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Final Report Team Name: Team Recess (Lose the Chalk)

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1. Spring 2008 21 Apr 09 Team Team Recess Check every row Check every column tab il j Store the value that was there Set the new one to red rgb tab Show the court for awhile AN FSR 0 Check to see if pressed 1 If it was stop if k 1 If it was blue return a 0 return 0 This says that you passed else Otherwise return a 1 return 1 This says you failed rgb_tab i j k Set the table back to whatever void LightShow int rgb tab 3 ClearArray rgb_tab int k i j for k 1 k lt 4 k for 1 0 1 lt 10 1 for j 0 j 3 j rgb_tab i j k ShowCourt 300 i 28 rgb tab for i 10 i gt 1 i i 1 University of Florida Electrical amp Computer Engineering Page 19 20 EEL 4924 Spring 2008 Team Team Recess for 3 0 3 lt 3 3 rgb_tab il 3 0 ShowCourt 300 i 28 rgb tab 21 Apr 09 University of Florida EEL 4924 Spring 2008 21 Apr 09 Electrical amp Computer Engineering Page 20 20 Team Team Recess Blue Green Flowchart 7 Register 1 Turn Fail Red Turn Green 1 0 Turn Green 1 1 lt gt Delay w Pressed court 2 Turn Green Move on 1 2
2. for j 0 j ROW MAX j for i 0 i COL MAX i int end O else 21 Apr 09 University of Florida EEL 4924 Spring 2008 21 Apr 09 Electrical amp Computer Engineering Page 17 20 Team Team Recess rgb_tab j i 0 Clear the array to 0 void DisplayCourt int layout 3 iae 1 int J int k k 1 rand Set the random value for i change this max in stdlib for 3 0 j ROW MAX j for i 0 i COL MAX itt layout j i 0 Clear the array to 0 switch k case 1 The first layout layou layou layou layou layou layou layou layou layou layou layou layou layou layou break FPN Or FP DN ON OF NH Or FP x OMDWAATAUUOFPBWNHNE o ct ct etort etrr ch reor cb ct ct ct ct case 2 The second layout layou layou layou layou layou layou layou layou layou layou NMNMNNNM NNN DN LY ct ct ct ct ct ct ct ct ct ct 00 10 01 C Fo hH CO for 3 0 j ROW MAX j Toggle the blue LEDs for i20 i COL MAX itt if layout j i 1 ToggleLED J 1 3 1 ee return University of Florida Electrical amp Computer Engineering Page 18 20 Gameplay h int SnakeRed int rgb_tab 3 int i j k int 1 0 while 1 for i 20 i 10 i DOE k rgb previously rgb_tab i j 3 ShowCourt 300 I LE sc j70 3 3 j l EEL 4924
3. final design University of Florida EEL 4924 Spring 2008 21 Apr 09 Electrical amp Computer Engineering Page 9 20 Team Team Recess User Manual How to Play Interactive Hopscotch by Team Recess 1 Plug in to turn on 2 Court will light up 3 Select 1 or 2 player 4 Start game a Step onstart to start light sequence b Stop red light on a hopscotch square that was previously blue this is now the skipped spot If you miss try again c Hop onboard from Start to Home and back but avoid the skipped spot 5 Correctly hit spots will change color from Blue to Green as you step on them Incorrect steps turn red 6 To play different courts win your game and a new court will appear randomly selected from courts stored in the game 7 Unplug to turn off for storage 8 Folds sides in first then fold the rolled court in half for easy storage 21 Apr 09 EEL 4924 Spring 2008 Electrical amp Computer Engineering University of Florida Team Team Recess Page 10 20 Gantt Chart Updated Gantt chart includes light blue extensions to processes aa aaa ep epi sees ener l 600Z Ye 600z Aieniqa 4 6002 Menuer SS University of Florida EEL 4924 Spring 2008 21 Apr 09 Electrical amp Computer Engineering Page 11 20 Team Team Recess Appendix A o o o p y Ne AA ce gt Figure 6 wiring for FSRs and LED rings University of Florida EEL 4924
4. the user to play on different hopscotch courts This will be achieved by using LEDs to highlight the sensors and a random select on start up to determine the court shape We are housing the electronic controls including the printed circuit boards LCD and buttons in a housing attached to the board through protected wires This part does not fold up with the court mat Analysis of Competitor Products Interactive Digital Hopscotch can be categorized as an electronic toy This game board simulates the outdoor version by bringing it inside making it safer and more contemporary The rules of the game are traditional but by integrating technology it increases the excitement and competition level Currently other indoor mat versions of hopscotch exist but none are digital Our concept will combine the fun level of the foot piano from the movie BIG and the timeless game of hopscotch Figure 2 and 3 help explain the rules we are using for the game along with the basic design of the board The main difference in rules from the standard hopscotch is that instead of a rock being thrown onto the board we are instead using a sensor at the beginning When the sensor is hit lights run up and down the board and when hit again they stop on a certain square On the way to the finish they must skip the square and on their way back the player must hit the square with their hand Technical Concept Selection Our original design has evolved over the cours
5. EEL 4924 Electrical Engineering Design Senior Design Final Report 21 April 2009 Project Title Interactive Electronic Hopscotch Board Team Name Team Recess Lose the Chalk Team Members Name Karine Hoffman Name Joe Gillespie Email karine19 ufl edu Email rahmza ufl edu Project Abstract Our project is the design of an interactive electronic hopscotch court that possesses the ability to change the layout of the court based on user input The board will change its layout by lighting up various sections of the board in differing colors The board will also detect whether the user landed on the correct part of the court and provide a visual feedback Furthermore the court will also be able to handle 2 players and declare a winner when one person makes a mistake University of Florida EEL 4924 Spring 2008 Electrical amp Computer Engineering Page 2 20 Team Team Recess Table of Contents lior seas PIRE Page ProjectiFeatures OD ECU riot riales ea CE sacs 4 A alysisof Competition Ad 4 Technical Concept Selection a A AN AS 4 ASA O 5 Divist n of LADO a a ise casu Ei Dus eee 8 Bill OE Materials setae eta Oe Ec eie Venus suited Lee S tee EE eu cS 8 User Manual a DS e HE nde edocti pass eee ee de dod 9 Ga tt Chatt Rr 10 Appendix Asror e sE ao 11 Appendix Bi Code M 14 21 Apr 09 University of Florida EEL 4924 Spring 2008 21 Apr 09 Electrical amp Computer Engineerin
6. KK KKK ke e e e e This Toggles the Row CkCkck ck kok ke ke ke e X e e e x A x void ToggleRow int led num LED PORT led num LED PORT LED PORT CLK SET RK KKK KKK KKK ke e KK KKK This will activate a certain column KOK KKK OK KK KK KK f void SetCol int led_num LED PORT led num 10 void SetRowCol int led row int led col ToggleRow led_row SetCol led col delay us 220 l oggleRow led row KKK KKK KKK KKK Sends a Clear Command KOK ok ke X ke e e e A X void ClearAl1l LED PORT 0x1F KR KR KKK KKK KK KK KK KK kk This function rasters the court for a specified period of time HOR RK OK A University of Florida EEL 4924 Spring 2008 21 Apr 09 Electrical amp Computer Engineering Page 15 20 Team Team Recess void ShowCourt int length int rgb_tab 10 3 int f i j k val for f 0 f lt length f for i 0 1 lt 10 1 ToggleRow it 1 Set each row separately for 3 0 3 lt 3 j Go column by column val rgb tab i jl Check to see xf it s 1 2 or 3 if val 1 1 blue k 5 3 1 SetCol k else if val 2 2 green k 5 3 2 SetCol k else if val 3 3 red k 5 3 3 SetCol k ToggleRow i 1 Scan h Hinclude lt util delay h gt define define define tdefine TRUE 1 FALSE 0 THRESHOLD 900 NU
7. M_FSR 3 define define ES FS R_PORT R_DDR PORTA DDRA int SCAN FSR int fsr num int adc_val fsr num fsr num lt lt 1 fsr num fsr num 1 fsr num fsr num lt lt 1 FSR DDR 0b01111110 FSR PORT 0 delay us 500 FSR PORT FSR PORT delay us 500 adc val ADC START 0 Clear the Port Declare the ADC Storage Value Multiply by two Add one Shift the number to the right Set the DDR properly fsr num Set the select lines Delay by a bit to make sure ADC works Convert the ADC University of Florida Electrical amp Computer Engineering Page 16 20 if adc val gt THRESHOLD return 1 else return 0 void SCAN_ALL int fsr_press int 75 for i20 i NUM FSR 1 EEL 4924 Spring 2008 Team Team Recess Return 1 if above thresh i fsr_press i SCAN_FSR i void SCAN_RANGE int fsr_press int start inb 17 for i start i lt end 1 i fsr_press i SCAN_FSR i int WHAT PRESSED int rgb_tab 3 int i for 1 0 1 lt 13 1 ShowCourt 20 rgb tab if SCAN FSR i 1 return i return 99 Gamestart h include lt avr io h gt include lt util delay h gt define TRUE 1 define FALSE 0 define ROW_MAX 10 define COL MAX 3 void ClearArray int rgb tab I 3 int i j
8. Spring 2008 21 Apr 09 Electrical amp Computer Engineering Page 12 20 Team Team Recess Tem Persie 1E14034 Iniyereity el Pierina Yering Hiriga C t Gil Irenie Aw Gill exp Ear ma Hf Tren Figure 8 PCB for Atmega32 and ADG732bsuz design Headers attach CPLD to this board University of Florida EEL 4924 Spring 2008 21 Apr 09 Electri mputer Engineering Page 13 20 Team Team Recess Y lt gt rr i PE po PE MU A Figure 9 CPLD board used in Final Design Attached to Atmega board via headers e TEN mm a re Le M gez IN HB asi ae E SS SS SS immi E37 d s Br AER Y 2c UE TAS LANE SS pS 4 US d 5 p Figure 10 Initial PCB design with 160 pin CPLD not used in Final Design University of Florida EEL 4924 Spring 2008 21 Apr 09 Electrical amp Computer Engineering Page 14 20 Team Team Recess Appendix B Code led_toggle_16 h include lt avr io h gt include lt util delay h gt define LI define ED_PORT PORTC This is where the pins connecting to the CPLD will be LED_DDR DDRC This is where the pins connecting to the CPLD will be define CLK SET 05010000000 By or ing the Port plus this will set the clock bit high define CLK CLEAR 0b01111111 By and ing the Port plus this will clear the clock and leave the others fdefine MASK1 0500000001 define CLEAR BIT 0500010011 RRR KK K
9. e but still maintains the same objectives as far as gameplay and performance We initially wanted the ability to individually select for each of the colors in each ring for total control of the board Our design included 160 pin CPLD and a 12 transistor arrays to power the LEDs from the 12V power supply When our PCB design with this CPLD failed we immediately went into reevaluate stage We decided to try and optimize our design by using a smaller CPLD from our Digital Logic class less connections to the LEDs and less transistors to power these fewer connections We created an array type set up for the LEDs as indicated in the wiring diagram from figure 6 in the Appendix We also decided to go with separate red green and blue led strands instead of RGB with 4 LEDs per strand three colors per ring and 26 rings for the court University of Florida EEL 4924 Spring 2008 21 Apr 09 Electrical amp Computer Engineering Page 5 20 Team Team Recess This led to many more complex challenges because the individual ability to select is no longer we could not light up individual squares of the hopscotch court but instead need to use a raster scan concept to create the illusion that the court is illuminated to the user The force sensitive resistors FSR design of our game is mostly intact with our 32 1 analog mux selecting and scanning the 26 FSRs in the court and relaying this information to the Atmega32 ADC port We overcame one challenge of the
10. forethe dead square hit i Next player orStart over thesquare with hand andcontinue Finishgoing back tohome Fai Nextplayer orStartover square Eithernextplayergoesor playeristhe winner Figure 3 Game Rules University of Florida EEL 4924 Spring 2008 Electrical amp Computer Engineering Page 8 20 Team Team Recess Division of Labor Karine Joe Hopscotch Atmel LCD Research Force Sensor LED Research Order Components Preliminary Circuit Design Gameplay conceptualization Gameplay code development Wiring LED rings FSRs Test Debug coding PCB functionality testing PCB design Game Mat material design Test Validation Documentation and Presentation Presentation Table 1 Bill of Materials Prototype Cost Objectives Part Total Cost Force Sensor 228 51 Atmel MicroP a 9 0 CPLD160 pin 66 LEDs 104 per color 124 8 CPLD from 3701 wc CA 0 PCB 100 LCD 20 Transistor array ULN2003A a 0 0 Analog Mux ET ADG732bsuz 1 0 15V power supply 13 12 V power supply 38 25 Tubing NE E 24 5 Mat foam 2 tarp 2 edging 2 6 14712 66 Wiring wire wrap 195 ft nee rings 200 ft cable FSRs 100ft 500ft Variable 100 Misc tape glue etc 8 150 Total 917 81 Table 2 Prototyping costs include extra parts unused parts and unused boards which greatly increased our 21 Apr 09 incurred costs As our design developed and we reached our final design these costs decrease to match parts used in
11. g Page 3 20 Team Team Recess List of Figures and Tables lici RT Page Figure DEl 5 A ata nie r Eae anand aa edt ead saw an denpatee HERS 6 Figure ce Sete TE 7 Figure MU cies See EEEE E NE E NE E ap N EN EENE ae beens 10 POURS ties mesic e A A E E Appendix EAKA a EE ES E EE e iden dete A EEO E M EE Appendix A ov ettet TE Mesue E E E dd Appendix Figure go Ie rt HD Appendix Figure M M Appendix Figure A ERREUR RU RSQUS NN URDU UE TENTE Appendix jg A wees 8 Table ais teer eet t o t esee O Mus AVAL tae a a 8 University of Florida EEL 4924 Spring 2008 21 Apr 09 Electrical amp Computer Engineering Page 4 20 Team Team Recess Project Features Objectives The main objective is to have the Hopscotch board react to players In order to create a portable and flexible game board the pressure sensors and LEDs chosen are flexible and able to withstand bodily forces We interface a series of pressure sensors with a microprocessor that maintain gameplay using LEDs as visual control for the user Multicolored LEDs enhance the board and provide direction for gameplay Basic hopscotch rules that our gameplay will follow are found in the User Manual in this document The microprocessor connects to an LCD and user interface buttons to select 1 or 2 players We would also like to be able to create an alterable game board allowing
12. least significant bit of the analog mux not toggling which makes our 32 1 mux act as a 16 1 We developed the wiring from figure 6 for the FSRs to create fewer connections and utilize the analog mux Our mat design consists of two foam mats adhered in the middle with spray adhesive wrapped in two slip resistant water proof translucent tarps It is entirely foldable able to be carried by one person The electronic housing protects the PCBs and LCD from user damage Project Architecture High level map of concepts in hopscotch design and overlall layout for gameplay Please see appendix for complete PCB layouts and connectivity between Atmega32 and CPLD board designs HZ SS Pressure Sensors LEDs Wall power Figure 1 High Level Diagram Hopscotch Court University of Florida EEL 4924 Spring 2008 21 Apr 09 Electrical amp Computer Engineering Page 6 20 Team Team Recess Figure 2 Detailed Overview of design connections University of Florida EEL 4924 Spring 2008 21 Apr 09 Electrical amp Computer Engineering Page 7 20 Team Team Recess Lights runup and downthe middle instead of traditional throwing of the rock Hittheinitial sensor causing the LEDsto stop on a square indicating the dead square Jump onfirstsquare il Nextplayeror StartOver Keep jumping to final square i NextplayerorStart over skippingthe dead square Turn around and head back home il Nextplayer orStartover Stop be

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