches, drones, thermostats, and washing machines. Now, with the recent rise of
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, which attempts to precisely simulate the
evolution of the universe from the
Big Bang to the present day,
13.8 billion years later.
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. == Education ==