# Title Team Members TA Documents Sponsor
58 The Glove
Chenhao Wu
Jiayi Wang
Lei Wang
Luke Wendt design_document0.pdf
Motion tracking technology has been largely used in Virtual Reality Game to offer more engaging experience. Most motion match device enables people to move their hands in virtual world. Based on this, our team think that providing haptical feedback to the contacts with virtual objects enhances the interaction between real world and virtual world.

We plan to build a glove with gyroscope/accelerometer sensors to track the motion of two fingers as well as vibration motors to give feedback to the fingers. Then a micro-controller will collect the raw data from sensors and transmit the data to a computer. The data should be analyzed by a program and an algorithm will calculate the position and movement of fingers as well as output the relative position in virtual world. We will use an existing 3D rendering software to generate the virtual world with a 3-D cubic object and the virtual hand. Conditions like touching the cube and pressing the cube will output a signal sending to a controller to activate the vibration motor on the glove so that to give a haptical feedback to the hand.

Smart Frisbee

Ryan Moser, Blake Yerkes, James Younce

Smart Frisbee

Featured Project

The idea of this project would be to improve upon the 395 project ‘Smart Frisbee’ done by a group that included James Younce. The improvements would be to create a wristband with low power / short range RF capabilities that would be able to transmit a user ID to the frisbee, allowing the frisbee to know what player is holding it. Furthermore, the PCB from the 395 course would be used as a point of reference, but significantly redesigned in order to introduce the transceiver, a high accuracy GPS module, and any other parts that could be modified to decrease power consumption. The frisbee’s current sensors are a GPS module, and an MPU 6050, which houses an accelerometer and gyroscope.

The software of the system on the frisbee would be redesigned and optimized to record various statistics as well as improve gameplay tracking features for teams and individual players. These statistics could be player specific events such as the number of throws, number of catches, longest throw, fastest throw, most goals, etc.

The new hardware would improve the frisbee’s ability to properly moderate gameplay and improve “housekeeping”, such as ensuring that an interception by the other team in the end zone would not be counted as a score. Further improvements would be seen on the software side, as the frisbee in it’s current iteration will score as long as the frisbee was thrown over the endzone, and the only way to eliminate false goals is to press a button within a 10 second window after the goal.