October 2010
1 post
Research Plan
Project summary I am looking to create a product and or service that will improve the experience of being a hospital patient. Currently hospital rooms — and the things in them — are designed for the ease of the staff and the safety of the patient. This is a good thing, but little thought is given to the patient’s experience. Beds are very uncomfortable, light switches and bedside tables are...
April 2010
1 post
December 2009
5 posts
Final Project →
Fundamentals of Physical Computing
Final Project by Stephanie Aaron, Gene Lu, Colleen Miler, and Beatriz Vizcanio
MindFULL is a device that helps people develop the habit of eating slowly.
It takes the brain 20 minutes to know it’s full, but most American eat their meals in 10 minutes or less. MindFULL helps you slow down, chew your food and focus on your eating.
Eating slower helps...
Midterm →
Fundamentals of Physical Computing
Midterm Project
SAVI: The Smart Audio Volume Indicator Phone
A project with Jeff Kirsch and Evinn Quinn
Basically, Jeff’s post (see link) says it all. Additionally, this technology would fit into any phone, it would not be the huge 1980s-sized phone in our mockup.
RADIO LAB PART 2 →
Fundamentals of Physical Computing
Lab Ten: Radio lab
Using Xbee radios to create wireless doorbells. This one has a led or feedback
Radio Lab Part 1 →
Fundamentals of Physical Computing
Lab Ten: Radio lab
Using Xbee radios to create wireless doorbells.
Animated Function →
Fundamentals of Physical Computing
Lab Seven: Programing Lab 2, part 12: Animated Function
Three instances of the function Mr. Happy Guy animates from top left to bottom right of the page
November 2009
9 posts
Bounce →
Fundamentals of Physical Computing
Lab Seven: Programing Lab 2, part 8: Bounce
Square bounces but loses energy over time.
Mr. Happy Guy with Catepillars →
Fundamentals of Physical Computing
Lab Seven: Programing Lab 2, part 11: Shared Function
YOUR OWN FUNCTION
Add your own feature to the world! You might want to use a character you’ve already created, or devise a new feature. Be creative and colorful! Make your feature with at least 3 shapes.
Put your feature into its own appropriately named function, and add at least 2 parameters to move it...
Mr. Happy Guy →
Fundamentals of Physical Computing
Lab Seven: Programing Lab 2, part 10: My Happy Guy
YOUR OWN FUNCTION
Add your own feature to the world! You might want to use a character you’ve already created, or devise a new feature. Be creative and colorful! Make your feature with at least 3 shapes.
Put your feature into its own appropriately named function, and add at least 2 parameters to move it around...
Fundamentals of Physical Computing
Lab Eight: Motor Lab
Using Arduino to control a motor. An H bridge allows the motor to go in both directions,
Fundamentals of Physical Computing
Lab Eight: Motor Lab
Using Arduino to control a motor.
Snowman →
Fundamentals of Physical Computing
Lab Seven: Programing Lab 2, part 9: Snowman
SNOW MAN
Here is a sketch of a house. There is a Snow Man next to the house. Find the code for the Snow Man in the draw() function, and put that code into it’s own appropriately named function. Don’t add any parameters to your function (you will add them in the next step).
Add two parameters to the SnowMan function...
Color Swapper →
Fundamentals of Physical Computing
Lab Seven: Programing Lab 2, part 6: Color swapper
Boxcar Willie →
Fundamentals of Physical Computing
Lab Seven: Programing Lab 2, part 7: Racing box
October 2009
18 posts
Light Boxes →
Fundamentals of Physical Computing
Lab Seven: Programing Lab 2, part 5: Light Boxes
Flying Skull →
Fundamentals of Physical Computing
Lab Seven: Programing Lab 2, part 4: Simple Animation
Take a look at this sketch. It moves the TeddyBear across the screen from the lower-lefthandcorner to the upper-righthand corner.
Check the example’s code to see how it performs this simple animation.
Change your Character sketch so it performs a similarly simple movement.
Save As.. this sketch, naming it...
Skull →
Fundamentals of Physical Computing
Lab Seven: Programing Lab 2, part 3: Animated character
Create a simple 2-5 shape “character” that you will animate on the screen.
Begin a New sketch in Processing.
Design/Plan your character on a piece of paper. Compose the character out of shapes that you know how to draw in Processing.
Pick a “reference” point on your character. Think of this point as...
Color Swatches →
Fundamentals of Physical Computing
Lab Seven: Programing Lab 2, part 2: Color Swatches
Start with this simple drawing program with two buttons. There are two square buttons at the bottom of the screen. When the user clicks on the buttons a simple message is printed to the console.
Pick two colors from the Color Selector on the Tools menu. You will have to remember the R, G and B values or the...
Shape Buttons →
Fundamentals of Physical Computing
Lab Seven: Programing Lab 2, part 1: Shape Buttons
Start with the TwoShape program we looked at in class
Change the shapes to two of your own design (i.e. a triangle, oval or something else).
Move the shapes buttons to the bottom of the page.
Save As.. this sketch, naming it yourname-Shape
Fundamentals of Physical Computing
Lab Six: Analog Output, part 4
Using Arduino and a flex senor I created a musical instrument that creates different tones as you move the flex sensor to different positions.
Fundamentals of Physical Computing
Lab Six: Analog Output, part 3
Using Arduino to create tones. The potentiometer changes the tones.
Fundamentals of Physical Computing
Lab Six: Analog Output, part 2
Using Arduino to control a servo, I changes the code so the servo did not go all the way around.
Fundamentals of Physical Computing
Lab Six: Analog Output, part 1
Using Arduino to control a servo
Drawing with a clear button in Processing →
Fundamentals of Physical Computing
Lab Five: Processing, part 8: Create a clear button
Decide an area on the sketch’s canvas outside of the drawable area, where when the mouse is pressed in it, everything that has been drawn so far is erased.
In comments in your code, write the extents of this area. (Just like you did in the previous program.)
Draw a rectangle that visually shows where...
Drawable area in Processing →
Fundamentals of Physical Computing
Lab Five: Processing, part 7: Create a drawable area
Decide on a rectangle area in the canvas of the sketch of your program as being drawable. This means that when the mouse button is pressed, your paint brush will only make marks within this area and not outside of it.
What are the 4 pixel coordinates of your area? In comments in your code, write down...
Drawing when mouse is pressed in Processing →
Fundamentals of Physical Computing
Lab Five: Processing, part 6: Drawing when the mouse is pressed
Using a conditional “if” statement, change your program so that it only draws when the mouse is pressed. You can use the mousePressed variable to determine the current state of the mouse button.
Paintbrush in Processing →
Fundamentals of Physical Computing
Lab Five: Processing, part 5: create a Paintbrush in Processing
Set your screen size to 400 x 600.
Create two or more shapes that make a pattern.
Use the mouseX and mouseY variables for one of the coordinates of each shape
Make the other coordinates relative to mouseX and mouseY by using a statement for each coordinate such as mouseX+37
Run your program
...
Albers Painting in Processing →
Fundamentals of Physical Computing
Lab Five: Processing, part 4:
Recreate a Josef Albers painting in Processing.
Full Color in Processing →
Fundamentals of Physical Computing
Lab Five: Processing, part 3: full color
Change Grayscale image to full color
Use the stroke(), fill() and background() commands to change the way your shapes look.
Change the opacity (alpha) of some of the shapes so they become partially transparent
Grayscale drawing in Processing →
Fundamentals of Physical Computing
Lab Five: Processing, part 2:
Create a picture in grayscale containing at least one point, line, triangle, quad, rect, and ellipse.
September 2009
8 posts
Fundamentals of Physical Computing
Lab Three: Build a Switch
I made a switch using felt and snaps. When the snaps are closed the LED is off. When the snap opens the light goes on. Possible applications: theft deterrence or a bag that lights up when opened so you can find your stuff.
Fundamentals of Physical Computing
Lab Two: Digital Input and Output Part Two: Control an LED with a Momentary Switch
I used a momentary switch to turn the LED on and off .
Fundamentals of Physical Computing
Lab Two: Digital Input and Output Part One: Blink an LED.
I used an Ardunio board to control the blinking LED.