Wednesday, April 13, 2011

SUMMER 2011 Course: Art 511: Introduction to Physical Computing

This class has been very popular and is now offered this Summer, 2011. It is a great elective for design students

Content relates to industrial technology, industrial design, exhibit design, user interface design, interactive installations, etc.  This is an accessible way to creatively play with the intersection between computers and the physical world.



Art 511: Introduction to Physical Computing
For (non-engineer) artists, designers, teachers, tinkerers

Description:
This is a hands-on studio course to introduce students to techniques and aesthetics of creating experimental art/media events and installations based on technologies of electronics, sensors and control of devices.  Class focuses on:  ideas,  applications, interface design and developing innovative and creative ways to extend both individual knowledge and current practices.

More Info on Instructor and Student Projects art 511 electronics class blog http://art511.wordpress.com (see Final projects from last spring's class)
http://www.teachmetomake.com/teach/portfolio-mich.htm


Maker Faire: Michael Shiloh full interview
http://blip.tv/file/238456

Growing need and interest:
In the art, design and research worlds, dissatisfaction is growing with the limitations of the mouse and keyboard as computer interfaces. New sensor technologies have become both affordable and accessible
which enables people to create objects that can sense motion, location, light, color, sound, smell, magnetic fields, body gestures, where a subject is looking,... and much, much more.

In addition, miniature computing devices, also affordable,  can easily be embedded (ubiquitous computers)  and, most importantly, designed to be used by non-engineers.

Objects can be stationary or wireless, battery operated, tiny, flexible, and almost weightless.
Possibilities:
  • Create activated spaces in which objects are endowed with intelligence, communication, and responsiveness;
  • Create objects that interact with objects or people in other parts of the world;
  • Create collaborations across a wide range of disciplines such as sculpture, dance, music, information science, architecture, film and video, and product design.


Topics include:
  • Surveying the field: An idea of the broad range of this field might be appreciated from the many names it has such as recombinant media, physical computing, interactive art, electronic or kinetic sculpture, industrial art, robotic art, new media 
  • Electronics: basic circuit theory, transistors, analog and digital electronics, and common integrated circuits; how to create systems using simple building blocks; how to analyze and solve problems, and how to use test equipment. Electromagnetism: motors and relays
  • Microcontrollers: Primarily the Arduino family which was designed to be easy to learn and use by artists. Analog and digital inputs and outputs, programming, understanding timing. Communication between the microcontroller and another computer, which might be a laptop or desktop connected to the Internet. Creating collaborations between programs running on the Arduino microcontroller and on the laptop/desktop. Collaborations with other computers (which might be elsewhere on the Internet) which in turn might be connected to other Arduino systems
  • Sensors: Understanding what is available, the different ways they report their data (interfacing), strengths and weaknesses, and what techniques might be used to overcome some weaknesses. Sensitivity to price: what inexpensive sensors might adequately take the place of a much more expensive or complicated sensor.  Making your own sensors. Mechanics and Electromechanics: motors, solenoids, electrical valves. Mechanisms and linkages. Simple and complex motion. What goes wrong: understanding force, alignment, and stress. How to prevent a machine from breaking.
  • Acquiring materials: salvaging and repurposing; how to read data sheets and catalogs; resources such as communities and website
  • Putting it all together: prototyping, designing systems for reliability, service, and modification. Limit switches, power distribution, fail safe mechanisms.

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