Project

# Title Team Members TA Documents Sponsor
23 AUTO PLAYING BOARD GAMES
Kevin Villanueva
Nicholas Rappe
Rafal Czech
Dean Biskup design_document2.pdf
final_paper1.pdf
presentation1.pdf
proposal1.pdf
# **Names:**
- Nicholas Rappe (nrappe2), Kevin Villanueva (kevinmv2), and Rafal Czech (rczech2)

# **Title:**
- Auto-Playing Board Games

# **Problem:**

- People with physical disabilities can find difficulty when participating in family game night. Anyone with restrictive moving or difficulty of control can struggle to move the many pieces on some of the most famous board games like Chess, Sorry!, or Monopoly. Those with disabilities can feel alienated when having to rely on others to assist in participating in games like these. Not to mention the additional risk of contracting sicknesses like Covid from having to interact with additional personnel.

# **Solution:**

- A remedy to this would be to have disability-compatible inputs, such as voice, controlling self-moving pieces. To implement this, a base that houses a X/Y grid motor moving an electromagnet would be able to slide pieces on the board above. Any of our chosen board games would then be placed on top with magnetically modified pieces. Then with voice input, the system would move the pieces accordingly. Not only can this be marketed as disability-friendly but also as a way to elevate the normally mundane family game night.


# **Solution Components:**

- **X/Y Coordinate System** - This system will reflect that which is used in 3-D printers, except it will not have a Z-axis as pieces are travelling on a flat board. The electromagnet will be the main point of interest and will be programmed to activate under specific pieces in order to move them.

- **Voice Recognition Program** - This will be a key component of the project as voice will be the primary method of input when choosing to move specific pieces.

- **Modified Game Pieces** - Pieces will have to be very lightweight and have magnetic bases in order to slide easily across the board. These can be replicated using a 3-D printer and small, powerful magnets.

- **Chess Program** - The program will need to be able to recognize what a legal chess move is, and recognize when there is a winner in order to end the game.

# **Criterion for Success**

- The final product should be both accurate and fast-acting so as to not take away from the classic board game experience. If voice inputs can be processed accurately and the system can efficiently move pieces then the product can be considered a success.

- The chess program must be able to determine whether a move is legal or not.

- The chess program must be able to determine when there is a winner.

- The magnets are powerful enough to move every piece, but not too powerful that they inadvertantly move pieces nearby as well.

Master Bus Processor

Clay Kaiser, Philip Macias, Richard Mannion

Master Bus Processor

Featured Project

General Description

We will design a Master Bus Processor (MBP) for music production in home studios. The MBP will use a hybrid analog/digital approach to provide both the desirable non-linearities of analog processing and the flexibility of digital control. Our design will be less costly than other audio bus processors so that it is more accessible to our target market of home studio owners. The MBP will be unique in its low cost as well as in its incorporation of a digital hardware control system. This allows for more flexibility and more intuitive controls when compared to other products on the market.

Design Proposal

Our design would contain a core functionality with scalability in added functionality. It would be designed to fit in a 2U rack mount enclosure with distinct boards for digital and analog circuits to allow for easier unit testings and account for digital/analog interference.

The audio processing signal chain would be composed of analog processing 'blocks’--like steps in the signal chain.

The basic analog blocks we would integrate are:

Compressor/limiter modes

EQ with shelf/bell modes

Saturation with symmetrical/asymmetrical modes

Each block’s multiple modes would be controlled by a digital circuit to allow for intuitive mode selection.

The digital circuit will be responsible for:

Mode selection

Analog block sequence

DSP feedback and monitoring of each analog block (REACH GOAL)

The digital circuit will entail a series of buttons to allow the user to easily select which analog block to control and another button to allow the user to scroll between different modes and presets. Another button will allow the user to control sequence of the analog blocks. An LCD display will be used to give the user feedback of the current state of the system when scrolling and selecting particular modes.

Reach Goals

added DSP functionality such as monitoring of the analog functions

Replace Arduino boards for DSP with custom digital control boards using ATmega328 microcontrollers (same as arduino board)

Rack mounted enclosure/marketable design

System Verification

We will qualify the success of the project by how closely its processing performance matches the design intent. Since audio 'quality’ can be highly subjective, we will rely on objective metrics such as Gain Reduction (GR [dB]), Total Harmonic Distortion (THD [%]), and Noise [V] to qualify the analog processing blocks. The digital controls will be qualified by their ability to actuate the correct analog blocks consistently without causing disruptions to the signal chain or interference. Additionally, the hardware user interface will be qualified by ease of use and intuitiveness.

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