Playing Jedi Mind-Tricks On Your TV

Gesture-enabled controls mean you get to live out your fantasy of wielding force powers. It does, however, take a bit of hacking to make that possible. Directly from the team at [circuito.io] comes a hand gesture controller for Jedi mind-trick manipulation of your devices!

The star of the show here is the APDS-9960 RGB and gesture sensor, with an Arduino Pro Mini 328 doing the thinking and an IR transmitter LED putting that to good use. The Arduino Sketch is a chimera of two code examples for IR LEDs and the gesture sensor — courtesy of the always estimable Ken Shirriff, and SparkFun respectively.

Of course, you can have the output trigger different devices, but since this particular build is meant to control a TV the team had to use a separate Arduino and IR receiver to discover the codes for the commands they wanted  to use. Once they were added to the Sketch, moving your hand above the sensor in X, Y or Z-axes executes the command. Voila! — Jedi powers.

Continue reading “Playing Jedi Mind-Tricks On Your TV”

A Telepresence System That’s Starting To Feel Like A Holodeck

[Dr. Roel Vertegaal] has led a team of collaborators from [Queen’s University] to build TeleHuman 2 — a telepresence setup that aims to project your actual-size likeness in 3D.

Developed primarily for business videoconferencing, the setup requires a bit of space on both ends of the call. A ring of stereoscopic z-cameras capture the subject from all angles which the corresponding projector on the other end displays. Those projectors are arranged in similar halo above a human-sized, retro-reflective cylindrical screen which can be walked around — viewing the image from any angle without a VR headset or glasses — in real-time!

Continue reading “A Telepresence System That’s Starting To Feel Like A Holodeck”

Playing Pong With Micro:bits!

Where would the world be today without Pong, perhaps a lot less fun? For people like [Linker3000] the game is an inspiration toward teaching the next generation of hackers to build and play their own version using Micro:bits as controllers!

Aiming for doing all manner of diligence, [Linker3000] says the code can simply be uploaded to an Arduino — foregoing throwing together a circuit of your own — if you want to jump right into things. For the workshop environment, this setup uses composite video outputs — but this shouldn’t be an issue as most TVs still retain these inputs.

Once built — or sketch uploaded — the Micro:bit paddles can be connected to the ATmega328p and played like an old-school controller, but [Linker3000] has enabled Bluetooth control of the paddles’ A and B buttons via the Bitty app. Additionally — if wires really aren’t your thing and Bluetooth is too new-school for such an old game — a second Micro:bit can control the wired paddle using their built-in radio, provided they’re configured accordingly.

On top of Pong, there are also squash and soccer game modes! Check out the demo after the break.

Continue reading “Playing Pong With Micro:bits!”

Game-Ception: Pokemon Red Playable Inside Minecraft

If you’ve ever wanted to take a dive into and visualize a game’s code, this could be a seminal example in a literal sense. After twenty-one months of effort, the entire Pokemon Red game is now playable inside Minecraft.

[Mr. Squishy] is the mad genius behind this project, laboriously re-coding the game literally block by block. A texture pack is needed for the specific sprites, but otherwise it is playable without mods. It’s not immediately apparent when loading in to the level, but chip your way through the floor of the stadium and you are confronted by something awe-inspiring: sprawling constructions, like great soaring cliffs, comprising approximately 357,000 command blocks — equating to the same in lines of code. Every animation, tracked stat, attack and their effects, the various pokemon and their properties, and so on are rendered in the game’s physical space for you to wander through.

Beneath that are levels of maps, positional data, properties of those areas, NPCs, and a clever glitch that [Mr. Squishy] used to keep everything loaded at once.

Continue reading “Game-Ception: Pokemon Red Playable Inside Minecraft”

This Dust Collector Will Blow You Away.

As [Marius Hornberger] was working in his woodshop, a thunderous bang suddenly rocked the space. A brief search revealed the blower for the dust collector had shifted several inches despite being stoutly fastened down. Turns out, the blower had blown itself up when one of the impeller fins came loose. Time to revise and build a bigger, better dust collector!

[Hornberger] is thorough in describing his process, the video series chronicles where he went astray in his original design and how he’s gone about improving on those elements. For instance, the original impeller had six fins which meant fewer points to bear the operating stresses as well as producing an occasionally uncomfortable drone. MDF wasn’t an ideal material choice here either, contributing to the failure of the part.

Continue reading “This Dust Collector Will Blow You Away.”

Fire. Vortex. Cannon. Need We Say More?

Tornadoes are a rightfully feared natural disaster. Fire tornadoes are an especially odious event to contend with — on top of whatever else is burning. But, a fire vortex cannon? That’s some awesome eye candy.

The madman behind this cannon belching huge gouts of fire is none other than Youtuber [JAIRUS OF ALL]. This build is actually an upgrade to one of his previous projects — a fire tornado gun that burned itself out and is now twice-revived — and is arguably better at creating a proper vortex to direct the flames. Built around a modified NERF gun, a pair of 60mm electric ducted fans with some additional venting — and tunable via a speed controller — direct the airflow through slits in a vortex chamber. A backpack of liquid propane literally fuels this phoenix of a flamethrower, so [JAIRUS] had plenty of time to put together some great footage. Check it out!

Continue reading “Fire. Vortex. Cannon. Need We Say More?”

Motion-Controlled KVM Switch

Once upon a time, [hardwarecoder] acquired a Gen8 HP microserver that he began to toy around with. It started with ‘trying out’ some visualization before spiraling off the rails and fully setting up FreeBSD with ZFS as a QEMU-KVM virtual machine. While wondering what to do next, he happened to be lamenting how he couldn’t also fit his laptop on his desk, so he built himself a slick, motion-sensing KVM switch to solve his space problem.

At its heart, this device injects DCC code via the I2C pins on his monitors’ VGA cables to swap inputs while a relay ‘replugs’ the keyboard and mouse from the server to the laptop — and vice-versa — at the same time. On the completely custom PCB are a pair of infrared diodes and a receiver that detects Jedi-like hand waves which activate the swap. It’s a little more complex than some methods, but arguably much cooler.

Using an adapter, the pcb plugs into his keyboard, and the monitor data connections and keyboard/mouse output to the laptop and server stream out from there. There is a slight potential issue with cables torquing on the PCB, but with it being so conveniently close, [hardwarecoder] doesn’t need to handle it much.

Continue reading “Motion-Controlled KVM Switch”