Tinker Pilot Project Cranks Cockpit Immersion To 11

One of the more interesting ideas being experimented with in VR is 1:1 mapping of virtual and real-world objects, so that virtual representations can have physically interaction in a normal way. Tinker Pilot is a VR spaceship simulator project by [LLUÍS and JAVI] that takes this idea and runs with it, aiming for the ability to map a cockpit’s joysticks, switches, and other hardware to real-world representations. What does that mean? It means a virtual cockpit with flight sticks, levers, and switches that have working physical versions that actually exist exactly where they appear to be.

A few things about the project design caught our eye. One is the serial communications protocol intended to interface easily with microcontrollers, allowing for feedback between the program and any custom peripherals. (By the way, this is the same approach Kerbal Space Program took with KSPSerialIO, which enables custom mission control hardware at whatever level of complexity a user may wish to implement.)

The possibilities are demonstrated starting around 1:09 in the teaser trailer (embedded below) in which a custom controller is drawn up in CAD, then 3D-printed and attached to an Arduino, and finally the 3D model is imported into the cockpit as a 1:1 representation of the actual working unit, with visual positional feedback.

Unlike this chair experiment we saw which attached a Vive Tracker to a chair, there is no indication of needing positional trackers on individual controls in Tinker Pilot. In a cockpit layout, controls can be reasonably expected to remain in fixed positions relative to the cockpit, meaning that they can be set up as 1:1 representations of a physical layout and otherwise left alone. The kind of experimentation that is available today even to individual developers or small teams is remarkable, and it’s fascinating to see the ideas being given some experimentation.

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Smartphone Case Doubles As Chording Keyboard, With Gesture Inputs

Smartphones and other modern computing devices are wonderful things, but for those with disabilities interacting with them isn’t always easy. In trying to improve accessibility, [Dougie Mann] created TypeCase, a combination gestural input device and chording keyboard that exists in a kind of symbiotic relationship with a user’s smartphone.

With TypeCase, a user can control a computer (or the smartphone itself) with gestures, emulate a mouse, or use the device as a one-handed chording keyboard for text input. The latter provides an alternative to voice input, which can be awkward in public areas.

The buttons and motion sensors allow for one-handed button and gestural input while holding the phone, and the Bluetooth connectivity means that the device acts and works just like a wireless mouse or keyboard. The electronics consist mainly of an Adafruit Feather 32u4 Bluefruit LE, and [Dougie] used 3D Hub’s on-demand printing service to create the enclosures once the design work was complete. Since TypeCase doubles as a protective smartphone case, users have no need to carry or manage a separate device.

TypeCase’s use cases are probably best expressed by [Dougie]’s demo video, embedded below. Chording keyboards have a higher learning curve, but they can be very compact. One-handed text input does remind us somewhat of a very different approach that had the user make gestures in patterns reminiscent of Palm’s old Graffiti system; perhaps easier to learn but not nearly as discreet.

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ESPcopter: A Fully Customizable Drone

With so many capabilities for obstacle avoidance, the only natural progression for drones would be for them to be hand-controlled. For Turkish inventor [metehanemlik], even this wasn’t enough of a challenge, as he decided to create the ESP8266-Powered Mini Drone: ESPcopter, a programmable Arduino-compatible modular drone that is open to modding through expansion shields. Not only can DIY enthusiasts modify the algorithms used for obstacle avoidance, but the drone can be sized to whatever dimensions fit their needs.

The drone is almost entirely built from expansion shields, including the multi-ranger shield with four VL53L0x laser-ranging sensors on the forward, backward, right, and left directions of the drone. The website for the ESPcopter comes with an SDK that lets users easily modify the software running on the drone’s MCU as well as pinouts to better understand its hardware functionality. Impressively, it was fully funded through a 60-day crowdfunding campaign, and will be undergoing a second launch shortly, with some new and improved features.

Power comes from a 26 0mAh LiPo battery that allows for up to six minutes of flight time; includes a 3-axis gyroscope, accelerometer, and magnetometer; runs on an ESP8266-12S 32-bit MCU; fully charges within 45 minutes through a USB connection; weighs around 35 g; and is about 90 mm from motor to motor. Continue reading “ESPcopter: A Fully Customizable Drone”

100 Year Old Atomic Clock

Precision time is ubiquitous today thanks to GPS and WWVB. Even your Macbook or smartphone displays time which is synchronized to the NIST-F1 clock, a cesium fountain atomic clock (aka the ‘Atomic Clock’) that is part of a global consortium of atomic clocks known as Coordinated Universal Time (UTC). Without precise timing there would be train collisions, markets would tumble, schools would not start on time, and planes would fall out of the sky.

But how was precision timing achieved in the 19th century during the era of steam, brass, and solenoids? One of the first systems of precision timing kept trains running safely and on time, rang the bells at school, and kept markets trading by using a special clock designed by the Self Winding Clock Company. Through measurements of celestial objects by the US Naval Observatory, and time synchronization pulses broadcast by the Western Union telegraph network, this system synchronized time across the United States in an era where the speed of our train system was out-pacing by the precision of our clocks.

Those clocks were designed so well that many of them are still around and functioning. One of these 100-year-old self-winding clocks made its way onto my workbench. I did what any curious hacker would do, figured out how the synchronization worked and connected it to a clock source with atomic precision. Let’s take a look!

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Bend Some Bars With A Flywheel

The ability to look at a pile of trash, and see the for treasure is a skill we hold in high regard around here. [Meanwhile in the Garage] apparently has this skill in spades and built himself a metal bar bending machine using an old flywheel and starter pinion gear.

To bend metal using muscle power alone requires some sort of mechanical advantage. Usually this involves a bending tool with a long lever, but [Meanwhile in the Garage] decided to make use of the large gear ratio between a car’s starter motor and the flywheel it drives. This does away with the need for a long lever and allows bending to almost 270° with a larger radius. Lathe and milling work features quite prominently, including to make the bend formers, drive shaft and bushings and to modify the flywheel to include a clamp. The belt sander that is used to finish a number of the parts is also his creation. While the machine tools definitely helped, a large amount of creativity and thinking outside the box made this project possible and worth the watch.

We’ve featured a number of scrap-built tools including a milling machine, sheet metal hole punch and a hydraulic bench vice. Keep them coming!

Ask Hackaday: What Good Is A Robot Dog?

It is said that Benjamin Franklin, while watching the first manned flight of a hot air balloon by the Montgolfier brothers in Paris in 1783, responded when questioned as to the practical value of such a thing, “Of what practical use is a new-born baby?” Dr. Franklin certainly had a knack for getting to the heart of an issue.

Much the same can be said for Spot, the extremely videogenic dog-like robot that Boston Dynamics has been teasing for years. It appears that the wait for a production version of the robot is at least partially over, and that Spot (once known as Spot Mini) will soon be available for purchase by “select partners” who “have a compelling use case or a development team that [Boston Dynamics] believe can do something really interesting with the robot,” according to VP of business development Michael Perry.

The qualification of potential purchasers will certainly limit the pool of early adopters, as will the price tag, which is said to be as much as a new car – and a nice one. So it’s not likely that one will show up in a YouTube teardown video soon, so until the day that Dave Jones manages to find one in his magic Australian dumpster, we’ll have to entertain ourselves by trying to answer a simple question: Of what practical use is a robotic dog?

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Tilt Five: A Fresh Take On Augmented Reality Tabletop Gaming

Tilt Five is an Augmented Reality (AR) system developed by Jeri Ellsworth and a group of other engineers that is aimed at tabletop gaming which is now up on Kickstarter. Though it appears to be a quite capable (and affordable at $299) system based on the Kickstarter campaign, the most remarkable thing about it is probably that it has its roots at Valve. Yes, the ones behind the Half Life games and the Steam games store.

Much of the history of the project has been covered by sites, such as this Verge article from 2013. Back then [Jeri Ellsworth] and [Rick Johnson] were working on project CastAR, which back then looked like a contraption glued onto the top of a pair of shades. When Valve chose to go with Virtual Reality instead of AR, project CastAR began its life outside of Valve, with Valve’s [Gabe] giving [Jeri] and [Rick] his blessing to do whatever they wanted with the project.

What the Tilt Five AR system looked like in its CastAR days. (credit: The Verge)

Six years later Tilt Five is the result of the work put in over those years. Looking more like a pair of protective glasses along with a wand controller that has an uncanny resemblance to a gas lighter for candles and BBQs, it promises a virtual world like one has never seen before. Courtesy of integrated HD projectors that are aimed at the retroreflective surface of the game board.

A big limitation of the system is also its primary marketing feature: by marketing it as for tabletop gaming, the fact that the system requires this game board as the projection surface means that the virtual world cannot exist outside the board, but for a tabetop game (like Dungeons and Dragons), that should hardly be an issue. As for the games themselves, they would run on an external system, with the signal piped into the AR system. Game support for the Tilt Five is still fairly limited, but more titles have been announced.

(Thanks, RandyKC)