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Physical Computing
Physical computing involves interactive systems that can sense and respond to the world around them. While this definition is broad enough to encompass systems such as smart automotive traffic control systems 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 world. In practical use, the term most often describes handmade art, design or DIY hobby projects that use sensors and microcontrollers to translate analog input to a software system, and/or control electro-mechanical devices such as motors, servos, lighting or other hardware. Physical computing intersects the range of activities often referred to in academia and industry as electrical engineering, mechatronics, robotics, computer science, and especially embedded development. Examples Physical computing is used in a wide variety of domains and applications. Education The a ...
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Control System
A control system manages, commands, directs, or regulates the behavior of other devices or systems using control loops. It can range from a single home heating controller using a thermostat controlling a domestic boiler to large industrial control systems which are used for controlling processes or machines. The control systems are designed via control engineering process. For continuously modulated control, a feedback controller is used to automatically control a process or operation. The control system compares the value or status of the process variable (PV) being controlled with the desired value or setpoint (SP), and applies the difference as a control signal to bring the process variable output of the plant to the same value as the setpoint. For sequential and combinational logic, software logic, such as in a programmable logic controller, is used. Open-loop and closed-loop control There are two common classes of control action: open loop and closed loop. ...
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Rafael Lozano-Hemmer
Rafael Lozano-Hemmer (born 1967 in Mexico City) is a Mexican-Canadian electronic artist who works with ideas from architecture, technological theater and performance. Lozano-Hemmer lives and works in Montreal and Madrid. Biography Rafael Lozano-Hemmer was born in Mexico City in 1967. He emigrated to Canada in 1985 to study at the University of Victoria in British Columbia and then received his Bachelor of Science in physical chemistry from Concordia University in Montreal. The son of Mexico City nightclub owners, Lozano-Hemmer was drawn to science but could not resist joining the creative activities of his friends. Initially he worked in a molecular recognition lab in Montreal and published his research in Chemistry journals. Though he did not pursue the sciences as a direct career, it has influenced his work in many ways, providing conceptual inspiration and practical approaches to create his work. Lozano-Hemmer's work can be considered a blend of interactive art and performa ...
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Speech Recognition
Speech recognition is an interdisciplinary subfield of computer science and computational linguistics that develops methodologies and technologies that enable the recognition and translation of spoken language into text by computers with the main benefit of searchability. It is also known as automatic speech recognition (ASR), computer speech recognition or speech to text (STT). It incorporates knowledge and research in the computer science, linguistics and computer engineering fields. The reverse process is speech synthesis. Some speech recognition systems require "training" (also called "enrollment") where an individual speaker reads text or isolated vocabulary into the system. The system analyzes the person's specific voice and uses it to fine-tune the recognition of that person's speech, resulting in increased accuracy. Systems that do not use training are called "speaker-independent" systems. Systems that use training are called "speaker dependent". Speech recognitio ...
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Wii Fit
is an exergaming video game designed by Nintendo's Hiroshi Matsunaga for the Wii home video game console, featuring a variety of yoga, strength training, aerobics, and balance mini-games for use with the Wii Balance Board peripheral. Matsunaga described the game as a "way to help get families exercising together". It has since been adopted by various health clubs around the world, and has previously been used for physiotherapy rehabilitation in children and in nursing homes to improve posture in the elderly. The game has received generally positive reviews, despite criticism over the lack of intensity in some of its workout activities. , ''Wii Fit'' was the third best selling console game not to be packaged with a console, having sold 22.67 million copies. an enhanced version featuring additional games, activities, and features, was released for the Wii in October 2009. It also garnered positive reception and was a commercial success; , it is the seventh best-selling gam ...
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Exergaming
Fitness game, exergame, and gamercise (portmanteaus of "exercise" and "game") are terms used for video games that are also a form of exercise. Fitness games rely on technology that tracks body movement or reaction. The genre has been used to challenge the stereotype of gaming as a sedentary activity, and promoting an active lifestyle. Fitness games are seen as evolving from technology aimed at making exercise more fun. History The genre's roots can be found in game peripherals released in the eighties, including the Joyboard, a Atari 2600 peripheral developed by Amiga and released in 1982, the Power Pad (or Family Trainer) a peripheral for the Nintendo Entertainment System (NES), originally released by BandaiBogost, Ian (2005)The Rhetoric of Exergaming Georgia Institute of Technology. Retrieved on 2009-08-08. in 1986, and the Foot Craz released for the Atari 2600 in 1987, although all three had limited success. Konami's ''Dance Dance Revolution'' (1998) was cited as one of the fi ...
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Assembly Line
An assembly line is a manufacturing process (often called a ''progressive assembly'') in which parts (usually interchangeable parts) are added as the semi-finished assembly moves from workstation to workstation where the parts are added in sequence until the final assembly is produced. By mechanically moving the parts to the assembly work and moving the semi-finished assembly from work station to work station, a finished product can be assembled faster and with less labor than by having workers carry parts to a stationary piece for assembly. Assembly lines are common methods of assembling complex items such as automobiles and other transportation equipment, household appliances and electronic goods. Workers in charge of the works of assembly line are called assemblers. Concepts Assembly lines are designed for the sequential organization of workers, tools or machines, and parts. The motion of workers is minimized to the extent possible. All parts or assemblies are hand ...
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Machine Vision
Machine vision (MV) is the technology and methods used to provide imaging-based automatic inspection and analysis for such applications as automatic inspection, process control, and robot guidance, usually in industry. Machine vision refers to many technologies, software and hardware products, integrated systems, actions, methods and expertise. Machine vision as a systems engineering discipline can be considered distinct from computer vision, a form of computer science. It attempts to integrate existing technologies in new ways and apply them to solve real world problems. The term is the prevalent one for these functions in industrial automation environments but is also used for these functions in other environment vehicle guidance. The overall machine vision process includes planning the details of the requirements and project, and then creating a solution. During run-time, the process starts with imaging, followed by automated analysis of the image and extraction of the requi ...
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Dance Dance Revolution
(''DDR'') is a music video game series produced by Konami. Introduced in Japan in 1998 as part of the Bemani series, and released in North America and Europe in 1999, ''Dance Dance Revolution'' is the pioneering series of the rhythm and dance genre in video games. Players stand on a "dance platform" or stage and hit colored arrows laid out in a cross with their feet to musical and visual cues. Players are judged by how well they time their dance to the patterns presented to them and are allowed to choose more music to play to if they receive a passing score. ''Dance Dance Revolution'' has been met with critical acclaim for its originality and stamina in the video game market, as well as popularizing the use of videogames as a medium for fitness and exercise. There have been dozens of arcade-based releases across several countries and hundreds of home video game console releases, promoting a music library of original songs produced by Konami's in-house artists and an eclectic ...
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Eyetoy
The EyeToy is a color webcam for use with the PlayStation 2. Supported games use computer vision and gesture recognition to process images taken by the EyeToy. This allows players to interact with the games using motion, color detection, and also sound, through its built-in microphone. It was released in 2003. The camera is manufactured by Logitech (known as "Logicool" in Japan), although newer EyeToys are manufactured by Namtai. The camera is mainly used for playing EyeToy games developed by Sony and other companies. It is not intended for use as a normal PC camera, although some programmers have written unofficial drivers for it. The EyeToy is compatible with the PlayStation 3 and can be used for video chatting. As of November 6, 2008, the EyeToy has sold 10.5 million units worldwide. History The EyeToy was conceived by Richard Marks in 1999, after witnessing a demonstration of the PlayStation 2 at the 1999 Game Developers Conference in San Jose, California. Marks' id ...
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Product Design
Product design as a verb is to create a new product to be sold by a business to its customers. A very broad coefficient and effective generation and development of ideas through a process that leads to new products. Thus, it is a major aspect of new product development. Product design process: the set of strategic and tactical activities, from idea generation to commercialization, used to create a product design. In a systematic approach, product designers conceptualize and evaluate ideas, turning them into tangible inventions and products. The product designer's role is to combine art, science, and technology to create new products that people can use. Their evolving role has been facilitated by digital tools that now allow designers to do things that include communicate, visualize, analyze, 3D modeling and actually produce tangible ideas in a way that would have taken greater human resources in the past. Product design is sometimes confused with (and certainly overlaps with) in ...
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Teague (company)
Teague is a global design consultancy headquartered in Seattle, Seattle, Washington. Established in 1926 by Walter Dorwin Teague, Teague is known for its design contributions through the disciplines of product design, interaction design, environmental design, and mechanical design. The privately held company is particularly recognized for its work in aviation and consumer goods, with clients such as The Boeing Company, Microsoft, Hewlett-Packard, Samsung and Panasonic Corporation, Panasonic. Teague's early role in consumer culture is most popularly associated with designs such as the first Polaroid Corporation, Polaroid camera, the United Parcel Service, UPS truck, Texaco service stations, and the Pringles Chips canister; while Xbox (console), Xbox and the Boeing 787 Dreamliner headline Teague's post-2000 design work. Teague
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IDEO
IDEO () is a design and consulting firm with offices in the U.S., England, Germany, Japan, and China. It was founded in Palo Alto, California, in 1991. The company's 700 staff uses a design thinking approach to design products, services, environments, and digital experiences. In 1996, Steelcase took a majority ownership stake in the firm, which continued to operate independently. By the early 2000s, the company had expanded into management consulting and organizational design. In 2016, Japanese holding company Kyu Collective purchased a minority stake in the firm, with Steelcase continuing to hold a small stake. History IDEO was formed in 1991 by a merger of David Kelley Design (founded by Stanford University professor David Kelley in 1978), London-based Moggridge Associates and San Francisco's ID Two (both founded by British-born Bill Moggridge, in 1969 and 1979, respectively), and Matrix Product Design (founded by Mike Nuttall in 1983). In 1996, Office-furniture maker ...
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