Project

# Title Team Members TA Documents Sponsor
23 BAGS: Bags Automated Game System
Annabelle Epplin
Owen Schaufelberger
Sania Huq
Zicheng Ma design_document1.pdf
final_paper1.pdf
other1.pdf
photo1.png
photo2.png
presentation1.pdf
proposal2.pdf
proposal1.pdf
video
# Title: BAGS: Bags Automated Game System

Team Members:
- Sania Huq, saniah2
- Owen Schaufelberger, ods2
- Annabelle Epplin, aepplin2

# Problem
Cornhole/bags is one of the most beloved and competitive sports in the Midwest, and now has dozens of professional players. It can be very easy to lose track of score or whose turn it is during the game, so what if the cornhole board could determine that information for you? Right now, the only cornhole scorekeepers on the market are manual wooden boards that you have to adjust yourself. This does not make it much easier to avoid losing track of score, especially in a game often accompanied by drinking and socializing. What if it could also give you game statistics and provide pointers to get the most points?

# Solution
We’ll be creating an entire cornhole board that would be able to accurately keep track of the score of the game. We would have force sensors covering the entirety of the board that would be able to determine when a bag hits the board. This data would be collected and sent to an app that would list the current score of the game and keep track of throws and turns. Furthermore, the app will keep track of the statistics of the game or practice session. The overall goal of this board is to both keep track of the game for you and provide game statistics and pointers to improve your skills.

# Solution Components

## Subsystem 1 : Power
External battery converting to on-system sensors and demand.

## Subsystem 2: Board Force Sensor Array
This subsystem will consist of force sensors spread across the cornhole board. These sensors change resistance based on how much force is applied. They will detect when a bag has landed on the board by using how much an average bag changes the resistance. We will create thresholds through testing to determine specifically how many bags are in a particular region of the board. The device will be able to store this information to keep track of whose bag is whose on the board. The board state at the end of each round will be sent to the microcontroller, where the score will be calculated.

There will be a set of infrared sensors in the hole. When the connection is broken, it will be determined that a bag has passed through and will be scored appropriately. The connection must be reestablished in a reasonable amount of time or else the score will not be changed to avoid the case of a bag hanging over the hole but not falling in.

## Subsystem 3: Processing
An ultrasonic sensor will be attached inside the hole of the board. The ultrasonic sensor works in conjunction with the force sensor array. The sensor will detect that a bag is coming and will check with the sensor array to determine if there is a change in the board state. If a movement is detected and there is no change in the board state, then the throw will be determined as a total miss.

We would use a wifi-enabled microprocessor that would interface with a PCB which would be able to communicate with a web application where the current score and game statistics could be accessed by players.


# Criterion For Success

Criteria for success are as follows:
Sensors must accurately determine if the bags are going on the board or in the hole and convert this to a running score of the game displayed on the web application.
App must be able to skip throws that miss the board.
Device must be able to determine whose turn it is and when to switch players based on the amount of bags thrown already.
Device must provide game performance statistics, such as percent of throws landing on board and present that on web application along with pointers to improve.

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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