Electronic Church Bell Controller based on Microcontroller AVR

Electronic Church Bell Controller based on Microcontroller AVRThis circuit designed by Antonis Pontikakis. It's used ATmega32 microcontroller as the main part. At the circuit, there are 2 24LC32 eeprom memories, the 1st for internal standard melodies and the 2nd one is for user's compositions.
As control, he created a menu that will be appeared on 4x20 LCD (Liquid Crystal Display). For browsing the menu there are 6 buttons in front of circuit's box (Menu, Up, Down, Enter, Start, Stop). All firmware only use 19 Kbytes flash memory of ATmega32 microcontroller writen in C compiled used Code Vision AVR compiler. If you need for more information don't be hesitate to send him an email.

Firefly simulator on microcontroller avr

Firefly simulator on microcontroller avrThe goal of this project was to build a LED-based device running on a microcontroller chip to mimic how fireflies might theoretically synchronize their flashing in nature. The device serves as a future model on how to implement a physical form of networking using a microcontroller chip.

To implement these goals, they created a 2D matrix of 8 "fireflies". Each firefly is represented by a node in the 2D grid, and a connection between any 2 nodes is represented by a pair of 2 LEDS: an "emmiter LED" and a "sensor LED". The fireflies are able to concurrently communicate and sense the signals emanating from surrounding fireflies using a form of one-directional LED communication. Each firefly is equipped with a fixed number of emitter LEDs and a fixed number of sensor LEDS, depending on the position of the LED within the matrix. For simplicity, we assumed that the fireflies’ positioned were fixed in time, i.e. they were not able to travel. Each firefly is equipped with an individual (i.e. independent) "brain" in the microcontroller code that processes the signals that it has sensed and tries to synchronize its own flashing with these surrounding fireflies. Like in any real world situation, each firefly flashes with a random frequency and phases and it adjusts these flashing parameters to conform to the overall flashing of the localized population.

A playable game of Tabletop Pong

Tabletop Pong - 92
When you're playing it, it feels like the video game representation of some real-life sport. You're bouncing a ball back and forth with another player, which at first glance sounds a lot like like table tennis, AKA ping pong-- and that would seem to explain the name. And yet, PONG is two-dimensional and free of gravity. The ball goes in a straight line, at a fairly constant rate of travel. And you don't play ping pong by rotating a wheel. Come to think of it, it's not a darned thing like ping pong. So what the heck is it?

Coming back to our main question now, what is PONG supposed to represent?

Our answer to this question is a game somewhere between pinball and ping pong: Two players each have a single knob that controls the position of a paddle along a short track. Using the paddles, they bounce the ball back and forth and try not to miss the ball, lest the other player score a point. The paddle surfaces are curved, so that the ball reflects in different directions depending on the position of impact. The paddles are powered, so that the ball keeps a fairly constant velocity between the two sides, and the speed gradually increases as the game is played. The playfield is level and has a dotted line down the middle, and the scores are displayed on either side of that line. There are top and bottom walls of the playfield that the ball can bounce off of. Sounds possible, right? So we built it.
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