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  • Jacdac-19-07-2022

    Rights statement: © ACM, 2022. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, 6, 3, September 2022 http://doi.acm.org/10.1145/3550317

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Plug-and-play Physical Computing with Jacdac

Research output: Contribution to Journal/MagazineJournal articlepeer-review

Published

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Plug-and-play Physical Computing with Jacdac. / Underwood, Lorraine; Finney, Joe; Ball, Thomas et al.
In: Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, Vol. 6, No. 3, 110, 07.09.2022, p. 110:1-110:30.

Research output: Contribution to Journal/MagazineJournal articlepeer-review

Harvard

Underwood, L, Finney, J, Ball, T, Devine, J, Moskal, M, de Halleux, P, Hodges, S, Hartley, K, Oppenheim, M, D'amone, G, Gakure, D & Kos, P 2022, 'Plug-and-play Physical Computing with Jacdac', Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, vol. 6, no. 3, 110, pp. 110:1-110:30. https://doi.org/10.1145/3550317

APA

Underwood, L., Finney, J., Ball, T., Devine, J., Moskal, M., de Halleux, P., Hodges, S., Hartley, K., Oppenheim, M., D'amone, G., Gakure, D., & Kos, P. (2022). Plug-and-play Physical Computing with Jacdac. Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, 6(3), 110:1-110:30. Article 110. https://doi.org/10.1145/3550317

Vancouver

Underwood L, Finney J, Ball T, Devine J, Moskal M, de Halleux P et al. Plug-and-play Physical Computing with Jacdac. Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies. 2022 Sept 7;6(3):110:1-110:30. 110. doi: 10.1145/3550317

Author

Underwood, Lorraine ; Finney, Joe ; Ball, Thomas et al. / Plug-and-play Physical Computing with Jacdac. In: Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies. 2022 ; Vol. 6, No. 3. pp. 110:1-110:30.

Bibtex

@article{365b3bd1beec438d81c5f64a80e70fc7,
title = "Plug-and-play Physical Computing with Jacdac",
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.",
author = "Lorraine Underwood and Joe Finney and Thomas Ball and James Devine and Michal Moskal and {de Halleux}, Peli and Steve Hodges and Kobi Hartley and Matthew Oppenheim and Gabriele D'amone and David Gakure and Paul Kos",
note = "{\textcopyright} ACM, 2022. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, 6, 3, September 2022 http://doi.acm.org/10.1145/3550317",
year = "2022",
month = sep,
day = "7",
doi = "10.1145/3550317",
language = "English",
volume = "6",
pages = "110:1--110:30",
journal = "Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies",
issn = "2474-9567",
publisher = "Association for Computing Machinery (ACM)",
number = "3",

}

RIS

TY - JOUR

T1 - Plug-and-play Physical Computing with Jacdac

AU - Underwood, Lorraine

AU - Finney, Joe

AU - Ball, Thomas

AU - Devine, James

AU - Moskal, Michal

AU - de Halleux, Peli

AU - Hodges, Steve

AU - Hartley, Kobi

AU - Oppenheim, Matthew

AU - D'amone, Gabriele

AU - Gakure, David

AU - Kos, Paul

N1 - © ACM, 2022. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, 6, 3, September 2022 http://doi.acm.org/10.1145/3550317

PY - 2022/9/7

Y1 - 2022/9/7

N2 - 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.

AB - 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.

U2 - 10.1145/3550317

DO - 10.1145/3550317

M3 - Journal article

VL - 6

SP - 110:1-110:30

JO - Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies

JF - Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies

SN - 2474-9567

IS - 3

M1 - 110

ER -