Everything You Ever Wanted To Know About The ULN2003

The ULN2003 IC is an extremely versatile part, and with the help of [Hulk]’s deep dive, you might just get some new ideas about how to use this part in your own projects.

Each of the seven outputs works like this simplified diagram.

Inside the ULN2003 you’ll find seven high-voltage and high-current NPN Darlington pairs capable of switching inductive loads. But like most such devices there are a variety of roles it can fill. The part can be used to drive relays or motors (either brushed or stepper), it can drive LED lighting, or simply act as a signal buffer. [Hulk] provides some great examples, so be sure to check it out if you’re curious.

Each of the Darlington pairs (which act as single NPN transistors) is configured as open collector, and the usual way this is used is to switch some kind of load to ground. Since the inputs can be driven directly from 5 V digital logic, this part allows something like a microcontroller to drive a high current (or high voltage, or both) device it wouldn’t normally be able to interface with.

While the circuitry to implement each of the transistor arrays isn’t particularly complex and can be easily built by hand, a part like this is a real space saver due to how it packs everything needed in a handy package. Each output can handle 500 mA, but this can be increased by connecting in parallel.

There’s a video (embedded below) which steps through everything you’d like to know about the ULN2003. Should you find yourself wanting a much, much closer look at the inner secrets of this chip, how about a gander at the decapped die?

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Back To Basics With A 555 Deep Dive

Many of us could sit down at the bench and whip up a 555 circuit from memory. It’s really not that hard, which is a bit strange considering how flexible the ubiquitous chip is, and how many ways it can be wired up. But when was the last time you sat down and really thought about what goes on inside that little fleck of silicon?

If it’s been a while, then [DiodeGoneWild]’s back-to-basics exploration of the 555 is worth a look. At first glance, this is just a quick blinkenlights build, which is completely the point of the exercise. By focusing on the simplest 555 circuits, [Diode] can show just what each pin on the chip does, using an outsized schematic that reflects exactly what’s going on with the breadboarded circuit. Most of the demos use the timer chip in free-running mode, but circuits using bistable and monostable modes sneak in at the end too.

Yes, this is basic stuff, but there’s a lot of value in looking at things like this with a fresh set of eyes. We’re impressed by [DiodeGoneWild]’s presentation; while most 555 tutorials focus on component selection and which pins to connect to what, this one takes the time to tell you why each component makes sense, and how the values affect the final result.

Curious about how the 555 came about? We’ve got the inside scoop on that.

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Peek At The Off-Ear Speaker Prototypes For Valve’s VR

The Valve Index VR headset incorporates a number of innovations, one of which is the distinctive off-ear speakers instead of headphones or earbuds. [Emily Ridgway] of Valve shared the design and evolution of this unusual system in a deep dive into the elements of the Index headset. [Emily] explains exactly what they were trying to achieve, how they determined what was and wasn’t important to deliver good sound in a VR environment, and what they were able to accomplish.

First prototype, a proof-of-concept that validated the basic idea and benefits of off-ear audio delivery.

Early research showed that audio was extremely important to providing a person with a good sense of immersion in a VR environment, but delivering a VR-optimized audio experience involved quite a few interesting problems that were not solved with the usual solutions of headphones or earbuds. Headphones and earbuds are optimized to deliver music and entertainment sounds, and it turns out that these aren’t quite up to delivering on everything Valve determined was important in VR.

The human brain is extremely good at using subtle cues to determine whether sounds are “real” or not, and all kinds of details come into play. For example, one’s ear shape, head shape, and facial geometry all add a specific tonal signature to incoming sounds that the brain expects to encounter. It not only helps to localize sounds, but the brain uses their presence (or absence) in deciding how “real” sounds are. Using ear buds to deliver sound directly into ear canals bypasses much of this, and the brain more readily treats such sounds as “not real” or even seeming to come from within one’s head, even if the sound itself — such as footsteps behind one’s back — is physically simulated with a high degree of accuracy. This and other issues were the focus of multiple prototypes and plenty of testing. Interestingly, good audio for VR is not all about being as natural as possible. For example, low frequencies do not occur very often in nature, but good bass is critical to delivering a sense of scale and impact, and plucking emotional strings.

“Hummingbird” prototype using BMR drivers. Over twenty were made and lent to colleagues to test at home. No one wanted to give them back.

The first prototype demonstrated the value of testing a concept as early as possible, and it wasn’t anything fancy. Two small speakers mounted on a skateboard helmet validated the idea of off-ear audio delivery. It wasn’t perfect: the speakers were too heavy, too big, too sensitive to variation in placement, and had poor bass response. But the results were positive enough to warrant more work.

In the end, what ended up in the Index headset is a system that leans heavily on Balanced Mode Radiator (BMR) speaker design. Cambridge Audio has a short and sweet description of how BMR works; it can be thought of as a hybrid between a traditional pistonic speaker drivers and flat-panel speakers, and the final design was able to deliver on all the truly important parts of delivering immersive VR audio in a room-scale environment.

As anyone familiar with engineering and design knows, everything is a tradeoff, and that fact is probably most apparent in cutting-edge technologies. For example, when Valve did a deep dive into field of view (FOV) in head-mounted displays, we saw just how complex balancing different features and tradeoffs could be.