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MEA10731 // Mini Project // conductor stand

January 10, 2011 Leave a comment

For our mini project we chose to design and prototype a semester project related artefact. Our semester project is called Orkestrariet and based on a project call from DR for a new music experience center called Musikarium.

The Orkestrariet is an interactive music learning installation using finger tracking. Until now, the system needed to be activated/deactivated by pressing the enter key. For a public installation, this is definitely not an ideal input method.

So what device could improve the interaction? Verplank’s interaction design framework was used to design the concept this mini project is based on:

It was thus decided to build a wooden conductor stand for the user. So to trigger the application, the user needs to step onto the stand. The application status is indicated by a curtain in the interface. If the application is active, the curtain is open and displays the orchestra. If the application is deactivated, the curtain is closed. Stepping off the stand automatically ends the session thus closing the curtain, saving the user data and deactivating the system.


To register a user, a force sensitive resistor (FSR) was built into the stand. The following sketch illustrates the stand.

The actual stand consists of the frame (image 1), a bottom plate mounted onto the frame with the FSR attached to it (image 2) and a plate losely placed on top of the bottom plate (image 3).

image 1

image 2

image 3

For installation purposes, 2 footprints on the top plate indicate where the user needs to stand. Furthermore, an instruction plate was designed. It explains how to use the system.


The FSR is connected to a CUI32 board. Using a small program written for StickOS, the CUI32 sends the analogue input signal of the pin the FSR is connected to (an3) to a patch in MaxMSP.

StickOS program:

10 dim a as pin an0 for analog input
20 dim b as pin an1 for analog input
30 dim c as pin an2 for analog input
40 dim d as pin an3 for analog input
50 dim e as pin an4 for analog input
60 rem — pin an5 usurped by USB —
70 dim g as pin an6 for analog input
80 dim h as pin an7 for analog input
90 dim i as pin an8 for analog input
100 dim j as pin an9 for analog input
110 dim k as pin an10 for analog input
120 dim l as pin an11 for analog input
130 dim m as pin an12 for analog input
140 dim n as pin an13 for analog input
150 dim o as pin an14 for analog input
160 dim p as pin an15 for analog input
170 configure timer 0 for 10 ms
180 on timer 0 do print “A”,a,b,c,d,e,”0″,g,h,i,j,k,l,m,n,o,p
190 while 1 do
200 endwhile

Excerpt of the patch in MaxMSP:

The analogue signal is fed to a threshold which then controls the binary message from MaxMSP to Processing (sending 1 when the FSR detects pressure (any value >0) and 0 when there is no pressure). We used MaxLink External library in order to communicate from MaxMSP to Processing which is where the main Orkestrariet application is run. The received value (1 or 0) controls the activation/deactivation of the system.

The following video shows the working prototype of the conductor stand.

Categories: mea10731

MEA10731 // 3D input devices and haptic feedback poster// eMotion

November 15, 2010 Leave a comment

This is a poster of a motion capture concept. It assumes that the “ideal solution” of 3D input devices discussed on page 12 of the Allosphere survey article (top link) actually exists today.

 


Categories: mea10731

MEA10731 // Interface Prototyping // Wiimote-stand

November 12, 2010 Leave a comment

For our semester project, we are implementing a multitouch gesture based interface using IR tracking. To do so, we chose to work with the Nintendo Wiimote controller which comes with a very good IR-camera, as well as an IR LED array that sends out the light which then is reflected off the users’ fingers (using reflective tape).

To visualize this concept, we made use of Bill Verplank’s interaction design framework:

IDEA: using only your fingers to interact

ERROR: mostly, devices are needed: mice, keyboards etc.

METAPHOR: conductor hands scores to orchestra

SCENARIO: teach Emma (9) about orchestral interplay

MODEL: one-to-many interactions

TASK:

(1) setup IR camera+ LED array

(2) track finger movements (send out IR light & receive finger reflection)

DISPLAY: project onto floor

CONTROL: hover over icons etc.

To set up the Nintendo Wiimote, we need a stand to hold it in place. The following drawings show the iterations of our design:



We added an arm to the original design to stabilize the Wiimote and got rid of the clipping-ends to save material. If we need need even more stabilization, we can drill holes into the sides and strap the Wiimote in with a rubber band.

In 3D Studio Max we made a 3D model of the stand:

We also want to be able to tilt the Wiimote so it can be positioned according to the height of the users. Thus we are mounting the Wiimote-stand onto the top part of a common microphone stand:

To print the model in 3D at a more reasonable price, we devided it into 2 parts (female & male end). That way, we were able to save a lot of support material.

Once assembled, this is what it looks like:

Categories: mea10731

MEA10731 // sensor assignment // pitch detector

October 29, 2010 Leave a comment

For this assignment we decided to make a pitch detector consisting of a microphone corresponding to a BlinkM LED, an ultra bright wide-angle RGB LED, via the LINKM USB smart LED controller.

BlinkM LED:

 

 

 

 

 

 

LinkM Controller:

 

 

 

 

 

 

We used Processing to communicate with the BlinkM LED and Max/MSP to detect the pitch. In order for both applications to communicate with each other we used an external library called ‘Maxlink’.

The pitch detector is set to detect 3 octaves, from C4-C6, following the major scale. For each note the LED outputs a different colour.

The colours are mapped to each note as listed below:

 

 

 

 

 

 

 

 

 

 

 

 

The video below illustrates how our prototype works.

Categories: mea10731

MEA10731 // form&interaction assignment // Super Squeeze

October 12, 2010 Leave a comment

For the video prototyping assignment, we ended up with the following 3 keywords:

Product: toothbrush
Target group: children (8-11)
Action: squeeze

We therefore wanted to come up with a product that would help motivating children to brush their teeth long enough (at least 120s).
There have been several approaches in that area, e.g. a musical tooth brush that plays tunes while in use:

In terms of the squeezing, there have also been some inspiring interaction design approaches such as a little device called “blobo”:

http://bloboshop.com/

The goal was to make brushing teeth more entertaining, so we turned it into a game for the children! We chose super mario, a game known by everyone and fun for both girls and boys.

We had to redesign the common toothbrush into a game controller, making the end squeezable and equipping it with an accelerometer and blue tooth so it can be paired with a tv screen.

With mirror tv technology already developed, incorporating the tv screen into the bathroom can be done very elegantly.

http://www.trendir.com/archives/001454.html

The game:
In 120s, collect as many points as possible.
The faster you brush, the faster Mario runs.
Jump by squeezing the toothbrush end.
Find the golden toothpaste token to load up your tooth paste power. Once you loaded your tooth paste power, you can shoot at your opponents the next time you squeeze the toothbrush. Also, real toothpaste will be automatically dispensed by the toothpbrushhead.

For our movie, we sketched a rough storyboard:


Sit back and enjoy-we’d like to present to you… SUPER SQUEEZE!

Categories: mea10731