# Title Team Members TA Documents Sponsor
16 Single-Handed Video Game Controller
Marshall Shriner
Seongje Jung
Yaning Lan
Weihang Liang design_document5.pdf
Problem: Many people are unable to use a standard video game controller, for example those with the use of only one hand. Consoles like the Nintendo Wii require fewer buttons and are usable with one hand. A similar solution for other platforms is difficult to find.

Solution Overview: We propose a one-handed adaptation of a standard video game controller, allowing nearly all possible button combinations of the two-handed version. Our solution would take on a form loosely based on joystick controllers, but be symmetrical, increasing accessibility.

Concept design:

Solution Components:
-Controller Base: Houses joystick sensor, menu buttons non-critical to gameplay, and main microcontroller. Joystick handle can also be twisted to change functionality.
--Not twisted: functions as left circle pad
--Twisted: functions as left directional pad
-Mounted Controls: Four standard buttons Y/X/A/B and right stick for thumb. The left and right triggers will each be mounted on a sideways-oriented button, representing the left and right bumper buttons. Buttons will be centered so as to be symmetrical

Innovation & Uniqueness: Our project is a redesign of Xbox/Playstation controllers, with changes in mapping and combination of the buttons, so the controller is operable by one hand.

Flight simulation joysticks and Xbox adaptive controller.
Our project can be competitive for the following reasons:
-Symmetric: other joysticks are either right or left handed
-Simple to operate, easy to learn:
-Able to handle complex games:

Criteria for Success:
A challenge will be compound sensor mechanics (triggers mounted on buttons, twisting joystick), and device shape. We are inexperienced in CAD, so we may seek help with physical design.
Baseline: User can perform all common button combinations and send serially to computer
Enhancements: Connect to games available online, improving user experience, reaction-based/timing games.

S.I.P. (Smart Irrigation Project)

Jackson Lenz, James McMahon

S.I.P. (Smart Irrigation Project)

Featured Project

Jackson Lenz

James McMahon

Our project is to be a reliable, robust, and intelligent irrigation controller for use in areas where reliable weather prediction, water supply, and power supply are not found.

Upon completion of the project, our device will be able to determine the moisture level of the soil, the water level in a water tank, and the temperature, humidity, insolation, and barometric pressure of the environment. It will perform some processing on the observed environmental factors to determine if rain can be expected soon, Comparing this knowledge to the dampness of the soil and the amount of water in reserves will either trigger a command to begin irrigation or maintain a command to not irrigate the fields. This device will allow farmers to make much more efficient use of precious water and also avoid dehydrating crops to death.

In developing nations, power is also of concern because it is not as readily available as power here in the United States. For that reason, our device will incorporate several amp-hours of energy storage in the form of rechargeable, maintenance-free, lead acid batteries. These batteries will charge while power is available from the grid and discharge when power is no longer available. This will allow for uninterrupted control of irrigation. When power is available from the grid, our device will be powered by the grid. At other times, the batteries will supply the required power.

The project is titled S.I.P. because it will reduce water wasted and will be very power efficient (by extremely conservative estimates, able to run for 70 hours without input from the grid), thus sipping on both power and water.

We welcome all questions and comments regarding our project in its current form.

Thank you all very much for you time and consideration!