Photo from Arduino Lesson 9. Sensing Light
at the Adafruit website.
There are two key parts to the HyperDuino photo.
The first is that you don't need a breadboard and extra resistors to set up the LEDs and touch sensors. (The "breadboard" on the right is the plastic board with lots of holes in it, so named because early electronics experimenters used an actual wooden kitchen bread-cutting board to build projects with thumbtacks, wires and their components)
The second idea is even more important: when looking at any other Arduino tutorial kit or device, think of the question, "How do I actually get the sensors and lights into my project?"
Look at the photo above on the right with the breadboard, and think about what you would do next to actually put those LEDs and sensors into a real project. It's not straight-forward or even particularly easy. And in a classroom setting with lots of students and projects going on at the same moment it can be overwhelming.
The system shown on the left with the HyperDuino is the answer: the easy-connect cables of the HyperDuino and simple sockets for each of the LEDs and sensors provide easy placement directly in your project.
With the HyperDuino, project building and further experimentation is fun and efficient!
With the HyperDuino, you only need this:
Instead of this
Photo of the HyperDuino and
easy-connect rainbow connector with LEDs
The HyperDuino System
The HyperDuino system is actually 3 distinct parts, and they can even be used separately from one another.
The physical part of the system is the HyperDuino "piggy-back board" (also called a "shield") for the Arduino, or any Arduino Uno compatible board (including adapters for the Raspberry Pi and BBC micro:bit). If you're interested in the technical details of the HyperDuino hardware and software, click here for information and features.
On the Arduino micro-controller is firmware, called "HyperFirmata", which is a variant of "Standard Firmata" that recognizes the 12 touch sensors of the HyperDuino board.
The HyperDuino Controller app is the 3rd part, and interconnects digital media on a Chromebook, or any other device running the Chrome browser, with a physical project.
There is also a "beta" (not yet officially released, and now in testing version of the HyperDuino for Chrome app. It has a new name, the "HyperDuino Controller". You can use the links below to try out this upcoming new version of the software. There are also links for draft versions of the documentation, and a list of new features in the "What's new" document.
When you click on the documentation links, it will prompt you to request access. Go ahead with the request and we'll respond to you quickly to enable that access. This allows us to provide support to those who are testing this beta version. Thank you!