Hackaday Prize And UCPLA Are Driving Assistive Technology Forward

Take a second to imagine all the people in your life. Your family, friends, coworkers. Your buddies down at the hackerspace, and anyone you chat with on IO and over the airwaves. Statistically speaking, one in four of these people has a disability of some kind, and needs help doing everyday things that you might not think twice about — simple things like opening doors or interacting with computers. Or maybe that one in four is you.

For the past 75 years, United Cerebral Palsy of LA (UCPLA) have been helping people with various developmental and intellectual disabilities to live independently with dignity. They work directly with members of the disabled community to develop assistive technology that is both affordable and dependable. UCPLA helps the disabled community with everything from employment to providing a creative outlet, and gives them the tools to do these things and more. Their mission is to help people be as independent as possible so they can feel good about themselves and enjoy a life without limits.

The people behind this non-profit are all about inclusion, access, and opportunity, and this is why we are proud to partner with UCPLA for the 2020 Hackaday Prize. With the world in upheaval, there is no better time to build a better future for everyone. You never know when you might need assistive technology. In addition to the open challenge that calls for everyone to work on a design, this year there is also a Dream Team challenge which offers a $3,000 per month stipend over the next two months to work on a team addressing one specific challenge. Apply for that asap!

What kind of challenges has UCPLA outlined for the Hackaday Prize? Let’s dive in and find out, and we’ll also hear from the UCPLA team in a Q&A video at the end of the article.

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Inputs Of Interest: ErgoDox Post-Mortem

In the last installment, I told you I was building an open-source, split, ortholinear keyboard called the ErgoDox. I’m doing this because although I totally love my Kinesis Advantage, it has made me want to crack my knuckles and explore the world of split keyboards. Apparently there are several of you who want to do the same, as evidenced by your interest in the I’m Building an ErgoDox! project on IO. Thank you!

Well boys and girls, the dust has settled, the soldering iron has cooled, and the keycaps are in place. The ErgoDox is built and working. Now that it’s all said and done, let me tell you how it went. Spoiler alert: not great. But I got through it, and it keyboards just like it’s supposed to. I’m gonna lay this journey out as it happened, step by step, so you can live vicariously through my experience.

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A Tasty Output Device

We have headphones for your ears, and monitors for your eyes. Some computers even have tactile feedback. Now researchers have an output device for taste. The decidedly odd device uses five gels, one for each of the tastes humans can sense. If we understand the paper, the trick is that ionizing the gels inhibits the taste of that gel. By controlling the ionization level of each gel, you can synthesize any taste, just like you can make colors with three LEDs.

The five gels are made from agar and glycine (sweet), magnesium chloride (bitter), citric acid (acidic), salt (salty), and glutamic sodium (umami). If you didn’t learn about umami in school, that’s a savory taste likened to the taste of a broth or meat and often associated with monosodium glutamate.

The shape of the device is made like a sushi roll so that while the gels contact the tongue, a copper foil cathode can connect also. Using this will make you look even stranger than someone wearing Google Glass, but that’s the price of being on the cutting edge of technology, we suppose. There doesn’t seem to be any reason you couldn’t duplicate something like this, although we wonder about the hygiene of passing it around at parties. Maybe your next home movie could show a meal and let the viewer taste it too.

If you are wondering about smell, that’s another set of researchers. You would think this is the first taste output device we have seen, but no… surprisingly, it isn’t.

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Bluetooth Takes Keyboard From DIY To Super Fly

They say you should never cheap out on anything that comes between you and the ground, like tires, shoes, and mattresses. We would take that a little further into the 21st century and extend it to anything between you and work. In our case, ‘buy nice or buy twice’ includes keyboards and mice.

[Marcus Young] is a fan of ortholinear ergonomic comfort, but not of cables. He gave [adereth]’s dactyl keyboard some wings by using a Bluetooth micro, and the Pterodactyl was born. Of course, the two halves still use a TRRS cable to communicate, and wires are required to charge batteries, but it’s the principle of the thing.

That’s not all [Marcus] did to make the dactyl his own — it also has a modified full-fat base that gives him all the room in the world to wire up the keyswitch matrix compared to the original streamlined design.

Instead of the usual Teensy, Pro Micro, or Proton-C, the pterodactyl has a Feather 32u4 in its belly. [Marcus] is clacking on Holy Panda switches which we’ve been meaning to try, and individual PCBs for each switch, which seems like it might negate gluing the switches in place so they survive through keycap changes. Check out [Marcus]’ write-up to see what he learned during this build.

This isn’t the first modified dactyl we’ve seen flying around here, and it won’t be the last. Here’s one with a dual personality — both halves can work together or alone.

Via r/mk

More Terrible Keyboards That Nonetheless Work

For most of computing history, keyboards have featured at least one key per letter one may wish to type – as far as the Latin alphabet goes, anyway. Mobile phones of the 90s and 2000s showed us that basic typing could be accomplished with less. [foone], however, likes to go way out into left field when designing text entry methods, and post them up on Twitter.

The most elegant, in our opinion, is this binary-based design. 7 flip switches are used to set the binary value of the key you wish to press, at which point hitting the button will send the keypress. It’s painfully slow for just about anything except backspace – set all the switches on for keycode 127, and mash away.

This breadboard design is an excercise in frustration. A keycode is randomly generated approximately once every second. Press the button if this keycode is the one you wish to send. Reportedly, it took ten minutes to type “Hello!”. An analog dial design speeds things up a little, but not by much.

While these may not be useful, they’re fun experiments which we could imagine making an excellent contest at a future hacker con. If you’re a big fan of the esoteric and insane when it comes to input devices, consider this typewriter simulation design.

 

Joy-Con Mod Gives Nintendo Switch Touchpad Control

While Valve’s Steam Controller ultimately ended up being a commercial flop, most users agreed its use of touch-sensitive pads in place of traditional analog joysticks or digital directional buttons was at least a concept worth exploring. Those same touchpad aficionados will likely be very interested in this modification by [Matteo Pisani], which replaces the analog joystick on a Nintendo Switch Joy-Con with a capacitive touch sensor.

As [Matteo] explains in his detailed write-up, the initial inspiration for this project was to create a permanent solution to joystick fatigue and drifting issues. He reasoned that if he removed the physical joystick completely, there would be no way for it to fail in the future. We’re not sure how many people would have taken the concept this far, but you can’t argue with the logic.

The original joystick is a fairly straightforward device, comprised of two analog potentiometers and a digital button. It’s connected to the Joy-Con’s main PCB with a 0.5 mm pitch flexible cable, so the first step for [Matteo] was to spin up a breakout for the cable in KiCad to make the development process a bit easier.

The board design eventually evolved to hold an Arduino Pro Mini, a digital potentiometer, and a connector for the circular touchpad. The Arduino communicates with both devices over I2C, and translates the high resolution digital output of the touch controller into an analog signal within the expected ranges of the original joystick. [Matteo] says he still has to implement the stick’s digital push button, but thanks to an impressive 63 levels of pressure sensitivity on the pad, that shouldn’t be a problem.

Now that he knows the concept works, the next step for [Matteo] is to clean it up a bit. He’s already working on a much smaller PCB that should be able to fit inside the Joy-Con, and we’re very interested in seeing the final product.

We’ve seen several interesting Joy-Con hacks since the Switch hit the market, including a somewhat less intense joystick swap. Between the Joy-Con and the legendary Wii Remote, Nintendo certainly seems to have a knack for creating input devices that catch the imagination of gamers and tinkerers alike.

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Force Feedback Mouse Really Shakes Things Up

This is a very exciting time for those who like to spend their downtime exploring virtual worlds. The graphics in some big-budget titles are easily approaching photorealism, and immersive multi-channel sound can really make you believe you’ve been transported to another place or time. With another generation or two of GPU development and VR hardware, the line between gaming and reality is bound to get awful blurry.

That said, we’re still a far way off from the holodeck aboard the Enterprise. A high-end PC and the latest in VR can fool your eyes and ears, but that still leaves your other senses out of the fun. That’s why [Jatin Patel] has developed this clever force-feedback mouse using an array of solenoids.

The idea is pretty simple: a Python program on the computer listens for mouse click events, and tells an attached Arduino to fire off the solenoids when the player pulls the virtual trigger. It’s naturally not a perfect system, as it would seem that clicking in the game’s menus would also start your “gun” firing. But as you can see in the video after the break, when it works, it works very well. The moving solenoids don’t just vibrate the mouse around, the metallic clacking actually accentuates the gun sound effects from the game.

With this kind of tactile feedback and an omnidirectional treadmill to keep us moving, we’d be pretty close to fooling our senses into thinking we’re actually somewhere else. Which frankly, sounds quite appealing right about now.

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