Automated Pixel Art With Marbles

Marble machines are a fun and challenging reason to do engineering for the sake of engineering. [Engineezy] adds some color to the theme, building a machine to create 16×16 marble images automatically. (Video embedded below.)

The core problem was devising ways to sort, lift, place, and dump marbles in their correct positions without losing their marbles—figuratively and literally. Starting with color detection, [Engineezy] used an RGB color sensor and Euclidian math to determine each marble’s color. After trying several different mechanical sorting mechanisms, he settled on a solenoid and servo-actuated dump tube to drop the marble into the appropriate hopper.

After sorting, he faced challenges with designing a mechanism to transport marbles from the bottom hoppers to the top of the machine. While paddle wheels seemed promising at first, they tended to jam—a problem solved by innovating with Archimedes screws that move marbles up smoothly without clogs. The marbles are pushed into clear tubes on either side of the machine, providing a clear view of their parade to the top.

Perhaps most ingenious is his use of constant-force springs as a flexible funnel to guide the marbles to a moving slider that drops them into the correct column of the display. When a picture is complete, sliding doors open on the bottom of the columns, dumping the marbles into a chain lift which feeds them into the sorting section. Each of the mechanisms has a mirrored version of the other side, so the left and right halves of the display operate independently.

The final product is slow, satisfying and noisy kinetic testament to [Engineezy]’s perseverance through countless iterations and hiccups.

Marble machines can range from minimalist to ultra-complex musical monstrosities, but never fail to tickle our engineering minds. Continue reading “Automated Pixel Art With Marbles”

Why Electric Trains Sound The Way They Do

If you’re a seasoned international rail traveler you will no doubt have become used to the various sounds of electric locomotives and multiple units as they start up. If you know anything about electronics you’ll probably have made the connection between the sounds and their associated motor control schemes, but unless you’re a railway engineer the chances are you’ll still be in the dark about just what’s going on. To throw light on the matter, [Z&F Railways] have a video explaining the various control schemes and the technologies behind them.

It’s made in Scotland, so the featured trains are largely British or in particular Scottish ones, but since the same systems can be found internationally it’s the sounds which matter rather than the trains themselves. Particularly interesting is the explanation of PWM versus pattern mode, the latter being a series of symmetrical pulses at different frequencies to create the same effect as PWM, but without relying on a single switching frequency as PWM does. This allows the controller to more efficiently match its drive to the AC frequency demanded by the motor at a particular speed, and is responsible for the “gear change” sound of many electric trains. We’re particularly taken by the sound of some German and Austrian locomotives (made by our corporate overlords Siemens, by coincidence) that step through the patterns in a musical scale.

Not for the first time we’re left wondering why electric vehicle manufacturers have considered fake internal combustion noises to make their cars sound sporty, when the sound of true electrical power is right there. The video is below the break.

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Memristors Are Cool, Radiation-resistant Memristors Even Moreso

Space is a challenging environment for semiconductors, but researchers have shown that a specific type of memristor (the hafnium oxide memristor, to be exact) actually reacts quite usefully when exposed to gamma radiation. In fact, it’s even able to leverage this behavior as a way to measure radiation exposure. In essence, it’s able to act as both memory and a sensor.

Being able to resist radiation exposure is highly desirable for space applications. Efficient ways to measure radiation exposure are just as valuable. The hafnium oxide memristor looks like it might be able to do both, but before going into how that works, let’s take a moment for a memristor refresher.

A memristor is essentially two conductive plates between which bridges can be made by applying a voltage to “write” to the device, by which one sets it to a particular resistance. A positive voltage causes bridging to occur between the two ends, lowering the device’s resistance, and a negative voltage reverses the process, increasing the resistance. The exact formulation of a memristor can vary. The memristor was conceived in the 1970s by Leon Chua, and HP Labs created a working one in 2008. An (expensive) 16-pin DIP was first made available in 2015.

A hafnium oxide memristor is a bit different. Normally it would be write-once, meaning a negative voltage does not reset the device, but researchers discovered that exposing it to gamma radiation appears to weaken the bridging, allowing a negative voltage to reset the device as expected. Exposure to radiation also caused a higher voltage to be required to set the memristor; a behavior researchers were able to leverage into using the memristor to measure radiation exposure. Given time, a hafnium oxide memristor exposed to radiation, causing it to require higher-than-normal voltages to be “set”, eventually lost this attribute. After 30 days, the exposed memristors appeared to recover completely from the effects of radiation exposure and no longer required an elevated voltage for writing. This is the behavior the article refers to as “self-healing”.

The research paper has all the details, and it’s interesting to see new things relating to memristors. After all, when it comes to electronic components it’s been quite a long time since we’ve seen something genuinely new.

Quake In 276 KB Of RAM

Porting the original DOOM to various pieces of esoteric hardware is a rite of passage in some software circles. But in the modern world, we can get better performance than the 386 processor required to run the 1993 shooter for the cost of a dinner at a nice restaurant — with plenty of other embedded systems blowing these original minimum system requirements out of the water.

For a much tougher challenge, a group from Silicon Labs decided to port DOOM‘s successor, Quake, to the Arduino Nano Matter Board platform instead even though this platform has some pretty significant limitations for a game as advanced as Quake.

To begin work on the memory problem, the group began with a port of Quake originally designed for Windows, allowing them to use a modern Windows machine to whittle down the memory usage before moving over to hardware. They do have a flash memory module available as well, but there’s a speed penalty with this type of memory. To improve speed they did what any true gamer would do with their system: overclock the processor. This got them to around 10 frames per second, which is playable, but not particularly enjoyable. The further optimizations to improve the FPS required a much deeper dive which included generating lookup tables instead of relying on computation, optimizing some of the original C programming, coding some functions in assembly, and only refreshing certain sections of the screen when needed.

On a technical level, Quake was a dramatic improvement over DOOM, allowing for things like real-time 3D rendering, polygonal models instead of sprites, and much more intricate level design. As a result, ports of this game tend to rely on much more powerful processors than DOOM ports and this team shows real mastery of their hardware to pull off a build with a system with these limitations. Other Quake ports we’ve seen like this one running on an iPod Classic require a similar level of knowledge of the code and the ability to use assembly language to make optimizations.

Thanks to [Nicola] for the tip!

See The “Pause-and-Attach” Technique For 3D Printing In Action

[3DPrintBunny] is someone who continually explores new techniques and designs in 3D printing, and her latest is one she calls “pause-and-attach”, which she demonstrates by printing a vase design with elements of the design splayed out onto the print bed.

The splayed-out elements get peeled up and attached to the print during a pause.

At a key point, the print is paused and one peels up the extended bits, manually attaching them to sockets on the main body of the print. Then the print resumes and seals everything in. The result is something that appears to defy the usual 3D printer constraints, as you can see here.

Pausing a 3D print to insert hardware (like nuts or magnets) is one thing, but we can’t recall seeing anything quite like this approach. It’s a little bit reminiscent of printing foldable structures to avoid supports in that it prints all of its own self-connecting elements, but at the same time it’s very different.

We’ve seen [3DPrintBunny]’s innovative approaches before with intentional stringing used as a design element and like the rest of her work, it’s both highly visual and definitely it’s own thing. You can see the whole process in a video she posted to social media, embedded below.

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A Japanese-input macro pad with a display and color-coded light-up keys.

Introducing The KanaChord Plus Keyboard カナコード・プラス・キーボード

We love to watch your projects grow as much as you do. Really, we’re like proud grandparents around here. So it’s great to see that [Mac Cody] is back with the KanaChord Plus Keyboard, which supports an astounding 6,165 Kanji as well as 6,240 of the most common Japanese words that contain Kanji. This is all in addition to supporting the Kana characters, which make up the rest of Japanese writing (more on that in a minute).

If you need to input Japanese, this is a dream come true. If you’re trying to learn Japanese in the first place, this could be exactly what you need to become fluent.

Continue reading “Introducing The KanaChord Plus Keyboard カナコード・プラス・キーボード”

Where Is The End Of DIY?

Al and I were talking on the podcast about Dan Maloney’s recent piece on how lead and silver are refined and about the possibility of anyone fully understanding a modern cellphone. This lead to Al wondering at the complexity of the constructed world in which we live: If you think hard enough about anything around you right now, you’d probably be able to recreate about 0% of it again from first principles.

Smelting lead and building a cellphone are two sides of coin, in my mind. The process of getting lead out of galena is simple enough to comprehend, but it’s messy and dangerous in practice. Cellphones, on the other hand, are so monumentally complex that I’d wager that no single person could even describe all of the parts in sufficient detail to reproduce them. That’s why they’re made by companies with hundreds of engineers and decades of experience with the tech – the only way to build a cellphone is to split the complicated task into many subsystems.

Smelting lead is a bad DIY project because it’s simple in principle, but prohibitive in practice. Building a cellphone from the ground up is incomprehensible in principle, but ironically entirely doable in practice if you’re willing to buy into some abstractions.

Indeed, last week we saw a nearly completely open-source build of a simple smartphone, and the secret to making it work is knowing the limits of DIY. The cell modem, for instance, is a black box. It’s an abstract device that you can feed data to and read data from, and it handles the radio parts of the phone that would take forever to design from scratch. But you don’t need to understand its inner workings to use it. Knowing where the limits of DIY are in your project, where you’re willing to accept the abstraction and move on, can be critical to getting it done.

Of course, in an ideal world, you’d want the cell modem to be like smelting lead – something that’s possible to understand in principle but just not worth DIYing in practice. And of course, there are some folks out there who hack on cell modem firmware and others who could do the radio engineering. But despite my strong DIY urges, I’d have to admit that the essential complexity of the module simply makes it worth treating as a black box. It’s very probably the practical limit of DIY.