Whether with projects featured here or out in the real world, we have a tendency to focus most upon the end product. The car, solar panel, or even robot. But there’s a lot more going on behind the scenes that needs to be taken care of as well, whether it’s fuel infrastructure to keep the car running, a semiconductor manufacturer to create silicon wafers, or a control system for the robot. This project is one of the latter: a human interface device for a robot arm that is completely DIY.
While robots are often automated, some still need human input. The human input can be required all the time, or can be used to teach the robot initially how to perform a task which will then be automated. This “keyboard” of sorts built by [Ahmed] comes with a joystick, potentiometer, and four switch inputs that are all fully programmable via an Arduino Due. With that, you can perform virtually any action with whatever type of robot you need, and since it’s based on an Arduino it would also be easy to expand.
The video below and project page have all the instructions and bill of materials if you want to roll out your own. It’s a pretty straightforward project but one that might be worth checking out since we don’t often feature controllers for other things, although we do see them sometimes for controlling telescopes rather than robots.
There’s no limit to the amount of work some people will put into avoiding work. For instance, why bother to get up from your YouTube-induced vegetative state to adjust the volume when you can design and build a remote to do it for you?
Loath to interrupt his PC streaming binge sessions, [miroslavus] decided to take matters into his own hands. When a commercially available wireless keyboard proved simultaneously overkill for the job and comically non-ergonomic, he decided to build a custom streaming remote. His recent microswitch encoder is prominently featured and provides scrolling control for volume and menu functions, and dedicated buttons are provided for play controls. The device reconfigures at the click of a switch to support Netflix, which like YouTube is controlled by sending keystrokes to the PC through a matching receiver. It’s a really thoughtful design, and we’re sure the effort [miroslavus] put into this will be well worth the dozens of calories it’ll save in the coming years.
If you have even the most passing interest in space and what it takes to get there, you’ve probably already played Kerbal Space Program (KSP). If you haven’t, then you should set aside about ten hours today to go check that out real quick. Don’t worry, Hackaday will still be here when you get back. Right now you need to focus on getting those rockets built and establishing a network of communication satellites so you can get out of low orbit.
For those of you who’ve played the game (or are joining us again after playing KSP for the prescribed 10, 12, 16 hours), you’ll know that the humble computer keyboard is not very well suited to jaunts through space. You really want a joystick and throttle at the absolute minimum for accurate maneuvers, but even you’ll be spending plenty of time back on the keyboard to operate the craft’s various systems. If you want the ultimate KSP control setup, you’ll need to follow in the footsteps of [Hugo Peeters] and build your own. Luckily for us, he’s written up an exceptionally well detailed guide on building KSP controllers that should prove useful even if you don’t want to clone his.
At the most basic level, building a KSP controller consists of hooking a bunch of switches and buttons to a microcontroller such as the Arduino or Teensy, and converting those to USB HID key presses that the game understands. This works fine up to a point, but is limited because it’s only a one-way method of communication. For his controller, [Hugo] forked KSPSerialIO, a plugin for KSP that allows bidirectional communication between the game and your controller, enabling things like digital readouts of speed and fuel levels on the controller’s panel.
Once the logistics of how you’ll talk to the game are settled, the rest is really up to the individual. The first step in building your own KSP controller is deciding what you want it to do. Are you looking to fly planes? Control a rover? Maybe you just want a master control panel for your space station. There’s a whole lot of things you can build in KSP, and the layout, inputs, and displays on your controller should ideally reflect your play style.
[Hugo] went with a fairly general purpose panel, but did spend quite a bit of extra time to get some slick LED bar graphs hooked up to display resource levels of different systems on his craft. That’s an extra step that isn’t strictly required for a build like this, but once you see it, you’re going to have a hard time not wanting to include it on your own panel. He also went through the expense of having the panel and case professionally laser cut and etched, which definitely gives it a polished feel.
Face it — you want a reflow oven. Even the steadiest hands and best eyes only yield “meh” results with a manual iron on SMD boards, and forget about being able to scale up to production. But what controller should you use when you build your oven, and what features should it support? Don’t worry — you can have all the features with this open source reflow oven controller.
Dubbed the Reflowduino for obvious reasons, [Timothy Woo]’s Hackaday Prize entry has everything you need in a reflow oven controller, and a few things you never knew you needed. Based on an ATMega32, the Reflowduino takes care of the usual tasks of a reflow controller, namely running the PID loop needed to accurately control the oven’s temperature and control the heating profile. We thought the inclusion of a Bluetooth module was a bit strange at first, but [Timothy] explains that it’s a whole lot easier to implement the controller’s UI in software than in hardware, and it saves a bunch of IO on the microcontroller. The support for a LiPo battery is somewhat baffling, as the cases where this would be useful seem limited since the toaster oven or hot plate would still need a mains supply. But the sounder that plays Star Wars tunes when a cycle is over? That’s just for fun.
Hats off to [Timothy] for a first-rate build and excellent documentation, which delves into PID theory as well as giving detailed instructions for every step of the build. Want to try lower-end reflow? Pull out a halogen work light, or perhaps fire up that propane torch.
A self-balancing robot is a great way to get introduced to control theory and robotics in general. The ability for a robot to sense its position and its current set of circumstances and then to make a proportional response to accomplish its goal is key to all robotics. While hobby robots might use cheap servos or brushed motors, for any more advanced balancing robot you might want to reach for a brushless DC motor and a new fully open-source controller.
The main problem with brushless DC motors is that they don’t perform very well at low velocities. To combat this downside, there are a large number of specialized controllers on the market that can help mitigate their behavior. Until now, all of these controllers have been locked down and proprietary. SmoothControl is looking to create a fully open source design for these motors, and they look like they have a pretty good start. The controller is designed to run on the ubiquitous ATmega32U4 with an open source 3-phase driver board. They are currently using these boards with two specific motors but plan to also support more motors as the project grows.
If you’re looking for a high entertainment value per byte of code, [Nardax] has you covered with his wearable spellcasting controller. With not much effort, he has built a very fun looking device, proving what we’ve always known: a little interaction can go a long way.
[Nardax] originally intended his glorified elbow-mount potentiometer to be a fireworks controller. Ironically, he’s now using it to throw virtual fireballs instead. Depending on the angle at which he holds his elbow before releasing it, he can cast different spells in the game World of Warcraft. We’re not at all sure that it helps his gameplay, but we’re absolutely sure that it’s more fun that simply mashing different keys.
There’s a lot of room for expansion here, but the question is how far you push it. Sometimes the simplest ideas are the best. It looks like [Nardax] is enjoying his product-testing research, though, so we’ll keep our eyes out for the next iterations of this project.
When you already know exactly where and how you’d like your motor to behave, a code-compile-flash-run-debug cycle can work just fine. But if you want to play around with a stepper motor, there’s nothing like a live interface. [BrendaEM]’s RDL is a generic stepper motor driver environment that you can flash into an Arduino. RDL talks to your computer or cell phone over serial, and can command a stepper-driver IC to move the motor in three modes: rotary, divisions of a circle, and linear. (Hence the acronumical name.) Best of all, the entire system is interactive. Have a peek at the video below.
The software has quite a range of capabilities. Typing “?” gets you a list of commands, typing “@” tells you where the motor thinks it is, and “h” moves the motor back to its home position. Rotating by turns, degrees, or to a particular position are simple. It can also read from an analog joystick, which will control the rotation speed forward and backward in real time.
Division mode carves the pie up into a number of slices, and the motor spins to these particular locations. Twelve, or sixty, divisions gives you a clock, for instance. Acceleration and deceleration profiles are built in, but tweakable. You can change microstepping on the fly, and tweak many parameters of the drive, and then save all of the results to EEPROM. If you’re playing around with a new motor, and don’t know how quickly it can accelerate, or what speeds it’s capable of, nothing beats playing around with it interactively.
Right now, there’s not much documentation aside from the code itself and the attached video, but actually that looks like all you’d need to get started. So if you’re looking to replicate Hackaday’s [Moritz Walter]’s excellent stepper-driver shootout, a tool like this is just the ticket.
If you buy a used heat pump that was made in China and try to use it in Northern Europe, there are bound to be issues. If your heat pump ends up encased in a block of ice that renders it ineffective, you’ve got two choices: give up and pump a proper heater, or hack a new ice-busting brain board into the heat pump and get back to life.
[Evalds] chose the latter course, obviously, and in the process he gives us a pretty good look at how heat pumps work and how to overcome their deficiencies. In [Evalds]’ Latvia, winters can be both cold and humid, which can worsen an inherent problem with air-coupled heat pumps: they tend to ice up. As the outside coil is cooled to pick up as much heat as possible from the outside air, water vapor condenses out on the coils and freezes. Most heat pumps account for this by occasionally running in reverse, heating the outdoor coils to clear the ice buildup. [Evalds]’ had nothing more than a simple timer to kick off the defrost cycle, and it wasn’t keeping up with the Latvian winter. An Arduino replaced the OEM controller, and wired up to temperature sensors and an IR sensor that watches for ice buildup on the lower part of the coil, the heat pump is now much better behaved.
Of course it wasn’t as smooth as all that — [Evalds] has some hoops to jump through, including EMI problems and a dodgy Arduino clone. But he stuck with it and brought the heat pump back online, likely at far less expense than HVAC techs would charge for a service call.
We are excited to announce that UnlimitedHand is now an officially licensed Arduino AtHeart product. Created by Japanese startup H2L, the wearable controller straps around your forearm like an Ace bandage and allows you to actually touch and feel things within the gaming world.
UnlimitedHandconsists of a 3D motion sensor, an array of muscle sensors, a multi-channel electronic muscle stimulator, and a vibration motor, which together, enable you to interact with objects and characters in VR. It does this by syncing the movement of a user’s hand and fingers with its virtual counterpart, and contracting the muscles on the wearer’s forearm to simulate haptic feedback.
With UnlimitedHand, not only will you be able to experience the ricochet of a gunshot or pet animals, but also hack various customized gestures thanks to its full compatibility with the Arduino IDE.
According to H2L:
Arduino, with their commitment to open-source, has reached out with their technology to muster a great force of Makers and inventors. This omni-present community has no doubt supported us in many ways during the development of UnlimitedHand. By joining the program, we can now present our results back to the community.
MIDI is a great tool for virtually any musician. Unless you’re a keyboard player, though, it might be hard to use it live. [Evan] recently came up with a great solution for all of the wistful guitar players out there who have been dreaming of having a MIDI interface as useful as their pianist brethren, though. He created a touchless MIDI controller that interfaces directly with a guitar.
[Evan] set up an Arduino Nano to handle the MIDI interface to the computer. A detector coil from a previous project was installed onto the guitar can recognize how far away the guitarist’s hand is from the body of the guitar, giving the musician control over an effect of their choosing. The guitarist simply needs to be wearing a special mitten for use with the detector coil. [Evan] also added three tactile buttons, meaning that this MIDI usefulness can be extended to three different selectable effects.