Thus far, the vast majority of human photographic output has been two-dimensional. 3D displays have come and gone in various forms over the years, but as technology progresses, we’re beginning to see more and more immersive display technologies. Of course, to use these displays requires content, and capturing that content in three dimensions requires special tools and techniques. Kim Pimmel came down to Hackaday Superconference to give us a talk on the current state of the art in advanced AR and VR camera technologies.
Kim has plenty of experience with advanced displays, with an impressive resume in the field. Having worked on Microsoft’s Holo Lens, he now leads Adobe’s Aero project, an AR app aimed at creatives. Kim’s journey began at a young age, first experimenting with his family’s Yashica 35mm camera, where he discovered a love for capturing images. Over the years, he experimented with a wide variety of gear, receiving a Canon DSLR from his wife as a gift, and later tinkering with the Stereorealist 35mm 3D camera. The latter led to Kim’s growing obsession with three-dimensional capture techniques.
Through his work in the field of AR and VR displays, Kim became familiar with the combination of the Ricoh Theta S 360 degree camera and the Oculus Rift headset. This allowed users to essentially sit inside a photo sphere, and see the image around them in three dimensions. While this was compelling, [Kim] noted that a lot of 360 degree content has issues with framing. There’s no way to guide the observer towards the part of the image you want them to see.
Mihir Shah has designed many a PCB in his time. However, when working through the development process, he grew tired of the messy, antiquated methods of communicating design data with his team. Annotating photos is slow and cumbersome, while sending board design files requires everyone to use the same software and be up to speed. Mihir thinks he has a much better solution by the name of InspectAR, it’s an augmented reality platform that lets you see inside the circuit board and beyond which he demoed during the 2019 Hackaday Superconference.
The idea of InspectAR is to use augmented reality to help work with and debug electronics. It’s a powerful suite of tools that enable the live overlay of graphics on a video feed of a circuit board, enabling the user to quickly and effectively trace signals, identify components, and get an idea of what’s what. Usable with a smartphone or a webcam, the aim is to improve collaboration and communication between engineers by giving everyone a tool that can easily show them what’s going on, without requiring everyone involved to run a fully-fledged and expensive electronics design package.
The Supercon talk served to demonstrate some of the capabilities of InspectAR with an Arduino Uno. With a few clicks, different pins and signals can be highlighted on the board as Mihir twirls it between his fingers. Using ground as an example, Mihir first highlights the entire signal. This looks a little messy, with the large ground plane making it difficult to see exactly what’s going on. Using an example of needing a point to attach to for an oscilloscope probe, [Mihir] instead switches to pad-only mode, clearly revealing places where the user can find the signal on bare pads on the PCB. This kind of attention to detail shows the strong usability ethos behind the development of InspectAR, and we can already imagine finding it invaluable when working with unfamiliar boards. There’s also the possibility to highlight different components and display metadata — which should make finding assembly errors a cinch. It could also be useful for quickly bringing up datasheets on relevant chips where necessary.
Obviously, the electronic design space is a fragmented one, with plenty of competing software in the market. Whether you’re an Eagle diehard, Altium fanatic, or a KiCad fan, it’s possible to get things working with InspectAR. Mihir and the team are currently operating out of office space courtesy of Autodesk, who saw the value in the project and have supported its early steps. The software is available free for users to try, with several popular boards available to test. As a party piece for Supercon, our very own Hackaday badge is available if you’d like to give it a spin, along with several Arduino boards, too. We can’t wait to see what comes next, and fully expect to end up using InspectAR ourselves when hacking away at a fresh run of boards!
Companion robots are a breed that, heretofore, we’ve primarily seen in cinema. Free from the limits of real-world technology, they manage to be charismatic, cute, and capable in ways that endear them to audiences the world over. Jorvon Moss and Alex Glow decided that this charming technology shouldn’t just live on the silver screen, and have been developing their own companion bots to explore this field. Lucky for us, they came down to Hackaday Superconference to tell us all about it!
The duo use a variety of techniques to build their ‘bots, infusing them with plenty of personality along the way. Jorvon favors the Arduino as the basis of his builds, while Alex has experimented with the Google AIY Vision Kit, BBC Micro:bit, as well as other platforms. Through clever design and careful planning, the two common maker techniques to create their unique builds. Using standard servos, 3D printed body parts, and plenty of LEDs, it’s all stuff that’s readily accessible to the home gamer.
Having built many robots, the different companions have a variety of capabilities in the manner they interact. Alex’s robot owl, Archimedes, uses machine vision to find people, and tries to figure out if they’re happy or sad. If they’re excited enough, it will give the person a small gift. Archimedes mounts on a special harness Alex built out of armature wire, allowing the avian to perch on her shoulder when out and about. Similarly, Jorvon’s Dexter lurks on his back, modeled after a monkey. Featuring an LED matrix for emotive facial expressions, and a touch sensor for high fives, Dexter packs plenty of character into his 3D printed chassis.
Alex and Jorvon also talk about some of the pitfalls and challenges they’ve faced through the development of their respective companion bots. Jorvon defines a companion robot as “any robot that you can take with you, on any type of adventure”. Being out in the real world and getting knocked around means breakages are common, with both of the duo picking up handfuls of smashed plastic and bundles of wires at times. Thankfully, with 3D printing being the tool of the trade, it’s easy to iteratively design new components to better withstand the rough and tumble of daily life out and about. This also feeds into the rest of the design process, with Jorvon giving the example of Dexter’s last minute LED upgrades that were built and fitted while at Supercon.
Develop on companion bots is never really finished. Future work involves integrating Chirp.io data-over-sound communications to allow the bots to talk. There’s been some headaches on the software side, but we look forward to seeing these ‘bots chatting away in their own droid language. While artificial intelligence doesn’t yet have homebrew companion bots matching the wisecracking droids seen in movies, designing lifelike bodies for our digital creations is a big step in that direction. With people like Alex and Jolyon on the case, we’re sure it won’t be long before we’re all walking around with digital pals on our shoulders — and it promises to be fun!
[TwinkleTwinkie]’s creations are usually badges of one type or other — they’re meant to be worn on a lanyard around your neck, as a pin, or as a decoration added to another badge. The whole point is the aesthetic, and style is just as important as functionality. With diverse inspirations like Futurama, Alice in Wonderland and the shenanigans of the GIF community, his badges blend brightly colored boards with a big helping of LEDs and artistic silkscreening to create electronic works of art.
The tape recorder was an invention that kicked off a golden period of exploration in sound. Beginning in World War II, the Nazi propaganda machine cut and spliced recorded materials and disseminated them across broadcasting stations in Europe. To the astonishment of the Allies, certain German officials appeared to be making broadcasts from different studios at the same time, due to the high quality of the recording hardware. After the war, this technology was discovered by a group of Parisian recording artists who began to experiment with an art that became known as musique concrète, using tape hardware in weird and wonderful ways to create new sounds heretofore unheard in nature.
For those who grew up with video games, the legendary sounds of consoles past are an instant nostalgia hit. [Thea Flowers] first got her hands on a gamepad playing Sonic the Hedgehog, so the sounds of the Sega Genesis hold a special place in her heart. Decades later, this inspired the creation of Genesynth, a hardware synth inspired by the classic console. The journey of developing this hardware formed the basis of [Thea]’s enlightening Supercon talk.
[Thea’s] first begins by exploring why the Genesis sound is so unique. The Sega console slotted neatly into a time period where the company sought to do something more than simple subtractive synthesis, but before it was possible to use full-waveform audio at an affordable price point. In collaboration with Yamaha, the YM2612 FM synthesis chip was built, a cost-reduced sound engine similar to that in the famous DX7 synthesizer of the 1980s. This gave the Genesis abilities far beyond the basic bleeps and bloops of other consoles at the time, and [Thea] decided it simply had to be built into a dedicated hardware synth.