Building a wireless game camera




















Place the chip across the middle of the board, remember that rows are connected so we don't want to connect any pins together. Put in the ceramic capacitors, you might find it easier to run a small length of wire my caps had very short legs in series.

The battery should be wired up from one of the rails to pin 2. Remember to connect your electrolytic caps the right way round, the strip down the side generally indicates negative - it'll certainly be printed there. Connect the red flying lead to the positive 3V rail and the black lead to the common ground. The pictures should give you an idea of what it should look like. Be sure to test both 3 and 5 volt rails with your multimeter.

If it doesn't work as expected, check to make sure you haven't accidentally crossed any wires or connected two leads by mistake. In this step we'll prototype the heart of the circuit. You'll need your microcontroller, the 4MHz crystal, two 22pf ceramic capacitors, a 10k resistor and some wires for VCC and ground. We'll also put in a couple of LEDs so that we can run a test app to make sure everything works. Place the microcontroller on the breadboard so it straddles the middle trench.

This way, again, we don't connect opposite pins to each other. First, pin 1. This is reset and should be held at logical 1 for the chip to work. Working down, we get to pins 7 and 8. These are VCC and ground respectively. Connect up pin 7 with a red wire to the 5V rail and pin 8 to ground. Place the crystal so it connects up pins 9 and Then, connect a capacitor from each of these pins to ground you can just put the capacitors so they feed into the ground pin.

For the LEDs we're going to use pins 24 and Put a resistor and LED in series with each pin going to ground.

Check the LED polarity is correct it's unlikely you'll actually burn it out with the low voltages if you wire it backwards, but it won't turn on. The negative leg is on the same side as the flat indent in the plastic casing. Check the pictures below to compare with your circuit and continue! If you already have a programmer and are comfortable with flashing files to AVR chips, you may skip this step. If you don't already have a programmer for your micro then now is the time to get one. The only hitch i had was trying to install the drivers on Windows 7, but that's another story.

There are both 6 pin and 10 pin varieties, both are essentially the same. The 10 pin cable just has more ground wires than the 6 pin and only one needs to be connected. If you look at the pinout for the cable image 1 , most of those pin names should be familiar. Yep, they're from the AVR chip. The programming process is a simple matter of plugging in the cable to the programmer and then connecting it up pin for pin.

The way i do it is by use of a programming cradle. It was simple to build, just two components soldered onto a bit of stripboard with wires linking pins. Those components are a pin DIL socket, or however many pins your chip has, and a 10 pin male header that will fit the ISP cable.

To build it, you simply solder both onto the board making sure you cut the relevant tracks so as not to connect opposite pins - i used a dremel with an engraving tip for this and work out from the pin diagrams which bits you should wire together. One very important thing to note is that if you change your fuse bits to enable an external crystal, the chip will look for it and its required capacitors when you are programming and if it's not connected it won't power up correctly the programmer will just error at you.

So for mine, i soldered a couple of wires they're the white ones in the picture to connect to the crystal on the breadboard. If in doubt, The Real Elliot has some excellent instructables detailing how to build the programming cradle or an entire serial programmer.

Writing the code is very simple, you can do it in C or Assembly Language. I chose C because i'm more comfortable in it and it's easier for others to see what i'm doing.

You can use any text editor to make the. Basically all you need to start programming and uploading your code. Coding for AVRs is very simple. You simply write out your code using normal C, you can include standard libraries for sorting, string manipulation, maths and much more.

You need to include the relevant AVR libraries such as the io, sleep, interrupt packages depending on what your code contains the library is always necessary. Once the code is written, it must be compiled and linked. The easiest way to do this is using a makefile. The makefile does all the hard work for you, all you do is specify the name of your C files and any assembly files must be called.

S - case sensitive and the processor you're using. This file goes in the same directory as your source code. Navigate to the directory you need using the "cd " command, replacing with the directory of the file. Then simply type "make hex" and press enter.

What should result is a few lines of writing that you can ignore and a. If anything went wrong, the compiler will spit out an error usually with a line number and the file that the error was in.

You can then go to the line reference, fix the problem and try again. The code i provide here should be compilable, or at least compiles on my machine. I won't say bug-free because no code ever is! I will try, if i can to give a run down of what the code does. It is pretty well commented in my opinion so should be fairly self explanatory for seasoned coders.

The code we'll be using is fairly complicated and deals with a lot of things that newbies want to know, dealing with input and output, interfacing with a display, using the ADC and Timer interrupts, sleep modes and more. As with all programming, lets do a basic "hello world" application just to make sure that everything works and that the AVR is set up ok. We won't mess with external clocks, we're just going to make an LED blink on and off at regular intervals.

You should edit your makefile to correspond to the chip you're using - if you don't, it won't work when you upload it! Lets take a look at the code then: include "adelay.

DDRD refers to the direction register, in this case, we set it to the hex value of 0xFF which is, in binary, This sets all the pins on Port C to be outputs. It may seem odd to have just one command inside a function, but this will get bigger as we add more code. Then we enter an infinite loop AVRs should never exit the main function. The next function uses bitwise operators, if you intend to do any programming for embedded devices, you should get familiar with this.

A good tutorial is here:. What the code does, in a pinch, is toggles the on off status for Pin 1 and 2 on Port C. So, it should be pretty obvious where this is going, there is an infinite loop as while 1 is always true and each time the loop iterates, it toggles the pin and delays a second, giving us a nice 1Hz blinker. Use the makefile below, but rename it to 'makefile' first. Next we'll send this to the programmer and upload it!

Plug in the programmer to the computer. Pop your microcontroller into its programming cradle, or connect up the pins as we talked about. Double check your wiring before continuing. You could do this on the breadboard, but i had difficulties getting the programmer to see the chip when i plugged wires straight into the ISP cable - though there is no good reason why this wouldn't work. If you're using a USBasp, then great! What comes next is extremely simple.

When the Windows eventually asks you what to do, select the option to install your own driver and point it to that directory. Unless you're on Windows 7 x64 where unsigned drivers simply don't work. Fire up eXtreme burner and familiarise yourself with the interface.

The array of F's in front of you is flash memory, where your program will be stored. Turning on BOD lets the processor stops the chip from going crazy and simply shuts it down. The type of clock you want is: Ext.

Crystal Osc. You can set BOD if you want, but it's not essential. The fuses are shown at the bottom of the page, simply copy the values hexadecimal into eXtreme burner. Select the chip menu from the toolbar and set it to ATMega8 - or whatever you're programming. Set the mode to ISP. Then open the hex file in the program, once you've done that, the Flash window should be filled with some numbers - this is your program!

A window should come up and will give you little updates as it goes along. Through USB it should take around seconds. If you get any errors, double check your connections and try again. Once the program has been uploaded successfully, remove the chip from it's cradle and put it back on the breadboard.

Plug in the battery or turn on your power supply and the LED we plugged in should be blinking at you! Now you're familiar with how to upload applications we can pick up the pace a bit. The next thing to add to our application is a shoot function. Unzip the code below. You will need to modify your makefiles for each c file editing which file it looks for, etc.

You will need it for the following examples, or you can simply build the entire device and use the final code - have a read, edit it, play with it to suit your needs! We're going to connect our infra-red emitter to the micro in a slightly more complicated way than with the other LEDs.

Because it draws so much power, we need to find use the circuit i talked about ages ago to power it. That would be the FET circuit shown in the images below. In numerical pins, that is number Locate it it's the second from the bottom on the left hand side of the chip so you know where to plug things into.

Next, take a look at your FET. Check the data sheet so you know which pins are Gate, Drain and Source. Plug in the FET across three rows on the breadboard. Take a wire and connect the gate generally the middle pin, but check to PD7, pin The datasheet for the 2N, recommended, is included below. Connect the source pin on the FET straight to ground. Connect the resistor in series with the Drain pin.

Then, connect the LED up to the 3V power rail, making sure to get the polarity the right way round short legs are generally negative, but do make sure. The resistor value was calculated based on the following assumptions: 1. The LED should have a current of around mA with a forward voltage of 1. Current is equal over all components in series 4. This means that to load 60mA and drop 1.

The FET provides up to 5 Ohms extra, so you could go with 18 or even 12 to get a higher current going. With that all set up, we can start writing the code! The code is, again, attached. There are two versions. One will work with Canon, one will work with Nikon.

Check in the folders, look for "Intervalometer Test. Edit the makefile so that it looks for this c file when compiling. The process is very much the same, however. We define some names for each pin so that the code is more understandable. Then, we write the init function again, but this time we set all of Port D to be output and only one pin on Port C to be output - the LED we added last time. Next, we write the actual shoot function.

Pauses in-between pulses are just normal delays. The code is commented as to how the timings are worked out. The loops are just for loops. The main program is pretty simple. We then turn off the LED and wait 5 seconds. This loop will repeat endlessly. If you want a really really simple intervalometer, you just made one. Test out your program and check out the range. LEDs are pretty directional so you'll need to point it more or less normal to the camera's IR port to guarantee a picture at a longer range.

At a right angle to the camera, i got about 2m range. This range will decrease somewhat outside, but it will still work if you hold the emitter close to the camera. Next up, buttons. Now it's time to turn this into a proper remote, one that could replace your current one. The buttons i bought were designed for PCB mounting, so whilst they fit onto the breadboard with a little encouragement, they need to have wires soldered on for the final board.

Somewhat strangely, buttons with four leads may have some interesting ways of making connections. Pins will connect diagonally, so an input at top left will give you an output bottom right. Pins on the same side will connect too. Pins opposite each other will not connect, however. Wire one of the button connections into the PC3 pin Use another wire to connecting the button to ground.

This will be our shoot button. The principle behind these switches is simple, with an internal pull up resistor enabled, the pin is set to logical 1 - there is an internal connection to VCC via a resistor. This connection also goes to the pin itself. When the switch is pushed, the electricity takes the path of least resistance and goes through the resistor and into ground - the microcontroller sees logical zero and says "something's happened".

If you're not going to use an external resistor connected to VCC on the pin, it is very important that you don't just connect up the button. You will leave the pin "floating", neither connected to VCC or Ground and that can cause lots of problems with false logic signals. That's all you need to do to set the circuit up. The code "Remote Test" is fairly simple. It is exactly the same as before, except we add some more functions and add the input, enabling pull-ups when we do so.

We write 1 into the required bit for PC3 and that's done. Next, we have a function for detecting button input, including debouncing google for more info the relevant pins to check it was a true button press. It's worth pointing out that these codes are dreadfully inefficient for power consumption. It would be far better to sleep the processor when nothing is happening i wanted to do this, but i didn't have the time to rewrite the code to compensate.

Upload the compiled program to the microcontroller and try out your remote! Next we're going to add in the LCD screen. Now we get to the fun bit. You first need to solder some leads onto the LCD. It should have solder pads for the purpose and if you are careful, shouldn't cause you too much trouble. Don't take off the protective film over the screen, it protects against flux spattering and you may damage it if you take it off before you finish. The contrast pin should go straight to ground too, though in many diagrams it's connected to a potentiometer i've never seen the point.

It's worth mentioning that you should check with a resistor to see what value you need. You can simply wire it straight to the voltage rail, however it will draw 30mA all the time. With a resistor in series, you will limit the current significantly - of the order of around x less - without much degradation in brightness it's more than acceptable to use in the dark. The LCD library uses a 4-bit interface, so we only need four pins.

Thus we disregard the first four data pins and only use DB DB4,5,6 should be connected to pins 2,3 and 4. DB7 on the other hand will be connected up to pin If you want to use different ports, look in lcd. That's all you need for the LCD, now onto some more buttons. You're going to need to wire up another 5. These are mode and the four directional buttons.

Wire up a button to each of pins The process should be the same as in the previous step, so i haven't provided needless pictures for each one. When you run the program, you should be shown a "splash" screen and the the first shooting mode, manual triggering.

To take a picture, press shoot as before. Press mode to cycle between menu options. The next section deals with the ADC which should be enabled by the code below. This is the code that will stay on your chip! The code attached below will allow you to use the ADC to trigger your photographs. It requires no extra hardware besides a wire going into the relevant port and some kind of sensor , only software modifications. When you use mode to cycle through the options, you will be presented with one more - triggered shooting.

The first screen displays a real-time readout of what the ADC is "seeing", this gives you a basic idea of what sort of values you're "hitting" and how changing the environment will affect them.

Pressing the shoot button will let you set what the controller will trigger on. As the ADC goes up to , the maximum you can enter is This allows a lot of flexibility with shooting, you can pick to take a picture when a light turns on or off, or if you are using a precisely controlled sensor such as say a thermometer, god knows why you can trigger from an exact reading. I put in two LEDs on my controller to display whether the trigger is currently producing a match. This has two benefits.

One, you can test out your sensors before you do the shoot and secondly you can avoid ambiguous conditions.

For instance, microphones will often fluctuate around some central value because sound is effectively a superposition of sine waves - see fourier analysis. This value is normally ish on my ADC as expected. If you have two lights displayed, you can be sure that as soon as you shoot, it'll trigger.

If you have a red light only, then you can be more sure that you won't get a false shot. And of course, a green light means that the condition is met so you should adjust accordingly. With a sound sensor, adding a pot will let you alter the gain of the microphone so you can "filter" you're changing the gain of the opamp out quieter sounds.

Wire up an LED to pin 24 and another to pin 23 with a reisistor in series to limit the current. Go as dim as you feel you need, low power is important. I chose to have green on PC1 23 , red on PC2 Pressing shoot again lets you set a delay, up to ms though you could always add in support for more.

This is handy for taking pictures of impacts a few milliseconds after the event happens - creative control, you might say. Pressing shoot a final time will set the device going. The ADC will update a bit more frequently and when the sensor gets a condition match, the preset delay starts and the picture is taken after that with confirmation on the screen. Sensors There are two main sensors we can use. The first is light. This is terribly simple: Connect a light dependent resistor or photodiode faster reaction time generally up to VCC and then in series with a resistor to ground.

Pick a resistor that matches the maximum resistance of your LDR you can test it with a multimeter. You should end up with a value that ranges from almost to zero depending on the brightness of the light.

If you put the LDR and resistor in the right way round, the value should be zero when you cover the component and large when you shine a bright light - a laser gives a very high value that is roughly constant. Some applications of this include things exploding, laser tripwires or the most fun lightning.

Sound takes a bit more fiddling. For the sound sensor, i used an electret microphone. Electret condenser mics are found in just about anything that has records sound. They pick up a wide range of frequencies so are pretty good for this.

Matrix Advanced Blur technology and Retina Low Light sensitivity make sure that all photos and videos captured are crisp and crystal clear. It also features an external power jack for a 12V battery box. One negative side of it is that people have complained about its difficult setup.

The best cellular game camera should have all the features of a good trail camera and on top of it all some extra features. When you are trying to select a cellular trail camera for your use, one of the first aspects that you need to consider is which carriers the device works with. Some products can work with more than one operator in your location. This way, you will face minimum service unavailabilities. Almost all of the cellular cameras work with a GSM network.

If you are in the U. However, after activating the SIM card, most of the time you can use your own cellular carrier and have the camera transmit images to any cell phone or network. Some products available on the market come with preloaded SIM cards. Once you have received the product, all you need to do is to activate this SIM card that was sent along with it. Actually, this makes things quite simple and saves you from the effort of acquiring a new SIM card to be used with your new best cellular game camera.

You may consider this aspect as well while making a purchase. Cellular trail cameras are offered in two different options of broadband cellular network technology; 3G and 4G. New 5G devices are on the verge of entering the market. Therefore, getting a 3G device might be a bit old fashioned at this time of technology. You would probably be best off with a cellular camera with a 4G network connectivity.

However, products using 4G are a bit more expensive as you might have already guessed. Since purchasing a new product is mostly about price-performance effectiveness, it all comes down to your needs. If you are a busy person, do not have much time to spend on waiting for data transmissions, etc.

On the other hand, if you want to send and receive your photos and videos instantly you should definitely get a cellular game camera that works with 4G connectivity.

After you have purchased a cellular trail camera, you need to activate the SIM card before being able to transmit images. After completing the activation process, you will need to choose a data plan offered by the mobile service operator that the device works with. Going through these data payment plans before making a decision is of vital importance because it will affect the budget you spare for your game camera to a great extent.

Most of the time you can find these data payment plans online or you may call the local mobile service operators and ask for information. Remember that you need to think wider and think about if the payment plan will meet your needs in the long run. Some products come with 30 days of free data use, for instance. This may be a very good feature in order for you to be able to see more or less how much data you consume in a month and make a good projection for the future.

Keep in mind that most cellular trail cameras are motion activated and some are sensitive to sudden changes of heat. This makes them quite sensitive to their surroundings. Unfortunately, these unwanted photos and videos will affect your data consumption and will add to your bill.

Try to prefer a cellular trail camera of which you can change the sensitivity or the detection range. This way, you will avoid false alarms and reduce the data consumption for insignificant occurrences. Cellular trail cameras have two main ways of storage. The first one is the local storage and the other one is cloud storage. Wildlife cellular cameras usually have slots for SD cards.

You can insert an SD card for storing all your wildlife recordings locally in these cards. For some products, the micro SD card is included in the package and you do not need to purchase one separately. Cellular trail cameras with cloud service allow you to upload all the recorded photos and videos to the cloud. Since they will all be kept in the cloud, you will not need to worry about losing your data or getting it damaged.

Plus, you will be able to access all your data from anywhere at any time. On the other hand, you would need the SD card itself to access the photos saved into the SD card locally.

If you are planning to keep your data saved in an SD card instead of paying subscription fees for cloud storage, remember that all SD cards have limited memory spaces. Try to choose a device that supports an SD card that will meet your expectations.

Think of how much space you will need and choose wisely. Another feature some cellular game cameras have worth considering is data management when the SD card is full. Some devices delete the oldest photos saved on the memory in order to make space for new footages. Decide if this feature will work for you and choose accordingly.

Most wireless game cameras have online applications. Once you have downloaded these apps, the device will be able to send you notifications whenever there is new footage.

These notifications can be very useful to you regardless of your purpose of use. If you are using your new wireless trail camera for security purposes you would probably want to be notified whenever there is action in your property. Likewise, if you are a hunter watching wildlife you would want to be notified whenever there is an animal in the range. Instant notifications will make you aware of what is going on and allow you to take action in time.

It is of little use if you notice there has been a trespasser on your property after they are long gone or there was a deer in your focus of view in the morning but it just wandered away… Thus, make sure that the device that you purchase has an easy-to-use online app that will send you instant notifications. A good cellular trail camera should have remote access.

You should be able to view your recordings instantly in the comfort of your home or practically from anywhere with the use of an online app or remote control. Remote controls mostly work in a limited range. Therefore, an online app is the best option in this case. One of the most attractive features of cellular trail cameras is to be able to send your photos and videos to your phone or PC immediately. This will save you from many trips to the actual location of your trail camera to retrieve your recordings.

It is a vitally important feature especially if you are using your game camera for hunting purposes. Think about it. Each time you go to retrieve the photos and videos saved on your game camera you will leave your scent in the perimeter.

Different smells are very likely to spook animals and cause them to stay away from the area around your trail camera. A cellular game camera that you have remote access to will come very handy in this situation.

Most wireless trail cameras have relatively shorter battery life when compared to that of traditional game cameras. Shorter battery life means more often visits to the area you have installed your game camera and more labor. Necessarily check out the average battery consumption of the game camera you are interested in before making a purchase. You can prefer a device that works on lithium batteries as they last about four times longer than alkaline batteries.

See if you can use rechargeable batteries with the device, too. It would save you a lot of money and is much eco-friendlier. Trail cameras for security come in many configurations with a variety of programming options. Most models are capable of taking both still photos and video.

Many capture audio to accompany the video. Some stealth security cameras are capable of capturing photos in complete darkness with no visible flash. Trespassers, burglars, and vandals seem to be multiplying at an unbelievable rate. Luckily, catching a criminal has never been easier with the help of trail cameras for security surveillance.

There are also license plate trail cameras specifically optimized to capture plate numbers of moving vehicles in low light. However, some of the most popular units are trail cameras that send pictures to your phone. These security game cameras will also transmit an image via text or email and can be found under Cellular Security Cameras.

With a no glow security camera, the LED's in the infrared flash are completely invisible. Trespassers will be unaware of the camera's location or existence.

Also, never mount a game camera for security within easy line of sight if you know you have trespassers on your property. Consider mounting the camera high on a tree or camouflage the camera in a way that it is not easily seen. For thieves or vandals in a residential, urban or commercial environment; you will need to think outside the box.



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