Homes in different parts of the world used to look different from each other out of necessity, built to optimize for the challenges and benefits of local climate. When residential climate control systems became commonplace that changed. Where a home in tropical south Florida once required very different building methods (and materials) compared to a home in the cold mountains of New England, essentially identical construction methods are now used for single-family homes in any climate. The result is inefficient and virtually indistinguishable housing from coast to coast, regardless of climate. As regions throughout the world are facing increasingly dire housing shortages, the race is on to find solutions that are economical and available to us right now.
The mission of CalEarth, one of the non-profits that Hackaday has teamed up with for this year’s Hackaday Prize, is to address that housing shortage by building energy-efficient homes out of materials already available in the areas that they will be built. CalEarth specializes in building adobe, or earth, homes that have a large thermal mass and an inexpensive bill of materials. Not only does this save on heating and cooling costs, but transportation costs for materials can be reduced as well. Some downside to this method of construction are increased labor costs and the necessity of geometric precision of the construction method, both of which are tackled in this two-month design challenge.
Flash is all but gone already, but as we approach the official Adobe end-of-life date on December 31st, it’s picking up traction one last time as people reminisce about the days of Internet past. Back in July, [Jonas Richner] created an impressive website that catalogs not only almost 20 years of Flash games, but also testimonials for the software from dozens of developers who began their careers with it.
Flash started in 1996 with the intention of being a standard for animations and vector graphics on the early Web. With the release of Flash Player 5 in August of 2000, Macromedia (later acquired by Adobe) presented the first version of ActionScript, an object-oriented scripting language meant to bring interactivity to animated Flash movies. Since then, thousands of games made with the platform were released online through websites like Newgrounds and shared all over the world, with the most popular games easily reaching tens of millions of plays.
These games became popular in part thanks to how quickly they could be created with the Flash authoring tools, but also because it was so easy for players to run them. With a single plugin for your web browser of choice, the barrier of entry was extremely low. Most home computers from the mid-2000s were able to run Flash software without needing dedicated graphics hardware. This prompted a “creative chaos” as [Richner] puts it, spawning millions of games and animations which started genres and careers lasting to this day.
Unfortunately, browsers have been dropping support for the plugin due to vulnerabilities in the most recent iterations of its scripting engine and Google no longer indexes Flash files. It would seem this particularly creative era of the Internet is coming to an end. However, you can still relive old games and animations made with plugins such as Flash and Shockwave with [BlueMaxima]’s Flashpoint, and like [Richner], we also hope that the people building today’s platforms and technologies keep the lessons from Flash in mind.
New grounds were paved and anyone who wanted to become an animator or a web designer could manage it in a few tutorials. Only a few years before Flash took off, people had started talking about computers as a source for art in mostly theoretical terms. There were demoscenes, university studies, and professional communities, of course, but were they truly public? Suddenly Flash made computer art an everyday thing. How could computers not be used for art? In schools and offices all over the world people of varying technical skill would get links to games, animation, and clever sites sent by their friends and colleagues.
For 23 years Flash has had this incredible creative legacy. Yet it’s not perfect by any means. It’s a constant headache for our friendly neighborhood super-conglomerates. Apple hates how it drains the battery on their mobile devices, and that it’s a little village outside of their walled garden. Microsoft sees it as another endless security violation. They all saw it as a competitor product eating their proprietary code bases. Continue reading “Blend Your Last Frogs. Google Turns A Blind Eye To Flash.”→
[Fran Blanche] is on the team of elite hackers that has been offered a chance to contribute to [Adam Savage]’s Project Egress, a celebration of the engineering that got humanity to the Moon 50 years ago this month. By the luck of the draw, she landed a great assignment: building a replica of one of the fifteen latches that kept the Apollo Command Module hatch dogged down against the vacuum of space, and she’s doing a great job documenting her build with some interesting videos.
The first video below is mostly her talking through her design process, materials choices, and ideas about fabricating the somewhat intricate pieces of the latch. All 44 makers involved in the project get to choose what materials and methods they’ll use to make their parts, and [Fran] decided to use wood. Her first inclination was to use oak and brass, a nice combination with an 80s vibe, but in the second video, which covers more of the initial fabrication, she explains her switch to walnut. Unfortunately, the only CNC option she has is a Shaper Origin, which presents some difficulties; the handheld tool requires some complicated fixturing to safely machine the small parts needed, and its inability to read STL files means that [Fran] is stuck with a complicated software toolchain to drive the tool.
There are more videos to come as [Fran] gets further into the build, and we’re looking forward to seeing how her part and the rest of the makers’ builds come out.
Photoshop can take a bad picture and make it look better. But it can also take a picture of you smiling and make it into a picture of your frowning. Altering images and video can of course be benign, but it can also have nefarious purposes. Adobe teamed up with researchers at Berkeley to see if they could teach a computer to detect a very specific type of photo manipulation. As it turns out, they could.
Using a Photoshop feature called face-aware liquify, slightly more than half of the people tested could tell which picture was the original and which was retouched to alter the facial expression. However, after sufficient training, Adobe’s neural network could solve the puzzle correctly 99% of the time.
Sometimes, less is more. Sometimes, more is more. There is a type of person who believes that if enough photos of the same subject are taken, one of them will shine above the rest as a gleaming example of what is possible with a phone camera and a steady hand. Other people know how to frame a picture before hitting the shutter button. In some cases, the best method may be snapping a handful of photos to get one good one, not by chance, but by design.
[The Thought Emporium]’s video, also below the break, is about getting crisp pictures from a DSLR camera and a microscope using focus stacking, sometimes called image stacking. The premise is to take a series of photos that each have a different part of the subject in focus. In a microscope, this range will be microscopic but in a park, that could be several meters. When the images are combined, he uses Adobe products, the areas in focus are saved while the out-of-focus areas are discarded and the result is a single photo with an impossible depth of focus. We can’t help but remember those light-field cameras which didn’t rely on moving lenses to focus but took many photos, each at a different focal range.
A Group of MIT, Microsoft, and Adobe researchers have managed to reproduce sound using video alone. The sounds we make bounce off every object in the room, causing microscopic vibrations. The Visual Microphoneutilizes a high-speed video camera and some clever signal processing to extract an audio signal from these vibrations. Using video of everyday objects such as snack bags, plants, Styrofoam cups, and water, the team was able to reproduce tones, music and speech. Capturing audio from light isn’t exactly new. Laser microphones have been around for years. The difference here is the fact that the visual microphone is a completely passive device. No laser or special illumination is required.
The secret is in the signal processing, which the team explains in their SIGGRAPH paper (pdf link). They used a complex steerable pyramid along with wavelet filters to obtain local pixel motion values. These local values are averaged into a global motion value. From this global motion value the team is able to measure movement down to 1/1000 of a pixel. Plenty of resolution to decode audio data.
Most of the research is performed with high-speed video cameras, which are well outside the budget of the average hacker. Don’t despair though, the team did prove out that the same magic can be performed with consumer cameras, albeit with lower quality results. The team took advantage of the rolling shutter found in most of today’s CMOS imager based consumer cameras. Rolling shutter CMOS sensors capture images one row at a time. Each row can be processed in a similar fashion to the frames of the high-speed camera. There are some inter-frame gaps when the camera isn’t recording anything though. Even with the reduced resolution, it’s easy to pick out “Mary had a little lamb” in the video below.
We’re blown away by this research, and we’re sure certain organizations will be looking into it for their own use. Don’t pull out your tin foil hats yet though. Foil containers proved to be one of the best sound reflectors.