Wireless Fireworks Controller Includes Several Safety Features

[Craig Turner] wrote in to tell us about the wireless fireworks controller he just finished building. It has eight total channels and offers the kind of safety features we like to see when working with explosives.

The image above details the launcher side of the project. The project box houses an Arduino which is powered by a 9V battery. To enable this base station the key lying on top of the project box must be inserted and turned to the on position. To the left is the 12V battery which is used to supply the igniters via a set of eight relays. In the demo video after the break [Craig] is using nichrome wire to demonstrate, but we’ve even see projects that actually burn up resistors to light the fireworks.

The system uses RF12 wireless modules to communicate with the control panel. That also has an Arduino, along with a number pad. After switching on the power the operator must enter a PIN code before the system will allow any of the fireworks to be launched.

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A Beautiful Game Of Lights Out

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About a year ago, [Anthony] decided to embark on his biggest project to date. He wanted something with a ton of LEDs, so when the idea of recreating the classic electronic Lights Out game came to mind, he knew he had the makings of a killer project. The finished Lights Out arcade box is a wonderful piece of work with sixteen 17-segment displays and just as many LED illuminated arcade buttons.

By far the most impressive feature of [Anthony]’s project are the two rows of 17-segment displays. These are controlled by two MAX6954 LED display drivers on a beautiful wire wrapped board. The 16 buttons for the game are translucent arcade buttons that compliment the RGB LED strip very nicely.

A great display and a whole bunch of LEDs don’t make a game, though. [Anthony] came across this article on JSTOR that told him how to create new 4×4 games of Lights Out and solve them algorithmically to get the total number of moves required to solve the puzzle. As you can see in this video, it’s a little hard to solve the puzzle in the minimum amount of moves. Still, we have to commend [Anthony] for a great project.

Beginner’s Android/Arduino Example Shows The Power Of App Inventor

This is a simple project. It uses an Android device to switch an LED driven by the Arduino. Connectivity is provided by the Bluetooth module inserted in the breadboard. But one look at the UI on the Android device and you might think this is anything but simple. The truth is that [Kerimil] didn’t spend forever learning Java and programming the app. Instead he’s showing off the power of  App Inventor to get your Android controls up and running fast.

Check out the third button down; when was the last time you added voice commands to your project? It’s worth clicking through to see just how simple that portion was. App Inventor — a Google cast-out that is now maintained by MIT — is a graphical tool that unlocks the power of an Android handset to those with the most basic of programming understanding. For instance, the voice controls shown off after the break are provided by a single bracket which uses conditional statements to ‘listen’ for the words on, off, and blink. You’ll find the voice recognition diagram after the break as well.

You could try to go completely graphical with this project. There’s the option of programming the Arduino side of the project in a similar way.

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Hands On With The Super Tiny Arudino: FemtoDuino

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We originally heard about the FemtoDuino last year. It looked good enough and tiny enough, but we didn’t really have a need for it. Recently though, we started on a new project (which you can follow on the forums!) which required an easy modification to an existing circuit. Space and weight were quite important so we decided to pick up a couple femtoduinos at $25 each, and give them a try.

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Automatic Volume Control Puts The Kibosh On Loud TV Commercials

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If you’re having a hard time tuning out those loud commercials why not let your electronics project do it for you? This is an Arduino-based setup which adjusts television volume when it goes above a certain threshold. It uses a microphone, rather than a direct audio signal, so you can set it based on what is actually heard in the room.

The control scheme uses the IR LED and IR receiver seen on the breadboarded circuit above. The receiver lets you teach your volume up and down buttons from your remote control to the system. The one failing we see in the design is that the volume level is hard-coded, requiring you to flash new code to make adjustments (perhaps an enterprising reader could add a potentiometer for making easy adjustments?).

We can’t help but be reminded of the setup which reads the closed caption info to mute topics you’ve added to a blacklist.

Fruit Piano Uses A Different Circuit Than The Makey Makey

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[Hasbi Sevinç] is using perishable goods in his electronics project. The orange, tomato, and two apples seen above act as keys for the virtual piano. The concept is the same as the Makey Makey which is often demonstrated as a banana piano. This implementation uses an Arduino to read the sensors and to connect to the computer running the piano program.

You can see there’s a fair amount of circuitry built on the breadboard. Each piece of fruit has its own channel to make it into a touch sensor. The signal produced when your finger contacts the food is amplified by transistors connected in a Darlington pair. That circuit drives the low side of a optoisolator transmitter. The receiving side of it is connected the I/O pin of the Arduino. You can see the schematic as well as a demo clip after the break.

This use of hardware frees up a lot of your microcontroller cycles. That’s because projects like this banana piano use the timers to measure RC decay. [Hasbi’s] setup provides a digital signal that at most only needs to be debounced.

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Space Invaders Played On A 16×2 Character Display

This Space Invaders game does more with less. [Rjk79] managed to make a video game using a two-line character display. The game consists of a wave of invaders on the top line, with the defender cannon on the bottom. The invader isn’t just stationary, but randomly moves to the left and the right. The image above captured a little bit of motion blur from the defender moving into position before firing on the enemy.

An Arduino board controls the 16×2 HD44780 character display. The game also includes sounds generated by the piezo buzzer seen on the breadboard. All the way to the right you can see the Wii Nunchuk breakout board which provides directional control and the firing trigger. If you want to recreate this one for yourself [Rjk79] is sharing the source code on Pastebin. There’s also a demo video found after the jump.

If you don’t have a character LCD on hand you might try this other Space Invaders clone that uses an 8×8 led matrix.

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