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Matthew Miller
Matthew Miller

Arduino Workshop A Hands On Introduction With 65 Projects PDF _TOP_



Hello.First i have to say that I'm new with Arduino. I tried my best to solve this problem but i can't see where is my mistake.The Problem is :* the GLCD doesn't show any information that i uploaded in it.*Every time a Upload a code i have to remove the Reset wire that i used in my setup.*Also i noticed that when i move or touch the arduino gets disconnected sometimes. ( i switched its usb port, thinking it was making a conflict with wireless mouse)I tried switching wires, downloading other libraries and testing codes, wiring up in a different way. with no resultsi was checking this setup Arduino Playground - HomePage i install the libraries for GLCD ( glcd, glcd_ks0108, ks0108) to test more codes




Arduino workshop a hands on introduction with 65 projects PDF



The Arduino is a cheap, flexible, open source microcontroller platform designed to make it easy for hobbyists to use electronics in homemade projects. With an almost unlimited range of input and output add-ons, sensors, indicators, displays, motors, and more, the Arduino offers you countless ways to create devices that interact with the world around you.


In Arduino Workshop, you'll learn how these add-ons work and how to integrate them into your own projects. You'll start off with an overview of the Arduino system but quickly move on to coverage of various electronic components and concepts. Hands-on projects throughout the book reinforce what you've learned and show you how to apply that knowledge. As your understanding grows, the projects increase in complexity and sophistication.


This book is a very practical approach to learning Arduino. It will be an interesting reading experience as if you are reading fiction. The first few pages are just a basic introduction, which you can skip if you have some ideas about Arduino. Once you start working on the projects, you would be engrossed in the core. Each project is different, and the author also explains the entire process and goal of the project. Each line of code is explained well, so as you go on with more projects, you will be able to write the code on your own.


Welcome to CS 428! This course is an introduction to Computer Graphics, and coversa wide range of topics such as geometric modeling, physics-based rendering, andmicrocontroller programming. The class begins with an introduction to various softwaresuites, and each successive lecture builds upon the concepts covered in theprevious class.


Background: Electrophysiology has a wide range of biomedical research and clinical applications. As such, education in the theoretical basis and hands-on practice of electrophysiological techniques is essential for biomedical students, including at the undergraduate level. However, offering hands-on learning experiences is particularly difficult in environments with limited resources and infrastructure.


The 2020 call for applications 23 shows that these grants fund a wide range of projects and diverse products, including but not limited to: (1) teaching materials, like exercises or practicals, case design, tutorials, digital applications, software, and websites; (2) publications, like books or articles in areas such as educational research; (3) innovative educational evaluation systems, strategies, and instruments; (4) organization and participation in academic events, like colloquia and seminars; and (5) training activities, like in-person or online courses and workshops, or fieldwork.


Affordability was not the only advantage of the BYB equipment. The small size and portability of the devices meant we did not need a dedicated laboratory space, solving one of our infrastructure issues. We could take these devices into any classroom and record with students using their smartphones. We also allow students to borrow these devices and take them home to work on individual research projects. A few years ago, having students do electrophysiology at home would have been impossible. Now we can offer them this unique experience, which can be a huge motivating factor in their academic development. Since 2017, students and professors in our program have used the equipment in core and elective coursework, social service projects, and thesis research. In other words, purchasing a small amount of equipment has greatly increased our capacity to provide high-quality educational and research opportunities for our undergraduates.


We also bought accessories from a local provider (SIET México), including Arduino kits, sensor kits, Raspberry Pi 3 Model B, and Raspberry Pi Cameras Module V2. Arduino kits include an Arduino Uno R3, servo and step motors with drivers, a variety of sensors (infrared, humidity, temperature), and other accessories such as cables, resistors, and LEDs. Sensor kits are designed to be used in conjunction with Arduinos, and include heartbeat, temperature, touch, and sound sensors, as well as buzzers, joysticks, and switches. Similar Arduino and sensor kits can be purchased through Amazon or eBay. Kit components can be used for a variety of electrophysiology-related projects, including instrumentation of simple myoelectric prosthetic prototypes 40, 41 .


Less than a decade ago, providing hands-on electrophysiology learning experiences for undergraduates, especially large classes, was not feasible. However, over the last few years, technological advancements have opened up new possibilities for educators. With the introduction of the BYB Neuron SpikerBox in 2011, an easy-to-use, low-cost bioamplifier brought neurophysiology into the classroom 37 . Since then, the single-channel SpikerBox, and the later two-channel version, have been used to design practicals for undergraduates to record from cricket sensory organs 68 , grasshopper neurons responding to visual stimuli 69 , and to study AP conduction velocity in earthworms 70 . Surveys from these studies indicate that students not only enjoy these hands-on activites, but that they also improve learning outcomes, increasing test scores by as much as 25% on average 70 . The SpikerBox has even been used as part of a larger program to provide undergraduates the opportunity to teach neuroscience to highschool students 71 .


The hit rate decreases when the number of gestures in the database is incremented, as shown in Table 4 which includes a further three gestures, more than in Table 3. The success rate depends on the morphological differences between gestures. As a result, two similar gestures could often be mismatched when the database is small but when it is increased, they could also be more likely to be matched. That is to say, the probability of the gesture recognition process decreases with the size of the database and number of gestures previously registered. For this reason, in our system, the use of more than four gestures/hand could easily cause confusion. To attenuate this fact without sacrificing the robustness in detection, our system seeks to work with four gestures of both hands, simultaneously. Therefore, two small sets of several different gestures are registered in our database (eight gestures, four for each hand). This set is used in the experiment shown in Section 3.4. Those gestures are the representations of zero, one, three and five fingers. However, it is very important to consider the fact that our system is able to work with combinations of sequences of three concatenated gestures for each hand. Therefore, combinations of three elements can be used to identify action commands. Consequently, the system works by forming a State Machine (SM) with multiple actions where the input is a sequence of gestures combining both hands, and the output is a reliable transition between states. Therefore, the difference of a single hand gesture allows the system to be associated with different actions.


Full set of gestures that the recognition descriptor is able to identify correctly and are considered for handling the robot. (a) With just one, left or right hand; (b) Sequence of two gestures with both hands.


The results of the experiments indicate that the proposed human interface based on hand recognition achieves high levels of accuracy for the interpretation of gestures (greater than 86%). Although the experiments also indicate the occurrence of false positives in the recognition process, the system always processes in real time and allows the human operator to repeat a gesture three times to ensure that the interpretation is robust and to prevent unwanted or erroneous task commands being issued to the robot. This repetition concept is based on the High Dynamic Range (HDR) mode of certain cameras, in which each gesture is automatically captured three times, and its intent is to improve the range used to register the 3D point cloud that represents the hand. Additionally, a runtime study revealed that the mean runtime of the entire recognition process is 320 ms. This process includes the image acquisition, feature extraction, 3D descriptor computation and matching between the test view and the model database. Two disadvantages are that the system requires training and that a larger number of possible gestures increase the runtime and decrease the level of accuracy, thereby reducing the success rate. However, a considerable advantage is the possibility of working with two hands and the implementation as a State Machine (SM) and consequently, it is possible to associate more robot commands or actions than gestures because the actions depend on the current status of the SM as well as the sequence of gestures, and not just the latter.


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