[Riccardo Giraldi] posted a nice project controlling a slot car race from a Mindwave headset (=> your brain waves).
From B-Reel’s secret laboratory comes a brain-bending experimental project utilising a number of cutting edge tech tools. B-Reel’s UK creative director Riccardo Giraldi led the development of the project, and you can view the explanatory video here, as well as some of the creative musings in a write up below. [...] There are few commercial devices that claim to safely read your brain signals. We ended up choosing the Mindwave headset from Neurosky for this experiment because of its unobtrusive design and its affordable price.
[Alex] collects retro gaming consoles. One day while playing a SNES title, his save games got wiped when he powered off the system. It turned out that the battery inside the game cartridge got disconnected somehow, and it got him thinking. He decided he wanted to find a way to back up his save games from the cartridges for safe keeping.
While cart readers exist, he says that they are hard to find nowadays, so he decided to construct his own using an Arduino. SNES cartridges are relatively complex, so he opted to focus on Gameboy cartridges for the time being. Before attempting to back up save games, he first chose to learn how to communicate with the cartridges in general, by reading the ROM.
Everybody’s amazed about the incredible things done with Kinect and Processing + Arduino. Tutorial need!
This is a project in development for the module “Digital Ecologies”, at the Bartlett’s Adaptive Architecture and Computation MSc. – University College London
A Delta-Robot is controlled by a Kinect through Processing and Arduino. The movements of the performer control directly the position of the robot’s effector, and the rotation and opening of the gripper. Once the plattform is properly calibrated (still a little rough round the edges!), several autonomous behaviours will be implemented.
If Kickstarter is nowadays best place to find new (or upcoming) toys to dream about, Gameduino is probably one of the most amazing pieces of hardware I’ve seen hosted there. The shield mounts its own FPGA able of 80ies style graphics and sounds for creating old-school, 8-bit video-games, pre-loaded with numerous sprites and set up for easy connection to a VGA display.
Gameduino is a game adapter for Arduino – or anything else with an SPI interface – built as a single shield that stacks up on top of the Arduino and has plugs for a VGA monitor and stereo speakers.
The sound and graphics are definitely old-school, but thanks to the latest FPGA technology, the sprite capabilities are a step above those in machines from the past.
video output is 400×300 pixels in 512 colors
all color processed internally at 15-bit precision
compatible with any standard VGA monitor (800×600 @ 72Hz)
512×512 pixel character background
256 characters, each with independent 4 color palette
pixel-smooth X-Y wraparound scroll
each sprite is 16×16 pixels with per-pixel transparency
each sprite can use 256, 16 or 4 colors
four-way rotate and flip
96 sprites per scan-line, 1536 texels per line
pixel-perfect sprite collision detection
audio output is a stereo 12-bit frequency synthesizer
Some time ago [Chris] was daydreaming in class about who knows what [...]
Then I thought of the game Guitar Hero, which uses five frets, and I had my idea! Simply interface a Guitar Hero controller to a microcontroller that would power some relays which would in turn fire off solenoid valves on five individual fire poofers! Now this could be cool; a large fire “sculpture” that is playable by anybody. Read on to see how I turned this idea into reality in a week’s time!
Arduino Forum User [ant.b] has shared his personal Arduino UNO hack with other LUFA firmwares. He tries to turn an Arduino UNO in a Joystick, uploading a new firmware on the 8u2, and summarize it in a very useful step by step guide.
Here one of the more realistic car interfaces I’ve ever seen. But let’s start from what [hrsim] posted some time ago:
Browsing around the www, I came across this simple, easy to use development board, which seemed just right for my project. As I’ve said in an earlier post, I want to reduce my efforts as much as possible, so this Arduino MEGA board was just what I was looking for, as it is built around a powerful enough microcontroller, the ATMega1280, it exposes all I/O pins (analog, digital, PWM etc), and has a simple, open-source programming language, as well as a pretty bare IDE which also allows you to upload the software via USB.
The blog is an amazing worklog of a big physical game interface. Some tips about the programming side:
Both the Arduino and the PC side software are now updated to process the speed and RPM signals coming from Live For Speed.
What’s interesting, is that the Arduino (ATMega1280) being single-theaded, I had to write all the code in one function. So, there is only one thread which reads data from the serial port, and as soon as a complete package is received, it updates the control lights and speed / RPM signals. The speedometer and rev counter are fed with clock signals, whose frequencies vary according to the speed / RPM to be displayed on the dial (the actual speed and RPM sensors on the real car read their values from the rotating wheels/engine crankshaft, thus sending clock-like signals to the instrument cluster). These signals are generated by means of two dedicated timers, also implemented in the same single thread.