Unicode: On Building The One Character Set To Rule Them All

Most readers will have at least some passing familiarity with the terms ‘Unicode’ and ‘UTF-8’, but what is really behind them? At their core they refer to character encoding schemes, also known as character sets. This is a concept which dates back to far beyond the era of electronic computers, to the dawn of the optical telegraph and its predecessors. As far back as the 18th century there was a need to transmit information rapidly across large distances, which was accomplished using so-called telegraph codes. These encoded information using optical, electrical and other means.

During the hundreds of years since the invention of the first telegraph code, there was no real effort to establish international standardization of such encoding schemes, with even the first decades of the era of teleprinters and home computers bringing little change there. Even as EBCDIC (IBM’s 8-bit character encoding demonstrated in the punch card above) and finally ASCII made some headway, the need to encode a growing collection of different characters without having to spend ridiculous amounts of storage on this was held back by elegant solutions.

Development of Unicode began during the late 1980s, when the increasing exchange of digital information across the world made the need for a singular encoding system more urgent than before. These days Unicode allows us to not only use a single encoding scheme for everything from basic English text to Traditional Chinese, Vietnamese, and even Mayan, but also small pictographs called ‘emoji‘, from Japanese ‘e’ (絵) and ‘moji’ (文字), literally ‘picture word’.

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Experimenting With 3D Printed Rocket Nozzles

Rocketry is an exacting science, involving a wide variety of disciplines, encompassing everything from fluid mechanics to thermodynamics and materials engineering. As complex as it sounds, that doesn’t mean it’s beyond the purview of the average maker. [Sciencish] demonstrates this with a series of experiments on rocket nozzles in the home lab. (Video, embedded below.)

The video starts with an amusing analogy about nozzle design based on people fleeing a bad pizza. From there, [Sciencish] 3D prints a wide variety of nozzle designs for testing. The traditional bell nozzle is there, of course, along with the familiar toroidal and linear aerospikes and an expansion deflection design. Of course, 3D printing makes it easy to try out fun, oddball geometries, so there’s also a cowbell nozzle , along with the fancy looking square and triangular aerospikes too. Testing involves running the nozzles on a test stand instrumented with a load cell. A soda bottle is filled with rubbing alcohol vapour, and the mixture is ignited, with each nozzle graded on its thrust output. The rockets are later flown outside, reaching heights over 40 feet.

[Sciencish] notes that the results are a rough guide only, as the fuel/air mixture was poorly controlled. Despite this, it’s a great look at nozzle design and all the science involved. It also wouldn’t be too hard to introduce a little more rigour and get more accurate data, either. However, if solid fuels are more your jam, consider brewing up some rocket candy instead.

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Hacking A Digital Microscope Camera For Fun And Automated PCB Inspection

A desire for automated PCB inspection has led [charliex] down some deep rabbit holes. He’s written his own inspection software, he’s mounted his PCB vise on a stepper-controlled table, and now he’s hacked his digital microscope camera to allow remote and automated control.

Eakins cameras have become a relatively popular, relatively inexpensive choice for electronics hobbyists to inspect their small-scale work. The cameras have a USB port for a mouse and overlay a GUI on the HDMI output for controlling the camera’s various settings and capturing images to the SD card. Using the mouse-based GUI can feel clunky, though, so users have already endeavored to streamline the process to fit better in their workflow. [charliex] decided to take streamlining a few steps further.

One issue in microscope photography is that microscopes have an extremely tight focus plane. So, even at the minuscule scales of an SMD circuit board, the components are simply too tall. Only a sub-millimeter-thick layer can be in focus at a time. If you take just a single image, much of what you want to see will be lost in the blurry distance. Focus stacking solves this problem by taking multiple pictures with the focus set at different depths then combining their focused bits into a single sharp image.

This takes care of the focus issue, but even the most streamlined and intuitive manual controls become tedious given the multitude of pictures required. So [charliex] searched for a way to remotely control his camera, automating focus stacking and possibly even full PCB scans.

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Dreamcast Controller Adapter Even Works With Mice

PC gamers have the benefit of a broad ecosystem of peripherals built to serve their gaming pleasure. As a bonus, if there’s something out there that doesn’t work with the platform, someone is likely already selling an adapter for it. Console gamers aren’t so lucky, and the vast majority stick with the factory standard controller. [megavolt85] isn’t one of them however, and spun up a multi-adapter for the Sega Dreamcast.

The adapter lets the player use a huge variety of controllers with the Dreamcast. There’s support for both PS1 & PS2 controllers, including vibration support, as well as MegaDrive & Saturn pads, too. PS/2 mice and keyboards can be used as well, and up to 16 VMUs can be hooked up as well. The adapter uses the STM32F103C8T6 microcontroller, which runs at up to 72MHz, giving it plenty of grunt to emulate the Dreamcast’s Maple controller interface.

We’ve seen other hacks of the Dreamcast’s controller bus, too; this custom controller implements the interface on a Raspberry Pi Pico. If you’ve been cooking up your own glorious Dreamcast mods, be sure to drop us a line!

Custom Components In LTSpice

If you enjoy simulating circuits, you’ve probably used LTSpice. The program has a lot of powerful features we tend to not use, including the ability to make custom components that are quite complex. To illustrate how it works, [asa pro] builds a potentiometer component that is not only a good illustration but also a useful component.

The component is, of course, just two resistors. However, using parameters, the component gets two values, a total resistance and a percentage. Then the actual resistance values adjust themselves.

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Prototyping A Turbojet Engine In The Home Shop

The development of the turbojet engine was a gamechanger in aviation, as no longer would aircraft designers have to struggle with ever larger and more complex piston engines, nor would propellers keep planes stuck below the speed of sound. However, the turbojet is an exacting device, demanding the utmost of materials in order to work successfully. [Integza] discovered just this in his quest to build one at home.

Unlike most home jet engine builds, this one doesn’t use a turbocharger or go with a simpler pulse jet design – though [Integza] has built those, too. This is a proper radial-flow turbojet design. The build uses a 3D-printed compressor, which is possible as it doesn’t have to deal with much heat. However, for the turbine, [Integza] realised that plastic wouldn’t cut it. After experiments with ceramic resins failed too, a 3D printed jig was instead built to allow sheet metal to easily be crafted into a workable turbine. Other internal components were made out of concrete for heat resistance, and a combustion chamber welded up out of steel.

The engine did run after several attempts, albeit for just ten seconds before components started to melt. While the engine is a long way off being flight ready, it goes to show just how hard it is to build even a bench-running turbojet. Even major world powers have struggled with this problem over the years. Video after the break.

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Bone Vibration Brings Typing Into VR

Virtual reality is becoming more of a thing, now that we have high quality headsets and the computing power to generate attractive environments. Many VR systems use controllers held in mid air, or camera-based systems that track limbs and hands for interaction. However, productivity scenarios often require prolonged interactions over a long period of time, which typically necessitates working at surfaces that allow the body to rest intermittently. To help facilitate this, a group of researchers at ETH Zurich developed TapID, including a preprint paper (PDF) that will be presented at IEEE VR 2021 later this month.

TapID consists of a wristband that carries two motion sensors, with one worn on each wrist. This allows TapID to detect taps from each of the user’s fingers individually, thanks to a machine learning algorithm that analyses the unique vibrations through your skeletal system. This is demonstrated as being useful for VR environments, where the user can type into a virtual keyboard, or interact with virtual objects on a surface, using their fingers as they would in the real world. This is a sensor fusion with the features of modern VR headsets that include hand tracking. The TapID wristbands deliver granularity and detection of small motions that is not nearly as accurate through headset-mounted senors and camera-based detection.

Test hardware includes 4 accelerometers. Two on flexible PCBs are the sensing hardware used by the system, the other two on the rigid PCB are used as a baseline during testing but do not contribute to the tap detection.

We’re not entirely convinced of the utility of sitting down in a virtual environment to type at a fake keyboard when monitors and real keyboards are more tactile and cheaper. However, having a device that can accurately determine individual finger interactions is sure to have applications in VR. And whether or not the demonstrated use cases are viable, the technology does indeed work.

It’s exciting to see the wrist-band form factor. It brings to mind the possibility of improving tap interactions in smart watches for non-VR uses. We envision chorded keyboard type gestures that detect which fingers are tapping but don’t need positional accuracy.

Those experimenting in VR interfaces may find it useful to reverse engineer what’s already out on the market, as we’ve featured before. Or, you can simply build your own! Video after the break.

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