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  • hirumi 11:33 pm on December 19, 2011 Permalink | Reply  

    Lie Detector 

    Lie Detector v 1.0

    For our pulse sensor assignment, I wanted to do something with the data that revealed something a bit more personal about the person. For the Lie Detector, I went for an old carnival type of look. If the user’s pulse jumps above 75 BPM, the LOL shield displays the word “lie.” If the BPM stays normal, then a happy face is displayed.

    Lie Detector v 2.0

    I definitely wasn’t happy with the construction of the original prototype, so I attempted to make a more finished enclosure for this version. I decided to make a retro look and feel for the device. The actual enclosure is a wooden box. I decided to lose the LOL shield and use simpler, more universal feedback to let the user know whether or not a lie was being told. I drilled holes through the front for LEDs and capped it with red and green plastic tops. I also added a velcro strap to the actual pulse sensor, which dramatically increased the reliability of getting accurate pulse readings.

    Lie Detector Final

    What was lacking from the second prototype was there was no indication that the lie detector was working. I added in some LEDs on top to convey that part of the experience. To finish the look, I laser cut the words “lie detector” and hot glued them to the front. The user first straps themselves into the device by velcro-ing the pulse sensor to their index finger. They are asked a question, and after answering, the black button is pushed to begin BPM analysis. The LEDs on top blink to show that it is calculating, and then the result is displayed by either lighting up the red or green light.

    While initially made for fun with friends, it could also be used in other practical situations as seen below.

    [youtube http://youtu.be/8xLQcrr2azg]

    Images from the process:

     
  • hirumi 11:03 pm on December 19, 2011 Permalink | Reply  

    Harry Potter “Pumpkin” v 2.0 

    For one of my final projects in this class, I decided to improve upon my Harry Potter pumpkin enclosure made for Halloween.

    To recap, the Harry Potter pumpkin interacts with you based on proximity. From far away, he is sad and sits quietly with red eyes. As you move closer, he becomes curious– his eyes change to green and the tip of his wand lights up. If you are really close to him, his eyes change to blue and he hums the Harry Potter theme song.

    In order to make this more of a finished piece, I obtained a new enclosure. The head is a plastic container. I drilled holes in the sides to accomodate for the mini speaker wiring, and to expose the photocell at the top. I used  chopstick for the wand and covered it with black felt. Hook up wire runs from the inside of the head to power the light.

    Parts Used

    RGB LEDs
    White LED
    Mini photocell
    Arduino
    Mini speakers

     

     
  • hirumi 12:20 am on November 26, 2011 Permalink | Reply  

    Digital Aquarium 

    For this project, I used an arduino, tilt sensor, photocell, and LOLshield to create a digital aquarium. At rest, the fish sits peacefully in its tank. If the tank is disturbed, the water flows and the fish swims around. The fish can also be fed food by placing your hand at the opening of the tank.


    Fish at rest


    Food dropping in

    The animation was created using the LOLshield theater. A photo cell was used to control the food animation, and the tilt sensor for the fish swimming.

    The video in this post is a slight upgrade to what I showed in class. The animation was originally kind of confusing, because the water flow didn’t include the fish and wasn’t at the same height as the “fish at rest” position. I tweaked it so that the fish swam around when the tank was disturbed, which usually is what happens when you shake/tap a fish tank.

    To make this project a bit better, I need to fix a couple of the dead LEDs that are on the board. I’d also like to change the interior of the tank; maybe framing the LOL shield in a castle, and placing the castle on gravel/marbles and using blue tissue paper. The vase does look better than my first enclosure though. It was a plastic cube, see below.

    
    #include <Charliplexing.h> //Imports the library, which needs to be
    
    byte line = 0; //Row counter
    char buffer[10];
    int value;
    
    int buttonPin = A4; // the number of the pushbutton pin
    int photoPin = A5; // photocell pin
    int val = 0; // value of photocell input
    int buttonState = 0; // variable for reading the pushbutton status
    
    void setup()
    {
     Serial.begin(9600);
     LedSign::Init(); //Initializes the screen
     // initialize the LED pin as an output:
    
    // initialize the pushbutton pin as an input:
     pinMode(buttonPin, INPUT);
     pinMode(photoPin, INPUT);
    }
    
    void loop(){
     // read the state of the pushbutton value:
     buttonState = digitalRead(buttonPin);
     val = analogRead(photoPin);
     Serial.println(val);
    
    // check if the pushbutton is pressed.
     // if it is, the buttonState is HIGH:
     if (val <=600){
     eat();
     }
    
     if (buttonState == HIGH) {
     Serial.println("look at fish");
    
    delay(100);
     DisplayBitMap(0);
     DisplayBitMap(0);
     DisplayBitMap(1092);
     DisplayBitMap(9830);
     DisplayBitMap(16383);
     DisplayBitMap(0);
     DisplayBitMap(13);
     DisplayBitMap(30);
     DisplayBitMap(13);
    
     }
     else {
     Serial.println("sea is flowing");
    
    delay(700);
     DisplayBitMap(0);
     DisplayBitMap(0);
     DisplayBitMap(0);
     DisplayBitMap(0);
     DisplayBitMap(0);
     DisplayBitMap(0);
     DisplayBitMap(9284);
     DisplayBitMap(13926);
     DisplayBitMap(16383);
     delay(700);
     DisplayBitMap(0);
     DisplayBitMap(0);
     DisplayBitMap(0);
     DisplayBitMap(0);
     DisplayBitMap(0);
     DisplayBitMap(0);
     DisplayBitMap(2184);
     DisplayBitMap(11468);
     DisplayBitMap(16383);
     delay(700);
     DisplayBitMap(0);
     DisplayBitMap(0);
     DisplayBitMap(0);
     DisplayBitMap(0);
     DisplayBitMap(0);
     DisplayBitMap(0);
     DisplayBitMap(4369);
     DisplayBitMap(6553);
     DisplayBitMap(16383);
     delay(700);
     DisplayBitMap(0);
     DisplayBitMap(0);
     DisplayBitMap(0);
     DisplayBitMap(0);
     DisplayBitMap(0);
     DisplayBitMap(0);
     DisplayBitMap(1092);
     DisplayBitMap(9830);
     DisplayBitMap(16383);
     delay(700);
     DisplayBitMap(0);
     DisplayBitMap(0);
     DisplayBitMap(0);
     DisplayBitMap(0);
     DisplayBitMap(0);
     DisplayBitMap(0);
     DisplayBitMap(2184);
     DisplayBitMap(3276);
     DisplayBitMap(16383);
    
     }
    }
    
    void DisplayBitMap(int lineint)
    {
     //int data[9] = {95, 247, 123, 511, 255, 1, 5, 31, 15};
    
     //for(line = 0; line < 9; line++) {
     for (byte led=0; led<14; ++led) {
     if (lineint & (1<<led)) {
     LedSign::Set(led, line, 1);
     } else {
     LedSign::Set(led, line, 0);
     }
     }
    
     line++;
     if(line >= 9) line = 0;
    }
    
    void eat()
    {
     delay(100);
     DisplayBitMap(16);
     DisplayBitMap(0);
     DisplayBitMap(1092);
     DisplayBitMap(9830);
     DisplayBitMap(16383);
     DisplayBitMap(0);
     DisplayBitMap(13);
     DisplayBitMap(30);
     DisplayBitMap(13);
     delay(100);
     DisplayBitMap(0);
     DisplayBitMap(16);
     DisplayBitMap(1092);
     DisplayBitMap(9830);
     DisplayBitMap(16383);
     DisplayBitMap(0);
     DisplayBitMap(13);
     DisplayBitMap(30);
     DisplayBitMap(13);
     delay(100);
     DisplayBitMap(0);
     DisplayBitMap(0);
     DisplayBitMap(1108);
     DisplayBitMap(9830);
     DisplayBitMap(16383);
     DisplayBitMap(0);
     DisplayBitMap(13);
     DisplayBitMap(30);
     DisplayBitMap(13);
     delay(100);
     DisplayBitMap(0);
     DisplayBitMap(0);
     DisplayBitMap(1092);
     DisplayBitMap(9846);
     DisplayBitMap(16383);
     DisplayBitMap(0);
     DisplayBitMap(13);
     DisplayBitMap(30);
     DisplayBitMap(13);
     delay(100);
     DisplayBitMap(0);
     DisplayBitMap(0);
     DisplayBitMap(1092);
     DisplayBitMap(9830);
     DisplayBitMap(16383);
     DisplayBitMap(0);
     DisplayBitMap(13);
     DisplayBitMap(30);
     DisplayBitMap(13);
     delay(100);
     DisplayBitMap(0);
     DisplayBitMap(0);
     DisplayBitMap(1092);
     DisplayBitMap(9830);
     DisplayBitMap(16383);
     DisplayBitMap(16);
     DisplayBitMap(13);
     DisplayBitMap(30);
     DisplayBitMap(13);
     delay(100);
     DisplayBitMap(0);
     DisplayBitMap(0);
     DisplayBitMap(1092);
     DisplayBitMap(9830);
     DisplayBitMap(16383);
     DisplayBitMap(0);
     DisplayBitMap(29);
     DisplayBitMap(30);
     DisplayBitMap(13);
     delay(100);
     DisplayBitMap(0);
     DisplayBitMap(0);
     DisplayBitMap(1092);
     DisplayBitMap(9830);
     DisplayBitMap(16383);
     DisplayBitMap(0);
     DisplayBitMap(13);
     DisplayBitMap(30);
     DisplayBitMap(13);
    }
    
    
     
  • hirumi 5:16 pm on November 11, 2011 Permalink | Reply  

    LOLShieldHammerTime 

    template
    jimmierodgers
    Hammer Time Excel Animation Template
    
    
    #include <avr/pgmspace.h>  //This is in the Arduino library 
    
    int blinkdelay = 75; //This basically controls brightness. Lower is dimmer
    int runspeed = 20;   //smaller = faster
    
    int pin13 =13;
    int pin12 =12;
    int pin11 =11;
    int pin10 =10;
    int pin09 =9;
    int pin08 =8;
    int pin07 =7;
    int pin06 =6;
    int pin05 =5;
    int pin04 =4;
    int pin03 =3;
    int pin02 =2;
    
    const int pins[] = {
      pin13,pin12,pin11,pin10,pin09,pin08,pin07,pin06,pin05,pin04,pin03,pin02};
    
    const int ledMap[126][2] ={
    {pin13, pin05},{pin13, pin06},{pin13, pin07},{pin13, pin08},{pin13, pin09},{pin13, pin10},{pin13, pin11},{pin13, pin12},{pin13, pin04},{pin04, pin13},{pin13, pin03},{pin03, pin13},{pin13, pin02},{pin02, pin13},
    {pin12, pin05},{pin12, pin06},{pin12, pin07},{pin12, pin08},{pin12, pin09},{pin12, pin10},{pin12, pin11},{pin12, pin13},{pin12, pin04},{pin04, pin12},{pin12, pin03},{pin03, pin12},{pin12, pin02},{pin02, pin12},
    {pin11, pin05},{pin11, pin06},{pin11, pin07},{pin11, pin08},{pin11, pin09},{pin11, pin10},{pin11, pin12},{pin11, pin13},{pin11, pin04},{pin04, pin11},{pin11, pin03},{pin03, pin11},{pin11, pin02},{pin02, pin11},
    {pin10, pin05},{pin10, pin06},{pin10, pin07},{pin10, pin08},{pin10, pin09},{pin10, pin11},{pin10, pin12},{pin10, pin13},{pin10, pin04},{pin04, pin10},{pin10, pin03},{pin03, pin10},{pin10, pin02},{pin02, pin10},
    {pin09, pin05},{pin09, pin06},{pin09, pin07},{pin09, pin08},{pin09, pin10},{pin09, pin11},{pin09, pin12},{pin09, pin13},{pin09, pin04},{pin04, pin09},{pin09, pin03},{pin03, pin09},{pin09, pin02},{pin02, pin09},
    {pin08, pin05},{pin08, pin06},{pin08, pin07},{pin08, pin09},{pin08, pin10},{pin08, pin11},{pin08, pin12},{pin08, pin13},{pin08, pin04},{pin04, pin08},{pin08, pin03},{pin03, pin08},{pin08, pin02},{pin02, pin08},
    {pin07, pin05},{pin07, pin06},{pin07, pin08},{pin07, pin09},{pin07, pin10},{pin07, pin11},{pin07, pin12},{pin07, pin13},{pin07, pin04},{pin04, pin07},{pin07, pin03},{pin03, pin07},{pin07, pin02},{pin02, pin07},
    {pin06, pin05},{pin06, pin07},{pin06, pin08},{pin06, pin09},{pin06, pin10},{pin06, pin11},{pin06, pin12},{pin06, pin13},{pin06, pin04},{pin04, pin06},{pin06, pin03},{pin03, pin06},{pin06, pin02},{pin02, pin06},
    {pin05, pin06},{pin05, pin07},{pin05, pin08},{pin05, pin09},{pin05, pin10},{pin05, pin11},{pin05, pin12},{pin05, pin13},{pin05, pin04},{pin04, pin05},{pin05, pin03},{pin03, pin05},{pin05, pin02},{pin02, pin05}
    };
    
    uint16_t BitMap[][9] PROGMEM = {
    {0, 0, 0, 1, 0, 0, 0, 1, 0},
    {1, 1, 1, 2, 1, 0, 1, 2, 0},
    {3, 2, 3, 5, 3, 1, 2, 4, 0},
    {7, 4, 7, 10, 7, 2, 5, 8, 0},
    {14, 10, 14, 20, 14, 5, 10, 17, 0},
    {28,20, 28, 8, 62, 8, 20, 34, 0},
    {56, 40, 56, 20, 56, 80, 40, 68, 0},
    {112, 80, 112, 32, 248, 32, 80, 136, 0},
    {224, 160, 224, 320, 224, 80, 160, 272, 0},
    {448, 320, 448, 128, 992, 128, 320, 544, 0},
    {896, 640, 896, 320, 896, 1280, 640, 1088},
    {1792, 1280, 1792, 512, 3968, 512, 1280, 2176, 0},
    {3584, 2560, 3584, 5120, 3584, 1280, 2560, 4352, 0},
    {7168, 5120, 7168, 2048, 15872, 2048, 5120, 8704, 0},
    {14336, 10240, 14336, 5120, 14336, 4096, 10240, 1024, 0},
    {12288, 4096, 12288, 8192, 14336, 8192, 4096, 2048, 0},
    {8192, 8192, 8192, 4096, 8192, 0, 8192, 4096, 0},
    {0, 0, 0, 0, 8192, 0, 0, 8192, 0},
    {8192, 8192, 8192, 4096, 8192, 0, 8192, 4096, 0},
    {12288, 4096, 12288, 8192, 14336, 8192, 4096, 2048, 0},
    {14336, 10240, 14336, 5120, 14336, 4096, 10240, 1024, 0},
    {7168, 5120, 7168, 2048, 15872, 2048, 5120, 8704, 0},
    {3584, 2560, 3584, 5120, 3584, 1280, 2560, 4352, 0},
    {1792, 1280, 1792, 512, 3968, 512, 1280, 2176, 0},
    {896, 640, 896, 320, 896, 1280, 640, 1088},
    {448, 320, 448, 128, 992, 128, 320, 544, 0},
    {224, 160, 224, 320, 224, 80, 160, 272, 0},
    {112, 80, 112, 32, 248, 32, 80, 136, 0},
    {56, 40, 56, 20, 56, 80, 40, 68, 0},
    {28,20, 28, 8, 62, 8, 20, 34, 0},
    {14, 10, 14, 20, 14, 5, 10, 17, 0},
    {7, 4, 7, 10, 7, 2, 5, 8, 0},
    {3, 2, 3, 5, 3, 1, 2, 4, 0},
    {1, 1, 1, 2, 1, 0, 1, 2, 0},
    {0, 0, 0, 1, 0, 0, 0, 1, 0},
    {18000}
    };
    
    void setup() {
      blinkall(2); // useful for testing
    }
    void loop() {
      //sequenceon(); // useful for testing
      DisplayBitMap();
    }
    void turnon(int led) {
      int pospin = ledMap[led][0];
      int negpin = ledMap[led][1];
      pinMode (pospin, OUTPUT);
      pinMode (negpin, OUTPUT);
      digitalWrite (pospin, HIGH);
      digitalWrite (negpin, LOW);
    }
    
    void alloff() {
      DDRD = B00000010;
      DDRB = B00000000;
    }
    
    void DisplayBitMap()
    {
      boolean run=true;
      byte frame = 0;
      byte line = 0;
      unsigned long data;
      while(run == true) {
        for(int i = 0; i < runspeed; i++)     {
          for(line = 0; line < 9; line++)       {
            data = pgm_read_word_near (&BitMap[frame][line]);   // fetch data from program memory
            if (data==18000){
              run=false;
            }
            else for (byte led=0; led<14; ++led) {
              if (data & (1<<led)) {
                turnon((line*14)+led);
                delayMicroseconds(blinkdelay);
                alloff();
              }
              else {
                delayMicroseconds(blinkdelay);
              }
            }
    
          }
    
        } frame++;
      }
    }
    
    void blinkall(int numblink) {
      alloff();
      for(int n = 0;n < numblink;n++)   {
        for(int i = 0; i < runspeed; i++)     {
          for(int j = 0; j < 126; j++)       {
            turnon(j);
            delayMicroseconds(blinkdelay);
            alloff();
          }
        }
        delay(500);
      }
    }
    
    void sequenceon() {
      for(int i = 0; i < 126; i++)   {
        turnon(i);
        delay(800);
        alloff();
        delay(800);
      }
    }
    
     
  • hirumi 1:38 am on November 5, 2011 Permalink | Reply  

    The Harry Potter Pumpkin 

    The Harry Potter Pumpkin is a social pumpkin that interacts with you based on proximity. From far away, he is sad and sits quietly with red eyes. If you move a little closer, his eyes change to green and he turns on the light from his magic wand. When you are REALLY close, his eyes change to blue, his wand lights up completely, and he hums the Harry Potter theme.


    Final Video


    Final Pumpkin

    Parts used:
    LEDs
    RGB LEDs
    8 Ohm mini speaker
    mini photocell

    Whats happening:
    The photocell values dictate what the other components do. The largest value keeps the RGB LEDs (the eyes) red. The medium range changes the RGBs to green and lights the tip of the wand. The lowest range changes the RGBs to blue, lights up the entire wand, and plays the Harry Potter theme from the speaker. I looked up the sheet music for HP  to compose the tune.

    Testing out the circuit

    I had to tweak my original concept, which was having the pumpkin shoot different spells the closer you approached it. The Twig sound recorder was so difficult to work with. I was able to record spells, but controlling it through the arduino was tough. The sounds kept looping instead of playing one at a time, so I decided to change my concept a bit.

    If I could redo this project, I would use the sound shield, which seems to be easier to control with the arduino, so that the pumpkin will actually shoot spells.

    CODE:

    #include “pitches.h”
    int analogPin = 4;   //Set value for analog pin input from photocell into arduino
    int red = 3;        // If serial reads val <= 700, red will go HIGH
    int green = 4;      // If serial reads val >= 701 or val <= 825, green will go HIGH
    int blue = 5;       // If serial reads val >= 826, blue will go HIGH
    int wand1 = 9;
    int wand2 = 10;
    int wand3 = 11;
    int wand4 = 12;
    int wand5 = 13;
    int val = 0;         // Store value of pin input (i.e. photocell) for serial to read
    int melody[] = {
      NOTE_B3, NOTE_E4, NOTE_G4, NOTE_FS4, NOTE_E4, NOTE_B4, NOTE_A4, NOTE_FS4};
    // note durations: 4 = quarter note, 8 = eighth note, etc.:
    int noteDurations[] = {
      4, 3, 8, 4, 2, 4, 1.5, 1.5 };
    void setup(){
     Serial.begin(9600);
     pinMode(red, OUTPUT);
     pinMode(green, OUTPUT);
     pinMode(blue, OUTPUT);
      pinMode(wand1, OUTPUT);
     pinMode(wand2, OUTPUT);
     pinMode(wand3, OUTPUT);
     pinMode(wand4, OUTPUT);
     pinMode(wand5, OUTPUT);
    }
    void loop(){
     val = analogRead(analogPin);  // Read the value (amount of light) from photocell
     Serial.println(val);           // Print out the value to the serial port
     if(val <= 749){
      digitalWrite(blue, HIGH);
      digitalWrite(wand1, LOW);
      digitalWrite(wand4, HIGH);
      delay(250);
      digitalWrite(wand3, HIGH);
      delay(250);
      digitalWrite(wand2, HIGH);
      delay(250);
      digitalWrite(wand1, HIGH);
      lumos();
      delay(2000);
     }else{
      digitalWrite(blue, LOW);
      digitalWrite(wand1, LOW);
      digitalWrite(wand2, LOW);
      digitalWrite(wand3, LOW);
      digitalWrite(wand4, LOW);
     }
     if(val >= 750 || val <= 799){
      digitalWrite(green, HIGH);
     digitalWrite(wand1, HIGH);
     }else{
      digitalWrite(green, LOW);
     }
      if(val >= 800){
       digitalWrite(red, HIGH);
      digitalWrite(wand1, LOW);
      }else{
       digitalWrite(red, LOW);
      }
    }
    void lumos (){
    for (int thisNote = 0; thisNote < 8; thisNote++) {
        // to calculate the note duration, take one second
        // divided by the note type.
        //e.g. quarter note = 1000 / 4, eighth note = 1000/8, etc.
        int noteDuration = 1000/noteDurations[thisNote];
        tone(8, melody[thisNote],noteDuration);
        // to distinguish the notes, set a minimum time between them.
        // the note’s duration + 30% seems to work well:
        int pauseBetweenNotes = noteDuration * 1.30;
        delay(pauseBetweenNotes);
        // stop the tone playing:
        noTone(8);
      }
     }
    PITCHES (to include in new tab)
    #define NOTE_B0  31
    #define NOTE_C1  33
    #define NOTE_CS1 35
    #define NOTE_D1  37
    #define NOTE_DS1 39
    #define NOTE_E1  41
    #define NOTE_F1  44
    #define NOTE_FS1 46
    #define NOTE_G1  49
    #define NOTE_GS1 52
    #define NOTE_A1  55
    #define NOTE_AS1 58
    #define NOTE_B1  62
    #define NOTE_C2  65
    #define NOTE_CS2 69
    #define NOTE_D2  73
    #define NOTE_DS2 78
    #define NOTE_E2  82
    #define NOTE_F2  87
    #define NOTE_FS2 93
    #define NOTE_G2  98
    #define NOTE_GS2 104
    #define NOTE_A2  110
    #define NOTE_AS2 117
    #define NOTE_B2  123
    #define NOTE_C3  131
    #define NOTE_CS3 139
    #define NOTE_D3  147
    #define NOTE_DS3 156
    #define NOTE_E3  165
    #define NOTE_F3  175
    #define NOTE_FS3 185
    #define NOTE_G3  196
    #define NOTE_GS3 208
    #define NOTE_A3  220
    #define NOTE_AS3 233
    #define NOTE_B3  247
    #define NOTE_C4  262
    #define NOTE_CS4 277
    #define NOTE_D4  294
    #define NOTE_DS4 311
    #define NOTE_E4  330
    #define NOTE_F4  349
    #define NOTE_FS4 370
    #define NOTE_G4  392
    #define NOTE_GS4 415
    #define NOTE_A4  440
    #define NOTE_AS4 466
    #define NOTE_B4  494
    #define NOTE_C5  523
    #define NOTE_CS5 554
    #define NOTE_D5  587
    #define NOTE_DS5 622
    #define NOTE_E5  659
    #define NOTE_F5  698
    #define NOTE_FS5 740
    #define NOTE_G5  784
    #define NOTE_GS5 831
    #define NOTE_A5  880
    #define NOTE_AS5 932
    #define NOTE_B5  988
    #define NOTE_C6  1047
    #define NOTE_CS6 1109
    #define NOTE_D6  1175
    #define NOTE_DS6 1245
    #define NOTE_E6  1319
    #define NOTE_F6  1397
    #define NOTE_FS6 1480
    #define NOTE_G6  1568
    #define NOTE_GS6 1661
    #define NOTE_A6  1760
    #define NOTE_AS6 1865
    #define NOTE_B6  1976
    #define NOTE_C7  2093
    #define NOTE_CS7 2217
    #define NOTE_D7  2349
    #define NOTE_DS7 2489
    #define NOTE_E7  2637
    #define NOTE_F7  2794
    #define NOTE_FS7 2960
    #define NOTE_G7  3136
    #define NOTE_GS7 3322
    #define NOTE_A7  3520
    #define NOTE_AS7 3729
    #define NOTE_B7  3951
    #define NOTE_C8  4186
    #define NOTE_CS8 4435
    #define NOTE_D8  4699
    #define NOTE_DS8 4978
     
  • hirumi 4:22 pm on October 28, 2011 Permalink | Reply  

    Harry Potter Pumpkin 

    1. Ze Harry Potter Pumpkin

    2. This magical pumpkin lights up and shoots spells based on how close a person is to the pumpkin. The eyes and wand of the pumpkin are LEDs and a sound recorder plays back 3 different spells.

    3. I was having a lot of issues with the PIR sensor, so I switched to the miniphoto cell. This actually ended up being a good thing, because I can assign different values based on distance instead of just one with the PIR. The RGB LEDs make it more playful and integrates emotionality to the pumpkin; the closer you get to it, the more aggressive the spells get.

    I haven’t had success with the sound recorder just yet. I’m missing the JST female connector, but with the new soddering skills we’re picking up today, I should be able to work around it. There’s also something funky going on with the wand part. It lights up, but its super dim.

     
  • hirumi 6:33 pm on October 7, 2011 Permalink | Reply  

    LoL Shield 

    TEAM:
    Josef
    Monica
    Maya
    Hirumi

    Reading list
    Book:

    Web:
    http://www.sparkfun.com/products/9795
    http://jimmieprodgers.com/kits/lolshield/makelolshield/
    http://jimmieprodgers.com/kits/lolshield/programlolshield/
    http://code.google.com/p/lolshield/

    Datasheet:

    2 examples for class( include photos of circuit)

    with – twitter to text
    without arduino – frame by frame animation)

    lol shield theater: http://falldeaf.com/2011/02/the-lol-shield-theatre/

     

     
  • hirumi 3:46 pm on October 7, 2011 Permalink | Reply  

    maker faire-ish 

    I was out of town the week of maker faire, but the festival I was working at had some cool stuff.

    This is chroma. It’s an “interactive ecosystem” that responds to human disturbance.

    The team used arduinos to control phillips bulbs. They were realllly pretty and responded to touch. It felt like being in a room with a bunch of floating jellyfish.

    This isn’t very pcompy, but I thought was interesting. I heard the mind behind Bjork’s Biophilia music app album speak. They released a series of apps for each song on the album. Each app is a different way to experience the song. My favorite was virus–in order to hear the song in its entirety, you have to let the cell die.

     
  • hirumi 5:50 pm on September 30, 2011 Permalink | Reply  

    hello! 

    Sorry for the delay, just got my WP set up…

    Hi! I’m Hirumi. I studied Biology/Neurobiology as an undergrad and worked for a few years in Student Affairs in Higher Ed before pursing an MFA in DT.
    I’m exploring plant geekery for my thesis. Must learn pcomp so I can use those righteous sensors.

    My fave: The Toy Cash Register.

    I’m pretty sure I played with this bad boy right up until teen-hood. Clicky buttons. Magic numbers. Ringy sounds. What’s not to love? Oh haiii pcomp. Lets do this.

     
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