Physical computing: Difference between revisions

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===In 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 [[speech recognition|voice recognition]], which senses and interprets sound waves via microphones or other soundwave sensing devices, and [[computer vision]], which applies algorithms to a rich stream of [[video]] data typically sensed by some form of camera. [[Haptic technology|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.
 
===In Scientific Applications===