07. Project Proposal [Franklin Krouse]

•May 13, 2010 • Leave a Comment

my project’s title is: Counteract.

While using light and shadow as my primary source of public
interaction, observers counteract a museum’s art restraints through a
physical involvement with their immediate environment. Through a
contrast in observation and interaction, an organized density of five
foot steel bar’s are designed to fluctuate based off 1. the amount of
ambient light in the space and 2. the quantity of people surrounding
the lamp.

08. Term Project Document: Patterning Cube [Mina Yoo]

•May 12, 2010 • Leave a Comment

Abstract

People have a tendency of discovering new patterns everywhere. Patterning Cube is designed for people who enjoy discovering and making patterns. Even though this is not designed as a game, making patterns is considerably entertaining. This paper describes the implementation and evolution of this tangible, interactive patterning cube set.

Video Sketch:

What it does:


Patterning Cube interactively generates patterns with blinking LEDs. Users would control six Switch Cubes by fitting them into the matrix box labeled 10 to 15. Then there would be different types of LED patterns showing on the cubes in the center matrix numbered 1 to 9 based on the combination of Switch Cubes.

First, each Switch Cubes make LEDs glow in the center matrix. For example, if Switch Cube 10 is placed in the matrix, cube number 1’s LED will glow.

Second, Switch Cube 10, 11, and 12 are a combination that will make cube 1, 2, and 3 to glow at the same time. It works the same for Switch Cube 13, 14, and 15 to cube 4, 5, and 6.

Third, Switch Cube 10 and 13 are a combination that will make cube 1, 7, and 4 to blink briefly in turns. Switch Cube 11 & 14 and Switch Cube 12 & 15 will turn on cube 2, 8, 5, and cube 3, 9, 6 respectively.

Fourth, Switch Cube 10, 14, and 12 are a combination that will make cube 1, 5, and 3 to glow slowly in turns. The shape resembles a triangle. Switch Cube 13, 11, and 15 also turns on cube 1, 5, and 3.

Finally, placing all Switch Cubes 10 through 15 will make all LEDs of cube 1 through 9 to blink in turns. Also all the other combinations will be shown on the LEDs in turns.

Construction:


The circuit shematic sketch

Patterning Cube is divided into two separate parts for different functions. Six cubes that are numbered 10 to 15 in outer rows of the center matrix are Switch Cubes which can interact with the cubes numbered 1 to 9 in the center. The surface of the lower matrix box where these Switch Cubes fit are connected to digital pin 2 to 7 in Arduino Nano.  Signal is read when Switch Cubes are placed on these six spots. The cubes in the center matrix numbered 1 to 9 function as a screen to output patterns. Inside these cube, there are two colors of LEDs. Numbers 1 through 6 have green LEDs and number 7 through 9 have red LEDs.

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Because Arduino Nano has only 13 pins and I needed more than that, I decided to use Analog/Digital MUX Breakout (MUX). It helps to extend Arduino pins as 4 input/output pins controlling 16 input/output pins. Through the MUX, I could use only four Arduino output pins for controlling nine LEDs.  Pin S0 through S3 accept Arduino signal as a 4-bit number from 0000 to 1111. The combinations of these 4 binary numbers are controlling C0 to C15 pins as switches. Enable Pins control the power to MUX and Communication Pin helps signal any communication between Arduino and MUX.

Code

Arduino Sketch: PatterningCube_Mina

Parts

1x   Arduino Nano 3.0 (ATmega328)

1x   BOB-09056 Analog/Digital MUX Breakout [To learn more about this]

1x   Breadboard

6x   Basic LED –  5mm _ Green

3x   Basic LED –  5mm _ Red

6x   220 ohm resistors

1x   100 ohm resistors

08. TrackMeNot [Jacky Yip]

•May 12, 2010 • Leave a Comment

Abstract

The TrackMeNot experience centers around an interactive toy that always keeps track of where you are. No matter where you spin the toy to, it will always come back around to face you. The only way to keep it away is to shine a light on its forehead. Only then does it get scared and scramble away. However, it eventually comes back if it does not see the light anymore.

Download CHI Extended Abstract Paper: JYip-MTI-Paper

Demo Video

Motivation

The idea came from the initial project proposal Navi. The goal of Navi was to provide an alternative method in giving directions to people by considering the navigational device as a companion. Due to the lack of integration with a GPS module, Navi felt incomplete as a navigational device. As a result, I was searching for a new way to create a tangible and engaging experience that can take advantage of the Navi system, and I came up with TrackMeNot.

How TrackMeNot Works

a) The toy is facing the user. b) User turns it away. c) The toy rotates its head to face the user again.

The interactive toy loosely simulates face tracking by using a digital compass. First, the user holds the toy in their hands and positions it such that the user and the toy are facing each other. Then, the user instructs the toy to record the current direction in which it is facing. Afterwards, the toy remembers the direction and will always return to it no matter how the user spins the toy around. This direction tracking creates the illusion that the toy is aware of where the user is. It loosely simulates face tracking without the need for computer vision.

When the user shines a light on the toy’s forehead, it activates the photoresistor. The toy becomes scared and tries to shy away from the light by rotating its two servos frantically.

TrackMeNot Construction

The TrackMeNot toy consists of:

The continuous servo motor acts as the torso of the toy, with the regular servo motor mounted perpendicular to its horn using the pan and tilt kit. A metal bracket is attached to the horn of the regular servo motor which acts as the toy’s head.

An infrared proximity sensor acts as the toy’s eyes. Although proximity sensing is not enabled for the current iteration, it can be used in the future so that the toy is aware of its surroundings. Interesting interactions can be implemented such as the toy greeting passersby with a nod when strolling down the street.

The digital compass is attached to the head to provide navigational capabilities.

Lastly, all sensors and actuators are connected to the Arduino board through a mini breadboard. The Arduino board receives input from the digital compass to controls the rotations of the servos.

Each sensor and actuator requires at least three wire connections, leading to a large number of wires. As a result, the wires become difficult to manage in a compact form. In addition, the rotation of the servos can cause the wires to tangle up. To resolve these problems, a XBee module and a coin battery can be added to each sensor and actuator. The XBee module provides wireless capability while the coin battery powers the system. Each XBee chip communicates to a central XBee receiver module attached to the Arduino board.

Schematic Diagram

Arduino Sketch

Arduino Sketch: JackyYip_Navi

Evaluation

TrackMeNot creates an engaging experience that evoked many emotional reactions from its participants. During the demo, five out of eight participants expressed surprise when the toy returned to face them every time they turned it away. All of the participants believed that the toy was able to track their location through face recognition. In addition, when they shined a light on the toy, the toy’s frantic reaction to get away strongly engaged the participants. One participant became protective of the toy by covering the photoresistor with their hand and expressing discontent when their friend continuously shined a light on it.

iBuffy – Interactive Kickboxing

•May 12, 2010 • 1 Comment

Introduction:

Kickboxing is a sport of both kicking and punching.  Derived from the Martial Art of Muay Thai, kickboxing a full contact sport that can also be practiced for self-defense and general fitness.  The benefits of a high impact kickboxing workout include fat loss; increased muscle tone, energy, stamina, flexibility and endurance; stress relief, and self esteem boost.  Muscle and Fitness Magazine as the #1 fat burner, inducing an incredible calorie burn with estimates ranging between 350 and 800 Calories/hour.
Kickboxing classes can be held with no equipment, or with heavy bags, wrist wraps, and punching gloves.  During a class, an instructor calls out routines and combinations of basic the kicks and punches that students can practice at their own pace in the time allowed.  The instructor oversees students, adjusting paces to ensure that appropriate form is being kept.
While kickboxing classes are extremely popular and border line addictive, punching bags in the home often sit unused, collecting dust until they are sold on craigslist to collect dust in someone else’s basement.  I hypothesize that the practicing in the home lacks the interactive nature of a kickboxing class, lacking an instructor to set pace and call out routines and combinations.

Introducing:  iBuffy –  Interactive Kickboxing

iBuffy is an interactive kickboxing heavy bag.  iBuffy serves the two missing components of a home kickboxing workout.  Firstly, it can be programmed with combinations and routines for a great workout.  iBuffy indicates where to hit next, similar to a Rock Band or Dance Dance Revolution song.  Secondly, it senses the force with the targets are hit, and adjusts the pace accordingly, to ensure that proper form is being kept, guarantee the most effective workout.

Combinations and Routines:

Combinations and routines can be built from the following component parts:

Punches:

  • Jab
  • Cross
  • Hook
  • Uppercut

Kicks:

  • Front Kick
  • Side Kick
  • Roundhouse Kick
  • Crescent Kick

Sample 10 minute routine:

0:00–2:00    Jab, cross, hook, uppercut lead with left (30 seconds each)
2:00–4:00    Jab, cross, hook, uppercut lead with right (30 seconds each)
4:00–5:00    Front kick (30 seconds each, left and right)
5:00–6:00    Roundhouse kick (30 seconds each, left and right)
6:00–7:00    Side kick (30 seconds each, left and right)
7:00–7:30    Combination (left foot forward): Jab (L), uppercut (R), front kick (L)
7:30–8:00    Combination (right foot forward): Jab (R), uppercut (L), front kick (R)
8:00–8:30    Combination (left foot forward): Jab (L), cross (R), roundhouse (L)
8:30–9:00    Combination (right foot forward): Jab (R), cross (L), roundhouse (R)
In the current implementation, kickboxers use a GUI to program one combination at a time which will repeat indefinitely.  Though there is is plenty of room for extension.

Interactivity

Cueing

The most difficult part of the interaction is the indication of the next blow.  Initial ideas included:
  1. Voice (“Jab, Cross, Hook, Hook”)
  2. Lighted Targets
  3. External display

After extensive prototyping with lighted targets, I concluded that it didn’t “feel” right.  Kickboxing instructors use voice command to relay the combination, so hitting lighted targets felt more like a game of whac-a-mole than a kickboxing workout.  However, user testing revealed that novices need more of a visual cue.  The current implementation labels each target to help kickboxers match the cue with the appropriate hit, but more needs to be done in this area.  Perhaps combining audio cues with lighted targets is the best approach.

Pacing

Pacing is central to the concept of the iBuffy.  A good kickboxing instructor paces students based on their mastery of form.  iBuffy ultimately determines the “proper form”  by the strength of the hit.  Each target is equipped with a force sensor, and a “square hit” indicating good form, will be judged by incurring a force reading above a certain threshold.  When kickboxers register a “square hit” on each blow of the combination, iBuffy speeds up.  If they miss more than half, iBuffy slows down.  In addition to controlling the pace of the combination, iBuffy plays a sound to indicate square hits.  Future implementations should provide better indication of the strength of the hit.  This could include some combination of:
  1. Sound Effect – Volume indicating force reading
  2. LED Rainbow : red-yellow-green – more LEDs lit for higher force.  probably requires some funky shift resistor programming.  ugh
NOTE:  I did consider an alternative of putting sensors in the gloves and fashinoning some sort of shoe.  However, I did not want to have wires coming from the body impeding the workout.  Also, proper target placement is important for form.

Fabrication:

Materials

  • Kickboxing Heavy Bag
  • Boxing Gloves, wrist wraps
  • 9 Force Sensors
  • 9 Resistors
  • Arduino Mega
  • Lots of Duct tape, electrical tape, and wire

Target Construction:


The exact construction of the targets is an opportunity for creativity.  The current implementation is relatively minimalistic.  I created duct tape casings and slid the sensors inside.  I also experimented it lighted targets.  Until final construction, I used puffy targets (sponges worked well), but the sponge triggered the sensor once I affixed them to the bag, so i had to abandon them at the penultimate moment.

Wiring:

The wiring for the iBuffy is very simple.  The most important thing durability.  I used crimp connectors to connect wires to the force sensors, and a heavy gage to connect the sensors to the breadboard.  I uses lots of duct tape to affix the wires to the bag in order to prevent undo stress on any connection.  Each sensor has its own circuit.  The 9 sensors are distributed on the bag as follows:

  1. Right Jab/ Right Cross
  2. Left Jab/Left Cross
  3. Left Hook/ Right Backfist
  4. Right Hook/Left Backfist
  5. Right Uppercut
  6. Left Uppercut
  7. Left Roundhouse
  8. Right Roundhouse
  9. Left Frontkick/Rigth Frontkick/Left Sidekick/Right Sidekick

Each one should be wired into an analog pin on the Arduino Mega.  The exact pins can be edited in the processing sketch.

Plug and Play

To finish iBuffy, upload “Analog Firmata” to your Arduino Mega.  (The mega requires a special version of Firmata, found here.) To play with ibuffy, you need to program a combination using the GUI in processing. Press Go and Let ‘er rip!

turn project : CUPAD [LU-YU HUANG]

•May 12, 2010 • Leave a Comment

Abstract

It’s a 16×16 cup matrix drumpad. Instead using your finger. The sound will float out from the cup when you lift it from the pad. When you place it back. It stops. For more, the sound is synchronized. By playing around the cups. You can created your on music. It’s a new way to create music. This device using the techniques of physical computing. It gives a physical input for the device and generate another physical feedback from the device. By playing with this device. I can create a new experience for the user. Hopefully it can inspire them to think about the new possible for the miscellaneous from their daily life.
Introduction
I’m always curious about the sound. It’s such a beautiful thing. For me, I feel it’s so interesting how people describe a sound. Because sound is invisible. But people using a very visual way to describe it, such as “color,” “bright” and “heavy” etc. Consequently, I have a idea. Since everyone keeping using the words for visual to describe sound, why not just give the sound a really physical behavior. I decided to create a device to represent the sound in a very physical, hands on way. The user can really experience they sound by playing it. Than, I’m looking for something as the metaphor for the design. I figure out the water is really similar to the sound. First, when water floating, it generates the sounds. Still water is silent. Just like sound. Sound only alive when it has been played. It will be silent when the sound stop. Based on this point. I decide to use water as the metaphor for my design. Water can be carried in a container such as a bottle, a bowl or a cup. For me, the cup is more flexible and the size of the cup also perfect for some hands on movement. So the user can really play around with the cup rather than a bottle.
Technical Statement
How dose the device work? I design a custom made copper adapters and mount them on the pad. I also rip the cups with a tiny copper tape. So each adapter will be pared with a cup and turn into a set of switch. I using arduino as a micro controller for the device. Arduino reads the currency comes from all switches. It can recognize which position has not place a cup. By using the script I wrote under the arduino IDE. It will send midi notes via the serial port to a midi to USB adapter.For the installation of the device. Just simply plug the USB cord from the midi to usb adaptor to the laptop than lunch the audio software. The cupad will trigger the software and play the audio clips.
Arduino Sketch

Sketch: 01:no array
Sketch: 02: using array

Schematics



DEMO & Pictures

08. Term Project Document: Digital Puppet [Sanghyun Yoo]

•May 12, 2010 • Leave a Comment

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0. Digital Puppet paper (CHI format)

download PDF version: [MTI] Digital Puppet_Sanghyun Yoo_draft

(will be updated with the final version after May 17)

1. Abstract

Digital Puppet is a tangible stage interface that can be used to control marionettes without wires.

Marionettes are operated with the puppeteer by using a vertical or horizontal control bar in different forms of theatres or entertainment venues. Even though puppetry has a long history, it is hard to see the performance these days. One of the biggest reason is that it is hard to control.

Digital Puppet uses a wood cross bar which has a Wii Remote inside. It has same traditional interface by using vertical or horizontal control of the bar. Pinch the bar to control the puppet turn left or right, and roll the bar to control it’s jaw and head. It is (1)wireless, (2)remote, (3)easy to learn, and also (4)fun to play with.

traditional puppet

2. Video Sketch

3. How Digital Puppet works

Digital Puppet consists of 3 parts: 3-1. Wii-mote, 3-2. Darwiinremote with Processing, 3-3. Arduino with servo motor and sound sensor

3-1. Wii Remote: There is a Wii Remote inside the wood cross which is used as an input device. Wii Remote has the ability to sense acceleration along three axes through the use of an ADXL330 accelerometer. Also, Wii Remote can send data to MacBook by Bluetooth without any wires.

3-2. Darwiinremote with Processing: Darwiinremote is a free software which receives data from Wii Remote. It receives the acceleration data along three axes. And Processing is used to send the data to Arduino by serial port.

3-3. Arduino with servo motor and sound sensor: When Arduino receives data from Processing it controls two servo motors. Also, sound sensor connected to Arduino detects sounds(clapping hands or shouting “stop”) to turn on and turn off the movement of the puppet.

4. Schematic design diagram

schematic diagram

breadboard diagram

5. Codes

1) Arduino Code: DigitalPuppet_arduino

2) Processing code 1: DigitalPuppet_processing

3) Processing code 2: WiiController

6. Parts

1) wii remote controller ($33.54) – buy wii mote

2) sound sensor: RB-Hit-73($11.99) – buy sound sensor

3) roll servo motor: Hitec HS-85MG($30.99) – buy roll servo

4) pitch servo motor: Hitec HS-422($12.99) – buy pitch servo

5) Pan and Tilt Kit: RB-Lyn-77($9.95) – buy kit without servo

6) Arduino Duemilanove ($29.95) – buy Arduino

7) Processing (Free) – download Processing

8 ) Arduino (Free) – download Arduino

9) DarwiinRemote (Free) – download DarwiinRemote

10) wood cross controller ($3.95) – buy wood board at UC art store

11) water bottle ($7.99) – buy water bottle

02. What if ideas came alive?

•May 12, 2010 • Leave a Comment

Video: https://mtispring10.wordpress.com/2010/01/28/what-if-ideas-came-alive/