cdesaull@andrew.cmu.edu – Intro to Physical Computing: Student Work https://courses.ideate.cmu.edu/60-223/f2018/work Intro to Physical Computing: Student Work Sun, 16 Dec 2018 16:38:47 +0000 en-US hourly 1 https://wordpress.org/?v=4.9.25 Bingo Box by Team Jeffrey: Final Documentation https://courses.ideate.cmu.edu/60-223/f2018/work/bingo-box-by-team-jeffrey-final-documentation/ https://courses.ideate.cmu.edu/60-223/f2018/work/bingo-box-by-team-jeffrey-final-documentation/#respond Tue, 11 Dec 2018 23:27:28 +0000 https://courses.ideate.cmu.edu/60-223/f2018/work/?p=5154 overview

This project is a Bingo-style game for Jeffrey to play with his 6-year-old granddaughter, Stella. This game, partially disguised as trivia, would be used as a tool to spark conversations about interests and personal topics as a way to get both young kids and adult family members to know each other better. See here for documentation of our initial meeting with Jeffrey and see here for documentation of our prototype.

What we built

 

 

We built an electronic board-game, with very simple rules, which could be used for both a 73 year old and a 6 year old. The game-play is a mix between Trivial Pursuit, Bingo and Truth or Dare.

Before the game starts, each Player writes down a set of questions for the other player to answer. The use of this analog method is to create a constantly evolving game, which grows and complexifies as Stella does. Player 1 asks a question from their stack of cards, and player 2 picks a spot on the board and attempts to answer. If answered correctly, player one presses their green button which locks the location on the button pad (as seen in the image below). If the answer is wrong, however, the illuminated button disappears, and player 2 must try again in the next round. This format continue until one player obtains 5 lit-up buttons in a row.

For a long game play, penalty cards such as “Tell me a story in song” or “Invent a short dance routine”, may be given to the person who has answered wrong at the end of each turn. For a short game play, the penalty card may be given at the end of the game.

 

Player 1 reading a question card, while player 2 chooses a position on the button pad.

 

Detail shot of the LCD screen, giving the players indications: “Green asks, Pink answers.” You also get a sense of the box’s transparency, which was a customer request made by Jeffrey.

 

Detail shot of the button pad, correct and incorrect buttons, as well as the LCD screen. 

 

Detail shot of the speakers and box design on the back face.

 

Narrative Sketch

Stella gets dropped off by her single father at Jeffrey’s house, for their weekly Wednesday hangout. Stella would like to play a game, but Jeffrey isn’t sure how to successfully entertain a 6-year girl. Instead of having his wife help him out, he pulls out their customized board-game.

Stella likes to start, because she enjoys the pretty colors the button pad generates. As the game starts, a rainbow pattern illuminates the board, making Stella smile.

The first step of the game is for each player to write down a list of personalized questions on their assigned cards, which can be re-used or re-written as pleased. The aim of these questions is to generate conversation, and learn something from one another. Then, Stella starts by pressing a button of her chosen location on the button pad. Jeffrey asks her a question from his green deck of cards .

 

Player 1 chooses a location on the board.

Stella attempts to answer the question. If answered correctly, Jeffrey will select the green button, locking in the position on the buttonpad. If the answer is incorrect, Jeffrey presses the red button, and the button’s light goes out. Stella can then try again during the next round. In a long-play game, Stella would then have to perform a penalty found on the white stack of cards.

 

Player 2 reads the card from their stack, and prompts Player 1 to answer. If correct, Player 2 presses the “correct” button, and the button pad stays lit.

 

After Stella’s turn, Jeffrey can pick a position and attempt to answer a question. The game goes on until a player is able to line up 5 of their colored buttons on the pad. During a short play game, the loser must perform a penalty found on the white stack of cards, only at the end of the game.

 

When the game is over, the orange “reset” button can be pressed, a rainbow pattern appears and the board is cleared. 

 

How we got here

Initial Meeting and Brainstorm

On November 1st, 2018, our group – Chloé Desaulles, Jiatian Sun, Jianxiao Ge –  firstly met up with Jeffrey, who is an older man participating in the CMU Osher program, with the intention of building a useful device for him.

 

 

We had a meeting and interviewed Jeffrey in the university cafe. After the first interview, we started by brainstorming ideas to make Jeffrey’s life easier or more pleasurable. He did not seem to need anything fixed, so we tried to look into ways of enhancing good things in his life. It became clear very quickly that he kept gravitating towards his granddaughter Stella, and the time he and his wife get to spend with her. We additionally noticed that Jeffrey might not perfectly know how to interact with a six-year-old, often letting his wife entertain her.

Our main challenge was creating an interesting and fun game for such a wide age gap. Making a game intuitive and worth playing was a hard thinking exercise considering none of us had any game design experience. In addition, we needed to add physical computing elements into the game, which made it even harder.

Finally, we were inspired by the traditional game Gomoku & Bingo and decided to create a similar game with trivia elements, which match Jeffrey’s interests, and a simple and colorful button interface, with a changeable gameplay so the game can be adaptable as Stella grows up.

Preliminary sketches of our game board.

Prototype and the Second Meeting

After settling on the concept and gameplay, we started working on the layout and board design, option for big buttons with fun interactions, which would make the game more interesting to a 6-year-old. However, because large buttons took up too much space, we ended up with a medium sized button.

Working on the conceptualization and physical design/implementation of the game board.

We then started programming the colored buttons, LCD screen, and button pads separately and finally got together to merge our individual codes.

Jianxiao and Jiatian working on merging code sections.

The LCD screen welcoming Jeffrey and Stella to their custom game.

One of the biggest challenges we met during prototype was the core part of our game, the button pad. The RGB keypad we needed was out of stock at that time. We contacted the manufacturer Adafruit and received a reply that it would be two weeks before we could have the keypad available. Therefore, we had to order the LED version of the pad as an alternative in order to finish the prototype on time.

 

Setup of our first button pad trial with LED keypad.

 

Button Pad is able to light up according to the color of LED beneath it.

 

The completed first prototype.

We met Jeffrey again after the prototype presentation. Jeffrey seemed very excited by our prototype and believed he and Stella would have fun playing the game. He was also happy about our choices in tactility and color and even suggested we add sound (which is something we had been shying away from because we thought it might be irritating Jeffrey and his wife). What’s more, he gave us a lot of input when it came to the aesthetics of the board, suggesting we should make it out of clear acrylic so that Stella could see the colorful wiring on the inside. Some other fabrication advice he and Zach gave us included building a box to hold question and penalty cards. The crit was useful for our team and allowed us to move confidently forward with our design.

 

Jeffrey giving us feedback on our prototype.

 

Final Fabrication

After the second meeting, we adjusted the game based on the feedback. For example, combine the card box with the game board, add the game sound effect, and remove people’s name from the instruction on the LCD screen to involve other family members as well.

Chloé and Jiatian adjusting the game after the second meeting.

Another good news was that RGB Keypad, which was out of stock before, had been replenished. With the help of Zach, we got the keypad in time and immediately started to adjust the code as well as the soldering and testing.

Soldering four 4*4 RGB Keypads together.

At the same time, we started the design of the game box and material preparation. According to Jeffrey’s suggestion, we chose the white fog-faced acrylic as the main material to highlight the colorful buttons and create a light and transparent visual effect.

We sketched the game board by hand and determined the general layout. After actually measuring the size of each part, we drew it exactly one-to-one and then redrew it in our laptop using Autocad and Adobe Illustrator.

 

Rough hand sketch of game board design and dimensions.

 

Drawing it one-to-one after measuring the size of each part.

 

While Jiatian was in charge of the code adjustment and part testing,  Chloé and Jianxiao took the acrylic to the laser cut studio. The laser cutting process was not as smooth as expected. Because of the measuring error, the buttons and the LCD screen couldn’t be embedded smoothly. So we measured again, adjusted the size and then carried out a second laser cut, finally got the panel in line with the requirements and started the assembly.

 

During the assembly, we found that the card box was smaller than expected, so the card could only be erected. But we thought it would make it easier to pull out the cards and make the game go more smoothly, so we didn’t redo the box.

 

On December 4th, a month after the initial meeting, we had the final presentation and met Jeffrey again. We were delighted to see that he was very pleased with our final product. He played the game with us and was ready to give it to his granddaughter Stella as a Christmas present.

Jeffrey playing the game with us during the final desk crits.

Here is our team! (From left to right: Jiatian Sun, Jeffrey, Chloé Desaulles, Jianxiao Ge)

Conclusions and lessons learned

To our surprise, almost all of the oral feedbacks we received during the final crit were positive, whether it was about the experience of the game or the design of the box itself. (which, of course, could be because people were too shy to make suggestions in person). We were happy to see that older people seemed to be very interested in the game. Some of them even thought that it had commercial value. Since the question cards can be written by the players themselves, it gives the game more possibilities. It can be a bridge for family members to communicate and learn from each other, even if there is a huge age gap.

After the crit, we also see a lot of very good advice from the written feedback. For example, “It would be useful to add the name/instructions onto the game.” Because of the novel mechanics of the game, people may be confused when they start to play. Although we try to give each step a hint on the LCD screen, some instructions are not clear and accurate due to the size of the screen. At the same time, an extra game description may help people understand the game faster.

Here is another one: “It could be smaller/thinner – effects portability. Would be nice if users could choose which colors they are in the button pad – maybe they have a favorite color.” The final volume of the game box was indeed larger than we expected. In order to prevent the electronic components from being unable to fit, we reserved much space during the box design. But when we actually assembled it, we found that most of the space in the box was empty. If we can make full use of space, the game can be greatly improved in portability (although the portability may be not that important for a family game box). For the color part, we did take Jeffrey and Stella’s preferences into account and set up keyboard lighting based on their favorite colors. It might be a better idea to let players themselves choose the own lighting colors.

We didn’t have much experience working with older people before, but the process of working with Jeffrey was very pleasant. He was very talkative and provided us with many practical suggestions, which helped us adjust in different stages and finally completed a work that satisfied us all. Due to the time limit, our initial interview could only be held in the university cafe. Although we talked a lot, it seemed difficult for us to get Jeffrey’s demand quickly from his conversation, which made us struggle about where to start in the brainstorm. Next time we have the opportunity to cooperate with the elderly, maybe we will choose their home as the interview place. On the one hand, it can make them feel more comfortable and be willing to talk more, on the other hand, it is more convenient for us to observe the details of their life so that we can understand their needs more quickly.

All in all, this project is an interesting interdisciplinary cooperation experience. We had a lot of brainstorming in the early stage and repeatedly discussed and improved the design scheme according to Jeffrey and Zach’s feedback. In the post-fabrication stage, we divided the work according to everyone’s background and expertise, and finally achieved satisfactory results. If you have any more questions or suggestions, please feel free to contact us by email: jianxiag@andrew.cmu.edu, thanks!

Technical details

Schematic

Code

/* 
 *  This code makes reference to sample code of Adafruit seesaw liborary
 * whose source code can be viewed at https://github.com/adafruit/Adafruit_Seesaw
 * 
 * Game Logic part Author: Caroline Sun & Jianxiao Ge
 * This is a game is similar to Bingo. To create a enjoyable gaming experience, we add extra
 * features like playing sound sound to the game.
 */
 
#include "Adafruit_NeoTrellis.h"
#include <LiquidCrystal_I2C.h>
LiquidCrystal_I2C lcd(0x27, 16, 2);

#define DEBUG 1

// TONES  ==========================================
// Start by defining the relationship between 
//       note, period, &  frequency. 
#define  c     3830    // 261 Hz 
#define  d     3400    // 294 Hz 
#define  e     3038    // 329 Hz 
#define  f     2864    // 349 Hz 
#define  g     2550    // 392 Hz 
#define  a     2272    // 440 Hz 
#define  b     2028    // 493 Hz 
#define  C     1912    // 523 Hz 
// Define a special note, 'R', to represent a rest
#define  R     0

#define Y_DIM 8 //number of rows of key
#define X_DIM 8 //number of columns of keys

//Define game states
#define QUESTION 0
#define ANSWER 1
#define NEXT 2

//Define Answer to Questions
#define YESJ 2
#define YESS 4
#define NOJ 3
#define NOS 5

//Define button pins
#define RESET 6
#define NEXTJ 5
#define NEXTS 6

//Define player states
#define STELLA 0
#define JEFFREY 1

//Define Board Value
#define MIDDLE 3
#define INVALID (-1)
#define BINGOSIZE 5

//Define speaker pins
#define SPEAKER 9

//Color value
int val = 125;

//Declare game States
int isStart;
int state;
int player;
int currSquare;
int scoreS;
int scoreJ;
int SIZE = 8 ;
int totalSize = SIZE * SIZE;
int board[64];

// Set overall Speaker configuration
long tempo = 10000;
int pause = 1000;
int rest_count = 100;


// MELODY and TIMING  =======================================
//  melody[] is an array of notes, accompanied by beats[], 
//  which sets each note's relative length (higher #, longer note) 

//This is the tune of correct answer
int successMelody[] = {  c,  e,  g,  C, C, C};
int successBeats[]  = { 8, 8, 8,  8, 8,8}; 
int SUCCESS_MAX_COUNT = sizeof(successMelody) / 2; 

//This is the tune of wrong answer
int failureMelody[] = {  g,  e,  d,  c, c};
int failureBeats[]  = { 8, 8,  8,  8, 8}; 
int FAILURE_MAX_COUNT = sizeof(failureMelody) / 2; 

//This is the tune of winning
int winMelody[] = {  e,  e,  e,  e, f, f, f, f,  g,g, g, g, g, g, g, g, f, f, f, f,  e,e, e, e, d, d, d, d};
int winBeats[]  = { 16, 16, 16, 16, 16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16};
int WIN_MAX_COUNT = sizeof(winMelody) / 2; 

//This is the tune of reset
int resetMelody[] = {  c,  c,  c,  c, g, g, g, g,  c,  c,  c,  c, g, g, g, g};
int resetBeats[]  = { 16, 16, 16, 16, 16,16,16,16, 16, 16, 16, 16,16,16,16,16};
int RESET_MAX_COUNT = sizeof(resetMelody) / 2; 


// PLAY TONE FUNCTION  ==============================================
// Pulse the speaker to play a tone for a particular duration
void playTone(int tone_, int beat, int duration) {
  long elapsed_time = 0;
  if (tone_ > 0) { // if this isn't a Rest beat, while the tone has 
    //  played less long than 'duration', pulse speaker HIGH and LOW
    while (elapsed_time < duration) {

      digitalWrite(SPEAKER,HIGH);
      delayMicroseconds(tone_ / 2);

      // DOWN
      digitalWrite(SPEAKER, LOW);
      delayMicroseconds(tone_ / 2);

      // Keep track of how long we pulsed
      elapsed_time += (tone_);
    } 
  }
  else { // Rest beat; loop times delay
    for (int j = 0; j < rest_count; j++) { // See NOTE on rest_count
      delayMicroseconds(duration);  
    }                                
  }                                 
}

//Play Melody function
void playMelody(int* pitches, int* beats, int count){
  // Set up a counter to pull from melody[] and beats[]
  int tone_,beat,duration;
  for (int i=0; i<count; i++) {
    tone_ = pitches[i];
    beat = beats[i];

    duration = beat * tempo; // Set up timing

    playTone(tone_,beat,duration); 
    // A pause between notes...
    delayMicroseconds(pause);
  }
}

//create a matrix of trellis panels
Adafruit_NeoTrellis t_array[Y_DIM/4][X_DIM/4] = {
  
  { Adafruit_NeoTrellis(0x2E), Adafruit_NeoTrellis(0x2F) },

  { Adafruit_NeoTrellis(0x30), Adafruit_NeoTrellis(0x31) }
  
};


//pass this matrix to the multitrellis object
Adafruit_MultiTrellis trellis((Adafruit_NeoTrellis *)t_array, Y_DIM/4, X_DIM/4);


//Print Board Function for testing
void printBoard(){
  Serial.println("board");
  for(int i = 0;i < totalSize;i++){
    Serial.print(board[i]);
    Serial.print(" ");
  }
  Serial.println("");
}

//Helper function that cleans up a array
void cleanArr(int *arr, int n){
  for(int i = 0; i < n;i++){
    arr[i] = 0;
  }
}


//Write a two-line message to the LCD screen
void writemessage(String message1, String message2){
   lcd.backlight();
   lcd.setCursor(0, 0);
   lcd.print(message1);
   lcd.setCursor(0, 1);
   lcd.print(message2);
}

//Turn on the button first being pressed
int turnOnFirstPressed(int num){
  int val = 125;
  if(player == JEFFREY) val = 255;
  trellis.setPixelColor(num, Wheel(val));
  trellis.show();
  return num;
}


// Input a value 0 to 255 to get a color value.
// The colors are a transition r - g - b - back to r.
uint32_t Wheel(byte WheelPos) {
  if(WheelPos < 85) {
   return seesaw_NeoPixel::Color(WheelPos * 3, 255 - WheelPos * 3, 0);
  } else if(WheelPos < 170) {
   WheelPos -= 85;
   return seesaw_NeoPixel::Color(255 - WheelPos * 3, 0, WheelPos * 3);
  } else {
   WheelPos -= 170;
   return seesaw_NeoPixel::Color(0, WheelPos * 3, 255 - WheelPos * 3);
  }
  return 0;
}


//Check if one index is in bound of a board
bool inBound(int x, int y, int width, int height){
  return x>=0 && y >=0 && x < width && y <height; 
}

//define a callback for key presses
TrellisCallback blink(keyEvent evt){
  
  if(evt.bit.EDGE == SEESAW_KEYPAD_EDGE_RISING){
    //Wheel(map(evt.bit.NUM, 0, X_DIM*Y_DIM, 0, 255))
    Serial.print("blink! ");
    Serial.print(evt.bit.NUM);
    Serial.print(" ");
    Serial.print(val);
    Serial.println(" prit");
    trellis.setPixelColor(evt.bit.NUM, Wheel(val));
    val = val>125? 125: 225;
    
  }//on rising
  else if(evt.bit.EDGE == SEESAW_KEYPAD_EDGE_FALLING)
    trellis.setPixelColor(evt.bit.NUM, 0); //off falling
    
  trellis.show();
  return 0;
}

//The function that checks if there exists winner on the board
bool checkWinner(){
  int rowCorrect[2];
  int colCorrect[2];
  int diagDownCorrect[2];
  int diagUpCorrect[2];
  int currCont[2] = {0,0};
  
  cleanArr(rowCorrect,2);
  cleanArr(colCorrect,2);
  cleanArr(diagUpCorrect,2);
  cleanArr(diagDownCorrect,2);
  cleanArr(currCont, 2);

  //Check if there is bingo in a row
  for(int i = 0; i < SIZE; i++){
    for(int j = 1; j < SIZE; j++){
      int currP = board[i * SIZE + j];
      if(board[i * SIZE + j] == board[i * SIZE + j -1] && board[i * SIZE + j]!=INVALID){
        currCont[currP] += 1;
        if(currCont[currP] > rowCorrect[currP]) rowCorrect[currP] = currCont[currP];
      }
      else{
        cleanArr(currCont, 2);
      }
    }
  }

  cleanArr(currCont, 2);
  //Check if there is Bingo in a column
  for(int j = 0; j < SIZE; j++){
    for(int i = 1; i < SIZE; i++){
      int currP = board[i * SIZE + j];
      if(board[i * SIZE + j] == board[(i-1) * SIZE + j] && board[i * SIZE + j]!=INVALID ){
        currCont[currP] += 1;
        if(currCont[currP] > colCorrect[currP]) colCorrect[currP] = currCont[currP];
      }
      else{
        cleanArr(currCont, 2);
      }
    }
  }


  //Check if there is bingo in a diagonal
  for(int xShift = -SIZE +1; xShift<SIZE;xShift++){
  cleanArr(currCont, 2);
  for(int diagX = 1; diagX<SIZE;diagX++){
    int xPos = diagX + xShift;
    int yPos = diagX;
    int prevX = xPos -1;
    int prevY = yPos -1;
    if(!inBound(xPos,yPos,SIZE,SIZE) || !inBound(prevX,prevY,SIZE,SIZE)){
      cleanArr(currCont,2);
      continue;
    }
    int currP = board[yPos * SIZE + xPos];
    if(currP == board[prevY * SIZE + prevX] && currP!=INVALID){
        currCont[currP] += 1;
        if(currCont[currP] > diagDownCorrect[currP]) diagDownCorrect[currP] = currCont[currP];
      }
      else{
        cleanArr(currCont, 2);
      }
  }
  }

  for(int xShift = 0; xShift<2 * SIZE -1;xShift++){
  cleanArr(currCont, 2);
  for(int diagX = 1; diagX<SIZE;diagX++){
    int xPos = -diagX + xShift;
    int yPos = diagX;
    int prevX = xPos +1;
    int prevY = yPos -1;
    if(!inBound(xPos,yPos,SIZE,SIZE) || !inBound(prevX,prevY,SIZE,SIZE)){
      cleanArr(currCont,2);
      continue;
    }
    int currP = board[yPos * SIZE + xPos];
    if(currP == board[prevY* SIZE + prevX] && currP!=INVALID){
        currCont[currP] += 1;
        if(currCont[currP] > diagUpCorrect[currP]) diagUpCorrect[currP] = currCont[currP];
      }
      else{
        cleanArr(currCont, 2);
      }
  }
  }

  int sScore = max(colCorrect[STELLA],max(rowCorrect[STELLA],max(diagDownCorrect[STELLA],diagUpCorrect[STELLA])));
  int jScore = max(colCorrect[JEFFREY],max(rowCorrect[JEFFREY],max(diagDownCorrect[JEFFREY],diagUpCorrect[JEFFREY])));
  
  //Display the winner of the game
  if(sScore >= BINGOSIZE-1 && jScore >=BINGOSIZE-1){
    Serial.println("Both of you wins!");
    writemessage("  Both of you  ","    Wins!   ");
    playMelody(winMelody,winBeats,WIN_MAX_COUNT);
    return true;
  }
  if(sScore >= BINGOSIZE-1){
    Serial.println("Pink wins!");
    writemessage("     Pink       ","     Wins!      ");
    playMelody(winMelody,winBeats,WIN_MAX_COUNT);
    return true;
  }
  if(jScore >= BINGOSIZE-1){
    Serial.println("Green wins!");
    writemessage("     Green    ","      Wins!      ");
    playMelody(winMelody,winBeats,WIN_MAX_COUNT);
    return true;
  }
  return false;
}

//The callBack function on the Trellis Buttons
//This function tells the Button to update the game state, 
//if it is pressed when someone is answering question
TrellisCallback gameControl(keyEvent evt){
  if(isStart){
      // go through every button
   if(state == QUESTION){
      if(evt.bit.EDGE == SEESAW_KEYPAD_EDGE_RISING){
        currSquare = turnOnFirstPressed(evt.bit.NUM);
        if(currSquare>=0){
          state = ANSWER;
        }
     }
   }
  }
}

//Setup the game
void setup() {
  Serial.begin(9600);
  //while(!Serial);

  if(!trellis.begin()){
    Serial.println("failed to begin trellis");
    while(1);
  }

  //Register all buttons
  pinMode(YESJ,INPUT_PULLUP);
  pinMode(YESS,INPUT_PULLUP);
  pinMode(NOJ,INPUT_PULLUP);
  pinMode(NOS,INPUT_PULLUP);
  pinMode(NEXTJ,INPUT_PULLUP);
  pinMode(NEXTS,INPUT_PULLUP);
  pinMode(RESET,INPUT_PULLUP);

  //Register speaker
  pinMode(SPEAKER,OUTPUT);

  //Initialize LCD
  lcd.init();                      // initialize the lcd
  // Print a message to the LCD.
  lcd.backlight();
  lcd.setCursor(0, 0);
  lcd.print("Pink & Green");
  lcd.setCursor(0, 1);
  lcd.print("Welcome to BINGO");

  //Clear board
  for(int i = 0; i< SIZE * SIZE;i++){
    board[i] = -1;
  }
  
  //Go through each button on the board and display different color
  for(int i=0; i<Y_DIM*X_DIM; i++){
      trellis.setPixelColor(i, Wheel(map(i, 0, X_DIM*Y_DIM, 0, 255))); 
      trellis.show();
      delay(20);
  }

  //Setup the trellis button pad
  for(int y=0; y<Y_DIM; y++){
    for(int x=0; x<X_DIM; x++){
      //activate rising and falling edges on all keys
      trellis.activateKey(x, y, SEESAW_KEYPAD_EDGE_RISING, true);
      trellis.activateKey(x, y, SEESAW_KEYPAD_EDGE_FALLING, true);
      trellis.registerCallback(x, y,gameControl);
      trellis.setPixelColor(x, y, 0x000000); //addressed with x,y
      trellis.show(); //show all LEDs
      delay(20);
    }
  }

  //Randomize a player to start the game
  float r = random()%2;
  if( r > 0){
    player = STELLA;
  }
  else{
    player = JEFFREY;
  }

  //Reset Game State
  isStart = 1;
  state = QUESTION;
  scoreS = 0;
  scoreJ = 0;
  currSquare = -1;

 //Display welcome message
  writemessage("Pink & Green","Welcome to BINGO");

}


void loop() {
  trellis.read();
  delay(20);

  //If Rest Button is pressed, reset the game
  if(digitalRead(RESET)<1){
    writemessage("     Reset!     ","                ");
    delay(500);
    playMelody(resetMelody,resetBeats,RESET_MAX_COUNT);
    setup();
    return;
  }
  //let the game continue only if the game has not ended yet
  if(isStart){
   //If it is question and question time
   if(state == QUESTION){
    
    //Display messages showing states
    if(player ==STELLA)
      writemessage("   Green asks     ", "  Pink answers    ");
    else
      writemessage("   Pink asks  ", "  Green answers   ");
   }
   //If it is revealing answer state,
   else if(state == ANSWER){
    if(player==STELLA){
      writemessage("   Is Pink's    ", " answer correct? ");
      //If Pink's answer is correct
      if(digitalRead(YESJ)<1){
        board[currSquare] = STELLA;
        Serial.print("Pink places at position: ");
        Serial.println(currSquare);
        printBoard();
        //play music
        playMelody(successMelody,successBeats,SUCCESS_MAX_COUNT);
        //Change game state to next round
        currSquare = -1;
        state = QUESTION;
        isStart = !checkWinner();
        player = !player;
      }
      //If Pink's answer is wrong
      else if(digitalRead(NOJ)<1){
        trellis.setPixelColor(currSquare, 0);
        trellis.show();
        //play music
        playMelody(failureMelody,failureBeats,FAILURE_MAX_COUNT);
        //change game state to next round
        currSquare = -1;
        state = QUESTION;
        isStart = !checkWinner();
        player = !player;
      }
    }
    else{
      writemessage(" Is Green's  ", "answer correct? ");
      //If Green's answer is correct
      if(digitalRead(YESS)<1){
        board[currSquare] = JEFFREY;
        Serial.print("Green places at position: ");
        Serial.println(currSquare);
        printBoard();
        playMelody(successMelody,successBeats,SUCCESS_MAX_COUNT);
        currSquare = -1;
        state = QUESTION;
        isStart = !checkWinner();
        player = !player;
      }
      //If Green's answer is wrong
      else if(digitalRead(NOS)<1){
        trellis.setPixelColor(currSquare, 0);
        trellis.show();
        playMelody(failureMelody,failureBeats,FAILURE_MAX_COUNT);
        currSquare = -1;
        state = QUESTION;
        isStart = !checkWinner();
        player = !player;
        
      }
    }
   }
  }
  
}

Chloé Desaulles

Jiatian Sun

Jianxiao Ge

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Team Jeffrey – Prototype Documentation https://courses.ideate.cmu.edu/60-223/f2018/work/team-jeffrey-prototype-documentation/ https://courses.ideate.cmu.edu/60-223/f2018/work/team-jeffrey-prototype-documentation/#respond Thu, 15 Nov 2018 18:05:36 +0000 https://courses.ideate.cmu.edu/60-223/f2018/work/?p=5009

 

Introduction

This post is a detailed explanation of our team’s process towards a functioning behave’s-like prototype. After our first conversation with our older collaborator Jeffrey, we decided to make a bingo-style game for him to play with his 6 year old granddaughter, Stella. This game, partially disguised as trivia, would be used as a tool to spark conversations about interests and personal topics as a way to get to know each other.

 

 

Part one of Prototype Demo

Part two of Prototype Demo

Product

This game is essentially a mix of the core ideas behind trivial pursuit, bingo and truth or dare. Each user comes up with a set of questions which are personally relevant to them at the beginning of each game, and then switch stacks. This allows for it to be analog and generative, a constant change of questions and induced conversation between each game. Player A picks a card from player B’s stack, reads the question and attempts to answer it. Example questions could be: Who is my favorite artist? What are the lyrics to the star spangled banner? How did I meet my wife? What do I want to be when I grow up? What is Taylor Swift’s new hit song?

 

If answered correctly, player A gets to choose a box, which will illuminate to show the person’s color. Player A may then press the “Correct” button, to forward the turn to player B.

 

If answered incorrectly however, player A must pick a penalty card. Penalty cards require you to complete a certain task, such as inventing a funny song on the spot about a given sentence, or telling a story as a response to a prompt. When the story is completed, player A presses “Incorrect” and forwards the turn to player B. No buttons light up.

The buttons serve as a function to alternate turns and keep count of score.

The first player to reach five boxes in a row wins the game.

 

Process

 

We started by brainstorming ideas to make Jeffrey’s life easier or more pleasurable. He did not seem to need anything fixed, so we started looking into ways of enhancing good things in his life. It became clear very quickly that he kept gravitating towards his granddaughter, and the time he and his wife get to spend with her. We additionally noticed that Jeffrey might not perfectly know how to interact with a six year old, often letting his wife entertain her. We therefore decided to create a game with trivia elements, which match Jeffrey’s interests, and a simple and colorful button interface, with a changeable game play so the game can be adaptable as Stella grows up.  

 

Preliminary sketches of our game board

 

We started by creating a game plan, which would be fitting for both a 6 and 73 year old.  This ended up being on of our biggest challenges, as none of our group members had any game design experience.

 

Working on conceptualization and physical design/implementation of the game board.

 

After settling on a concept and game play, we started working on layout and board design, option for big buttons with fun interactions, which would make a ‘trivia’ game more interesting to a 6 year old.

Setup of  our first button pad trial. We are currently waiting for the RGB version of the pads, which should arrive in the mail in a week or two.

 

We then started programming the colored buttons, LCD screen and button pads separately and finally got together to merge our individual codes.

Button Pad are able to light up according to the color of LED beneath it.

The LCD screen welcoming Jeffrey and Stella to their custom game.

 

J and Ca working on merging code sections.

 

Last Tuesday, we were lucky to be able to meet with Jeffrey again to discuss our idea and game implementation. We received a lot of design feedback. He seemed very excited overall at the idea of being able to play this new custom game with Stella.

 

Jeffrey, Ca and C discussing game intricacies and board aesthetics.

 

 

Discussion

As mentioned prior, because our team is so diverse and complementary in skill set, our main challenge was creating an interesting and fun game for such a wise age gap. Making a game intuitive and worth playing was a hard thinking exercise considering none of us had any game design experience.  We ended up settling on a malleable and analog game, which would allow Jefferey and Stella to change the questions by hand as Stella grows older. We additionally tried to make the  interface loose so Stella can invent her own rules if she one day wishes.

 

November 13th critique:

Jeffrey seemed very excited by our prototype and believed he and Stella would have fun playing the game. He gave us a lot of input when it came to the aesthetics of the board, suggesting we should make it out of clear acrylic so that Stella could see the colorful wiring on the inside. Some other fabrication advices he gave us include building a box to hold question and penalty cards.

The crit was useful for our team and allowed us to move confidently forward with our design. Jeffrey in particular seemed happy about our choices in tactility and color, and even suggested we add sound (which is something we had been shying away from because we thought it might be irritating Jeffrey and his wife).

Over the next few weeks, we will be starting fabrication while waiting for the RGB button pads. We will working on making a clean and durable product, which will hopefully bring joy to Jeffrey and Stella for a long time.

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Final Project – Initial Meeting with Jeffrey https://courses.ideate.cmu.edu/60-223/f2018/work/initial-meeting-with-jeffrey/ https://courses.ideate.cmu.edu/60-223/f2018/work/initial-meeting-with-jeffrey/#respond Tue, 06 Nov 2018 16:24:29 +0000 https://courses.ideate.cmu.edu/60-223/f2018/work/?p=4866 A brief introduction

On November 1st, our group (David, Caroline and Chloé) met up with Jeffrey, an older man participating in the Osher program next to our physical computing lab, with the intention of building him a useful device. In order to do so, it was necessary for our group to gain a better understanding of who he was as a person: what he enjoyed doing, what tasks he had issues completing, what the course of his day looked like. We bought him a coffee and sat down to talk about his life.

our meeting agenda
  • Introduction to our past projects
  • Talk about assistive device research, how we started by doing it for ourselves
  • Show each individual project and talk about our technical abilities
  • Ask Jeffrey to tell us about himself, including his habits and self-identified personality traits.
  • Ask Jeffrey to share an experience he has really enjoyed recently.
  • Ask Jeffrey to tell us about his hobbies/what he enjoys doing in his free time.
  • Ask Jeffrey when was the last time he felt frustrated with something in his home and at work.
Meeting summary and major takeaways

As we started the conversation with questions mainly in two directions: Jeffrey’s interest and problems he faces, the discussion initially carried out with emphasis on Jeffrey’s personal interest, daily activities and the arrangement of his house. However, we later discovered that when talking about his own life, he talked a lot about his granddaughter Stella, for example, his granddaughter’s favorite shows, his granddaughters’ hobbies, his granddaughters’ achievements in primary school and so on. Thus, with more questions focusing on interactions between his granddaughter and him, we discovered that he and his wife moved to Pittsburgh actually to help their son taking care of their granddaughter.

However, Jeffrey also acknowledged that he rarely participates in Stella’s favorite activity in spare time: cooking, since this always create a huge mess in the kitchen. Therefore, we thought it would be meaningful to create an implement that can let Jeffrey and Stella share some meaningful time together and enhance their understanding for each other. This eventually became the main focus of the talk, yet before coming down to this thought, we have drifted through a lot of other options, for example, making a comparatively intelligent suitcase for Jeffrey, since he suggested that he needs a “self-driving” suitcase to carry his lecture materials around, which is obviously too hard to be finished in such a short duration of time.

Also, he proposed that if we are trying to make anything related to his hobby of playing tennis, it could be something that improves his forehand. These options generally turned out to be too hard for us as the course project and there was not much we can improve for these options.

Therefore, even though we discussed broadly with Jeffrey from different aspects of his life, eventually we narrow down to his interaction with his granddaughter.

Meeting with Jeffrey in the cafe.

our thoughts after holding the meeting and discussing as a team

Jeffrey is very approachable, so the whole meeting followed our agenda and went very smoothly. Although he is a retired man, he has a really busy schedule and teaches several courses at the same time. We tried to start brainstorm from the problems he met during the daily life but found that he seemed to keep everything in order while what he suggested us to build is too hard, making us a little overwhelmed at one point. Finally,  we decided to start our design with his interaction with his granddaughter.

Ideation sketching during group meeting

The first interview was done in a university cafe because time was tight. The whole team thought the discussion was going well, but we would like to visit him at his house next time so that we could observe the details of his life more carefully, and also communicate with his wife and granddaughter, which would be very helpful for us to know Jeffrey better.

 

Chloé Desaulles

Jiatian Sun

Jianxiao Ge

 

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Interactive Memory Box https://courses.ideate.cmu.edu/60-223/f2018/work/interactive-memory-box/ https://courses.ideate.cmu.edu/60-223/f2018/work/interactive-memory-box/#respond Thu, 25 Oct 2018 18:20:43 +0000 https://courses.ideate.cmu.edu/60-223/f2018/work/?p=4293 Interactive Memory Box is a tool relying on neuroscientific findings used to strengthen the engraving of long term memories right before sleep.

 

 

This project is a concept work which draws upon neuroscientific findings regarding the lasting  effects of memory books on progressive memory loss. It works by systematically reminding you of certain memories by physically printing them on paper right before going to sleep, which causes a strengthening of neural pathways. This is thought to improve memory and protect it from potential neural damage.

 

 

 

 

 

 

 

Process

I started by working with the thermal printer, and getting it to print the content I wanted in a specific format. This meant creating a long and thorough string, my memories. Over the course of a week, I documented past memories which had been pivotal in my life in one way or another, and hardcoded the list of 100+ memories as a string. One of the things I struggled with in the programming section was getting the text to print upside down, so that it would appear right side up while coming out of the box. Unfortunately after many hours of troubleshooting I found that arduino had discontinued that command and it couldn’t be achieved without hacking into the printer.

 

First successful trials with the Adafruit thermal printer

 

One of the main qualms I have with physical computing is often the lack of craft which goes into the physical part of the work. I felt that a piece which relies so heavily on humanity,  tactility and poetry could not be 3D printed or laser cut. I therefore opted to make a hardwood box and spent a significant part of the project time in the woodshop. I purchased some nice Pennsylvania maple a bit outside of town and started the making process.

 

Rockler hardwood section

 

Preparing the maple

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Grooves and miter joints

 

The hardest part of this project was probably the execution of somewhat dangerous cuts on the tablesaw and bandsaw. Measurements and cuts needed to be precise and there was no room for mess ups in this short time frame. The box only fit together after 4 or so hours of fine tuning.

 

 

 

 

 

 

Fine tuning of the miter joints and grooves

 

 

 

 

 

 

Fitting of the hardwood box

 

I finally drilled in holes for the power wires and the side button, assembled the box, added brass hinges, did the sanding and finished the box with tung oil.

 

Finishing of the box and adding the hinges

 

Discussion

During my critique, Claire made a really nice point which made me wish I had thought of it first. She mentioned that the button on the side of the box, although discretely located, did not really respect the object’s physical language. She suggested I used a trigger which upholds the magical aspect of the box, such as an IR sensor. Another very valuable critique I got, was that the receipt printer seemed too removed from the concept. How could I make that interaction more special? Maybe I could build my own plotter, which would ‘hand’ write the notes. Finally, Joey mentioned that a more intuitive UI for the adding of memories to the string should be included, every time my laptop is opened for instance.

I am satisfied with the way this project turned out, as it is relevant to the big picture of my work and has giving me an excuse to  exceed my fabrication qualifications. The concept is strong and loosely based on actual scientific evidence, which I find meaningful when making  something “useful.” I did run into some issues however, such as the arduino’s storage space for my very VERY long string of memories. The genuino uno seemed to only be able to contain, 5 or 6 long sentences, which adds many complications if this project were to actually be used.

Through this project I have gained significant knowledge in the consideration of form and intent, as well as practical skills to execute these theories correctly. I found that mixing the physical and the digital gracefully is a really daunting task, and one that I might have only partially succeeded at. If I were to recreate this project, I would add more magic to the interaction, by replacing the button with an IR sensor. This would be more in line with the product language and would give it more of its own presence. Additionally, my minimal experience in the woodshop made the building process a much slower and tedious one, which would not be the case if I were to attempt to create something out of wood again.

 

Schematic 

 

 

/* Project 02 : Interactive Memory Box
 * By Chloe Desaulles, andrew ID: cdesaull 
 * Made with the Adafruit Thermal Printer Library for Arduino
 * 
 * This code tells a thermal printer to print a memory at random
 * from a string every time the button is pressed.
 * The button is meant to be pressed each night before bed, i.E.
 * before long term memory encoding, which is meant to help with
 * slowing down memory loss processes as well as with memory 
 * recall.
*/


//---------------PRINTER NONSENSE--------------------


#include "Adafruit_Thermal.h"
#include "adalogo.h"
#include "adaqrcode.h"

// Here's the new syntax when using SoftwareSerial (e.g. Arduino Uno) ----
// If using hardware serial instead, comment out or remove these lines:

#include "SoftwareSerial.h"
#define TX_PIN 6 // Arduino transmit  YELLOW WIRE  labeled RX on printer
#define RX_PIN 5 // Arduino receive   GREEN WIRE   labeled TX on printer

SoftwareSerial mySerial(RX_PIN, TX_PIN); // Declare SoftwareSerial obj first
Adafruit_Thermal printer(&mySerial);     // Pass addr to printer constructor
// Then see setup() function regarding serial & printer begin() calls.

//--------------------- CONTENT NONSENSE -------------------

int seed;

String myStrings[] {"This is memory 1", "This is memory 2", "This is memory 3",
  "This is memory 4", "This is memory 5", "This is memory 6", 
  "This is memory 7", "This is memory 8"
};



int BUTTONPIN1 = 2;


void setup() {

  //----------------- PRINTER SETUP ----------------

  // This line is for compatibility with the Adafruit IotP project pack,
  // which uses pin 7 as a spare grounding point.  You only need this if
  // wired up the same way (w/3-pin header into pins 5/6/7):
  pinMode(7, OUTPUT); digitalWrite(7, LOW);


  //mySerial.begin(19200);  // Initialize SoftwareSerial - I added it later
  //Serial1.begin(19200); // Use this instead if using hardware serial
  printer.begin();        // Init printer (same regardless of serial type)


  //------------------- LIGHTS -----------------------

  pinMode(11, OUTPUT);
  pinMode(10, OUTPUT);
  pinMode(9, OUTPUT);

  //------------------- CONTENT SETUP ----------------------

  seed = analogRead(A0); // so long as A0 isn't actually plugged into something
  randomSeed(seed);

  pinMode(BUTTONPIN1, INPUT_PULLUP);
  mySerial.begin(19200);
  Serial.begin(19200);

}

void loop() {

  //----------------- !!!! PRINTING !!!! -------------------

  int buttonVal1;
  buttonVal1 = digitalRead(BUTTONPIN1);

  // If button one is pressed, print a memory at random from array 1
  if (buttonVal1 == LOW) {

    
  //printer.upsideDownOn(); //Tried to print upside down, but isn't supported anymore


    /*digitalWrite(11, HIGH);
    digitalWrite(10, HIGH);
    digitalWrite(9, HIGH);
    delay(2000);
    digitalWrite(11, LOW);
    digitalWrite(10, LOW);
    digitalWrite(9, LOW);
    delay(1000);*/

    printer.setLineHeight(100);
    //Set text right justification (accepts 'L', 'C', 'R')
    printer.justify('R');
    printer.println(F("12:24, 25 October 2018"));
    printer.setLineHeight(50);

    printer.justify('L');
    //printer.println(F("Kind of memory or whatever"));
    //printer.println(F(myStrings[random(0,6)]));

    String printedMaterial = myStrings[random(0,7)];
    
    printer.println(printedMaterial);
    Serial.println(printedMaterial);

    printer.sleep();      // Tell printer to sleep
    delay(3000L);         // Sleep for 3 seconds
    printer.wake();       // MUST wake() before printing again, even if reset
    printer.setDefault(); // Restore printer to defaults
  }
}

 

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Project 01: Needy Wearable https://courses.ideate.cmu.edu/60-223/f2018/work/project-01-needy-wearable/ https://courses.ideate.cmu.edu/60-223/f2018/work/project-01-needy-wearable/#respond Tue, 25 Sep 2018 03:40:07 +0000 https://courses.ideate.cmu.edu/60-223/f2018/work/?p=3988 Needy Wearable is a shirt that reacts heavily when no one is close/when someone is far away, and only calms down the closer one gets. The shirt moves with the help of two servomotors and an ultrasonic ranger positioned on the chest. The wearable goes to a full stop once person2 is within 20cm of the individual wearing the shirt (i.e. way too close).

 

Process 

We noticed from the start that we had a shared interest in making reactive wearables. One of us being a costume designer in the school of drama, and the other being a media artist, we decided to create a wearable at the intersection of beauty and humor. Our concept was to design a jacket from scratch and include roughly 10 servomotors into it. These servomotors, sewn into the fabric in bunched up areas, would make our coat dynamic and eternally changing.

For the design of the coat itself, we opted to include folds and knots over the length of the sleeves. This would allow for the draping to move freely and elegantly once the servomotors were included underneath them.

 

Original wearable design inspiration (cloth draping). The final design was meant to take the form of a coat or jacket, with the knots along the length of the sleeves. 

 

After discussing the concept further, we decided that making the wearable more reactive when people are far away from it, and calmer when closer, would be more unusual and humorous. M took on the task of designing and creating the coat, while C worked on the hardware and software. C started with the implementation of the interaction in two servomotors (as seen below) before moving on to a larger number.

 

Setup with the ultrasonic range sensor and two servomotors.

 

Fastest servomotor reaction, i.e. when no one is near the wearable.

 

Slowest servomotor reaction, i.e. when it calms down as someone stays close.

 

C spent a significant amount of time working on the subtle differences in servomotor movements and speeds to try and depict the emotion of “neediness” through mechanics.

 

Unfortunately, the wearable itself was never created according to the common plan, and was sewn into a t-shirt instead. C changed the code last minute in order to include only two servomotors, which were placed on the chest area by M. An inside pocket which was supposed to include battery, arduino and breadboard had not been created in advance either, so electronics were placed within a pencil pouch, sewn to the inside of the shirt.

 

Test sewing of the ultrasonic range sensor to verify its functionality.

 

Final Documentation

 

Full electronic setup over the shirt used for the demonstration.

 

Internal mechanics of the reactive shirt.

 

The shirt as it is seen from the outside.

 

 

 

Gif of functioning wearable.

 

Discussion

This week had been very busy for M in particular, and our project unfortunately suffered from the lack of wearable. In the future, we would spend a significant amount of time working on the wearable creation and design, in addition to the software and hardware. We would also work on better group communication and time management, in order to bring a well executed product to the table. Both of us could have been more satisfied with the outcome of this project and will keep this is mind for future endeavors.

 

 

Schematic

 

 

Code

// Needy Wearable: Project I
// by Mohan Yeh (menghany) and Chloé Desaulles (cdesaull)
// Intro to Physical Computing, Fall 2018

// A shirt worn by person1 which moves due to the active state of servomotors
// if a person2 is far away from it. The Needy Wearble calms down
// as the person2 gets closer. 
// This project was built upon the NewPing library sketch.
// ---------------------------------------------------------------------------

#include &lt;NewPing.h&gt;
#include&lt;Servo.h&gt; // Object oriented programming 

#define TRIGGER_PIN  12  // Arduino pin tied to trigger pin on the ultrasonic sensor.
#define ECHO_PIN     11  // Arduino pin tied to echo pin on the ultrasonic sensor.
#define MAX_DISTANCE 200 // Maximum distance we want to ping for (in centimeters). Maximum sensor distance is rated at 400-500cm.

int pingVal; 

Servo charlie;
const int CHARLIE = 6;

Servo june;
const int JUNE = 9;


NewPing sonar(TRIGGER_PIN, ECHO_PIN, MAX_DISTANCE); // NewPing setup of pins and maximum distance.

void setup() {
  
  Serial.begin(115200); // Open serial monitor at 115200 baud to see ping results.
  charlie.attach(CHARLIE);
  june.attach(JUNE);
}

void loop() {

  //__________________________________ ULTRASONIC RANGER _____________________________________________
  
  delay(50);                     // Wait 50ms between pings (about 20 pings/sec). 29ms should be the shortest delay between pings.
  Serial.print("Ping: ");
  Serial.print(sonar.ping_cm()); // Send ping, get distance in cm and print result (0 = outside set distance range)
  Serial.println("cm");

  pingVal = sonar.ping_cm();
  
  //__________________________________ SERVOMOTORS __________________________________________________


//LARGE DISTANCE
  if (pingVal &gt; 100 || pingVal == 0){
  charlie.write(10);
  june.write(10);
  delay(450);
  
  charlie.write(179);
  june.write(179);
  delay(450);

  charlie.write(10);
  june.write(10);
  delay(450);
  
  charlie.write(179);
  june.write(179);
  delay(450);

  charlie.write(10);
  june.write(10);
  delay(450);
  
  charlie.write(179);
  june.write(179);
  delay(450);
    }

//MEDIUM DISTANCE
 else if (50 &lt; pingVal &amp;&amp; pingVal &lt;100){

  Serial.println("WORKING?");
  
  charlie.write(10);
  june.write(10);
  delay(600);

  june.write(120);
  charlie.write(120);
  delay(600);

  charlie.write(10);
  june.write(10);
  delay(600);

  june.write(120);
  charlie.write(120);
  delay(600);

  charlie.write(10);
  june.write(10);
  delay(600);

  june.write(120);
  charlie.write(120);
  delay(600);
 }

//TINY DISTANCE
  else if (20 &lt; pingVal &amp;&amp; pingVal &lt; 50){

  charlie.write(10);
  june.write(10);
  delay(2000);

  charlie.write(30);
  june.write(30);
  delay(2000);

    
  charlie.write(10);
  june.write(10);
  delay(2000);

  charlie.write(30);
  june.write(30);
  delay(2000);

    
  charlie.write(10);
  june.write(10);
  delay(2000);

  charlie.write(30);
  june.write(30);
  delay(2000);

 }


 //WEARABLE CALM (CLOSE ENOUGH)
  else if (1 &lt; pingVal &amp;&amp; pingVal &lt; 19){
    
  //charlie.detach();
  //june.detach();
  charlie.write(10);
  june.write(10);
  delay(2000);
  charlie.write(10);
  june.write(10);
  delay(2000);
 }

}

 

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TV B Gone https://courses.ideate.cmu.edu/60-223/f2018/work/tv-b-gone/ https://courses.ideate.cmu.edu/60-223/f2018/work/tv-b-gone/#respond Thu, 30 Aug 2018 16:50:55 +0000 https://courses.ideate.cmu.edu/60-223/f2018/work/?p=3873 The TV B Gone by Mitch Altman was created with Arduino and has the sole purpose of turning off TVs in public spaces without having access to a remote control. It is specifically useful in cases such as when you are with your bud at the pub and a gazillion TVs are distracting you from your conversation about his divorce or his favorite pair of socks.

My preferred version of this project is a TV B Gone Jacket, adapted by Becky Stern. Her version of the project is sneaky and humorous, allowing you to cause pub chaos without risking getting kicked out with a half a pint left.

I enjoy this project because it does effectively what basic physical computation does best: spread joy and humor. It doesn’t take itself seriously, while still offering a useful resolution to a real, all american problem.

 

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