Project

# Title Team Members TA Documents Sponsor
66 Blitz Board!
James Tang
Nick Bingenheimer
Owen Shin
Hanyin Shao design_document2.pdf
final_paper1.pdf
other1.txt
other2.txt
photo1.jpg
photo2.png
photo3.jpg
photo4.png
presentation1.pptx
proposal1.pdf
# The Blitz Board!

Team Members:
- Owen Shin (owenjs2)
- Nick Bingenheimer (nbinge2)
- James Tang (cttang2)

# Problem

When one plays chess against a remote player or bot on chess.com, there is no physical component- the board is replaced with a display and mouse. A good solution is a two-axis motor system to move pieces underneath the board on behalf of a remote or virtual opponent, but this method is slow for "takes" when the same moving electromagnet must move two pieces. This is unfavorable, especially in fast games of chess like "blitz." A faster method of automatically moving chess pieces is warranted.

# Solution

Our solution looks beyond traditional methods for creating a singular, physical, and robotical opponent on the board. Rather, we look to speed up the action by using multiple small, remote controlled and independent robots that can each pick up pieces on their own. These robots will remain within the table, allowing them to charge, play, and move about entirely uncared for by the user. This will speed up the process of moving and discarding of pieces, and allow for faster move time on the behalf of the computer opponent, thus allowing for game modes like blitz chess.

# Solution Components

## Subsystem 1 (In Board robots and their control module)
The in-board robots will be similar to small rc bumper cars. They will receive power through metal “antennas” that make contact with a copper “ceiling”. It is important to use copper as it won't affect use of electromagnets to grab pieces. They will navigate using small DC motors and have electromagnets mounted on top. Using radio communications, we will be able to control the rc cars and automate their communication using a small control module. The control module, most likely a Raspberry PI, will utilize an API to connect to chess.com or other online chess bot, allowing us to minimize software work and amount of internal computation needed to play. We will then translate the moves received from chess.com into directions for the robots. The controller will call upon robots as needed and use proximity for choosing which robot will make the move/take. It will also be able to call on multiple at once in order to speed up taking pieces specifically.

## Subsystem 2 (LEDs and sensors for real-time data on pieces??)
LEDs embedded in the board will display the most recent move by highlighting the moved piece’s current and previous positions. They will be driven by an off the shelf multiplexer. The board will be able to sense and report the positions of pieces using small hall effect sensors just underneath the board floor that detect the presence of the magnetic field generated by the magnets within the pieces. A possible model is the A3144/OH3144/AH3144E (found on amazon at 20units/~$8). These will not affect the use of the electromagnet for moving pieces as they won’t be sensing during the robots work.

## Subsystem 3, Chess Clock
A chess clock on the side of the board will reflect the time limits for both players according to chess.com. The clock’s display will be seven-segment LCDs and will have the see-saw switch often seen on chess clocks. The user pressing the switch will finalize a move, allowing it to be sent to chess.com. A solenoid under the switch will press the switch when the computer’s move is made or to reverse the switch in case the user makes an illegal move. Note, when an illegal move is made, the LEDs will all light up RED and the board will automatically undo the move. The API and microcontroller will check if moves are legal.


# Criterion For Success

The in board robots should be able to perform movement of and discard of taken pieces faster than other boards on the market (Square off averages 1s/square of distance on the board for normal moves and up to 10s per take of pieces)

Robots can reliably perform tasks without too much user interference (such as needing help charging like my roomba), and can withstand unforeseen circumstances (the table being bumped or getting stuck, losing power, etc.

A working chess-clock that allows for timing of moves along with chess rules. Robot will effectively hit its clock at the end of its turn, as well as begin moving at the hit of the player’s clock.

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.

Project Videos