Speak Silently With An Ultrasound Probe

Speaking is much faster than typing, and while it’s an increasingly convenient way to interact with computers, it’s hardly private. Providing speech privacy in a way we haven’t seen before is this prototype tongue-reading system that uses machine learning and ultrasound to read tongue movements and turn them into decoded speech. Not only can a user speak without emitting a sound, since it doesn’t read sound waves it’s completely immune to noisy environments.

Tongues are a far richer source of speech data than reading lip and mouth movements.

It turns out that tongue movements are a very rich source of information about speech, and an ultrasound probe under the chin takes very clear video of a tongue. With a dataset consisting of only around 50 hours of training data, the system has a 15.6% error rate and generalizes across different speakers (as long as they speak with similar accents).

That error rate may seem high at first glance, but keep in mind this is for a prototype system built in a month around a relatively small training dataset. All indications are that better results are just a matter of better training.

Probably the biggest drawback at the moment is the size of the ultrasound probe and the way it must be held under one’s chin like a contact microphone, but at the moment the probe is an off-the-shelf model that is hardly optimized for either size, weight, or wearability. If the system seems promising enough, a probe resembling an adhesive patch might even be possible.

It’s certainly a different approach from others we’ve seen in the past, including whispering while inhaling and reading lip and mouth movements.

Software-Defined Vehicles Loom Closer Every Year

Vehicles long ago began to incorporate electronics and software, to the point that modern vehicles increasingly have a sort of architecture problem. The software end of things evolves ever more rapidly, but vehicles and their centralized architecture are poorly-suited to continuous updates. As a result, the automotive industry is moving away from static, hardware-defined designs and more toward dynamic, software-defined platforms. In short, the era of software-defined vehicles looms nearer every year.

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To Build More Believable Bots, Simulate The Neurochemistry

Giving machines the ability to communicate nonverbally has real value, and [Drew Smith] clearly thinks your robot deserves better than an emoji. He shared a very interesting approach with his project Kindalive.

Kindalive is a simulated dot-matrix robot face that responds believably to input text, modeling and expressing both short-term and long-term moods. It’s pure Python and modular enough to invite using it elsewhere, but that’s not the really interesting part.

What sets [Drew]’s project apart is the way he models eight key neurochemicals (including dopamine and cortisol) as the foundation from which to derive emotional states. That’s an approach we certainly haven’t seen before.

Conventional sentiment analysis uses a large language model (LLM) to apply discrete labels to communication, but Kindalive doesn’t do that. It even goes so far as to model the decay and interplay between its simulated neurochemicals to derive emotional states on the fly. It’s more fluid and organic, and reflects both short-term and long-term mood changes.

Physical representation of the emotional mix is done by altering twelve key facial movements (brow raise, lip corner pull, mouth open, and others of that nature) known as the Facial Action Coding System (FACS). These twelve elements combine to express emotion nonverbally with facial expressions. It’s what drives the simulated dot-matrix robot face seen in the image above, and could easily be used to drive a real LED matrix, or servos on an animatronic face.

Much of communication is nonverbal. Humans even weigh nonverbal higher when there’s a mismatch between the content of verbal and nonverbal communication. So, there’s clear value in having robots able to express themselves as such.

Importantly, a realistic and human-like face is entirely unnecessary — something every Star Wars fan already knows. Cartoon eyes and basic sounds are enough to make robots easier to relate to and work with, even if blinking is also important but hard to get just right.

How To Use Those Cute But Slightly Odd 7-Segment LCDs

If you’re not aware, there is such a thing as adorable little three digit LCD 7-segment displays. They come in a ten-pin DIP package and are just begging to be integrated into a project. The catch is they are just a tiny bit weird. Luckily for us all, [Nagy Krisztián] spells out exactly how to use them.

The first odd thing about these ten-pin LCD displays is that they have a footprint that doesn’t quite mesh with standard 0.1 inch spacing, meaning they will not cleanly fit into a breadboard. Luckily, one can solve this with a bit of force. It’s a small part, and the pins don’t seem to mind.

These little LCDs are adorable, but a bit unusual to interface with.

The second odd thing is wrapping one’s head around the pin mapping. Figuring out the table of which pins activate which segments in the digits is easier if one keeps in mind that each segment of each digit is the product of two different pins. For example, “2A” is digit two, segment A, and is the product of pins 3 and COM4.

That’s not all. Electrically speaking, driving this LCD isn’t nearly as straightforward as an LED.

With an LED display, the COM pins are either common anode or common cathode, which tells one whether lighting up a segment means holding the COM pin at GND with voltage applied to the segment pin, or the other way around. But in the case of this LCD display, the polarity applied is swapped every cycle. Oh, and inactive COM pins need to held at half-voltage. Neat!

[Nagy] drives the whole thing with little more than an ATtiny84 microcontroller and a few resistors. A switchable half-voltage signal is cleverly created by combining a simple voltage divider and taking advantage of the fact that the ATtiny84’s pins can be in one of three different states depending on how they are configured: high, low, or high-impedance (pin configured as an input). Each COM pin on the display gets connected to both an ATtiny84 pin, and to the supply voltage via two resistors forming a voltage divider. When the ATtiny drives the pin high, the LCD pin sees about 3 V. When the pin is driven LOW, the LCD pin sees 0 V. When the ATtiny configures the pin as an input, the LCD pin receives about 1.5 V.

The bulk of the software is defining which pins and states equal which digits, and cycling the LCD at a rate of vaguely 60 Hz which delivers flicker-free results.

We appreciate the clever combination of voltage divider with pin configuration to create three switchable voltage levels. If you liked that and want to see more serious leveraging of pin configuration on a microcontroller, check out how to drive seven LEDs with only two pins.

Browser-Based Image Inpainting Runs Locally, If One Doesn’t Mind A Big Download

[Simon Willison] ported the Moebuis 0.2B image inpainting model to run locally in a web browser.  The web tool simply requires a user to provide an image, mark a section of it to be removed, and the model will do it’s best to patch up the missing area. The project was handled by Claude Code as an experiment in how things in the AI coding world have evolved, but more on that in a moment.

The existence of this tool shows that it’s possible for this kind of image editing to be done on the client side, running entirely locally with no reliance on remote services or server-side GPU resources. The online demo (GitHub repository here) is available if you want to try it out, but be warned it triggers a 1.27 gigabyte download of the required model on the first run.

What’s also interesting is [Simon]’s write-up, because he used the project as an opportunity to learn what has changed in the realm of AI coding agents. [Simon] is a software developer but in this project he didn’t personally write any of the code. One may think that means he didn’t learn anything other than how to use the tools, but that’s not quite true.

He learned it’s possible to convert a PyTorch-based model to ONXX, that the converted model can run in supported browsers using local WebGPU acceleration, and that the CacheStorage API will work on large files. Last but not least, he learned Claude Opus 4.8 is capable of handling such a project pretty much autonomously, and even created an informative document explaining the underlying architecture.

One may consider AI coding agents to be disasters waiting to happen, but it’s also true that the landscape is changing quickly, and write-ups like [Simon]’s give a helpful peek at those developments.

Three Different Digital Counters To Remind Us How Good We Have It

Integrated electronic modules like counters and displays are convenient and space-saving, which may also make them easy to take for granted. [Nagy Krisztián] demonstrates this by making three very different digital counter designs, each breadboarded with a 7-segment LED display. Push a button, and the displayed number increments by one for each press. It was a personal project that ended up educational in more ways than one.

The progressively-integrated designs shrink in part count and board space, but the complexity doesn’t disappear. It just moves into software.

The first version uses discrete components only, and even though it handles the counting with CD4026B decade counter ICs instead of building counters from scratch with NAND gates, it’s still by far the largest of the three. The second version simplifies driving the display with an AT28C64B EEPROM acting as a sort of hardware lookup table translating binary counts into 7-segment digit display patterns. The third uses an ATtiny24A microcontroller, and unsurprisingly has the smallest footprint.

All of this highlights two things. One is that implementing even a simple counter and 7-segment LED readout is a nontrivial affair when one gets right down to it, even when taking advantage of purpose-built ICs. The second is that the complexity that is on full display in the first version doesn’t simply disappear as the footprint and component count goes down. Rather, it moves into software and other infrastructure, like the need for compilers and chip programmers.

The whole thing is both educational and a reminder of how good the average hardware hacker has it today. There are so many effective electronic assemblies, available to just about anyone at low cost, that it can be very easy to take it all for granted and forget just how much breadboard space and wires were needed for even simple-seeming things.

[Nagy] is certainly no stranger to dealing with a lot of wires, as we’ve seen when he fooled a 286 processor into thinking it was plugged into a functioning vintage motherboard.

Make A DIY E-ink Faceplate For Valve’s Steam Machine

Valve has always designed hacker-friendly hardware, and in that spirit, [NaKyle Wright] released Inkterface, a design for an E-ink faceplate to fit the recently released Steam Machine. As far as projects go, this one is meticulously documented, so give it a peek.

The system uses a selection of components that include a 5.83″ E-ink panel and driver board, a small lithium-polymer battery, and an ESP32-based controller board.  A cleverly-designed 3D printed frame and bezel hold everything just so, creating a snug assembly with minimal wiring hassles.

A small service can be easily configured to control how the display updates.

The faceplate is wireless and self-contained, attaching with the help of four magnets. On the software side, the host machine communicates over Bluetooth, and a service takes care of pushing updates. An app for configuring and talking to the display will be available on Steam eventually, but in the meantime one can install that part manually.

[NaKyle]’s bill of materials calls for specific components, but the underlying design is very modular. Should one wish to make hardware or component changes, alterations to the 3D printed parts might be needed as well. Fortunately, [NaKyle] includes the .step files alongside the .stl models. We love to see that, because it makes tweaking or customizing so much more accessible. A homebrewed version of this E-ink panel might be just the thing to complement a homebrewed Steam machine.

Be sure to also check out the repository of Steam hardware, which contains drawings and 3D models of the Steam Deck and Steam Controller, useful for designing holders or custom brackets or whatever else one may need.