Silicon ChipThe Fox Report - November 2021 SILICON CHIP
  1. Outer Front Cover
  2. Contents
  3. Subscriptions: PE Subscription
  4. Subscriptions: PicoLog Cloud
  5. Back Issues: PICOLOG
  6. Publisher's Letter
  7. Feature: The Fox Report by Barry Fox
  8. Feature: Techno Talk by Mark Nelson
  9. Feature: Net Work by Alan Winstanley
  10. Project: Dual Battery Lifesaver by Nicholas Vinen
  11. Project: USB Supercodec by Phil Prosser
  12. Project: Thermometer Calibrator by Allan Linton-Smith
  13. Feature: I/O Expander Modules by Tim Blythman
  14. Feature: Radio Controlled House Lights by Peter Brunning
  15. Project: Colour Maximite 2 (Generation 2) by Phil Boyce, Geoff Graham, Peter Mather
  16. Feature: AUDIO OUT by Jake Rothman
  17. Feature: Circuit Surgery by Ian Bell
  18. Feature: Max’s Cool Beans by Max the Magnificent
  19. Feature: PICn’Mix by Mike Hibbett
  20. PCB Order Form
  21. Advertising Index

This is only a preview of the November 2021 issue of Practical Electronics.

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Articles in this series:
  • (November 2020)
  • Techno Talk (December 2020)
  • Techno Talk (January 2021)
  • Techno Talk (February 2021)
  • Techno Talk (March 2021)
  • Techno Talk (April 2021)
  • Techno Talk (May 2021)
  • Techno Talk (June 2021)
  • Techno Talk (July 2021)
  • Techno Talk (August 2021)
  • Techno Talk (September 2021)
  • Techno Talk (October 2021)
  • Techno Talk (November 2021)
  • Techno Talk (December 2021)
  • Communing with nature (January 2022)
  • Should we be worried? (February 2022)
  • How resilient is your lifeline? (March 2022)
  • Go eco, get ethical! (April 2022)
  • From nano to bio (May 2022)
  • Positivity follows the gloom (June 2022)
  • Mixed menu (July 2022)
  • Time for a total rethink? (August 2022)
  • What’s in a name? (September 2022)
  • Forget leaves on the line! (October 2022)
  • Giant Boost for Batteries (December 2022)
  • Raudive Voices Revisited (January 2023)
  • A thousand words (February 2023)
  • It’s handover time (March 2023)
  • AI, Robots, Horticulture and Agriculture (April 2023)
  • Prophecy can be perplexing (May 2023)
  • Technology comes in different shapes and sizes (June 2023)
  • AI and robots – what could possibly go wrong? (July 2023)
  • How long until we’re all out of work? (August 2023)
  • We both have truths, are mine the same as yours? (September 2023)
  • Holy Spheres, Batman! (October 2023)
  • Where’s my pneumatic car? (November 2023)
  • Good grief! (December 2023)
  • Cheeky chiplets (January 2024)
  • Cheeky chiplets (February 2024)
  • The Wibbly-Wobbly World of Quantum (March 2024)
  • Techno Talk - Wait! What? Really? (April 2024)
  • Techno Talk - One step closer to a dystopian abyss? (May 2024)
  • Techno Talk - Program that! (June 2024)
  • Techno Talk (July 2024)
  • Techno Talk - That makes so much sense! (August 2024)
  • Techno Talk - I don’t want to be a Norbert... (September 2024)
  • Techno Talk - Sticking the landing (October 2024)
  • Techno Talk (November 2024)
  • Techno Talk (December 2024)
  • Techno Talk (January 2025)
  • Techno Talk (February 2025)
  • Techno Talk (March 2025)
  • Techno Talk (April 2025)
  • Techno Talk (May 2025)
  • Techno Talk (June 2025)
The Fox Report Barry Fox’s technology column VR/AR on tour in the UK W ill virtual reality (VR) and augmented reality (AR) change the face of entertainment or go the way of 3D? They all have in common the need to wear something on your head and over the eyes – which in the case of VR/AR is a bulky headset with built-in screen display, headphone audio and position-tracking electronics, plus a pair of hand controllers like gaming joysticks. Gamers will have no problem with this. Non-gamers (like me) need a very good reason to wear any extra headgear. The best good reason will be superb, captivating audiovisual content. Immersive arcade I am assured by the UK government-backed venture, Digital Catapult, based at high tech offices in London near Euston Station, that the UK is a world leader in VR/AR content. So, I jumped at the chance of attending a preview of the VR/AR Immersive Arcade package which is now touring the UK to give public demonstrations. The Arcade showcases – I quote – ‘12 of the most influential British Immersive productions from the last 20 years, from theatre to games to therapy (and)…is designed to inspire and delight virtual reality (VR) pros and novices alike.’ Anyone with their own headset can access the material online, or watch out for a physical demo in their area of the UK. For information, go to: www.immersivearcade.uk www.immersivearcade.uk/showcase Demos are free and take between 5-40 minutes per person, depending on how busy the venue is. The tour covers much of the country (from Brighton to Dundee) – for more details of locations, go to: www.immersivearcade.uk/tour 1557 IP68 sealed enclosures The Oculus Rift headset and a pair of hand controllers. The organisers recommend starting with Mimetic Starfish at the Millennium Dome, immersive game Can You See Me Now, Punchdrunk’s 2003 Sleep No More dark retelling of Macbeth, a VR Space Walk used to train astronauts, some Ghost Hunts and Sky Slides, refugee experiences with We Wait, and VR puzzle Shadow Point. At the Digital Catapult offices, I donned an Oculus Rift headset and – after some time spent learning how to navigate through a virtual gallery maze of content options – experienced an odd CGI experience with flying birds, a far-too-long and rather low-res video journey round a decaying housing estate ahead of demolition and a very exciting simulation of flight with Leonardo, the Wright Brothers, Concorde and a future giant dreamliner. ! w ne Learn more: hammfg.com/1557 Contact us to request a free evaluation sample. uksales<at>hammfg.com • 01256 812812 8 Practical Electronics | November | 2021 A space walk for all budding International Space Station visitors. Fun, but perhaps not for everyone The Flight Sim was hugely impressive and great fun, as well it should be because it was made with a bag of British Airways’ money for a flight training pod that was previously installed for demonstration at the prestigious Saatchi Gallery. Gamers will enthuse and explore the ‘arcade’ for hours and hours. Others, like me, will view it as an interesting experience which is variously invigorating, exciting, fatiguing, vertigo-inducing, unsettling and, after half an hour or so, starting to cause dull headache discomfort. Give me a 2D movie with a good script, believable acting and tight direction, any time – and no need to wear anything on my head. The Digital Ghost Hunt: an educational, immersive experience that combines augmented reality, coding education and theatre. (Created by KIT Theatre / King’s Digital Lab at the University of Sussex.) wearing special spectacles and getting headaches) why 3D has so spectacularly failed every time anyone tries to make it go mainstream. Just like 3D? Significantly, before I could experience the VR experience, I was obliged to sign several pages of legal waivers in case I suffered medical side effects such as epilepsy. This exactly parallels what the situation was with 3D, and reminds of another good reason (along with the inconvenience of Automation D id you know that the father of automated mass production was British? During World II, John Sargrove worked on the massproduction of electronic valves. He was sure he could automate the production of complete radio sets. In 1944 he set up Sargrove Electronics in a village hall at Effingham in Practical Electronics | November | 2021 Take a vertigo-inducing trip round London’s iconic Shard – you’ll either love it, hate it... or possibly both! Surrey. Within two years, ECME, his Electronic Circuit Making Equipment was working. A 20-metre production line produced 1500 two-valve radio circuits in eight hours. The circuitry was printed onto an insulating board, with resistors deposited by spraying. Each PCB had 15 fixed-value capacitors, two variable capacitors and two valve sockets. All were automatically soldered into position by mechanical hands controlled by electromagnetic relays and valve circuitry. Humans were needed only to plug in the valves and ‘tweak’ pre-sets. Between 1947 and 1949, Sargrove’s factory designed ‘master brains’ to automate other industrial processes. A ‘magic eye’ monitored the output of an electric sewing machine, and counted screws, pins and buttons, as they fell into cartons. Other master brains shut down machinery in a cotton mill when a thread broke, matched the colour of rosary beads, sorted good from bad coffee beans, and checked the size of dough lumps on a conveyor leading to a baker’s oven. In the early 1950s Sargrove tried to automate the production of TV receivers. ‘Don’t get the idea that we are out to rob people of their jobs,’ he assured. ‘Our task is to liberate men and women from being slaves of machines… automation means redeployment not unemployment. It relieves people of monotonous jobs so that they can do more interesting work’. But the unions were wary and government aid dried up. There was always at least one faulty valve or relay holding up the line. The factory closed and Sargrove died in 1974 just as the Japanese started to make automation a way of life. More technology stories and images at: https://tekkiepix.com/stories Practical Electronics is delighted to be able to help promote Barry Fox’s project to preserve the visual history of preInternet electronics. Visit www.tekkiepix.com for fascinating stories and a chance to support this unique online collection. 9