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Tickle for Studuino Guide (Part 02) [DC Motors and Servomotors] 2017/10/20

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Page 1: Tickle for Studuino - artec-kk.co.jp · This manual explains how to use Studuino and the following electronic parts with Tickle, a visual programming environment developed by Tickle

Tickle for Studuino

Guide (Part 02) [DC Motors and Servomotors]

2017/10/20

Page 2: Tickle for Studuino - artec-kk.co.jp · This manual explains how to use Studuino and the following electronic parts with Tickle, a visual programming environment developed by Tickle

2

Version History

Date Content

2017/10/20 First version

Page 3: Tickle for Studuino - artec-kk.co.jp · This manual explains how to use Studuino and the following electronic parts with Tickle, a visual programming environment developed by Tickle

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Index

1. Getting Started ....................................................................................................... 1

2. DC Motors .............................................................................................................. 2

2.1. Controlling DC Motors ............................................................................................. 2

2.1.1. Connecting a DC Motor to Studuino ............................................................... 2

2.1.2. Port Settings .................................................................................................... 3

2.1.3. Programming ................................................................................................... 4

2.2. Controlling a Car ................................................................................................... 10

2.2.1. Programming ................................................................................................. 10

2.3. Controlling a Car Using an Accelerometer ........................................................... 23

2.3.1. Connecting an Accelerometer to Studuino .................................................... 24

2.3.2. Port Settings .................................................................................................. 24

2.3.3. Accelerometer Values ................................................................................... 25

2.3.4. Programming ................................................................................................. 26

2.3.5. Using the iOS Device’s Accelerometer ......................................................... 38

3. Servomotors......................................................................................................... 39

3.1. Controlling Servomotors ........................................................................................ 39

3.1.1. Adjusting the Driveshaft Angle ...................................................................... 39

3.1.2. Connecting a Servomotor to Studuino .......................................................... 40

3.1.3. Port Settings .................................................................................................. 40

3.1.4. Programming ................................................................................................. 41

3.2. Making a Robotic Arm that Uses Three Servomotors .......................................... 45

3.2.1. Building the Robot ......................................................................................... 45

3.2.2. Port Settings .................................................................................................. 47

3.2.3. Programming ................................................................................................. 48

Page 4: Tickle for Studuino - artec-kk.co.jp · This manual explains how to use Studuino and the following electronic parts with Tickle, a visual programming environment developed by Tickle

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1. Getting Started

This manual explains how to use Studuino and the following electronic parts with Tickle, a

visual programming environment developed by Tickle Labs, Inc.:

・DC Motors

・Servomotors

Learn the basics of getting your Studuino working with Tickle by reading our Tickle for

Studuino Instruction Manual. Follow the steps below to download it:

1) Head to our Tickle for Studuino page at http://www.artec-kk.co.jp/studuino/en/tickle.php.

2)Go to the Instruction Manuals section and tap Tickle for Studuino.

The information in this manual is subject to revision at any time.

Page 5: Tickle for Studuino - artec-kk.co.jp · This manual explains how to use Studuino and the following electronic parts with Tickle, a visual programming environment developed by Tickle

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2. DC Motors

Follow along below to create a program using DC Motors.

2.1. Controlling DC Motors

In this section we’ll try getting your DC Motors moving by making a simple program.

2.1.1. Connecting a DC Motor to Studuino

Follow the instructions below to assemble your car:

(3) Use blocks to make the rear wheel.

(4) Now plug your DC Motors and Battery Box into your Studuino.

M1: Right DC motor

M2: Left DC motor

POWER: Battery Box

(1) Attach wheels to the DC Motors as shown below.

★ Make a symmetrical pair.

(2) Attach both DC Motors to the bottom of the Studuino

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2.1.2. Port Settings

Open Port Settings and tap M1 and M2 under DC Motor.

★ See 3.2. Port Settings in Part 01 for more details.

(5) Set your Battery Box in your Studuino mount to keep it in place.

① Tap to select

② Tap

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2.1.3. Programming

Now we're going to create a program that controls the DC Motor connected to M1, changing

the settings in real time to see how the motor responds.

① Drag , , and

from the Motion Palette and connect them.

Drag and drop

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② Drag from the Control Palette and insert it between

and .

Now you’ve programmed DC Motor M1 to rotate.

Tap the button at the top left corner of your Project Screen to run your program. The

DC Motor connected to M1 will rotate for one second and then stop.

The button will change to while the program is running. Tap the button to

stop your program.

Drag and drop

Set the speed of the DC Motor to 100

Start rotating DC Motor

Wait 1 second

Stop rotating DC Motor

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③ Set the value in to 50 and tap .

The DC Motor will rotate more slowly.

★ 100 is the maximum speed of your DC Motor. Typing a number higher than 100 will result

in an error message.

★ You may find that your DC Motor won’t rotate when the speed is set to 10 or lower, but

this may be caused by the batteries or the motor itself.

Try increasing the value a bit if this happens to you.

Page 10: Tickle for Studuino - artec-kk.co.jp · This manual explains how to use Studuino and the following electronic parts with Tickle, a visual programming environment developed by Tickle

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④ Change the value of back to 100 and set

to counter-clockwise. Now tap the button.

The DC Motor will rotate in the opposite direction.

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⑤ Set back to clockwise. Now drag

back to the Command Palette to delete it.

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⑥ Drag from the Motion Palette and connect it to

.

Press the button and your DC Motors will rotate for one second before

coasting to a stop.

Stop vs. Slow Down

Stops the command that tells the DC Motor to rotate

and sends a command to stop the motor,

just like applying brakes on a car.

Stops the command that tells the DC Motor to rotate

but doesn’t send a command to stop it,

allowing the car to stop using inertia without applying

the brakes.

Drag and drop

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2.2. Controlling a Car

Now we're going to create a program that uses two DC Motors to make a car go forward,

backward, and spin.

2.2.1. Programming

First, we'll create a program that makes the car go forward.

① Drag from the Events Palette to the Script Field.

② Tap Event 1 and name the Event Forward.

Drag and drop

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③ Drag two each of ,

, and from the Motion

Palette and connect them to .

Drag and drop

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④ Drag from the Control Palette and insert it between

and .

Drag and drop

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⑤ Change M1 to M2 in the second ,

, and blocks.

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⑥ Drag from the Events Palette and connect it to

.

⑦ Tap Event and name the Event Forward.

Drag and drop

② Tap

① Tap

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Now the program is finished.

Tap the button at the top left corner of your Project Screen to run your program and see

if your car drives forward for one second.

The button will change to while the program is running. Tap the button

to stop the program.

Now we’re going to program your car to reverse.

⑧ Tap and hold to bring up the Menu.

・Set speed for

DC Motors M1 and M2

Wait 1 second

・Stop rotating

DC Motors M1 and M2

・Start rotating

DC Motors M1 and M2

Hold

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Keep your finger pressed to the screen and drag it to the icon. You’ll see a green line

appear as shown below. Keep your finger there and the blocks will be duplicated once the

circle is complete.

⑨ Give your duplicated blocks the Event name Backward.

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⑩ Set the and blocks

in your Backward Event to counter-clockwise.

⑪ Tap the Event name in and choose Backward from the list.

① Tap

② Tap

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And now you’ve programmed your car to reverse.

Now tap the button at the top left corner of the Project Screen to start your program and

see if your car reverses for one second.

The button will change to while the program is running. Tap the button to

stop your program.

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Now we’re going to program your car to turn right.

⑫ You’ll need to duplicate your Forward Event, just like you did for your Backward Event.

Duplicate

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⑬ Change the Event name to RotationRight. Now change the top

to counter-clockwise.

And now you’ve programmed your car to turn right.

Now tap the button at the top left corner of the Project Screen to start your program and

see if your car turns right for one second.

The button will change to while the program is running. Tap the button to

stop your program.

① Change to RotationRight

② Change to counter-clockwise

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Now we’re going to program your car to turn left.

⑭ You’ll need to duplicate your Forward Event, just like you did for your

RotationRight Event.

Duplicate

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⑮ Change the Event name to RotationLeft. Now change the

to counter-clockwise.

And now you’ve programmed your car to turn left.

Now tap the button at the top left corner of the Project Screen to start your program and

see if your car turns left for one second.

The button will change to while the program is running. Tap the button to

stop your program.

① Change to RotationLeft

② Change to counter-clockwise

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2.3. Controlling a Car Using an Accelerometer

Now we’re going to use your program from ‎2.2. Controlling a Car to program your car to

respond when you tilt your Accelerometer.

An Accelerometer is a sensor that measures acceleration (changes in speed over a fixed

period of time), reading directional acceleration from the X, Y, and Z axes.

X Y

Z

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2.3.1. Connecting an Accelerometer to Studuino

Connect your Accelerometer to Sensor/LED/Buzzer connector A4 and A5 on your Studuino.

2.3.2. Port Settings

Open Port Settings and tap A4 and A5 under Sensor/LED/Buzzer. Now choose

Accelerometer.

★ See 3.2. Port Settings in Part 01 for more details.

The Accelerometer requires two

connectors because it has four

wires.

Accelerometer

A4-A5

Keep an eye on your cables!

The gray wire should be on the inside.

Gray Black Black

① Tap to select

② Tap

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2.3.3. Accelerometer Values

Accelerometer values have a range of -2 to +2.

The X, Y, and Z values will be 0 when the Accelerometer is level and move towards -1 or +1

when you tilt it. Shake the sensor and they’ll move towards -2 or +2.

Look below to see the values for your sensor’s X, Y, and Z axes.

Looking up the X, Y, and Z values of your Accelerometer allows you to tell which direction

the sensor is being tilted or shaken in.

X

Z

Y

0 +1 -1 -2 +2

Level (horizontal) Down

Vertical

X/Y/Z Value

Shaken Shaken

Up

Vertical

Tilted Tilted

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2.3.4. Programming

We’ll be using your car’s forward, backwards, and turn programs from 2.2.1. Programming.

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① Change the value of to 0.1.

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② Change the blocks that stop your DC Motor from

to .

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③ Remove and delete the in every Event.

Delete

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④ Drag two from the Motion Palette and connect them

to . Now set the second one to M2.

Drag and drop

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⑤ Drag from the Control Palette and connect it to

.

Drag and drop

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⑥ Drag from the Operators Palette and insert it into .

Drag and drop

Page 36: Tickle for Studuino - artec-kk.co.jp · This manual explains how to use Studuino and the following electronic parts with Tickle, a visual programming environment developed by Tickle

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⑦ Drag from the Devices Palette into the left side of

and choose Studuino.

Drag and drop

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⑧ Set the right value of to -0.4. Drag from the Motion

Palette into the opening of . Now select Forward.

② Drag and drop

① Type -0.4

③ Select Forward

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⑨ ⑤Repeat steps ⑤ through ⑧ to make the Events for your X and Y axes shown

below.

If Y value is

smaller than -0.4

send RotationLeft.

If Y value is

bigger than 0.4

send RotationRight.

If X value is

smaller than -0.4

send Forward.

If X value is

bigger than 0.4

send Backward.

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⑩ Insert every set of blocks you’ve made up to step ⑨ into . Now connect them to

.

Page 40: Tickle for Studuino - artec-kk.co.jp · This manual explains how to use Studuino and the following electronic parts with Tickle, a visual programming environment developed by Tickle

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And now you’ve programmed your car to respond to your Accelerometer.

Tap the button at the top left corner of the Project Screen to run your program. Your car

should move when you tilt your Accelerometer in any direction.

The button will change to while the program is running. Tap the button to

stop your program.

Move your Accelerometer and your car will move in the following directions:

・If Accelerometer is tilted forward

Run Forward

Set DC Motors M1 and M2

to 100

If Accelerometer is tilted backward

Run Backward

If Accelerometer is tilted left

Run RotationLeft

If Accelerometer is tilted right

Run RotationRight

Go forward

Reverse

Left turn

Right turn

Go forward

Reverse

Right turn

Left turn

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2.3.5. Using the iOS Device’s Accelerometer

You can also control your car using your iOS device’s accelerometer instead of your

Studuino’s. Your device’s accelerometer is based on the orientation of its screen. This

means that the X-axis will always be to the left, the Y-axis at the bottom, and the Z-axis to

the back of the device.

Make the program shown below in order to use your device’s accelerometer to control your

car:

Y

X

X

Y

Z

Z

If X value is

smaller than -0.4,

send RotationLeft.

If X value is

bigger than 0.4,

send RotationRight.

If Y value is

bigger than 0.4,

send Forward.

If Y value is

smaller than -0.4,

send Backward.

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3. Servomotors

3.1. Controlling Servomotors

Now let’s try getting a Servomotor moving using variable and operator blocks.

3.1.1. Adjusting the Driveshaft Angle

Before you add your Servomotors to your car, using the following method to check if

your driveshaft is connected properly: Try turning the driveshaft left or right. If the

angles are too far off from the default position, this means that the block portion of

the driveshaft has slipped.

This block is designed to slip in order to keep from damaging the internal gear when there’s

too much pressure on the driveshaft.

Use your fingers to rotate the block in the opposite direction of the slip. You’ll hear click that

tells you that it’s back in the default position.

Default

Normal

Slipped

Drive

Shaft

Body

Cable

★ Don’t slip your motor on purpose!

This can damage your Servomotor!

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3.1.2. Connecting a Servomotor to Studuino

Connect your Servomotor to D9 on your Studuino.

3.1.3. Port Settings

Open Port Settings and tap D9 under Servomotor.

★ See 3.2. Port Settings in Part 01 for more details.

① Tap to select

② Tap

DC Motor D9

Gra

y B

lack

Bla

ck

Keep an eye on your cables! The gray

wire should be on the inside.

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3.1.4. Programming

① Take from the Motion Palette and connect it to

.

Drag and drop

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② Replace the 90 in with 0.

Tap the button at the top left corner of the Project Screen. Your Servomotor should turn

to 0 degrees.

③ Repeat this process by replacing the 0 with 180 and your Servomotor will rotate to 180

degrees when you tap the button.

The button will change to while the program is running. Tap the button

to stop your program.

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④ Remove from . Now drag

from the Control Palette and connect it to .

① Drag and drop

② Drag and drop

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⑤ Insert into .

⑥ Replace the 180 in with 0 and your Servomotor will

slowly rotate to 0 degrees when you tap the button.

You can use to enclose multiple Servomotor blocks.

Any Servomotors inside this block will rotate at the same speed to the angle you set.

The button will change to while the program is running. Tap the button

to stop your program.

Drag and drop

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3.2. Making a Robotic Arm that Uses Three Servomotors

It’s time to make an Arm Robot using three Servomotors and your Studuino’s buttons.

3.2.1. Building the Robot

Follow the instructions below to assemble your robot:

Part 1 D10

Part 2

D11 ★ It should be the same shape

as Part 1.

Part 3 D9

Finished!

Finished!

Finished!

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Building the Arm

(1) Put together parts 1-3 as shown.

(2) Add your Battery Box to your Studuino

and plug it into the POWER connector as shown.

POWER

(3) Add your arm and plug your Servomotors into the connectors as shown.

Gra

y

Bla

ck

Bla

ck

Keep an eye on your cables! The gray

wire should be on the inside.

D10

D11

D9

Part 3 Part 1

Part 2

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3.2.2. Port Settings

Open Port Settings and tap D9, D10, and D11 under Servomotors. Now tap A0, A1, and A2

under Button.

★ See 3.2. Port Settings in Part 01 for more details.

① Tap to select

② Tap to select

③ Tap

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3.2.3. Programming

We’ll need to program button A0 to move D9, A1 to move D10, and A2 to move D11.

Look at the table below to see the angle combinations you’ll need to use for each button:

Push-button Servomotor Variable Angle 1 Angle 2

A0 D9 D9 115 90

A1 D10 D10 115 90

A2 D11 D11 50 150

① Tap + Add a Variable button at the bottom of the screen. Now tap [x] Variable and name

it D9.

① Tap

② Tap

③ Name it D9

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② Drag from the Events Palette to the Script Field.

Drag and drop

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③ We’ll need to make a process that changes D9’s angle every time you press A0. Drag

from the Control Palette and connect it to

.

Drag and drop

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④ Drag from the Operators Palette and insert it into .

Drag and drop

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⑤ Drag from the Data Palette into the left side of . Now set the right

side to 115.

Drag and drop

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⑥ Drag two from the Data Palette into the opening of .

Type 90 into the top and 115 into the bottom .

① Drag and drop

② Tap here and type

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⑦ Drag from the Motion Palette to the Script Field.

Drag and drop

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⑧ Drag from the Data Palette and insert it into .

Drag and drop

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⑨ Drag from the Data Palette and connect it to .

Now you've programmed Servomotor D9 to rotate from 90 to 115 degrees and back every

time you press button A0.

Tap the button at the top left corner of your Project Screen to run your program and see

how it works.

The button will change to while the program is running. Tap the button to

stop your program.

Drag and drop

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⑩ ‎①Now repeat steps ① through ‎⑨ to program your remaining two Servomotors.

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Now you’ve programmed your robot’s arm to change the angles of D9, D10, and D11 when

you press A0, A1, and A2.

Tap the button at the top left corner of the Project Screen. Your robot’s arm should

move when you press A0, A1, and A2.

The button will change to while the program is running. Tap the button to

stop your program.

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