Dxarts470 su12 notes

Revision as of 08:07, 25 June 2012 by Rtwomey (talk | contribs)

Revision as of 08:07, 25 June 2012 by Rtwomey (talk | contribs)

Contents

Schedule

Week 1

Day 1 - Light Blink

Day 2 - Electricity, Current, Ohm's Law

  • Ohm's Law worksheet
  • relay

Day 3 - Boolean Logic

Day 4 - Soldering

  • Project 1

Day 5 - Concepts of Control

Day 6 - Software

Day 7 - Hardware

Day 8 - Outsourced/Crowdsourced

  • Project 2

Day 9 - Visual Sensing

Day 10 -

Day 11 -

Day 12 -

Day 13 -

Day 14 -

Day 15 -

Day 16 -

Day 17 -

Day 18 -

Day 19 -

Projects

  • Boolean Logic. (elementary computer)
  • telematic/telepresence system - PING body, teleactor
  • Event Driven Behavior
  • cognitive feed-back loop, Cognitive feedback system. Control systems.

Artists/Artworks

Topics

Boolean Logic

  • AND and OR with goofy flashlights.

Electronics Skills

  • soldering
  • multimeter
    • current
    • voltage
    • resistance
    • identify a transistor/LED
  • bench supply
  • oscilloscope
  • reading a circuit diagram. writing one.
  • reading a resistor
  • reading a datasheet (max current, voltage, typical drop, typical application, etc.)
  • breadboard, prototype, PCB

Electronics Sensing

  • Force
  • Range
  • Motion
  • Temperature
  • Potentiometer
  • Gravity
  • GPS, etc.
  • Optical Sensors
    • beam-break
    • tilt
    • photo tx/rx pairs
    • optoisolators
    • IR remotes

Audio Sensing

  • Sound level
  • Speech Recognition

Visual Sensing

Systems, Control

  • Theories
    • Weiner / Cybernetics / Feedback
    • General System Theory / Systems Art / Burnham / Bertalanffy etc.
  • Practical Control Systems
    • Thermostat
    • Cruise Control

State Machines

  • Latches/Memory
  • digital logic
  • FPGAs - http://blip.tv/bios/making-demos-with-fpgas-828200
  • A finite-state machine (FSM) or finite-state automaton (plural: automata), or simply a state machine, is a mathematical model used to design computer programs and digital logic circuits. It is conceived as an abstract machine that can be in one of a finite number of states. The machine is in only one state at a time; the state it is in at any given time is called the current state. It can change from one state to another when initiated by a triggering event or condition, this is called a transition. A particular FSM is defined by a list of the possible transition states from each current state, and the triggering condition for each transition.
  • implement a state machine in digital logic


Control Components

  • relay
  • SSR
  • servo
  • hbridge
  • motor driver
  • transistor

Transistors

  • linear/non-linear response
  • saturation curves
  • current control
  • opto
  • triacs
  • semi-conductor revolution

Video

  • video playback, scrubbing
  • live video
  • record/playback loops
  • telematic video, streaming, displaced in space
  • telepresence

Method

Arduino