Project

# Title Team Members TA Documents Sponsor
28 Modular Screen
Dale Morrison
Sean Halperin
Yuzhe He
# Team Members:
- Morrison, Dale Joseph Jr (dalejm2)
- He Yuzhe (yuzhehe2)
- Sean Halperin (seanmh3)

# Problem
Many applications (tabletop gaming groups, educators, researchers, presenters, and event organizers) require large, flexible, and reconfigurable display systems; however, existing solutions are expensive, bulky, non-modular, and difficult to customize. Users who want visual content often lack an affordable system that can be easily resized, repositioned, and updated with new content. For example, one can consider the tabletop groups that may spend close to $1000 on TV-table setups, which does not include a reconfigurable display, making immersion exceedingly difficult for these groups. This shows the need for a screen that is both customizable, modular, and affordable.
# Solution
The solution proposed is a modular digital display composed of multiple interlocking screen tiles that connect to form a larger display. Each tile contains a display and communicates with neighboring tiles through magnetic interconnects. A power or control tile will distribute power, detect the layout of the tiles, and set the visual display of each tile. The system to start will support static images and user-uploaded images. Something like this could be used in a classroom, team meetings, digital canvases, and tabletop gaming. The core idea is as described, but there are many advanced features such as audio and animation that will be implemented if time allows.
# Solution Components
## Subsystem 1, Tile Display Module (Per Tile)
This subsystem allows each tile to render its assigned portion of the full image.
The display tiles form the user experience; therefore, without high-quality visual output, the modular board would fail to justify the replacement of paper or screens. To keep immersion, the overall board needs to be seamless instead of fragmented. As such, each tile must render its assigned portion in full detail.
Each tile will contain a screen, display driver, and electrical connectors that will receive power and image data from the control tile. The tiles will have a MCU for image processing. The tile will be enclosed in a block housing, which does not separate any screens from each other and maintains alignment.
Components:
- Display : 6 inch LCD or TFT screen - CreateXplay 6.0 inch TFT Screen Module 1080*2160
- Display Controller Board : HDMI or LVDS
- Edge connectors : Magnetic Pogo Pin Connector, 12V 1A Pogopin Male Female 2.5 MM Spring Loaded Connectors
- Housing for the Screen
- Microcontroller Unit (MCU) : ESP32-C3-WROOM-02
## Subsystem 2, Tile Interconnect and Layout Detection
The key innovation of this project is modularity. Therefore, the board must work regardless of how the user arranges the tiles. This subsystem will provide that capability, allowing users to rearrange tiles freely while ensuring the correct image appears in the correct location. Each tile will include edge contacts that detect when it is connected to a neighboring tile. The power tile will scan the connections and build a grid of the size of the board. Based on the tile's position data, the power tile will assign a location of the grid the tile is on and determine the part of the image the tile should display (rerunning automatically as tiles are moved).
Implemention:
- Connection Detection
- Layout mapping algorithm on the MCU
- Coordinate assignments

## Subsystem 3, Power or Control Tile
This subsystem will serve as the control center of the board and will be responsible for ensuring all tiles receive power and image data.
The control tile will have one or two MCUs. One MCU manages system logic (layout detection, scene selection, etc), while the second handles display data. The controller will store images locally (microSD or USB), slice them into tile segments, and transmit the correct image data to each tile. It will also broadcast synchronization signals to ensure all tiles update at the same time. This tile will also include power regulation, ensuring that all connected tiles receive stable voltage and current.
Components:
- Microcontroller Unit (MCU) : ESP32-C3-WROOM-02
- microSD or flash storage
- Power distribution board with protection NCV97200
-Power On Button: PTS645SL43-2 LFS

## Subsystem 4, User Interface and Scene Control
Without an intuitive interface, changing the screen would be difficult, which would reduce usability. This subsystem ensures that the board is able to be used in all different kinds of scenarios.
Basic user controls will be integrated directly into the control tile. For advanced control, the system will provide a Wi-Fi-based web application hosted on the control tile. Users can connect from a phone or laptop to upload images, select scenes, and upload them to the board. If app development proves too complex within the semester, the board will support switching between multiple preloaded scenes as a fallback.
Components:
- Scroll Knob: A scroll wheel which will allow the switching of images if app development is too complex

# Criterion For Success
- The system supports 4 to 9 tiles.
- Pressing the power button powers the system and all connected tiles.
- The power or control tile automatically detects the board layout.
- Each tile displays the correct portion of the full image.
- The board displays at least two selectable scenes.
- Scene transitions occur without visible misalignment.
- The system remains stable under repeated reconfiguration.
- Displaying numbers of it's relative location

Antweight Battlebot Project

Jeevan Navudu, Keegan Teal, Avik Vaish

Antweight Battlebot Project

Featured Project

# Antweight Battlebot

Team Members:

- Keegan Teal (kteal2)

- Avik Vaish (avikv2)

- Jeevan Navudu (jnavudu2)

# Problem

In order to compete in Professor Gruev’s robot competition, there are many constraints that need to be met, including:

- Maximum weight (2lbs)

- Allowed materials (3D-printed thermoplastics)

- Locomotion system and fighting tool

- Wireless control via Bluetooth or Wifi

The main goal of this competition is to design a Battlebot that is capable of disrupting the functionality of the other Battlebots with our fighting tool while maintaining our own functionality.

# Solution

For the project, we plan to build a battlebot with a custom electronic speed controller (ESC) that can independently control three brushless motors: two for the drive system, and one for the fighting tool. This ESC will be controlled by an STM32 microcontroller, to which we will add a Bluetooth module to connect to it and specify how much power we want to send to each motor. To communicate with our robot, we will use a laptop that can connect to Bluetooth.

# Solution Components

## Vehicle Controller

The main subsystem of the robot will be a combined vehicle control board and ESC. This subsystem will contain an STM32 Microcontroller that will serve as the brain for the whole robot. With this MCU, we’ll be able to flash our whole software package that will be able to control the speed and direction of the robot, the robot’s weapon, and the Bluetooth communication.

## Power Module

This subsystem includes the battery, the voltage regulators/converters needed to power the electronics, and the necessary battery monitoring circuitry. Specifically, for the battery, we will use a 14.8V 4S2P LiPo pack to power all the components. There will also be a voltage short detection circuit for the battery that will shut down the robot in case of a short to ensure safe practices. This subsystem also contains a 5V linear regulator and 3.3V linear regulator to power the low voltage electronics.

## Drivetrain/Powertrain

This subsystem includes the motors and H-bridges needed to control both the wheels and weapon of the robot. The H-bridges will be made with regular N-MOSs that will be controlled by a PWM signal sent from the STM32 MCU. This H-bridge setup will be able to control the voltage and polarity sent to the motors, which will be able to control the speed of the wheels or weapon. This subsystem will also include the mechanical wheels of the robot and actual hardware of the weapon, which will be a spinning object. Since all the wheels and the weapon have the same mechanical motion, they can all use the same hardware and software electronically, with minor adjustments in motor selection and the actual mechanical hardware/peripheral.

## Bluetooth Module

One big requirement for this project is the ability for the robot to be controlled wirelessly via laptop. The STM32 MCU has bluetooth capabilities, and with additional peripheral hardware, the robot will be able to communicate over bluetooth with a laptop. The goal for the laptop is to be able to control the speed, direction, and weapon of the robot wirelessly and also have a display for live telemetry.

## Mechanical Design

The last part of our project would be the mechanical design of the robot chassis and weapon. For the chassis and weapon material, we decided to go with PLA+ as it offers a blend of being strong and robust but not being too brittle. The drive system will be a 2-wheeled tank style drive with one motor controlling each side of the robot. For the weapon, we are looking to utilize a fully 3D-printed drum that will have a 100% infill to maximize the rotational inertia which can lead to bigger impacts.

## Criterion for Success

We would consider our project a success if we are able to communicate with the robot from our computer as in sending throttle and steering commands to the robot, if those commands are then processed on the robots microprocessors and the motors are sent the according power needed to move and behave in the way that we want during a match.

## Alternatives

The most commonly used electronics in current antweight battlebots consist mostly of RC drone parts. We plan to create a very similar ESC to those on the market but it will have an integrated Bluetooth wireless capability as well as telemetry monitoring. We also want to focus on minimizing packaging size to lower weight and increase flexibility as much as possible.

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