The Steampunk Coffee Machine is an interactive device made by Abigail Faelnar, Erkin Salmorbekov, and Sammy Sords as the final project for Intro to Physical Computing.
Steampunk is the retrofuturistic reimagination of modern technology, inspired by the steam-powered machinery of the Victorian age. In this spirit of mixing old with new, this coffee machine brings together analog inputs with digital displays, and creates a semi-automated process for the typically manual method of pourover coffee brewing. It also gives a steampunk feel by design – with dark wood and brass/gold finishes, a doorstop repurposed as a lever, visible pipes, and vintage lightbulbs connected to a pull chain.
The machine provides guidance to an individual user on which and how much coffee to use. By answering a few questions about your current state and coffee preferences (1. How are you doing today?, 2. How strong would you like your coffee?, 3. Which roast profile do you prefer?), the machine will tell you which coffee beans to select (out of three available options for light, medium, and dark) and how many grams of coffee you need to measure for a perfect cup (in a 10 oz. mug) according to ideal coffee to water ratios.
After the machine displays your coffee type and number of grams, you scoop out the grounds until the weight on the scale matches the recommended amount. From there, you pour water into the bucket, place your coffee grounds in the filter, pull a lever down, and the coffee machine begins to heat the water and drip it through a faucet right above the filter, preparing a cup of coffee for your enjoyment.
I mounted a two-way mirror and a regular mirror into a picture frame and placed an LED strip in between in order to create an infinity mirror. I then modified the code of a Google Vision Kit to have the Raspberry Pi output the signal to the LED strip and control the color details and frequency.
Infinity mirror lights up only when you smile at it. If several people smile at it, it averages joy score and lights up accordingly. Project Collaborator: Maxwell Dayvson Da Silva
ColorField is a collaborative, interactive light experience where two people are asked to use color and light to evoke a word. One person acts as The Controller, and the other as The Viewer. Before taking their seats, both people will approach a panel of words and select a word to represent visually. The Controller and The Viewer sit on opposite sides of a table with a 24” by 24” light wall between them so that they cannot see each other. The Controller has an unlabeled control panel and cannot see the light field. The Viewer sees the light field but cannot see the control panel. Through communication, the team designs a composition that represents the feeling of their chosen word. Through necessary collaboration, this project is meant to give a team the agency to work creatively to reflect on the emotional and aesthetic quality of a word.
Introduction to Physical Computing, Introduction to Physical Computing
Path of Light is a VR game experimenting with the relationship between reality and virtuality. The first player in the physical world will be interacting with an architectural model of the maze using a light torch. Lighting up light sensors along the correct path from the physical maze will show up a glowing light ball on the same location to the virtual maze. The VR player will use the light ball as guidance to escape from the maze. However, all the walls in the virtual maze are invisible but will show up as a blink when the VR player bumps onto a segment of the wall. As the wall blinks once in the virtual maze, an LED light will shine once on the exact same wall from the physical maze. The physical player is able to tell where the VR player is based on which wall is lit up.
Commemorating Sandra Bland, “Say Her Name” is an interactive portrait that relies on you, the viewer, to actively speak her name to become fully visible.
Say Her Name” is an interactive portrait commemorating the life of Sandra Bland and confronting her wrongful death at the hands of law enforcement. Your voice and presence is essential to this experience.
JCB is an eight-sided musical, wavetable synthesizer controller that primarily functions through the utilization of ribbon sensors. Furthermore, the controller is to be played in a sitting manner.
Regarding the utilization of ribbons, the right side of the controller is comprised of three long ribbons for sound oscillator activation and pitch shifting. Furthermore, these three strips are individually stacked on top of long pressure sensors for amplitude control.
On the left side of the controller, six smaller ribbons (without pressure sensors) are placed in a symmetrical manner, reflective of the right side of the instrument. These six ribbons are utilized for dynamic and time-based processing, where the manner of manipulation is handled in a global fashion.
On the front side of the controller, three switches are attached to the front panel, where they act as a means of “latching” their coordinating “sound-generating” ribbon. Additionally, three attached potentiometers “tune” their respective “sound-generating” ribbon. It must also be noted that a single potentiometer is utilized for wavetable positioning within the synthesis component.
And regarding the synthesizer, Max MSP receives the sensor data through the utilization of an Arduino Mega. Furthermore, Max MSP handles the sound generation and manipulation.
Intro to Fabrication, Introduction to Physical Computing
We often think the earth is so big with tons of resource. However, the earth is small and fragile; it's our one and only home. We want to create an interactive experience that enhance the nature of earth which often being overlooked by us.
I believe this is the first digital interactive platform for a fetus in history. In addition to a video and audio experience for an audience, I can broadcast back to my wife's belly via headphones, providing audio feedback to my son-to-be in utero. It'll be interesting to see how he reacts.
For the show, the experience will be the visualization of baby kicks with audio, and visualization of baby movement over time that I will be data logging to an SD card.
Fake news are more terrible than we thought!
Research shows that fake news spreading 10% faster than real news. Fake news also could kill people, at least 20 people were killed in India in 2018 due to the fast spreading fake news in WhatsApp.
So, What makes fake news believable?
pictures, images and videos, because people think those resources are reliable evidences of the event.
Concept: 'Believable News' a virtual newspaper which could improve people’s vigilance to fake news. The content of the newspaper are three different news which happened in different places of the world. However, those three news are demonstrated with the same picture. And the picture is totally make sense with every news.
Interaction: 1. Three news paper are hanging on the wall and maximum three people could participate into the experience at the same time. > 2. The newspaper is blurred, user could only see the image but can't see the content clearly, three different glasses are provided > 3. user wear different glasses and different news will be showed > 4. user choose one news which they believe is real to share to other the readers 5. user will know the news they just shared is fake or real.
Faking the News, Introduction to Physical Computing, Introduction to Physical Computing
Relectronics are electronics who abandoned their original identity and transform into something different – telephones into a whack-a-mole game; a fan into a turntable; a turntable into a bubble machine.
This project started from the obsession we have with old electronics. Different from more modern ones with touch screens, we found it lots of fun playing with buttons and mechanisms they have.
This experience is quite thought-provoking for us. Why an abandoned, obsolete machine feels attractive to us? What motivates us to interact and play with a machine that may not be functional at all? Is it because the history behind it piques our curiosity? Is it because we want to recall the good old time through it? Is it because it's inefficiency makes it more human-like and rises our empathy? Is it because it inspires us to imaging an alternative world with more romance than the real one? Is it because…
This project is not an answer to our question because it’s difficult to define a certain one. It shows the process of trying to understand our complicated feelings towards old electronics.
“Re” means reborn, remade, refresh, renew. And rethink.
We hope views could rethink about the relationship between electronics and human with us by experiencing our project.