Tuesday, January 26, 2016

Annoy-tron 3000

I'm currently working on a little project with my buddy Ben. The goal of the project is to make something that will annoy Allen. The electronics we build for this project can definitely be used for other, more potentially profitable purposes I believe. The idea of the project is to embed a temperature sensor, Arduino and buzzer in an 3D printed dildo. By themselves, Arduinos can only generate square waves which are super obnoxious when very high pitched. I envision a typical interaction going as follows. A user will be presented with a screeching dildo. He or she will be told that he or she can only turn it off if they can heat up the dildo past a certain threshold. After furiously heating up the dildo, it will eventually turn off. The interaction here is quite simple, but this project entails an interesting technical challenge. We have to embed an arduino, on/off switch, buzzer, temperature sensor, battery and charging implement in a prosthetic phallus. The on/off switch has to be sufficiently difficult to reach that the user is incentivized to rub the dildo instead of trying to turn it off. We also need to able to charge the battery while still plugged into the Arduino.

In future posts I'll put up some pictures so Ben and I can track our progress. 

Jterm 2016 - UAE and Oman

Over J-term, I had the opportunity to leave coding, electronics and Physics aside for a few weeks. I took a class in which we travelled all over the UAE and part of Oman. I was able to make some new friends and spend some quality time with my boy Eder. The class itself was interesting as well. In principle, the purpose of the class was to study the interaction between three different landscapes in the region (Oasis, Coast and Mountain, also the name of the course). In my mind the overriding themes of the class were water management, increased dependence on modern economies, and the interaction between place, state, and identity.


Monday, January 25, 2016

Final Project for Interactive Media

While I've been concentrating a lot on plotting cool systems of differential equations, I want to move my attention a little to the realm of making physically interactive systems. My final project for interactive media is a good example of the kind of stuff that I want to investigate in the coming weeks. My inspiration for the project was the thought that I might be able to feel a virtual electric field. By virtual, I mean that I wouldn't be actually creating an electric field and using a physical sensor to detect it. Instead, I place a virtual point charge at some point in space, and by moving her hand about in the neighboring space, a user can feel how the magnitude of the field changes.

Monday, December 7, 2015

Lorenz Attractor in Processing

I coded up the Lorenz system instead of doing the rest of my work. By moving the mouse, the user can rotate the system, and then by using the arrow keys he or she can move the point about which the plot rotates. What's cool about this to me is that its solving the system of differential equations in real time, while you're rotating it. The color reflects the depth (z-axis) of the plot. I'd like to set it up such that one drags the mouse to rotate. Maybe once the semester is over.... For now, you're stuck with this GIF.

I had some trouble getting ArrayLists to work in Processing, as they feel very foreign to me (they're so Python) but I eventually figured it out. If you're interested, you can see the code for this project here.

Sunday, November 8, 2015

N body update

I've been adding some fun features to my N-body code. Now you can grab the masses with your mouse to adjust their initial positions. Additionally, you can change the mass of the particles, which is reflected in their size. Here's a little sample of some of the new stuff. I've got it set up for four bodies right now. Adding more bodies is not really a big deal now, which makes me super happy. I'm planning on doing a little write up of the Physics of this code in the next couple of days. I also want to talk about how I should have been using Hamiltonian mechanics the whole time, as it results in a system of first order ODEs instead of a single second order ODE. For now, you're stuck with this .gif

For those of you who have been wondering about the physics of this simulation, I'll do a little write up. This is a relatively simple extension from the two or three body problem that you might find at the beginning of an introductory text on E&M or mechanics. Using the Lagrangian is definitely overkill here, but I really prefer using scalar quantities with generalized coordinates instead of messing around with vectors. Anyways, we start with our Lagrangian, $L$, in this case defined as follows. 
$$ L = T-V \\
L = \frac{1}{2}\sum^{N}_{i=0} m_i(\dot{x_i}^2 + \dot{y_i}^2) - \frac{1}{2}\sum^{N}_{i=0}\sum^{N}_{j=0,j\ne i}\frac{Gm_im_j}{\sqrt{(x_i - x_j)^2 + (y_i - y_j)^2}} $$
Notice that we divide by a half in the potential term because we're double counting everything in the sums. Solving for the equations of motion is actually quite easy, as we just plug everything into the Euler-Lagrange equation. For the $ith$ particle, the $x$ equation is as follows:
$$ m_i\ddot{x_i} = \sum^{N}_{j=0,j\ne i}\frac{G m_i m_j (x_i - x_j)}{[(x_i - x_j)^2 + (y_i - y_j)^2]^{3/2}} $$

Here, I think it becomes clear why this becomes computationally difficult for large N. As N increases, we slap on another term to each of our equations of motion, in addition to adding another two equations of motion (for each of the coordinates of the new particle). My java implementation starts to noticeably slow down after about seven particles.

Tuesday, November 3, 2015

N body in Processing

This was bound to happen. I coded up a super basic n-body simulation in Processing. It works by just iteratively adding terms to the equations of motion for each particle. Below is a .gif for 7 (7!) particles. The central one is more massive than the others, but there is (at least in principle) still interaction between the other particles. Notice how slow it goes! That means my computer is really taking some time to crunch those numbers! There's probably a good reason why we don't use this naive method for real N-body simulations.

Sunday, November 1, 2015

Three body problem in Processing

I've been messing around with doing some very basic physics simulations in Processing. Last week I did the two body problem, which describes the motion of two particles under mutual gravitation. This week I extended the code a little to do the three body problem -- three particles under mutual gravitation. Coding this up was pretty easy, but finding initial conditions that resulted in something viewable was quite hard! I want to build in some interactivity such that a user can dynamically adjust initial conditions, but I've been too lazy to get around to doing that. Maybe next time I'll have done that! For now, however, you're stuck with a .gif I made:



From this little animation, you can see how chaotic this system is! You can set up a situation in which you get stable orbits. In the simulation below I set the mass of the central particle to be about 200 times that of the outer one. The one in the middle orbit is about 100 times smaller than that of the outer one.



Here you can see that the central mass is moving a little. This is because it is orbiting around the center of mass of the outer/central mass sub system. For those who are interested, I changed from float to double arrays in this code and my previous two body code. The stability of the solution increased in the long term as a result. As always, using an implicit ODE method would probably be the best way to ensure long term stability of my simulation.

UPDATE: As promised, I added some sliders to my code so that users can adjust the initial parameters of the system before letting it loose. Check out the gif below.