As the open-source movement has brought its influence to more and more fields, we’ve seen an astonishing variety of things once only available at significant expense become accessible to anyone with access to the tools required to create them. One such arena is that of scientific instrumentation, and though we have seen many interesting developments there has been one which has so far evaded us. An analytical balance, a very specialised weighing machine designed to measure the tiniest of masses, remains available only as a new unit costing a fortune, or as a second-hand one with uncertain history and possible contamination. Fortunately, friend of Hackaday [Zach Fredin] is on the case, and as part of one of his MIT courses he chose to create an open-source analytical balance.
The write-up is interspersed with his course notes as he learns a series of fabrication techniques, but in addition to the milled Delrin finished model he treats us to his prototype and gives us an explanation of how these instruments work. It’s a technique that’s rather different to a traditional weighing machine: instead of measuring deformation of a spring in some way it produces a force from an electromagnet to oppose that exerted by gravity on the mass to be measured, and quantifies how much electrical energy is required to do that. The mechanism incorporates feedback through a vane and an optical sensor, which he admits he’s not yet had time to set up properly.
It’s an interesting project not least because it exposes some of the inner workings of an analytical balance, and we look forward to his completing it. If this whet your appetite for the topic it’s worth also looking at [Ben Krasnow’s] video of a balance made using a moving coil meter for an explanation of the technique.
The game consists of a plastic box, upon which a spirit level is fitted, along with a series of LEDs. The aim of the game is to keep the box level while carrying it to a set goal. Inside, an Arduino Uno monitors the output of a MPU 6050, a combined accelerometer and gyroscope chip. If the Arduino detects the box is tilting, it warns the user with the LEDs. Tilt it too far, and a life is lost. When all three lives are gone, the game is over.
It’s a cheap and simple build that would have been inordinately more expensive only 10 to 20 years ago. It goes to show the applications enabled by ubiquitous cheap electronics like MEMS sensors. The technology has other fun applications, too – for example the Stecchino game, or this giant balance board joystick. We’re certainly lucky to have such powerful technology at our fingertips!
Everyone remembers popping their first wheelie on a bike. It’s an exhilarating moment when you figure out just the right mechanics to get balanced over the rear axle for a few glorious seconds of being the coolest kid on the block. Then gravity takes over, and you either learn how to dismount the bike over the rear wheel, or more likely end up looking at the sky wondering how you got on the ground.
Had only this wheelie cheating device been available way back when, many of us could have avoided that ignominious fate. [Tom Stanton]’s quest for the perfect wheelie led him to the design, which is actually pretty simple. The basic idea is to apply the brakes automatically when the bike reaches the critical angle beyond which one dares not go. The brakes slow the bike, the front wheel comes down, and the brakes release to allow you to continue pumping along with the wheelie. The angle is read by an accelerometer hooked to an Arduino, and the rear brake lever is pulled by a hobby servo. We honestly thought the servo would have nowhere near the torque needed, but in fact it did a fine job. As with most of [Tom]’s build his design process had a lot of fits and starts, but that’s all part of the learning. Was it worth it? We’ll let [Tom] discuss that in the video, but suffice it to say that he never hit the pavement in his field testing, although he appeared to be wheelie-proficient going into the project.
For most of us, hacking is a hobby, something to pass a few idle hours and satisfy our need to create. Precious few of us get to live the dream of being paid to tinker; most of us need some kind of day job to pay the bills and support our hacking habits. This necessarily creates an essential conflict, rooted in the fact that we all only have 24 hours to spread around every day: I need to spend my time working so I can afford to hack, but the time I spend working to earn money eats away at my hacking time. That’s some catch, that Catch-22.
From that primary conflict emerges another one. Hacking is a hugely creative process, and while the artist or the author might not see it that way, it’s true nonetheless. Unless we’re straight-up copying someone else’s work, either because they’ve already solved the same problem we’re working on and we just need to get it done, or perhaps we’re just learning a new skill and want to stick to the script, chances are pretty good that we’re hitting the creative juices hard when we build something new. And that requires something perhaps even more limiting than time: inspiration. How you manage inspiration in large part dictates how productive you are in your creative pursuits.
Self-described “Inventor Dad” [pepelepoisson]’s project is called Stecchino (English translation link here) and it’s an Arduino-based physical balancing game that aims to be intuitive to use and play for all ages. Using the Stecchino (‘toothpick’ in Italian) consists of balancing the device on your hand and trying to keep it upright for as long as possible. The LED strip fills up as time passes, and it keeps records of high scores. It was specifically designed to be instantly understood and simple to use by people of all ages, and we think it has succeeded in this brilliantly.
To sense orientation and movement, Stecchino uses an MPU-6050 gyro and accelerometer board. An RGB LED strip gives feedback, and it includes a small li-po cell and charger board for easy recharging via USB. The enclosure is made from a few layers of laser-cut and laser-engraved material that also holds the components in place. The WS2828B WS2812B LED strip used is technically a 5 V unit, but [pepelepoisson] found that feeding them direct from the 3.7 V cell works just fine; it’s not until the cell drops to about three volts that things start to glitch out. All source code and design files are on GitHub.
Rehabilitating brain injuries where a patient’s sense of balance has been compromised is no easy task. Current solutions only trigger when the patient reaches a threshold and by then, it may already be too late for a graceful recovery. [Simon Merrett]’s SoleSense is being designed to give continuous feedback like a stock humans innate sense of balance. Therapists hope this will aid recovery by more closely imitating what most of us grew up with.
SoleSense relies on capacitive sensors arranged under the feet to know where the patients are placing their weight. [OSHPark] is providing the first round of flexible PCBs so some lucky sole is going to get purple inserts.
Outside of recovery, devices like this can teach better posture or possibly enhance a fully functioning sense of balance. That could improve physical performance. Who knows, we are finding new ways of perceiving the world all the time.
If you have a good sense of balance, you can ride a unicycle or get on TV doing tricks with ladders. We don’t know if [Hanna Yatco] has a good sense of balance or not, but we do know her Arduino does. Her build uses the ubiquitous HC-SR04 SONAR sensor and a servo.
This is a great use for a servo since a standard servo motor without modifications only moves through part of a circle, and that’s all that’s needed for this project. A PID algorithm measures the distance to the ball and raises or lowers a beam to try to get the ball to the center.