Flip displays are an interesting piece of technology, physically moving segments into place that stay put until other information is needed. Michael Klements has been especially fascinated by these devices, and after inspiration from another project, he decided to craft his own.
His version utilizes 14 micro servos to flip segments into a visible position, then rotate them to 90° when no longer needed. This “off” mode displays a slimmer profile, and the sides and back are painted black, making them much less visible.
An Arduino Mega, with 15 possible PWM outputs, is used to control the servos, while a hobby RC-style battery eliminator circuit provides power to the motors.
Be sure to check out the build process and in-action shots below!
SunVox synth software allows you to create electronic music on a wide variety of platforms. Now, with his ZT-2020 project — which resembles a miniature arcade game — YouTuber “fascinating earthbound objects” has a dedicated input scheme.
This cabinet prominently features a wide array of buttons, a directional input from a PlayStation controller, and 16 potentiometer knobs. There’s also a screen on top for video output.
Inside a Raspberry Pi runs SunVox, while most of the buttons and all of the input knobs are connected to an Arduino Mega. The Mega plays the role of MIDI controller as well, passing digital music info along to produce beautiful electronic music!
Omni wheels normally contain a number of rollers arranged on their circumference, allowing them to slide left and right and perform various tricks when combined with others. The rollers on UCLA researchers Junjie Shen and Dennis Hong’s OmBURo, however, are quite different in that they are actually powered, enabling a single wheel to accomplish some impressive feats on its own.
These powered rollers give OmBURo the ability to move in both longitudinal and lateral directions simultaneously, balancing as a dual-axis wheeled inverted pendulum.
Control is accomplished via an Arduino Mega along with an IMU and encoders for its two servo motors —one tasked with driving the wheel backwards and forwards, the second for actuating the rollers laterally via helical gears and a flexible shaft.
A mobility mechanism for robots to be used in tight spaces shared with people requires it to have a small footprint, to move omnidirectionally, as well as to be highly maneuverable. However, currently there exist few such mobility mechanisms that satisfy all these conditions well. Here we introduce Omnidirectional Balancing Unicycle Robot (OmBURo), a novel unicycle robot with active omnidirectional wheel. The effect is that the unicycle robot can drive in both longitudinal and lateral directions simultaneously. Thus, it can dynamically balance itself based on the principle of dual-axis wheeled inverted pendulum. This letter discloses the early development of this novel unicycle robot involving the overall design, modeling, and control, as well as presents some preliminary results including station keeping and path following. With its very compact structure and agile mobility, it might be the ideal locomotion mechanism for robots to be used in human environments in the future.
Shape-shifting interfaces, which could be deployed to create dynamic furniture, structures or VR environments, have great potential; however, creating them is often quite difficult. To simplify things, researchers from the University of Colorado Boulder have developed “LiftTiles,” modular blocks that raise to the desired height (between 15 and 150 centimeters) via air pressure and then collapse under spring force when needed.
Each pneumatic tile costs under $10 USD, weighs only 10kg each, and supports up to 10kg of weight. To demonstrate their design, the team used solenoid valves to inflate blocks and servo motors to open release valves that allow the blocks deflate and compress.
The system is based on an Arduino Mega board, along with an SR300 depth camera to measure the height of each section and client software running on a control computer.
If you need another idea for how to creatively diffuse LED lighting, then look no further than the “Light Me Up!” project by Hyewon Shin, Eunjeong Ko, and Junsung Yi.
Their setup uses 312 3D-printed and laser-cut light triangles, each of which contains a trio of RGB LEDs. Users select the desired light by pressing the triangles themselves, via buttons concealed beneath the main assembly. Several Arduino boards are used to control the massive structure.
With such an involved triangular display, a number of interesting 3D-like shapes and even words can be created by users. Alternatively, smaller triangle arrangements can also be constructed using the same build concepts.
This project has several triangles that form a hexagonal shape. So you can create stereoscopic patterns according to how you design light! Just press each piece and various colors will be gradated, and when the color you want comes out, just hit the hand you pressed and it will continue to shine beautifully with the color you wanted!
Check out its triangular luminescence in the videos below!
Apparently not satisfied to simulate flights on a single PC monitor, Ryan H came up with his own custom, 3D-printable cockpit setup for the Garmin G1000 avionics suite that uses a 12.1” LCD panel for flight data and a large number of additional inputs. The system is designed around the X-Plane 11 flight simulator, all controlled by an Arduino Mega with SimVim firmware.
The auxiliary display/inputs assemblies use the Arduino as an interface, enabling it to handle 32 tactile switches plus one standard and five dual rotary encoders via five CD74HC4067 16-channel multiplexers.
Bob Clagett likes making holiday decorations. This year, however, he wanted to create something that didn’t just look nice, but was also interactive. What he came up with is a giant Christmas tree that is actually a video game!
His tree-shaped matrix uses seven rows of RGB LEDs attached to the top of the structure to drop simulated snowflakes, represented by white lights. The player moves a dot on the bottom right and left to dodge these falling flakes via a pair of large arcade-style buttons. When the controlling Arduino Mega sees that the player’s position is the same as a snowflake, the game ends.
To make our Christmas tree game light up in the way that we intend, we have to be able to control each LED in an entire strand of lights. Traditional lights just have power run to colored bulbs, which blink or stay lit all together. We found a strand of individually addressable LEDs that are made for outdoor use. This means that each light has a small circuit board attached to each bulb that will receive power and a data signal from a micro-controller. I’m using an Arduino as the micro-controller to send out a signal to each specific light among the many strands.
Our game is very simple, there is a “player” that is restrained to the lowest level of lights in our tree-shaped matrix. That “player” can move left or right to avoid falling “snow.” When the game is played, the player will move while white “snow” lights fall randomly from the top of the tree-shaped matrix. If the “player” and the “snow” occupy the same space on the matrix in the arduino code, you lose. When the game isn’t being played, I used a simple LED flash library to create a Christmasy-looking color series that flashes until someone activates the game.
Now that the game code is working, the lights are blinking appropriately, and the control buttons are moving the “player” around, it’s time to make it look like a tree. To do this, Josh and I drilled holes at even space along some thin PVC material and fed in the lights. Covering those light boards with ping pong balls will help diffuse the LED light and give the whole tree a polished and clean look. These seven LED light boards are then connected to a hub at the top of a 10-foot metal pole. To keep the pole firmly planted on the ground, I poured a bucket of concrete and fixed a pole holder into it.
When Amir Avni made a busy board for his then-one-year-old daughter, he left a variety of buttons and switches unconnected. While these were still likely interesting at the time, now that she’s two, he’s added an Arduino Mega-controlled 32×64 LED panel to the rig, taking advantage of these formerly unused input devices.
The busy board images are changed using four potentiometers positioned above it, which select two icons that are each displayed on half the screen. It can also act as a drawing board when the first one is set to its maximum value.
Below that, more potentiometers and some switches are implemented for further image control, along with a power switch to cut things off when playtime is done.
While you may know on some level that an Arduino can help you make music, you probably haven’t seen as good an implementation as this MIDI controller by Switch & Lever.
The device features a numeric pad for note input, which can also be used as a drum pad, and a variety of knobs and even a joystick for modifying the beats. Controls are housed inside a beautiful laser-cut, glued, and finished wooden enclosure.
An Arduino Mega (with its 54 digital IO and 16 analog pins) is used to accommodate the inputs, and data is passed on to a digital audio workstation, or DAW, to produce actual sound.
Code and circuit diagrams are available here if you want to build one, though your setup can be customized however you like!
Nerf guns can be a lot of fun, but what if you want your launcher to shoot 10 projectiles simultaneously? Is so, then look no further than James Bruton’s custom blaster.
His 3D-printed project employs two BLDC-powered rollers to accelerate cartridges of 10 darts each, and allows for quick reloading via a clever manual locking mechanism. The device holds five magazines, for total of 50 darts.
When loaded, an arcade-style button fires the darts, pushing them into the rollers at the same time using a couple of servo motors. Everything is powered by a six-cell 24V LiPo battery, while an Arduino Mega is used for control, and to track which cartridge is in place, enabling the operator to concentrate on getting shots downrange!