The motor I was using is does not put out a lot of voltage so I had to back it up with a lot of capacitors. When there was no load on the circuit, I could charge all the caps up and get a steady flow of 5.2 volts. Once I hooked the arduio up with the LED blink sketch, it was only getting 2.5 to 3.5 volts after the load… so the arduino couldn’t stay on for more than a few micro seconds. :|
Basic Analog Circuit
Total energy stored = 2.71 Joules
Average power over 2 minutes = 0.02 watts
If all potential energy was used in 10 seconds, average power = 0.27 watts
Pendulum Trio: David Rios, Anne-Marie Lavigne and myself. The measurements for our shaky pendulum can be found below.
Ideas and sketches we came up with for devices that could be powered by our pendulum:
Soup stirrer || potato/grape masher
This device uses our pendulum to drive a fulcrum and lever system. The pendulum is on one end of the lever. The other end will have our spoon or masher attached.
ACME rocket/firework launcher
Have a match or maybe a bunch of matches attached to the swinging end of the pendulum. The matches would hit a hard rough spot at the bottom of the pendulum swing causing them to ignite and light the fuse of the projectile. Then… KABOOM.
Pendulum powered camera
Using the same lever system as the first idea, the pendulum operates the shutter and the film advance of a manual film camera.
A game that mixes the interaction of physical and digital objects. It draws influence from games like pinball, pachinko, tetris and wack-a-mole.
The Game: The physical game board has 5 irises staggered at the bottom. The irises will open and close by the use of servos working behind the game board. A processing sketch is projected onto the board with circles in positions corresponding to each iris.
Particles/balls/objects fall from the top. The objective of the game is to catch these objects by opening the irises. To open an iris, the player presses the button on a physical controller, which triggers the servos. Each iris will only stay open for 2 seconds then closes again. If the object hits an open iris, player scores a point (iris lights up/blinks). If it hits a closed iris, it will bounce off and change its vector. At that point, the player still has the chance to catch it by opening one of the irises in the next row. If the object is never caught, it falls off the screen and disappears.
It sounds like a fairly simple game, but because of the timing, it takes quite a bit of skill. Sometimes it is best to catch one in an open iris, but other times it is best to bounce the ball off a closed iris and catch it in an open one.
NOTE: Probably the most popular question I received during the show was “where is the camera?!” The answer: there is no camera! It’s all done in processing using collision detection algorithms! There is really no need for machine vision when I can define the areas of the irises and track positions of objects in Processing.
Design of irises derived from thingiverse http://www.thingiverse.com/thing:31855 adapted for laser cut acrylic.
Arduino & Processing code can be found here!
PDF of all the laser cut parts can be found here!
Below is the link for my web final: overHeardITP, for all those late night nerdy jokes and phrases we all wish we were there for. Enjoy!
Team: Xuedi Chen, Andrew Siegler & Tarana Gupta
For more information, see earlier post on development & construction process.
The gears are looking and working A LOT better once i made them out of plexi. I don’t even necessarily need the two side gears anymore to hold it since there isn’t much resistance with this material.
I want to ultimately make the moving parts out of plexi but I made a prototype of one iris structure out of wood (because plexi is expensive!) and tried to hook it up to a servo. While the mechanism works by hand, albeit roughly, it does not work so well with the servo because of several reasons. 1. Material has a lot of friction. 2. The tolerances of the track on which it rotates needs to be tightened up a bit to decrease side to side movement. 3. The screws may be adding some extra friction from the threading.