Project

# Title Team Members TA Documents Sponsor
14 Interactive Climbing Holds
Brian Hu
Daniel Yuan
Jishnu Datta
Jacob Bryan design_review
final_paper
The primary goal of this project is to introduce interactive climbing holds to improve end-user experience for climbers and climbing gyms.

Climbing gyms normally have set "routes", which is a way of increasing the difficulty and complexity when climbing a wall. These routes only allow certain rocks to be used when climbing the wall, and these rocks are normally denoted by their color or some attached colored tape. One of the main problems in climbing gyms is that there is a high density of holds which often vary in color/ have multiple colored tapes on each one, making it difficult to determine all the valid rocks in the current route being attempted. Furthermore, climbing gyms often replace old routes with new routes every once in a while, which may be frustrating to some climbers that are still trying to finish past routes. Gyms also don't interact with every climber; thus, new routes may not cater to the core audience of the gym.

Base Goals:
Our project goals are two-fold. Firstly, we want to allow climbers to easily identify and select from available routes through a web interface, which will light up the relevant route and time the user as they traverse the route. Secondly, the data from climbing times and climber ids can help the climbing gym identify popular routes, analyze data to create routes that most closely match climber needs, and set routes conveniently by scanning rocks.

Reach Goals:
Create an interface for non-gym staff to set routes
Create an interface for rating routes based on difficulty and user feedback
Creating analytics for routes for feedback to the climbing gym

Technical Description:
Each rock will contain a microcontroller, some communication module (wifi?), RGB LED, a battery, and some low-power RFID reciever.
The rocks are interfaced through a small passive RFID chip attached to a low profile wristband worn by the climber. The primary purpose of the wristband is to identify the climber and communicate with the server about the climber's progress throughout the route.
A server that will be able to communicate to all the rocks and will host the web application that the climbers and gym will interface through to control the array of rocks on the wall.

Example Application:
1. Climber receives wristband and browses available routes to climb, filtered by difficulty.
2. After choosing a non occupied route, the route lights up according to specified color.
3. Upon reaching the starting position (wristband in contact with designated starting hold), the timer begins.
4. Upon finishing the route (wristband in contact with designated end hold), the climber's total time is stored in the server and a leaderboard is updated to show best times.
5. Data collected from climbers is used by the gym owners to determine the difficulty, frequency, and style of new routes.

Assistive Chessboard

Robert Kaufman, Rushi Patel, William Sun

Assistive Chessboard

Featured Project

Problem: It can be difficult for a new player to learn chess, especially if they have no one to play with. They would have to resort to online guides which can be distracting when playing with a real board. If they have no one to play with, they would again have to resort to online games which just don't have the same feel as real boards.

Proposal: We plan to create an assistive chess board. The board will have the following features:

-The board will be able to suggest a move by lighting up the square of the move-to space and square under the piece to move.

-The board will light up valid moves when a piece is picked up and flash the placed square if it is invalid.

-We will include a chess clock for timed play with stop buttons for players to signal the end of their turn.

-The player(s) will be able to select different standard time set-ups and preferences for the help displayed by the board.

Implementation Details: The board lights will be an RGB LED under each square of the board. Each chess piece will have a magnetic base which can be detected by a magnetic field sensor under each square. Each piece will have a different strength magnet inside it to ID which piece is what (ie. 6 different magnet sizes for the 6 different types of pieces). Black and white pieces will be distinguished by the polarity of the magnets. The strength and polarity will be read by the same magnetic field sensor under each square. The lights will have different colors for the different piece that it is representing as well as for different signals (ie. An invalid move will flash red).

The chess clock will consist of a 7-segment display in the form of (h:mm:ss) and there will be 2 stop buttons, one for each side, to signal when a player’s turn is over. A third button will be featured near the clock to act as a reset button. The combination of the two stop switches and reset button will be used to select the time mode for the clock. Each side of the board will also have a two toggle-able buttons or switches to control whether move help or suggested moves should be enabled on that side of the board. The state of the decision will be shown by a lit or unlit LED light near the relevant switch.

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