While we’re still far away from returning to a pre-Corona everyday life, people seem to have accepted that toilet paper will neither magically cease to exist, nor become our new global currency. But back at the height of its madness, like most of us, [Jelle Vermandere] found himself in front of empty shelves, and the solution seemed obvious to him: creating a lifelike toilet paper chasing game in hopes to distract the competition.
Using Unity, [Jelle] created a game world of an empty supermarket, with the goal to chase after distribution tubes and collect toilet paper packs into a virtual cart. Inspired by the Wii Wheel, he imitated a shopping cart handle built from — as it appears — a sunshade pole that holds an Arduino and accelerometer in a 3D-printed case as game controller. For an even more realistic feel, he added a sound sensor to the controller, and competing carts to the game, which can be pushed out of the way by simply yelling loud enough. You can witness all of this delightful absurdity in his build video after the break.
But that’s not all. With the toilet paper situation sorted out, [Jelle] found himself in a different dilemma: a cloud foiled his plans of going for a bicycle ride. In the same manner, he ended up building a cycling racing game, once again with Unity and Arduino. From a 3D-scanned model of himself and his bicycle, to automatically generating tracks on the fly and teaching an AI to ride a bike, [Jelle] clearly doesn’t joke around while he’s joking around.
However, the best part about the game has to be the controller, which is his actual bicycle. Using a magnetic door sensor to detect the speed, and a potentiometer mounted with an obscure Lego construction to the handlebar, it’s at least on par with the shopping cart handle — but judge for yourself in another build video, also attached after the break. The only thing missing now is to level up the difficulty by powering the Arduino with the bicycle itself.
Let’s face it, we probably all sit at our computers for way too long without getting up. Yes, there’s work to be done, games to be played, and the internet abounds with people who are wrong and must be down-voted and/or corrected. We totally get and respect all that. However, if you want to maintain your middle- and long-range vision, you should really get up regularly and gaze out the window for a bit.
In fact, the Arduband does you one better. Its Arduino Nano and accelerometer check your position every ten minutes. If you haven’t changed your Z by the third check, then it’s time for a break. The combination of an RGB LED, buzzer, and vibrating disc motor working together should be enough to pull you out of any computerized stupor, and they won’t give up and go back to sleep until you have stood up and remained upright for one minute.
We like that [ardutronics123] spun up a board and made it small enough to be wrist-mounted using a watch strap. It would work just as well worn around your neck, and would probably even fit in your pocket. Blink a few times before you check out the build video after the break.
Let’s face it — people are gonna touch their faces. Sometimes faces itch, especially during allergy season. But the first step toward quitting something like that is to become cognizant of just how often you do it.
This no-touch-face bracelet is awesome because it’s simple and it works. It uses a Circuit Playground Express programmed in Make code, but it would be easy to port it to Arduino or CircuitPython. If you want to make something more elegant, we’re all for it, but you could be using this in the meantime to help condition yourself away from the habit. Check out the demo after the break.
It’s great to see people are out there trying to find fun ways to exercise amid the current crisis. Although jumping up and down isn’t great for the knees, it does give decent cardio. But if you don’t have a rope or a puddle, we admit that jumping can lose its bounce pretty fast.
Here’s how it works: [fridaay] holds a transmit circuit that consists of an Arduino UNO, an accelerometer module, and an nRF24L01 transceiver, all running on a 9 V battery. Whenever [fridaay] jumps, the accelerometer reads the change in Z and sends it to the receiving circuit, which is just another UNO and nRF. The receiving UNO is connected to a laptop and configured to press the space bar so the dinosaur canters over the cacti.
We’ve never been able to stay alive long enough in the game to see this happen, but apparently you need to crouch at some point in the game. [fridaay] has yet to implement a control for that, but we’re sure he’ll think of something. Jump past the break to see the video, and hit him up if you need the code.
There’s a new development board in town from Adafruit, and it’s called the CLUE. This tiny board can be programmed in Arduino or CircuitPython, and it is absolutely stuffed with sensors and functionality, including Bluetooth. It’s essentially a BBC Micro:bit with more sensors, a screen, and a much beefier processor. Sound interesting? Let’s get out the magnifying glass and take a look, shall we?
(Editor’s note: Adafruit ran out of the first alpha run of the hardware. While we didn’t run into any bugs, the next versions will presumably have even fewer, but will also cost $40 instead of $30. That said, they’re giving out 3,000 of them to attendants of PyCon in April, so you might also get your hands on one that way.)
First and foremost, there’s the form factor — if that bottom edge looks familiar, that’s because the CLUE is designed to work with micro:bit robot kits and anything else with that edge connector, like the CRICKIT for micro:bit, or the Bit:Bot from Seeed Studios. This is big news for the micro:bit ecosystem, and not just because the CLUE brings tons of sensors and a screen to the scene, although a 1.3″ screen at 240×240 resolution is nothing to sneeze at.
The main brain is a Nordic nRF52840, so you can pair it to your phone and stream your collected data. Or, use it to get two CLUE boards talking to each other. This is a major upgrade from the micro:bit’s nRF51822 — the CLUE is four times faster, has four times the flash memory, and has sixteen times as much RAM. We hope someone can find a way to make them into short-range messaging machines with Q10 keyboards.
While there’s been a lot of advancements in VR gaming over the last couple of years, plenty of folks are still happy enough to just stare at their monitor. But that’s not to say some of those fancy head-tracking tricks wouldn’t be a welcome addition to their repertoire. For players who are literally looking to get their head in the game, [Adrian Schwizgebel] has created qeMotion.
The idea here is simple enough: attach a motion sensor to a standard gaming headset (here a MPU-6050 IMU), and use the data from it to virtually “press” keys through USB HID emulation. Many first person shooter games offer the ability to lean left or right by pressing Q or E respectively, so all [Adrian] had to do was map the appropriate accelerometer readings to those keys for it to work seamlessly with popular titles such as Tom Clancy’s Rainbow Six Siege and Insurgency.
The concept might be basic, but the execution is anything but. Rather than just duct taping an Arduino to his headset, [Adrian] designed a very slick 3D printed enclosure for the electronics that sits on his desk. While they haven’t all been implemented yet, the devices features indicator lights and buttons to switch through various modes. The sensor on the headset has similarly been encased in a very professional looking 3D printed box, complete with a nice braided cable to link it to the desk unit.
With the benefit of decades of advances in miniaturization, looking back at the devices of yore can be entertaining. Take camcorders; did we really walk around with these massive devices resting on our shoulders just to record the family trip to Disneyworld? We did, but even if those days are long gone, the hardware remains for the picking in closets and at thrift stores.
Those camcorders can be turned into cool things such as this CRT-based virtual reality headset. [Andy West] removed the viewfinders from a pair of defunct Panasonic camcorders from slightly after the “Reggievision” era, leaving their housings and optics as intact as possible. He reverse-engineered the connections and hooked up the composite video inputs to HDMI-to-composite converters, which connect to the dual HDMI ports on a Raspberry Pi 4. An LM303DLHC accelerometer provides head tracking, and everything is mounted to a bodged headset designed to use a phone for VR. The final build is surprisingly neat for the number of thick cables and large components used, and it bears a passing resemblance to one of those targeting helmets attack helicopter pilots use.
The software is an amalgam of whatever works – Three.js for browser-based 3D animation, some off-the-shelf drivers for the accelerometers, and Python and shell scripts to glue it all together. The video below shows the build and a demo; we don’t get the benefit of seeing what [Andy] is seeing in glorious monochrome SD, but he seems suitably impressed. As are we.
We’ve seen an uptick in projects using CRT viewfinders lately, including this tiny vector display. Time to scour those thrift stores before all the old camcorders are snapped up.