Thursday, March 30, 2017

Reflective Blog Post 2


My group initially wanted to build a remote controlled car for the final project. However, we figured that it would not be ideal with the limited time and materials we had and decided to build a toy mouse trap instead. The idea behind the final project is relatively straightforward: a block of ‘cheese’ is placed within the trap to seduce the mouse. When the mouse sees the cheese, it will walk towards it, entering the box and when it is inside (close enough to the sensor) the servo motor is triggered and the trap door shuts the mouse inside.
First, we cut an opening in the box to create the sliding door for the mousetrap. We cut off one of the flaps on the box and used it as the door for the trap. Second, we wired the Servo-Motor to the breadboard and the Arduino. The GND pin connected to GND, VCC to the 5V, and the third pin to PIN 9 on the Arduino. Third, we attached the single-sided arm attachment to the servo motor, taped the servo motor on its side on the top of the box, and attached the arm to the makeshift cardboard door using scotch tape. I used the servo motor sweep code learned in class, to make the servo move. Next, we attached the ultrasonic sensor to the breadboard (Trig pin to Pin 11, and Echo to pin 12). Followed by writing the code for the ultrasonic sensor which allowed it to display distance in cm. Then, we attached LED to breadboard, as well as a 100-ohm resistor. The most difficult part of the project was writing the code to activate the servo motor once the ultrasonic sensor sensed the mouse at a certain distance. However, we figured it out after doing some research and listening to explanations from our helpful instructors. After that, we secured the breadboard inside the box with the sensor facing the door. Next, we attached the string to the mouse’s nose and taped a loop to the side of the box to pull the string through. Then, we cut an opening at the back of the box for the wires and string on the mouse to go through. Finally, we uploaded the code and tested it several times. The door of the trap should be open when attempting to operate the trap. The string on the mouse should be slowly pulled through the backside of the box towards the sensor and into the box. The approaching mouse should trigger the servo motor to rotate the door, shutting the door and trapping the mouse. Pressing the reset button on the Arduino board will reset the trap door to the opening position to use it again.
We faced two major issues when building this project. Our first issue was writing the code since none of us had ever written a code this long and complex before. We finally achieved a working code through trial and error, as well as several tests. The second issue was that the ultrasonic sensor was detecting the string attached to the mouse instead of the mouse itself. This problem annoyed us greatly and we tried every possible method until we finally attached a loop to the side of the box and pulled the string through it. This method seemed to solve the issue and resulted in a fully functioning mouse trap.

My personal contributions to the project included the writing of the code, as well as brainstorming and trying out different ideas to solve our issues. I have learned a great deal from the time spent building this project. I learned that even a simple mouse trap project such as ours requires more effort and time than one would expect. With more time we could have improved upon our project by adding more features and making it more aesthetically pleasing. We were going to add a DC motor inside the box to imitate the sound of the mouse being crushed by it, but unfortunately did not have enough time to make it a reality. Most importantly, the course and the project has taught me that almost any task can be accomplished when circuitry is combined with the right code. 

Thursday, March 9, 2017

Cardboard Robotic Arm Project Analysis

Cardboard Robotic Arm Project Analysis
I discovered a particular project I was intrigued by on instructables.com for the purpose of this project analysis. This blog post will focus on the Cardboard Robotic Arm project and will discuss it in detail. The project aims to show how one can build an Arduino controlled robotic arm made from cardboard and small servo motors. Once built, all types of code can be used to make it do all sorts of tasks. The instructable included two programmes of code. One makes the arm move to lift a small object and the other takes commands from the user using potentiometers, and moves the arm. The Arduino records this movement and can play it in a loop after. The hardware building instructions were split into three parts including “the claw, the elbow, and the base.” (SouravB22)
            The materials required to build this project include cardboard, 1 clothespin, 3 servo motors, Arduino, and 3 potentiometers. Other tools needed to build the arm itself consist of hot glue, black tape, cello tape, a knife, a ruler, a screwdriver, and pins. The addition of the claw required a strong connection since that part “transmits the torque from the servo to the arm.” (SouravB22) The elbow joint also needed “to be strong to ensure proper power transmission from the base to the elbow.” (SouravB22) Finally, all of the arm’s operations were within the base region. In order to put it all together, the claw piece is attached to the elbow so that the claw touches the base at a 180 degree angle. Then the connecting wires and jumpers are taped to the side of the elbow pillar and all the wires are passed under the base through the hole. Next, a layer of cardboard is attached to the base, ensuring that the wires are hidden and the base servo motor does not touch the ground. The three potentiometers are then connected to the Arduino analog input pins and the code can be put in to make the arm move.
            I believe this would be a very interesting and exciting project to build. It could possibly be built for the final project with enough time and materials. I consider the most challenging part of the project to be the building of the arm. It seems that this project requires the arm to have strong connections and torque throughout, in order to move flexibly and pick up objects. I think it would be difficult to ensure there are no weak spots and that everything is well connected for a proper functioning robotic arm.
Genevieve Bell and Paul Dourish discuss ubiquitous computing in their article Yesterday’s tomorrows: notes on ubiquitous computing’s dominant vision. Ubiquitous computing is the idea of further adding technology into everyday activities and increasing the connection between humans and technology. According to Bell and Dourish, ubiquitous computing "encompasses a wide range of disparate technological areas brought together by a focus upon a common vision" and it is driven by the future’s possibilities rather than the past’s problems. We could already be living in the technological future the field’s pioneers had envisioned. The field has been around for a while and it focuses on anticipating future trends and meeting future needs. (Bell & Dourish) We have already entered a proximate future where certain technologies are becoming common. For example, mobile phones have evolved into smartphones and are now as powerful as computers, despite computers themselves having been invented only a few decades ago. Although visions for ubiquitous computing are constantly being surpassed with rapid advances in technology, its fundamental vision to bring humans and technology closer has remained the same. Similarly, the cardboard robotic arm lessens the gap between human and machine by performing human functions for those who may not have a proper functioning arm to use. However, the robotic arm may not be as reliable as a human arm and can never be quite the same as a real arm.
The digital and physical worlds are colliding, replicating, and enhancing each other. The implications of the blending of both worlds on individuals can be observed through personal wearable technologies. In her article Simulation and augmentation: Issues of wearable computers, Ana Viseu discusses the development of such wearable technologies and how they define the new collaborative relationship between the body and the environment. The article states that the connection between the digital and physical worlds is changing mostly due to the increase in research and development on the guiding principle of augmentation rather than simulation. Augmentation is when the digital is brought to the physical world, while simulation brings the physical to the digital world. Augmentation’s growing importance can be seen in the rising number of personal wearable technologies. (Viseu) Examples of these include conductive fabrics, fitbit, smart glasses, video games, and the cardboard robotic arm.
The article explains that a responsive and networked intelligent environment can empower humans and make tasks much easier for us. (Viseu) For example, phones can be networked with appliances in order to detect human activities and perform functions such as send calls to voicemail when the user is busy. Human lives can be made much more convenient with augmented environments since technologies would be able to communicate with each other and adapt their behaviour according to the needs of users. (Viseu) However, creating smarter technologies are reducing the ability of humans to interact and respond to the decisions made by the technologies. This creates competition between humans and smart technology, and the solution would be to perfect and enhance human capacities using augmented technology. (Viseu) This enhancement can be realized in the form of the robotic arm as well. With better design and more complex code, the robotic arm could be improved further to do tasks a regular human arm would not be able to do.
There is also the issue of control and the how much of it should be provided to technology. Wearable technology may be used by employers to monitor employees and instruct them to return to work if they detect inactivity. (Viseu) Computers favour known and routine behaviour and dependence on technology can result in ignoring or losing trust in human qualities of spontaneity, instinct and experience. For example, doctors may devalue their own skills and rely on technology to diagnose and treat patients, leading them to be unconfident in their skills to operate when computers are unable to. (Viseu) Wearable technologies may also have an impact on social behaviour and interactions. The technology’s connectivity with the environment can affect where people go and what they do since certain areas may allow for better connection to communicate with others or higher rates may be charged for different networks. (Viseu) Similarly, a more advanced robotic arm could possibly be relied upon more than one’s own arm due to its capabilities or efficiency. Connection with other arms could also change social behaviour among people. The regular use of an arm capable of recognizing, adapting, and reacting to users and their activities in different environments may become a reality in the near future. The application of such a device could become useful in a variety of fields.

References

Bell, Genevieve and Paul, Dourish. “Yesterday’s tomorrows: notes on ubiquitous computing’s dominant vision.” Pers Ubiquit Comput, 2006, https://slate.sheridancollege.ca/d2l/le/content/350760/viewContent/5339826/View


“Cardboard Robotic Arm.” SouravB22, 9 March. 2017, http://www.instructables.com/id/Cardboard-Robotic-Arm/



Viseu, Ana. “Simulation and augmentation: Issues of wearable computer.” Ethics and Information Technology, 2003, https://slate.sheridancollege.ca/d2l/le/content/350760/viewContent/5351657/View

Monday, February 13, 2017

Reflective Blog Post 1

The interaction of the digital and physical worlds is leading to both worlds being used to replicate and enhance each other. The implications of this on individuals can be studied through personal wearable technologies. Ana Viseu’s article Simulation and augmentation: Issues of wearable computers explores the development of such wearable technologies and how they define the new synergistic relationship between the environment and the body. The article argues that the relationship between the digital and physical worlds is changing largely because of the increase in research and development on the guiding principle of augmentation rather than simulation. Simulation refers to imitation of the physical in the digital world, while augmentation brings the digital to the physical world. Augmentation’s rising significance can be observed in the growing amount of personal wearable technologies. Examples of these include conductive fabrics, fitbit, smart glasses, and video games, among other things.

I have learned from the article that the creation of an intelligent environment that is responsive and networked, can empower humans and make our lives much easier. For example, phones can be networked with appliances in order to detect human activities and perform functions such as send calls to voicemail when the user is busy. Human lives can be made much more convenient with augmented environments since technologies would be able to communicate with each other and adapt their behaviour according to the needs of users. However, creating smarter technologies are reducing the ability of humans to interact and respond to the decisions made by the technologies. This creates competition between humans and smart technology, and the solution would be to perfect and enhance human capacities using augmented technology.

There is also the issue of control and the how much of it should be provided to technology. Wearable technology may be used by employers to monitor employees and instruct them to return to work if they detect inactivity. Computers favour known and routine behaviour and dependence on technology can result in ignoring or losing trust in human qualities of spontaneity, instinct and experience. For example, doctors may devalue their own skills and rely on technology to diagnose and treat patients, leading them to be unconfident in their skills to operate when computers are unable to. Wearable technologies may also have an impact on social behaviour and interactions. The technology’s connectivity with the environment can affect where people go and what they do since certain areas may allow for better connection to communicate with others or higher rates may be charged for different networks.

The regular use of wearable devices that will ideally be aware enough to recognize, adapt, and react to users and their activities in different environments is not a distant reality. Their applications could be useful in medicine, leisure, security and banking, and health in the near future.

Monday, January 9, 2017

Introduction

Hello,

I am Shihab Sharar, and I plan to use this blog to document my progress and reflections on the course CCT482. I am doing a double major in Criminology and CCIT and I am in my fourth year with plans to graduate this year. I hope to attend law school upon graduating and pursue a career in law. I am also interested in technology and expect to learn more about the topic in this course. I plan to come out of this course with a better knowledge of electronic design and the ability to build circuits that can perform tasks.

Friday, April 1, 2011

Audacity Notes 1

1. Project-Import Audio
2. Project-Make A New Label Track
3. Time Shift Tool Moves Music On Timeline
4. "I" Beam Used For Selection
5. Enveloppe Tool, Squishes/Expandes Music
6. Pencil Tool, Shape The Waveform
7. Multi-Tool, All-In-One Tool