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        <dc:date>2017-08-07T12:59:31-06:00</dc:date>
        <title>monitor:jesse:deliverables</title>
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        <description>Deliverables

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7 Aug 2017

Besides some cartridge assembly work and starting a new Scanner Shield revision with Drew, I got some work done on the group website. See Publications and People pages

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31 Jul 2017

With the pulse generator working, the rest of this timer foolishness works! Here's the setup:</description>
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        <dc:date>2017-01-21T01:18:40-06:00</dc:date>
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        <description>Research Log

Fall 2016

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Building Another Monitor

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7 Dec 2016

There's a 14 kHz ripple coming out of the power transistor. It might just be from the +24V block. Drew doesn't think that that's likely to be the problem, but we can try getting rid of it. I'm putting an LC notch filter on the +V line of the 24V Supply Block, using a 25 uF Cap. and a 5 uH Inductor from the shop.</description>
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        <dc:date>2017-11-10T12:33:39-06:00</dc:date>
        <title>monitor:jesse:log_2017</title>
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        <description>Research Log

2017

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Fall 2017

10 Nov 2017

Wow it's been a while. What little work I've been able to do was either getting cartridges printed or getting the AO paper submitted. It's accepted, by the way! So, after talking to Drew about the Near Eye, I decided I would take on the project of a new laser diode driver so we can generate shorter pulses. The goal is to get to around 5ns or so. As I understand it, by $20 of resin. Comparatively, $</description>
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        <dc:date>2018-11-06T07:38:56-06:00</dc:date>
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        <description>Research Log

2018

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Fall 2018

31 Oct 2018

I've made a few edits to the original Arbitrary Chirp function, based on the old Arctan function, including multiplying by $$\pi/\beta_{GPU}$$. Now to see if it works better. 

EDIT: with that adjustment, the output at least makes sense. There are some definite stability issues with the text input box worth looking into, but for the moment it can be experimented with.</description>
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        <dc:date>2018-10-31T11:47:48-06:00</dc:date>
        <title>monitor:jesse:near_eye_shader</title>
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        <description>/ca_pos

Near Eye Display Shader Breakdown

Pre-setup

\[colors=\begin{bmatrix}
0 \\ 0 \\ 0
\end{bmatrix}\]

Available Variables

	*  FragCoord: x, y, and z coordinates of the pixel. We ignore the depth.
	*  Interaction Period: calculated from interactionLength. Not sure what either represents. Needs units/context.$$index \mod interactionPeriod$$\[blue = ampl_{trigger} \cdot (index_{mod} \lt width_{trigger} \land enable_{trigger})\]$$(begin_{seg} \le index_{modulo} \lt end_{seg}) \lor (begin_{se…</description>
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