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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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