Inputs Of Interest: I’m Building An ErgoDox!

I’ve been using my Kinesis Advantage keyboard for two months, and I love it. I’ll never go back to a regular keyboard again if I can help it.

There are a few downsides to it, however. The biggest one is that split distance between the two sides is fixed. It doesn’t have Cherry MX blues (although the browns plus the firmware beeps is pretty nice). It doesn’t have layers, really — just a ten-key under the right hand. And honestly, it’s not very portable.

ErgoDox with Nuclear Data keycaps via geekhack

I took the Kinesis out to a coffee shop a few times before they all dried up into drive-thrus, and plunking it down on a four-top out in public made me realize just how large and loud it really is.

And so I’m building an ErgoDox keyboard. What I really want to build is a Dactyl — a curved variation on the ErgoDox — but I can’t just go whole-hog into that without building some type of keyboard first. That’s just my practical nature, I guess. I realize that the comparison is weak, because I’ll have to hand-wire the keyboard matrix when I make the dactyl. Assembling an ErgoDox is child’s play, comparatively. Our goal today is to lay out just what I’m getting myself into with a build like this one.

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Peek At The Off-Ear Speaker Prototypes For Valve’s VR

The Valve Index VR headset incorporates a number of innovations, one of which is the distinctive off-ear speakers instead of headphones or earbuds. [Emily Ridgway] of Valve shared the design and evolution of this unusual system in a deep dive into the elements of the Index headset. [Emily] explains exactly what they were trying to achieve, how they determined what was and wasn’t important to deliver good sound in a VR environment, and what they were able to accomplish.

First prototype, a proof-of-concept that validated the basic idea and benefits of off-ear audio delivery.

Early research showed that audio was extremely important to providing a person with a good sense of immersion in a VR environment, but delivering a VR-optimized audio experience involved quite a few interesting problems that were not solved with the usual solutions of headphones or earbuds. Headphones and earbuds are optimized to deliver music and entertainment sounds, and it turns out that these aren’t quite up to delivering on everything Valve determined was important in VR.

The human brain is extremely good at using subtle cues to determine whether sounds are “real” or not, and all kinds of details come into play. For example, one’s ear shape, head shape, and facial geometry all add a specific tonal signature to incoming sounds that the brain expects to encounter. It not only helps to localize sounds, but the brain uses their presence (or absence) in deciding how “real” sounds are. Using ear buds to deliver sound directly into ear canals bypasses much of this, and the brain more readily treats such sounds as “not real” or even seeming to come from within one’s head, even if the sound itself — such as footsteps behind one’s back — is physically simulated with a high degree of accuracy. This and other issues were the focus of multiple prototypes and plenty of testing. Interestingly, good audio for VR is not all about being as natural as possible. For example, low frequencies do not occur very often in nature, but good bass is critical to delivering a sense of scale and impact, and plucking emotional strings.

“Hummingbird” prototype using BMR drivers. Over twenty were made and lent to colleagues to test at home. No one wanted to give them back.

The first prototype demonstrated the value of testing a concept as early as possible, and it wasn’t anything fancy. Two small speakers mounted on a skateboard helmet validated the idea of off-ear audio delivery. It wasn’t perfect: the speakers were too heavy, too big, too sensitive to variation in placement, and had poor bass response. But the results were positive enough to warrant more work.

In the end, what ended up in the Index headset is a system that leans heavily on Balanced Mode Radiator (BMR) speaker design. Cambridge Audio has a short and sweet description of how BMR works; it can be thought of as a hybrid between a traditional pistonic speaker drivers and flat-panel speakers, and the final design was able to deliver on all the truly important parts of delivering immersive VR audio in a room-scale environment.

As anyone familiar with engineering and design knows, everything is a tradeoff, and that fact is probably most apparent in cutting-edge technologies. For example, when Valve did a deep dive into field of view (FOV) in head-mounted displays, we saw just how complex balancing different features and tradeoffs could be.

Custom Firmware Makes A LoRA-Enabled HAB Tracker Watch

High Altitude Balloons (HAB) are a great way to get all kinds of data and shoot great photos and video, but what goes up must come down. Once the equipment has landed, one must track it down. GPS and LoRA, with its long wireless range and ease of use, are invaluable tools in tracking payloads that have returned to Earth. [Dave Akerman] has made handheld receivers to guide him to payloads, but wanted something even smaller; ideally something that could be worn on the wrist.

One day he came across the affordable LilyGo T-Watch which includes GPS and LoRA functionality, and he started getting ideas. The watch has the features, but the stock firmware didn’t measure up. Not to be deterred, [Dave] wrote new firmware to turn the device into a wrist-worn GPS and LoRA chase watch.

Not only is the new firmware functional, but it’s got a wonderful user interface. GitHub repository for the new firmware is here, and you can see the UI in action in the brief video embedded below.

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