Abstract | ||
---|---|---|
Physical computing is becoming mainstream. More people than ever---from artists, makers and entrepreneurs to educators and students---are connecting microcontrollers with sensors and actuators to create new interactive devices. However, physical computing still presents many challenges and demands many skills, spanning electronics, low-level protocols, and software---road blocks that reduce participation. While USB has made connecting peripherals to a personal computing device (PC) trivial, USB components are expensive and require a PC to operate. This makes USB impractical for many physical computing scenarios where cost, size and low power operation are often important. |
Year | DOI | Venue |
---|---|---|
2022 | 10.1145/3550317 | Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies |
DocType | Volume | Issue |
Journal | 6 | 3 |
Citations | PageRank | References |
0 | 0.34 | 0 |
Authors | ||
12 |
Name | Order | Citations | PageRank |
---|---|---|---|
James Devine | 1 | 0 | 0.34 |
Michal Moskal | 2 | 0 | 0.34 |
Peli de Halleux | 3 | 0 | 0.34 |
Thomas Ball | 4 | 4969 | 365.11 |
Steve Hodges | 5 | 3658 | 252.46 |
Gabriele D'Amone | 6 | 0 | 0.34 |
David Gakure | 7 | 0 | 0.34 |
Joe Finney | 8 | 0 | 0.34 |
Lorraine Underwood | 9 | 0 | 0.34 |
Kobi Hartley | 10 | 0 | 0.34 |
Paul Kos | 11 | 0 | 0.34 |
Matt Oppenheim | 12 | 0 | 0.34 |