Let’s say you’ve got a big bare wall in your home, and you want some art on it. You could hang a poster or a framed artwork, or you could learn to paint a mural yourself. Or, like [Nik Ivanov], you could build a plotter called Mural, and get it to draw something on the wall for you.
The build is straightforward enough. It uses a moving carriage suspended from toothed belts attached to two points up high on the wall. Stepper motors built into the carriage reel the belts in and out to move it up and down the wall, and from side to side. In this case, [Nik] selected a pair of NEMA 17 steppers to do the job. They’re commanded by a NodeMCU ESP32, paired with TMC2209 stepper motor drivers. The carriage also includes a pen lifter, which relies on a MG90s servo to lift the drawing implement away from the wall.
The build is quite capable, able to recreate SVG vector graphics quite accurately, without obvious skew or distortion. [Nik] has been using the plotter with washable Crayola markers, so he can print on the wall time and again without leaving permanent marks. It’s a great way to decorate—over and over again—on a budget. Total estimated cost is under $100, according to [Nik].
The research paper with all the details is behind a paywall at this time, but we’ll summarize the important parts that are likely to get a hacker’s mind working.
Each fiber strand (like the one shown here) is a self-contained system. Multiple fibers can communicate with one another wirelessly to create a network that, when integrated into garments, performs tasks like health and activity monitoring while using very little power. And what’s really interesting about these fibers is their profound lack of anything truly exotic when it comes to their worky bits.
The inner components of a fiber computer are pretty recognizable: each contains a surface-mount microcontroller, LEDs, BLE (Bluetooth Low Energy) radio, light sensor, temperature sensor, accelerometer, and photoplethysmography (PPG) sensor for measuring blood volume changes through skin. Power is supplied by a separate segment containing a tiny cylindrical lithium-polymer battery, with a simple plug connector. It’s a tiny battery, but the system is so low-power that it still provides hours of operation.
If there’s a secret sauce, it’s in the fabrication. The first step is stretching a system into a long, thin circuit. Each component is nested onto a small piece of flex PCB that acts a little like a breakout board, and that flex PCB gets rolled around each component to make as tiny a package as possible. These little payloads are connected to one another by thin wires, evenly spaced to form a long circuit. That circuit gets (carefully!) sealed into a thermoformed soft polymer and given an overbraid, creating a fiber that has a few lumps here and there but is nevertheless remarkably thin and durable. The result can be woven into fabrics, worn, washed, bent, and in general treated like a piece of clothing.
Closeups of components that make up a single strand of “fiber computer”.
Multiple fibers are well-suited to being woven into clothing in a distributed way, such as one for each limb. Each fiber is self-contained but communicates with its neighbors using a BLE mesh, or transmitting data optically via embedded LEDs and light sensors. Right now, such a distributed system has been shown to be able to perform health monitoring and accurately classify different physical activities.
We’ve seen sensors directly on skin and transmitting power over skin, but this is a clever fusion of conventional parts and unconventional design — wearable computing that’s not just actually wearable and unobtrusive, but durable and even washable.
Every Super Nintendo console should run at the same speed. They were all built in factories with the same components so they should all operate at the steady clip mandated by Nintendo all those years ago. Except, apparently, the SNES is speeding up as it gets older.
The matter was brought to the public’s attention by the [TASBot] team, a group within the speedrunning community. If anyone was going to notice vintage consoles suddenly running a hair faster, you could bet it would be the speedrunners. Soon enough, a call was put out to crowdsource some data. Submitters were asked to run a set piece of code to test the DSP sample rate on consoles when cold and warm, to get the best idea of what was going on.
As reported by Ars Technica, the group seems to have pinned down the problem to the SNES’s Audio Processing Unit. It’s supposed to run at 24.576 MHz, with a sample rate of 32,000 Hz. However, over the years, emulator developers and speedrunners had noticed that 32,040 Hz seemed to be a more realistic figure for what real consoles were actually running the DSP sample rate at. Developers found that building emulators to run the DSP at this rate was important to run commercial games as expected, suggesting the hardware might have always been a little faster than expected.
However, more recently, it seems that the average speed of the DSP sample rate has increased further. The average result collected by [TASBot] from modern consoles is 32,076 Hz. What’s more interesting is the range of submitted figures—from 31,976 Hz to 32,349 Hz. It seems that the DSP’s ceramic resonator—used instead of a quartz crystal—might degrade over time, causing the speedup. [TASBot] team members also tested temperature changes, but only found a 32 Hz variation from a frozen SNES to one at room temperature.
The fact that console components degrade over time isn’t exactly news; we’ve featured plenty of articles on leaky batteries and corroded traces. Still, for speedrunners, the idea that the hardware standard itself can shift over time? It’s like feeling quicksand under your feet. What even is reality anymore?
Image via [BranchNo9329] via redditThere are so frustratingly few details that this might as well have been a centerfold, but I thought you all should see it just the same. What we do have are several pictures and a couple of really short videos, so dive in.
I can tell you that [BranchNo2939] chose a glass substrate mainly due to curiosity about its durability compared with FR4. And that the copper circuitry was applied with physical vapor deposition (PVD) technology.
Apparently one of [BranchNo2939]’s friends is researching the bonding of copper on to glass panels, so they thought they’d give a keyboard a go. Right now the thing is incomplete — apparently there’s going to be RGB. Because of course there’s going to be RGB. Continue reading “Keebin’ With Kristina: The One With The Grasshopper Typewriter”→
Cloudflare has gotten more active in its efforts to identify and block unauthorized bots and AI crawlers that don’t respect boundaries. Their solution? AI Labyrinth, which uses generative AI to efficiently create a diverse maze of data as a defensive measure.
This is an evolution of efforts to thwart bots and AI scrapers that don’t respect things like “no crawl” directives, which accounts for an ever-growing amount of traffic. Last year we saw Cloudflare step up their game in identifying and blocking such activity, but the whole thing is akin to an arms race. Those intent on hoovering up all the data they can are constantly shifting tactics in response to mitigations, and simply identifying bad actors with honeypots and blocking them doesn’t really do the job any more. In fact, blocking requests mainly just alerts the baddies to the fact they’ve been identified.
Instead of blocking requests, Cloudflare goes in the other direction and creates an all-you-can-eat sprawl of linked AI-generated content, luring crawlers into wasting their time and resources as they happily process an endless buffet of diverse facts unrelated to the site being crawled, all while Cloudflare learns as much about them as possible.
That’s an important point: the content generated by the Labyrinth might be pointless and irrelevant, but it isn’t nonsense. After all, the content generated by the Labyrinth can plausibly end up in training data, and fraudulent data would essentially be increasing the amount of misinformation online as a side effect. For that reason, the human-looking data making up the Labyrinth isn’t wrong, it’s just useless.
It’s certainly a clever method of dealing with crawlers, but the way things are going it’ll probably be rendered obsolete sooner rather than later, as the next move in the arms race gets made.
There’s many different reasons why somebody might have to hack together their own solution to a problem. It could be to save money, or to save time. Occasionally it’s because the problem is unique enough that there might not be an accepted solution, so you’re on your own to create one. We think the situation that [Raph] recently found himself in was a combination of several of these aspects, which makes his success all the sweeter.
The problem? [Raph] had a pair of foam mattresses from his camper van that needed to be made thinner — each of the three inch (7.62 cm) pieces of foam needed to have one inch (2.5 cm) shaved off as neatly and evenly as possible. Trying to pull that off over the length of a mattress with any kind of manual tools was obviously a no-go, so he built a low-rider foam cutter.
With the mattresses laying on the ground, the idea was to have the cutter simply roll across them. The cutter uses a 45″ (115 cm) long 14 AWG nichrome wire that’s held in tension with a tension arm and bungee cords, which is juiced up with a Volteq HY2050EX 50 V 20 A variable DC power supply. [Raph] determined the current experimentally: the wire failed at 20 A, and cutting speed was too low at 12 A. In the end, 15 A seemed to be the sweet spot.
The actual cutting process was quite slow, with [Raph] finding that the best he could do was about 1/8″ (3 mm) per second on the wider of the two mattresses. While the result was a nice flat cut, he does note that at some point the mattresses started to blister, especially when the current was turned up high. We imagine this won’t be a big deal for a mattress though, as you can simply put that side on the bottom.
In the end, the real problem was the smell. As [Raph] later discovered, polyurethane foam is usually cut mechanically, as cutting it with a hot wire gives off nasty fumes. Luckily he had plenty of ventilation when he was making his cuts, but he notes that the mattresses themselves still have a stink to them a couple days later. Hopefully they’ll finish outgassing before his next camping trip.
Who hasn’t dreamed of serving on the bridge of a Star Trek starship? Although the EmptyEpsilon project isn’t adorned with the Universe-famous LCARS user interface, it does provide a comprehensive simulation scenario, in a multiplayer setting. Designed as a LAN or WAN multiplayer game hosted by the server that also serves as the main screen, four to six additional devices are required to handle the non-captain tasks. These include helm, weapons, engineering, science and relay, which includes comms.
Scenarios are created by the game master, not unlike a D&D game, with the site providing a reference and various examples of how to go about this.
The free and open source game’s binaries can be obtained directly from the site, but it’s also available on Steam. The game isn’t limited to just Trek either, but scenarios can be crafted to fit whatever franchise or creative impulse feels right for that LAN party.