Physical computing: Difference between revisions

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'''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]]s 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 data|digital]] world. In practical use, the term most often describes handmade art, design or [[DIY]] hobby projects that use [[sensor]]s and [[microcontroller]]s to translate analog input to a [[software system]], and/or control [[electro-mechanical]] devices such as [[Electric motor|motor]]s, [[Servomechanism|servo]]s, [[lighting]] or other hardware.
 
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Physical Computing intersects the range of activities often referred to in academia and industry as electrical engineering, mechatronics, robotics, computer science, and especially [[Embedded system|embedded development.]]
 
[[File:Physical computing.svg|500px|frameless|right|Physical computing]]
 
== Examples ==
 
Physical computing is used in a wide variety of domains and applications.
 
===In Education===
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 interface]]s as associated technologies progress.