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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Final published version
Research output: Contribution to Journal/Magazine › Journal article › peer-review
Research output: Contribution to Journal/Magazine › Journal article › peer-review
}
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 -