Project
# | Title | Team Members | TA | Documents | Sponsor |
---|---|---|---|---|---|
29 | Augmented Beer Pong Mat Area Award: Sports & Recreation |
Adam Seppi Alexandra Wleklinski Chance Coats |
Vignesh Sridhar | design_document0.pdf design_document0.pdf final_paper0.pdf other0.pdf proposal0.pdf |
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Alex Wleklinski - wleklin2 Chance Coats - cccoats2 Adam Seppi - seppi2 Augmented Beer Pong Mat Problem: Beer Pong has remained relatively unchanged for decades. Solution: Our product intends to add flair and an aura of the future to beer pong. We wish to augment the game we've all come to know and love by adding sights, sounds, and useful game-tracking features. Some features seek to dazzle users with LEDs illuminating the in-play cups, and explosive sounds notifying players of hit cups. Other features look to improve the game by tracking player turns and keeping tabs on players who are “heating up” or are “on fire.” Our plan is to use an array of sensors and LEDs embedded within what we'll call the "game mat" to track shots which land in or near cups, while a central game controller manages the flow of the game automatically (tasks ranging from tracking previous player shots, determining cup hits and misses, and driving the LEDs on the mat). There is also potential for stats tracking. Our product is an invention with the only competitors being those with lights and no game logic/stats keeping Piezoelectric disks – for cup hit detection (testing will confirm but est. 6-8 needed) IR/Photoresistors – for made cup (if someone removes the cup) 20 needed LED’s – 20 plus 3 for each player = 32 AA Batteries (Possibly D’s needed) – 20 IR sensors + 32 LED’s + Microcontroller should be supplied adequately by the use of batteries based on rough projections Microcontroller – for use in game logic and stats tracking Small speakers connected to the microcontroller to play noises related to gameplay. EDIT: In addition we have some more modules to consider: 1. Using a DC boost converter not only so the MC and LEDS can work at a higher voltage, but so the game can operate with a reasonable voltage drop when the batteries discharge. 2. If we use non-rechargeable batteries use a joule-thief to extract more charge from our batteries 3. If we use rechargeable batteries use an under-voltage lock-out to make sure the batteries do not discharge below a predetermined voltage. 4. Also that D batteries in parallel seem like the best fit. (Rather than AA.) Also some new features that seem feasible: 1. Adding a 7-segment display to show the champions current win streak. 2. Adding a button to switch to the next player if say you miss the table completely. 3. Adding a low-charge regulator in the battery, maybe just an LED. |