Arduino SRL To Distributors: “We’re The REAL Arduino”

Arduino SRL (formerly known as Smart Projects SRL) sent out a letter to its distribution partners yesterday. If you’ve been following along with the Arduino vs Arduino story (we’ve previously published two installments), the content isn’t entirely surprising; it’s essentially a tactical move to reassure their distribution channels that Arduino SRL is the “One True Arduino”. That said, there’s still some new tidbits buried inside. You can skip down to read the full text below, but here’s our take.

The Business History of Arduino

arduino_vs_arduino_tnA quick summary of the legal situation. Arduino LLC was formed in April 2008 by the original five founders to provide a corporate entity behind the Arduino project. Smart Projects SRL, controlled by one of the founders, was tasked with the actual production of the boards. It turns out that Smart Projects had trademarked the Arduino brand in Italy in December 2008, before Arduino LLC got around to filing in April 2009 in the USA. But everyone was friends, right? As long as the licensing fees keep flowing.

Fast-forward to September 2014, when Arduino LLC filed a lawsuit in Italy against Smart Projects claiming that they had infringed LLC’s trademark and that they had recently stopped paying licensing fees on their use of the Arduino name. In October, Smart Projects filed with the USPTO to revoke Arduino LLC’s trademark. In late 2014, Smart Projects changed its company name to Arduino SRL (a “Società a responsabilità limitata” is one form of Italian limited-liability company) and hired a new CEO, [Federico Musto].  Around the same time, Arduino SRL opened up the website arduino.org (different from long-existing arduino.cc) but with nearly identical style. In January 2015, Arduino LLC filed a lawsuit in the US, claiming their right on the Arduino name.

The Gist of it

In short, Arduino LLC has been working on developing the Arduino platform, software, and community while Smart Projects / Arduino SRL was the major official producer of the hardware for most boards. Both are claiming to “be” Arduino, and going after each other in court. So it’s not strange that Arduino SRL would like to try to keep its hold on the distribution channels. Which brings us to their letter to distributors.

March 27 Letter

Arduino-Distributor-Update-0A good portion of the letter reads to be a very carefully worded defense of why Arduino SRL is the true Arduino:

“Arduino Srl (aka Smart Projects Srl), as you know has been from the  beginning of the Arduino® project, the place where the ideas were turned into reality and into a business.”

This is of course strictly true — Smart Projects was certainly the largest manufacturer of Arduino boards. But it sidesteps the issue at hand in the trademark suits: whether they were simply a licensed producer of the boards or whether they’re “Arduino”.

Similarly, in the questions section of the letter, they ask if there are actually two “Arduino” product manufacturers, and answer “not really”. Of course, that’s true. Arduino LLC doesn’t manufacture boards, but exists to license their trademark out to fund development.

The only real news in the letter is that Arduino SRL is replacing its old distribution and logistics company, Magyc Now, with a new one named CC Logistics. Both Magyc and CC Logistics are named as defendants in the US lawsuit filed by Arduino LLC, so it’s unlikely that this change is due to legal fallout.

What this Means

In conclusion, Arduino SRL’s letter to its distributors seems to essentially follow the line of reasoning in their trademark lawsuit in the US against Arduino LLC: since Arduino SRL is doing the manufacturing and using the Arduino name, they’re the true Arduino. Whether or not this will stand up in court, or whether Arduino LLC can make its case that SRL was simply a licensed manufacturer, remains to be seen.

We’ve embedded the contents of the letter after the break. You can also download the original PDF.

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Mustachioed Nintendo Virtual Boy Gone Augmented Reality

Some people just want to watch the world burn. Others want to spread peace, joy and mustaches. [Joe Grand] falls into the latter group this time around. His latest creation is Mustache Mayhem, a hack, video game, and art project all rolled into one. This is a bit of a change from deconstructing circuit boards or designing electronic badges, but not completely new for [Joe], who wrote SCSIcide and Ultra SCSIcide for the Atari 2600 back in the early 2000’s.

Mustache Mayhem is built into a Nintendo Virtual Boy housing. The Virtual Boy itself was broken, and unfortunately was beyond repair. [Joe] removed most of the stock electronics and added a BeagleBone Black, Logitech C920 webcam, an LCD screen and some custom electronics. He kept the original audio amplifier, speakers, and controller connector. Angstrom Linux boots into [Joe’s] software, which uses OpenCV to detect faces and overlay mustaches. Gameplay is simple: Point the console at one or more faces. If you see a mustache, press the A button on the controller! The more faces and mustaches on-screen at once, the more points, or “mojo” the player gets. The code is up on Github, and can be built with Xcode targeted to the Mac, or directly on the BeagleBone Black.

[Joe’s] goal for the project was to make a ridiculous game that looks like it could have come out in the 90’s. He also used Mustache Mayhem as a fun way to learn some new skills which will come in handy for more serious projects in the future.

We caught up with [Joe] for a quick interview about his new creation.

How did you come up with the idea for Mustache Mayhem?

blockI was selling a bunch of my video game collection at PRGE (Portland Retro Gaming Expo) a few years ago and had a broken Virtual Boy that no one bought. A friend of mine was at the table and said I had to do something with it. I thought “People wear cosplay and walk around at conventions, so what if I could do something with the Virtual Boy that you could walk around with?” That was the seed.

A few months later, Texas Instruments sent me the original production release of the BeagleBone Black (rev. A5A). Eighteen months after that I actually started the project. The catalyst was to do something for an upcoming Portland, OR art show (Byte Me 4.0), which is an annual event that shows off interactive technology-based artwork. I wrote up a little description and got accepted. I had less than 2 months to actually get things working and it ended up taking about a month of full-time work. It was much more work than I expected for such a silly project. I originally was going to do something along the lines of walking around in a Doom-like perspective and shooting people when their faces were detected.

That would be pretty darn cool. How did you get from Doom to Mustaches? 

I saw a TI BeagleBoard demo called “boothstache” which drew mustaches on faces and tweeted the pictures. I thought that doing something non-violent with mustaches would be more suitable (and funny) to actually show my kids. I also secretly wanted to use this project as a way to experiment with Linux, write some code, and learn about face detection and image processing with OpenCV, which I plan to use for some actual computer security research in the future. Mustache Mayhem turned out to be a super cool project and I’m really happy with it. I sort of feel guilty spending so much time on it, since it’s basically just a one-off prototype, but I just got so obsessed with making it exactly as I wanted.

You mentioned on your website that Mustache was “designed to challenge the paradigms of personal privacy and entertainment.” What exactly did you mean there?

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Playing Space Invaders With Real Fire And Lasers

Making a Space Invaders game is up there on the list of most unconventional things you could do with a laser cutter. In watching the tiny little ships burst into flames, [Martin Raynsford’s] modification has got to be one of the more dangerous looking ones we’ve seen as well.

[Martin] always had the desire to make a tangible version of the classic game. Since his Whitetooth A1 laser cutter already contained the bulk of the moving hardware needed, not to mention an actual high powered laser to “pew pew” with, he decided it was the perfect starting point for such a project. The game is played looking down into the cutter since the laser of course fires in that direction, however a basic webcam is mounted to the laser assembly so that you can view the game on a computer screen at the proper perspective. An Arduino Mini is responsible for stepper control, allowing the player to jog back and forth and fire with a keyboard. [Martin] added an extra gear to the z-axis bed-leveler so that it could drive rows of paper invaders left and right across the bottom. Paperclips wedged into slots along a modified backboard hold each of the paper slips in place. This works ideally since they can be reloaded easily and won’t be maimed during use.

Due to the heat of the laser, landing a well positioned shot will likely nuke all of the nearby invaders as well, making for a theatrical inferno and easy win. Now to step up the difficulty level and figure out how to make them fire back…

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3D Spectrum Analyzer Uses 1280 LEDs

One of [Dooievriend]’s friends recently pressed him into service to write software for a 3d spectrum analyzer/VU that he made. The VU is a fairly complex build: it’s made up of 1280 LEDs in a 16x16x5 matrix controlled by a PIC32 clocked at 80MHz. [Dooievriend] wrote some firmware for the PIC that uses a variation on a discrete Fourier transform to create a 3D VU effect.

j6v2i When [Dooievriend] set out to design the audio analyzing portion of the firmware, his mind jumped to the discrete Fourier transform. This transform calculates the amplitude in a series of frequency bins in the audio—seemingly perfect for a VU. However, after some more research, [Dooievriend] decided to implement a constant Q transform. This transform is very similar to a Fourier transform, but it takes into account the logarithmic way that the human ear interprets sound.

[Dooievriend] started implementing the constant Q transform using an interrupt-based sampler, but he quickly ran into issues with slow floating-point math on his PIC32 (which doesn’t have a hardware floating-point unit). Thankfully he rewrote his code using fixed-point math, and the transform runs nearly real-time. Check out the video after the break to see the VU in action, and a second video that gives some details on the hardware build.

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MRRF: (not Quite) Chocolate Clock

[Jason] is a woodworker. At least, he was until he saw his first 3D printer. While he may still work in wood, he particularly likes adapting scroll saw patterns for 3D printing. His clock started as a woodworking pattern for use on a scroll saw. To adapt it for 3D printing, [Jason] scanned the plotter-sized pattern pieces into Inkscape, where he was able to do things like add bevels before sending the pieces to OpenSCAD.

tall chococlockAs you might imagine, a great deal of work went into this build, beginning with the scanning. [Jason] starting scanning last October and finished in January. Printing started January 9th, and he told me the final pieces were printed early this morning. We know you want all the details, so here goes: this build took just over six rolls of PLA at 20% infill. It’s 48″ tall and about 24″ wide. It was printed on what [Jason] referred to as his “very modified” Replicator 2. He glued the pieces together with Testor’s, and that took about 30 hours. All through the project, he kept meticulous notes in a spreadsheet of print times and filament used.

We were honored to be among the first to see [Jason]’s incredible clock build at this year’s Midwest RepRap Festival. He would like to take it on tour this year to the nearby Maker Faires. If he can figure out how transport it safely, he’d like to show it at World Maker Faire in NYC.

How To Directly Program An Inexpensive ESP8266 WiFi Module

The ESP8266 is the answer to “I want something with Wifi.” Surprisingly, there are a number of engineers and hobbyists who have not heard of this chip or have heard of it but don’t really understand what it is. It’s basically the answer to everything IoT to so many engineering problems that have plagued the hobbyist and commercial world alike.

The chip is a processor with integrated RAM, some ROM, and a WiFi radio, and the only external components you will need are 4 capacitors, a crystal and an external flash! It’s CHEAP, like $4/ea cheap! Or $5 if you want it on a nice, convenient carrier board that includes all these components. The power consumption is reasonable (~200mA)1, the range is insane ~300m2 without directional equipment, and a PCB trace antenna and ~4km if you want to be ridiculous.

One place thing that more people need to know about is how to program directly for this chip. Too many times projects use it as a crutch via the AT commands. Read on and find out how to hello world with just this chip.

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Instrumentation Amplifiers with Bil Herd

Instrumentation Amplifiers And How To Measure Miniscule Change

These days there a large number of sensors and analog circuits that are “controller friendly” meaning that their output signal is easily interfaced to the built-in Analog to Digital Convertors (ADCs) often found in today’s micro-controllers. This means that the signals typically are already amplified, often filtered, and corrected for offset and linearity. But when faced with very low level signals, or signals buried in a larger signal an Instrumentation Amplifier may be what’s needed. The qualities of an Instrumentation Amplifier include:

  • A differential amplifier with high impedance and low bias current on both inputs.
  • Low noise and low drift when amplifying very small signals.
  • The ability to reject a voltage that is present on both inputs, referred to as Common Mode Rejection Ratio (CMRR)

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