Week 9 – Sara Al Mehairi

CONCEPT

Ghost Detector Real Life Radar - Apps on Google PlayJahyShow 5 LED EMF Meter Magnetic Field Detector Ghost Hunting Paranormal Equipment Tester Counter - Walmart.com

Inspired by the LED EMF Meter Magnetic Field Detector (which helps to measure electromagnetic fields to identify equipment that generates high radiation) used for “ghost hunting,” my goal was to create a device similar to a “ghost detector.” Well, at least that’s the idea! Right now, it’s really good at detecting shadows, brightness, and darkness. Originally, I prototyped it as a device to light up cabinets, drawers, and more. But with some tinkering, it might just find something spooky—spirits! (p.s. this is for last week’s assignment)

OVERVIEW

The prototype is designed to detect changes in light levels using a photoresistor. It consists of a photoresistor connected to analog pin A0 on the Arduino board. The prototype includes four LEDs connected to digital pins 2, 3, 4, and 5, which illuminate in response to different brightness levels read by the photoresistor. Further, based on the brightness level detected, the Arduino activates specific combinations of LEDs to indicate the brightness level or as i would like to say “ghosts”

const int thresholds[] = {600, 500, 400, 300};
  1. If the brightness level exceeds the highest threshold, all four LEDs are illuminated, indicating maximum brightness.
  2. If the brightness level exceeds the second highest threshold, the first three LEDs are illuminated, while the fourth LED remains off.
  3. If the brightness level exceeds the third highest threshold, only the first two LEDs are illuminated, while the remaining LEDs are turned off.
  4. If the brightness level exceeds the lowest threshold, only the first LED is illuminated, while the remaining LEDs are turned off.
  5. If the brightness level falls below all thresholds, all LEDs are turned off.

IMPLEMENTATION

Prototype 1

As explained above, the photoresistor is able to detect the brightness level, to which range it belongs, and then the lights react accordingly. Do ghosts have shadows? Not necessarily… but anything is possible, so “use your imagination”. Perhaps it could even detect people or other moving objects.

Prototype 2

I know. We agreed not to use our hands, but no one mentioned anything about shadows. Here, I’m simply demonstrating the main concept of how it works. You could use your legs, face, or any other object. However, for the sake of a clear demonstration and a decent angle, I chose to use my hand’s shadow…not my hand.

Prototype 3

To further test its practicality, I decided to place it in my drawer. As you can see, it could prove quite useful with improved light adjustments.

CONCLUSION

It was certainly challenging to manage the numerous if-else cases and determine the appropriate ranges for the photoresistor. I invested a considerable amount of time debugging why certain LED lights functioned while others didn’t, only to realize that my else-if statements were not properly ordered, leading to skipped conditions. However, despite the constraint of not using our hands, I discovered a loophole, which allowed me to experiment with several of my ideas. (p.s. this is for last week’s assignment)

Week 10: Analog/Digital – Jihad Jammal

Concept:

For this Arduino class project, I set out to create a straightforward yet multifunctional night light. The design includes an automatic feature where the light adjusts its brightness based on the room’s lighting conditions, ensuring the perfect level of illumination at all times. Additionally, it features a manual override button that allows users to adjust the brightness to their preference through a different LED at any moment.

A highlight of some code that you’re particularly proud of:

const int lightSensorPin = A0; 
const int buttonPin = 2;
const int redLED = 8;         // Red LED on digital pin 8 for on/off control
const int yellowLED = 9;      // Yellow LED on digital pin 9 for analog control
const int lightThreshold = 500;  // Light level threshold for the yellow LED
int lastButtonState = HIGH;
bool redLEDState = LOW;

void setup() {
  pinMode(lightSensorPin, INPUT);
  pinMode(buttonPin, INPUT_PULLUP);
  pinMode(redLED, OUTPUT);
  pinMode(yellowLED, OUTPUT);
}

void loop() {
  int lightLevel = analogRead(lightSensorPin);
  int buttonState = digitalRead(buttonPin);

  // Button controls the red LED
  if (buttonState == LOW && lastButtonState == HIGH) {
    // Toggle the red LED state
    redLEDState = !redLEDState;
    digitalWrite(redLED, redLEDState); // Set the red LED according to the toggled state
    delay(50); // Debounce delay
  }

  // Light sensor controls the yellow LED
  if(lightLevel < lightThreshold) {
    // If it's dark, set the yellow LED to a brightness proportional to the darkness
    int brightness = map(lightLevel, 0, lightThreshold, 255, 0); 
    analogWrite(yellowLED, brightness);
  } else {
    // If it's light, turn off the yellow LED
    analogWrite(yellowLED, 0);
  }

  // Update last button state
  lastButtonState = buttonState;
}

 

Video of Project:

Reflection and ideas for future work or improvements:

Reflecting on this Arduino night light project, I initially hoped to make the visual structure more intriguing and implement the design in a more creative way. However, I’ve come to realize that I’m still in the process of getting comfortable with the actual wiring and coding aspects of the project, which consumed the majority of my time. Despite these challenges, I’m proud of the work I’ve accomplished. If I had more time to devote to this project, I would focus on better integrating the button’s functionality with the light sensor to create a more seamless interaction between user input and the device’s automatic responses. In the future, I aim to explore more sophisticated design and programming techniques that could enhance both the aesthetic and functional elements of projects like this, ensuring they are not only practical but also visually appealing.

Week 10 Light Play – Shaikha Alkaabi

Inspiration:

Fidget Cube Blue-gray/Black

The inspiration for this code setup comes from the interactive and tactile nature of fidget toys, which are designed to engage the senses through hands-on manipulation. Just as fidget toys provide sensory feedback through various textures and movements to captivate attention, this Arduino project uses buttons and variable light settings to create a dynamic interaction. Users can physically alter the brightness of LEDs or toggle them on and off, mirroring the satisfying and immediate response found in fidget toys, making the learning process both fun and engaging.

Video:

Code:

const int led0 = 3; 
const int led1 = 5; 
const int photoResistor = A1; 
const int potentiometer = A0; 
const int buttonPin = 2; 

void setup() {
  Serial.begin(9600);
  pinMode(led0, OUTPUT);
  pinMode(led1, OUTPUT);
  pinMode(buttonPin, INPUT); // sets the button as an input device
}

void loop() {
  int lightValue = analogRead(photoResistor);
  int potValue = analogRead(potentiometer);
  int delayTime = map(potValue, 0, 1023, 50, 1000); 
  int buttonState = digitalRead(buttonPin);

  Serial.print("Light Value: ");
  Serial.println(lightValue);

  // Analog control of red LED using potentiometer
  int brightness = map(potValue, 0, 1023, 0, 255); 
  analogWrite(led0, brightness);

  // Digital control of green LED using a button
  if (buttonState == HIGH) {
    digitalWrite(led1, HIGH);
  } else {
    digitalWrite(led1, LOW);
  }

  // Additional feature using the photoresistor to change the behavior based on light
  if (lightValue < 300) {
    // When light levels are low, flash the green LED rapidly.
    digitalWrite(led1, HIGH);
    delay(100); // Short delay for rapid flash
    digitalWrite(led1, LOW);
    delay(100); // Continue rapid flash
  }
}

The code controls two LEDs based on inputs from a combination of analog and digital sensors, resulting in an interactive and dynamic output that depends on environmental conditions and user interaction.

  1. Red LED (Analog Control): The brightness of the red LED is directly controlled by a potentiometer. As the user adjusts the potentiometer, the red LED’s brightness varies smoothly from completely off to fully bright. This provides a visual representation of the analog input value, allowing users to see a direct correlation between the potentiometer’s position and the LED’s intensity.
  2. Green LED (Digital Control): The state of the green LED is controlled by a photoseisitor. Pressing photoresistor  turns the LED on, and releasing it turns the LED off. This simple binary control mimics typical digital behaviors in electronics, where a switch controls a circuit’s on/off state.
  3. Additional Behavior with Photoresistor: When it gets dark, the green LED automatically starts flashing rapidly to signal a change in light conditions, overriding the button control.

reading response Making Interactive Art/Physical Computing’s

Reading about interactive art in “Physical Computing’s Greatest Hits and Misses” and “Making Interactive Art: Set the Stage, Then Shut Up and Listen” felt like peeking behind the curtain of a magic show. It made me ponder the fascinating dance between the artist, the artwork, and us, the audience, especially when technology joins the party.
One big question that popped into my head was: can an artist ever truly be the puppet master in this interactive playground? I mean, the moment you invite participation, you’re kind of handing over the reins, right? It’s like setting up a stage for improv – you provide the props and the backdrop, but the actors, well, they bring the story to life in their own unique way. And that’s pretty darn exciting, this unpredictability that makes each experience unique.
“Making Interactive Art” really struck a chord with me when it talked about setting the stage and then taking a step back. It’s like the artist is saying, “Here’s the world I’ve built, now come explore and make it your own.” This reminds me of those cool performance art pieces or happenings, where the lines between performer and audience blur, and everyone becomes part of the art. It’s all about embracing the unexpected, the happy accidents that make life (and art) so interesting.
There was this one bit in “Physical Computing’s Greatest Hits and Misses” that made me pause. It talked about how getting lost in fancy technology can actually be a trap. It reminded me that the heart of interactive art isn’t about gadgets and gizmos, it’s about the human connection, the emotions and thoughts it evokes. Like, a cool light show is fun and all, but if it doesn’t make you feel something, think something, then is it really art?
These readings have made me realize that the artist in interactive art is more like a gardener than a dictator. They plant the seeds, nurture the soil, but ultimately, it’s up to us, the audience, to help the garden grow. And that’s the beauty of it, this collaborative spirit that makes interactive art feel so alive, so human.
Now, I’m curious to see how artists can create these interactive worlds without being too controlling. It’s like finding that sweet spot where the artist’s vision meets the audience’s imagination, and together, they create something truly magical.

Week 10 Exploring – Khalifa Alshamsi

Concept:

This project’s concept is to utilize a combination of hardware components (Arduino, ultrasonic sensor, LEDs, and a slide switch) to create an interactive system that responds to physical proximity and manual control.

Setup:

Video:

Code:

const int ledPin = 8;           // LED connected to digital pin 8
const int trigPin = 12;         // Ultrasonic Sensor Trigger pin
const int echoPin = 11;         // Ultrasonic Sensor Echo pin
const int ledPin1 = 9;          // First LED pin (PWM capable)
const int ledPin2 = 4;          // Second LED pin
const int switchPin = 2;        // Slide switch pin
bool ledEnabled = false;        // State to keep track of LEDs response state

long duration;                  // Variable to store the time it takes for the echo to return
float distance;                 // Variable to store the calculated distance

void setup() {
  pinMode(trigPin, OUTPUT);     // Sets the trigPin as an Output
  pinMode(echoPin, INPUT);      // Sets the echoPin as an Input
  pinMode(ledPin1, OUTPUT);     // Sets the first LED pin as an Output
  pinMode(ledPin2, OUTPUT);     // Sets the second LED pin as an Output
  pinMode(switchPin, INPUT_PULLUP); // Sets the switchPin as an Input with internal pull-up resistor
  Serial.begin(9600);           // Start serial communication at 9600 baud
}

void loop() {
  // Read the state of the switch
  ledEnabled = digitalRead(switchPin) == LOW; // Check if switch is active

  // Measure the distance from the ultrasonic sensor
  digitalWrite(trigPin, LOW);
  delayMicroseconds(2);
  digitalWrite(trigPin, HIGH);
  delayMicroseconds(10);
  digitalWrite(trigPin, LOW);
  duration = pulseIn(echoPin, HIGH);
  distance = duration * 0.034 / 2; // Speed of sound wave divided by 2 (go and return)
  Serial.print("Distance: ");
  Serial.println(distance);

  if (ledEnabled) {
    // Pulse the first LED based on distance
    int brightness = map(distance, 0, 200, 255, 10);
    brightness = constrain(brightness, 10, 255);
    analogWrite(ledPin1, brightness);

    // Toggle the second LED based on distance threshold
    digitalWrite(ledPin2, distance < 30 ? HIGH : LOW);
  } else {
    // Turn off LEDs when switch is off
    analogWrite(ledPin1, 0);
    digitalWrite(ledPin2, LOW);
  }
  delay(100);  // Short delay to stabilize loop and reduce sensor noise
}

Reflection:

Reflecting on this project, I’ve realized it was a substantial learning experience and a test of my problem-solving skills. Integrating various components—Arduino, ultrasonic sensor, LEDs, and a slide switch—presented several challenges that enhanced my understanding of electronic systems and their programming. One of the main difficulties encountered was ensuring stable and reliable readings from the ultrasonic sensor. Interferences occasionally led to erratic LED behaviors, requiring adjustments in the placement and coding to filter out spurious signals effectively. Another challenge was debouncing the slide switch to achieve consistent results, underscoring software stability’s importance in hardware projects. Managing multiple outputs based on input from a single sensor also pushed me to think critically about how different components interact within an embedded system. This project bolstered my technical skills and deepened my appreciation for the meticulous detail required in electronic design and the creative potential of combining simple elements to produce complex interactions.

Week 10 | The Knob and The Bob

Throughout the Eid break, I tried to review the concepts that we have gone through so far. My goal for this assignment is not to create fancy circuitry but rather to design something from the back of my mind and understand what it does, how, and why.

I spent quite a time figuring out TinkerCAD, which is a program that really helps me to visualize and simulate my board before physically building it. I found this YouTube playlist that taught the program really well.

Concept

I want to light up two lights with a button and a knob. Because the knob is an analog input, there is a value that can be used there. So, I decided to make one LED blink in a specific amount of time decided by the knob, whereas the other LED is a simple on-off.

Schematic
How it Works

The code is separated for both green and blue LED.

In the code, I made a variable called sensorValue, which reads the signal from the knob. These values are then used to create blinking effect using delay for the blue light.

// Read Potentiometer Value
  sensorValue = analogRead(A0);
  // Turn the LED On
  digitalWrite(LED_BUILTIN, HIGH);
  // Pause program for <sensorValue> miliseconds
  delay(sensorValue); // Wait for sensorValue millisecond(s)
  // Turn the LED Off
  digitalWrite(LED_BUILTIN, LOW);
  // Pause program for <sensorValue> miliseconds
  delay(sensorValue); // Wait for sensorValue millisecond(s)
Demo
End Remarks

I am really proud of this whole assignment. It is not perfect, as in the video, the green LED sometimes does not turn off despite the button being pressed.

Nevertheless, while it may seem simple in the beginning, I was very confused by the whole arrangement of things. But, I did my best to actually sit down, take my time, and learn how these components work and interact with each other and reinforce my knowledge on Arduino itself.

Week 10 Reading Response – Khalifa Alshamsi

Tom Igoe’s blog posts offer the developmental and philosophical underpinnings of physical computing. In “Physical Computing’s Greatest Hits (and misses),” Igoe revisits a series of projects that have significantly influenced how physical computing is taught. By analyzing successful and less effective projects, Igoe highlights the iterative nature of learning in this field, which is crucial for students and educators aiming to refine their approach to technology and design.

On the other hand, “Making Interactive Art: Set the Stage, Then Shut Up and Listen” delves into the essence of interactive art. Igoe argues for the importance of minimal intervention by the artist, allowing the audience to engage freely with the artwork. This approach fosters a unique dialogue between the viewer and the piece, enhancing the personal connection and interpretive freedom. This philosophy not only redefines the role of the creator but also elevates the interactive experience, making it a personal journey for each participant.

Reflecting on Tom Igoe’s insights, I’ve learned about physical computing and art’s iterative and interactive nature. The blog posts illustrate the importance of trial, error, and refinement in developing effective educational strategies for technology and design. Moreover, Igoe’s approach to interactive art—emphasizing minimal artist intervention—has shown me how creating environments for audience engagement can transform the reception and meaning of art. These perspectives challenge traditional roles and invite a deeper understanding of how technology can facilitate more personalized and impactful experiences.

Week 10 Reading Response – Shaikha AlKaabi

Physical Computing’s Greatest Hits (and misses)

The article provides a fascinating exploration into the realm of physical computing, revealing a pattern of innovation that breathes new life into established concepts. It’s not merely about crafting something entirely new, it’s about the clever adaptation and imaginative expansion of familiar ideas. 

Starting with Theremin-like instruments and advancing through gloves equipped with sensors, the text underscores the perpetual evolution of interaction between humans and machines. Projects like ‘Hand-as-cursor’ and ‘Multitouch Interfaces’ take this further by translating human gestures into digital reactions, while ‘Tilty stands and tables’ employ physical manipulation to navigate virtual spaces. 

‘Tilty Controllers’ demonstrate the significance of object orientation, expanding our perception of how we can control and influence technology. ‘Things You Yell At’ and ‘Meditation Helpers’ show a more personal side, engaging with our voices and physiological states to guide or react in a context-sensitive manner. 

With ‘Fields of Grass’, we see a poetic application of sensor arrays, creating responsive textures that react to human touch. ‘Remote Hugs’ and ‘Dolls and Pets’ showcase the emotional and relational potentials of physical computing, emphasizing companionship and emotional communication. ‘LED Fetishism’ reminds us to push past the allure of visual feedback to discover deeper, more meaningful interactions. 

The text concludes with an ode to ‘Hybrid projects’, which combine different elements for novel experiences, like a flight simulator that mimics bird flight, showing the limitless potential when various facets of physical computing are merged.

Overall, the reading serves as an inspiration and a challenge to think beyond the conventional, urging creators in the field of physical computing to seek out the untapped potential in the interplay of the digital and physical worlds. It’s an invitation to innovate within the spectrum of sensory experiences, enriching our interaction with technology in both profound and playful ways.

Making Interactive Art: Set the Stage, Then Shut Up and Listen

The article on interactive art highlights a unique perspective on creation: the artist’s role is to set up an experience and then let the audience interact with it in their own way. It suggests that interactive art isn’t about dictating experiences but about creating opportunities for the audience to explore and interpret. This idea parallels a conversation where the artist ‘speaks’ through their work and then listens to the audience’s response through their interactions with it. Just as a stage director doesn’t perform but sets the scene for actors, the artist here provides the tools for expression and then steps back, allowing the audience to find personal meaning and contribute to the art’s ongoing narrative.

Week 10 Reading Response / Blinding Lights – Hamdah AlSuwaidi

In synthesizing the insights from TIGOE’s blog posts, “Physical Computing’s Greatest Hits (and misses)” and “Making Interactive Art: Set the Stage, Then Shut Up and Listen,” there emerges a compelling narrative about the nature of human interaction with technology and the role of the creator in guiding this interaction.

The first post examines the myriad ways in which creators harness technology to bridge the gap between art and the human experience. It underscores that the essence of physical computing is not in the machinery itself, but in the potential for human expression and interaction that it affords. TIGOE celebrates the diversity of approaches—from instruments that translate motion into sound to devices that sense and react to our emotions—each offering a unique dialogue between user and machine. This celebration is not just of the end product but of the process and potential for evolution, highlighting that even familiar ideas can be reinvigorated through creative reinterpretation.

The second post, meanwhile, delves into the philosophy behind interactive art. It champions the idea that art is a collaborative exchange and urges creators to step back after setting the scene, allowing the audience to bring their interpretations and experiences into play. This stance challenges the traditional static relationship between art and observer, proposing instead a dynamic interaction where the audience becomes an integral part of the art’s essence.

Both readings converge on the point that in the realm of interactive experiences, whether through physical computing or art, the creator’s role is not to dictate but to facilitate. It’s an invitation to viewers to engage, explore, and co-create, leading to a richer tapestry of experiences. The pieces do not stand as mere displays of technological or artistic prowess but as starting points for a journey that each participant completes in their own unique way.

By bringing together the physical and the interactive, TIGOE illuminates a future of creation that is ever-evolving, deeply personal, and universally accessible. In this future, the boundaries between the creator, the creation, and the consumer are not just blurred but are actively redefined with each interaction, fostering a space where art and technology serve as mediums for communication, learning, and exploration of the human condition. Both readings serve as a manifesto for the modern maker, encouraging a dialogue with technology and audience that is as open-ended as it is profound.

Blinding lights:

After being inspired by The Weeknd’s album ‘After Hours,’ I chose to name my assignment ‘Blinding Lights,’ which reflects the influence of his music had on me.

https://youtube.com/shorts/uRrlVS0TPpw?feature=shared

This Arduino code controls two LEDs (red and blue) based on the light detected by a photoresistor and the position of a potentiometer. The LEDs alternate based on the light level: if it’s dark (light level below 300), they alternate, with the speed of alternation controlled by the potentiometer. If it’s light, both LEDs remain off. The program uses serial output to display the light level detected by the photoresistor.

const int led0 = 3; // Red LED
const int led1 = 5; // Blue LED
const int photoResistor = A1;
const int potentiometer = A0; // Potentiometer connected to analog pin A0

void setup() {
  Serial.begin(9600);
  pinMode(led0, OUTPUT);
  pinMode(led1, OUTPUT);
}

void loop() {
  int lightValue = analogRead(photoResistor);
  Serial.print("Light Value: ");
  Serial.println(lightValue);

  // Read the potentiometer value to control the speed of LED alternation.
  int potValue = analogRead(potentiometer);
  int delayTime = map(potValue, 0, 1023, 50, 1000); // Adjust this range as needed.

  if (lightValue < 300) { // Threshold for photoresistor touch
    // Alternate LEDs when the photoresistor is touched.
    digitalWrite(led0, HIGH);
    digitalWrite(led1, LOW);
    delay(delayTime); // Delay controlled by potentiometer

    digitalWrite(led0, LOW);
    digitalWrite(led1, HIGH);
    delay(delayTime); // Delay controlled by potentiometer
  } else {
    // If the photoresistor is not being touched, turn both LEDs off or keep them in a default state.
    digitalWrite(led0, LOW);
    digitalWrite(led1, LOW);
  }
}

 

Afra Binjerais – Week 10 reading response

Physical Computing’s Greatest Hits (and misses)

As I think back on this reading, the idea that creativity in physical computing—or any other creative field—comes from personalizing and reinterpreting existing concepts rather than from creating anything completely new encourages me. The theremin, for example, is a deceptively simple instrument that may develop into a very personal undertaking that expresses the creative and technical sensitivities of its maker in addition to being functional.

Furthermore, the discourse surrounding initiatives such as “Multitouch Interfaces” and “Body-as-cursor” emphasizes the need of human-centered design in physical computing. The way these initiatives connect human-machine interaction is remarkable, since physical gestures are translated into digital answers that are subsequently translated into tactile or visual outputs. The elegance of physical computing lies in its capacity to enhance technology’s intuitiveness and responsiveness to human presence and movements, as demonstrated by this smooth integration.

Making Interactive Art: Set the Stage, Then Shut Up and Listen

I found the emphasis on avoiding from dictating interpretation to be especially compelling while reading about the process of making interactive artworks. The reading  encourages artists to avoid assuming too much control over the meaning of their creations and the appropriate ways in which viewers should respond to them. Rather, artists are urged to see their works as interactive platforms that allow viewers to delve deeper and find meaning on their own. Furthermore, After establishing the interactive environment, the instruction to “shut up” is dramatic because it subverts conventional ideas of artistic power and control. It suggests faith in the audience’s capacity to interact with and participate in the creative process. This informal attitude enhances the viewing experience for the audience while simultaneously giving the artist insights about how viewers engage with the piece—what they do, what they overlook, and how they understand the tools and surroundings that are made available to them.