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  • noadol 9:43 pm on December 16, 2011 Permalink | Reply  

    wallSound is a modular sound interface that can be placed on different surfaces in the built environment of a public or private space. The project leverages the walls’ limited affordances for interaction, and turns them into a surprising and playful physical experience. This encourages the body to reconsider its physical environment, and creates a potential for new dialogue with common elements of the built environment that surrounds us.


    wallSound uses body conductivity and requires bodily contact and movement to manipulate sounds. It consists of vertical and horizontal copper stripes distributed on a clean wall, connected to speakers. Data concerning the touched copper stripes passes to Processing through an Arduino board, activating patches of sound. The body functions as the switch, affecting an electric circuit when contacting the wall. The composition of the stripes being placed on the wall is drawn from the consideration of the target audience’s height (adults, children), wall dimensions, space acoustic and the desired body movement and combinations.

    Most of the required wiring work is being camouflaged with regular ready-made objects that the eye is accustomed to when placed on walls, like wire management system boxes and wiring tracks. Hookup wires attached to the copper stripes go down to the floor, covered with white tape, giving a clue that can lead to the exposure of the structure and the apparatus driving the installation. The wires run along the floor to the far side and into a box attached to the lower part of the wall which hides the Arduino board and the electrical circuits. Above the stripes, attached to the wall, are the speakers vibrating the sound into the wall, creating the illusion there is a scene going inside or behind it.

    Patches of mp3s are being played whenever one of the copper stripes are touched. In accordance to the iteration’s concept, the sounds are being played in stereo, or amplified through different speakers. The sounds tell a story, a secret, or reveal an illusion of what is behind or within the wall. Lovers fight in “a wall between us”, synthesized sounds resonate in the “wallSound” basic installation, and the sound of water pours out in “waterPole”. After these three iterations in which the wall is being used to generate experience, it seemed interesting to put the wall at the center of attention by turning it into a living vibrating independent entity for the final iteration. Touching the wall will reveal its true personality and needs.

    The wallSound started with the assumption that, like crows, humans are drawn to shiny materials. Therefore, they will be attracted to the copper stripes with its brilliant texture, and will be curious enough to touch it for the first time. On a tiny piece of white tape, the words ‘touch me’ appears, daring the viewer to touch. The copper texture combined with the clues being spread through the wiring system and the teasing text, create new wall affordances that imply a process of playing and revealing the content through touch and movement. After the first touch is being made, followed by sound feedback, the interaction is fluid.

    The interface is modular, keeping its inclusivity: It can be set at any space, in any hight, with content curated for audience and space, and addressed to all age groups. This allows the work to always facilitate the human-wall relationship without restriction.

  • noadol 9:06 pm on December 16, 2011 Permalink | Reply  

    Jewelry for Geeks 

    Learn how your date goes through a pulse sensor earring connected to an RGB LED Designed using the bare electronics aesthetic:  Mini arduino pro, hook up wires, 3v Coin battery, mini breadboard, LED, pulse sensor.

  • noadol 6:39 am on December 4, 2011 Permalink | Reply  

    LOL Shield. Liquid Box 

    I wanted to use the lol shield to create an illusion of liquid that obey the law of gravity. For each side of the box, I created three functions: sideA, Transition animation A->B, sideB and so on. For that I used 4 photoresistors, one for each side and played with the sensor’s ranges. Whenever one photoresistor is at the bottom, its value is low and the liquid shifts.

    code >>

    (More …)

  • noadol 7:02 am on November 9, 2011 Permalink | Reply  

    Meet the Pumpkinsteins (Noa & Aaron) 

    The Pumpkintstein sister is a life loving pumpkin that loves to eat and receive a lot of attention. She makes happy sounds when you rub her single pot ear  and has peaceful, deep-blue LED eyes. With her super sensitive maxsonar nose, she can detected if you walk away, then her eyes will turn red to express how disappointed she is. The Pumpkintstein brother has the exact opposite nature. He hates when people get too close to him, and his eyes turn back green when you give hime some space, peace and quiet. Both of the pumpkins loooooove candies. If you feed them with candies, their eyes blink in happiness and they produce cheerful tunes. All this will happen thanks to lighten mouths equipped with photo resistors that respond to the candies blocking the direct light.


    //Pumpkinstein code:\\
    int lightPin = 3;  //Photo resistor = A3
    int threshold = 250;
    const int pwPin = 6;
    long pulse, inches, cm;
    int redEye = 3;
    int blueEye = 4; //Green
    #include "pitches.h"
    int melody[] = {
    int noteDurations[] = {
      4, 8, 8, 4,6,4,6,4 };
    // speakers:
    int speakerPin1 = 9;
    int pitchPin1 = 0;
    int readingPitch1 = 0;
    int frequency1 = 0;
    int prevVal1 = 0;
    int currentVal1 = 0;
    long lastTimeMoved = 0;
    int shakeTime = 1000;
    void setup(){
      pinMode(redEye, OUTPUT);
      pinMode(blueEye, OUTPUT);
    void loop(){
      if(analogRead(lightPin) < threshold ){
        for (int thisNote = 0; thisNote < 8; thisNote++) {
          int noteDuration = 600/noteDurations[thisNote];
          tone(speakerPin1, melody[thisNote],noteDuration);
          int pauseBetweenNotes = noteDuration * 1.30;
    //    noTone(speakerPin1);
     pulse = pulseIn(pwPin, HIGH);
      //147uS per inch
      inches = pulse/147;
      //change inches to centimeters
      cm = inches * 2.54;
      Serial.print("sonar value = ");
      Serial.print("in, ");
      if (inches > 45){
        digitalWrite(redEye, HIGH);
      else {
        digitalWrite(redEye, LOW);
      readingPitch1 = analogRead(pitchPin1);
      currentVal1 = analogRead(pitchPin1);
      if (prevVal1 != currentVal1)
        frequency1 = map(readingPitch1, 0, 1023, 3000, 5000); // 100Hz -> 5kHz
        Serial.print("frequency1 = ");
        tone(speakerPin1, frequency1, random(100));
      if(millis() - lastTimeMoved > shakeTime){
      else {
        lastTimeMoved = millis();
        prevVal1 = currentVal1;
    void blink1(){
      digitalWrite(blueEye, HIGH);
      digitalWrite(blueEye, LOW);
    void blink2(){
      digitalWrite(blueEye, HIGH);
      digitalWrite(blueEye, LOW);
      digitalWrite(blueEye, HIGH);
      digitalWrite(blueEye, LOW);

  • noadol 4:39 am on September 20, 2011 Permalink | Reply  

    maker fair 

    1/ The Anywhere Organ
    by Matthew Bo Bogatti

    The idea is to have a mobile pipe organ, that can change in size and layout, according to the space.

    The interface is a simple MIDI, fronting a bunch of organs (group of pipes). Each of the octaves operate a different organ. You have stickers on the keyboard indicating that, so the interface is effective and communicates what there is to do, no frustration.

    The computer generates MIDI signals. The organ has a microchip (boot loaded AVR chip) that converts MIDI to serial. The AVR communicates with transistors: takes the low power signals from the MIDI and the transistors turn it to a hight power signals that control all the valve that open the air. Pressing a key, the pipe has a magnet that opens up the valve and let the air come up from the blower, and produce a sound.

    I find the objects’ design beautiful; half “traditional” half modern machine and an interesting materials mix: old original metal pipes, wood shaped made by laser cutter, plastic tubes.

    // The organ can play without the computer //

    2/ The Simple CV
    by Katherin Scott, Anthpny Oliver, Nathan Oostendorp












    Three colored cubes that are benign used as painting tools/brushes for painting on the TV screen.
    The TV has a webcam above it and the technology that is being used is best described in the simplecv.org website:
    “SimpleCV is a Python interface to several powerful open source computer vision libraries in a single convenient package.”
    For this project they also used Kinect.

    I like this project for its simple interface and because of the fact that these low-tech wooden cubes activate a digital reaction, adding an element of surprise.


    3/ Wheelchair DJ System
    by John Schimmel

    The project was tailor-made for a disabled 18 years old boy. Instead of using hands to scratch on turntables, you can use the wheels  and by moving them back and forth, manipulate two mp3s. In front of the wheelchair there’s the computer screen with and interface that resemble the DJ set. The connection between the action and the reaction is pretty clear.












    The wheelchair sits on rollers that detects the speed and direction of each wheel. The software and the simple interface design is in Processing. Underneath all that is the Arduino circuit (in the red box), that is connected to the rollers.

  • noadol 4:22 pm on September 16, 2011 Permalink | Reply
    Tags: noa dolberg   


    I’ve decided I want to master the arduino as a tool for creating interactive, tangible interfaces and objects.
    I have few plans, concepts (and dreams!) ready that I’d like to have the ability and knowledge to develop independently.

    Other than that, I enjoy working on code, I love the tiny hardware and messing with electronics.

      Simon Says

    Me and a friend used to play the Super Mario together.
    The game could not be saved, so we used to play as one player for hours (!) in turns.



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