Archive for September, 2006

Stirling Engine

Matt, Teresa and I built a full-scale Stirling engine for use as a power source for a future mechanical computer. Stirling engines are external combustion engines. This one will derive its power from pressure differences created by the exchange of heat between hot and cold water compartments.

We’re a bit concerned that the crankshaft may not be straight enough to maintain balance for the flywheels. Actually this is part of an overriding concern about how much power the engine will provide. We’re pretty sure it will be able to spin itself, but not clear on how much torque will be generated. It’s essential that the engine generate excess energy so that it can be connected to the mechanics of our yet-to-be-designed computing system.


Cans and Piping for Heat Exchange Pistons


Crankshaft and Flywheels

Paper Clock

Matt, Teresa and I created a paper clock from a kit using X-Acto knives, white glue and human tears. While the tolerances weren’t close enough for it to actually keep time, we learned quite a bit about the internal mechanics of timekeeping, and spent 20 happy hours together in the Physical Computing lab. Clocks rock.


Overview of the Project


Raw Wheel Parts


Getting it Together!

Object-Oriented Objects - Inspiration

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After Dark Whimsical toasters

Tile Toy Modular interaction

Element Good lookin’ objects

X10 Home automation

Tentative Design Schedule: Object-Oriented Objects

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  1. 9/20. Define project precisely. How many behaviors per object, how many objects, what behaviors, what variables, how communications will work…
  2. 10/4. Interactions chosen, Objects chosen and roughly illustrated.
  3. 10/18. Prototype of objects and interactions ready for initial user testing.
  4. 11/1. Engineering for networking completed. Robust communications. Draft CAD drawings for objects.
  5. 11/8. CAD of objects completed. Other engineering done. Ready for final build.
  6. 11/22. Objects built and mechanically functional. Networking and behavioral patterns roughed in.
  7. 12/6. Objects work, interact and look as they should. < 1 week of touch-up and debugging is required to make them show-quality.