Projects


# Title Team Members TA Professor Documents Sponsor
2
Non-Shock Ultra-Wideband Virtual Boundary Pet Collar
Peter Gao
Shi Xian Chng
Shi Yang Ng
Tianda Huang Cunjiang Yu design_document1.pdf
proposal1.pdf
3
Menstrual Product Bathroom Tracker
Anna Wilkowski
Erin Rothenbaum
Sarah Lau
Eric Tang Arne Fliflet design_document1.pdf
proposal1.pdf
4
Secure Chain-of-Custody Container
Alp Oguz
Selim Mamak
Sena Tiryaki
Alex Lee Arne Fliflet design_document1.pdf
proposal1.pdf
5
Adaptive Power Factor Correction Device
Luke Kang
Ryan Irvin
Saadullah Ehsan
Zhuoer Zhang Arne Fliflet design_document1.pdf
proposal1.pdf
6
SMART GLASSES FOR HANDS-FREE DATASHEET RETRIEVAL
Hridik Hingorani
Preity Varanasi
Shiv Bahl
Yushi Zhou Viktor Gruev design_document1.pdf
proposal1.pdf
7
Adaptive Light-Filtering Glasses
Jahnavi Thejo Prakash
Kewal Ghosalkar
Lukas Dumasius Viktor Gruev design_document1.pdf
proposal1.pdf
8
Accurate Pick and Place Arm
Ian Chan
Michael Talapin
Nithin Durgam
Abdullah Alawad Viktor Gruev design_document1.pdf
proposal1.pdf
9
Dieagnosis
Josh Hartman
Megan Zeng
The Minh Pham
Yushi Zhou Arne Fliflet design_document1.pdf
proposal2.pdf
10
Automatic Music-Reactive Lighting System
Annie Mak
Disha Ghosh
Eric Tang Cunjiang Yu design_document1.pdf
proposal1.pdf
11
Digitally-Controlled Isolated DC-DC Converter for Automotive Applications
Curtis Lam
Jayden Dang
Mark Sorial
Lukas Dumasius Cunjiang Yu design_document1.pdf
proposal1.pdf
12
Automatic Solder Fume Extractor Positioning System
Franklin Liu
Noah Zhang
Yubo Wu
Pusong Li Arne Fliflet design_document1.pdf
proposal1.pdf
13
Tennis Ball Collector
Mohammed Alnasser
Yousef Khojah
Zeyad AL Ruwaily
Junyan Bai Cunjiang Yu design_document1.pdf
proposal1.pdf
14
Household Smart Scheduler
Amanda Schmitt
Maddy Sullivan
Shailee Patel
Tianda Huang Cunjiang Yu design_document2.pdf
proposal1.pdf
15
Clogged Gutter Detector
Aryan Kataria
Eric Zhou
Nyle Raina
Jianchong Chen Arne Fliflet design_document1.pdf
proposal1.pdf
16
Cost-Effective Signal Processing Solution for Bat-Call Detection and Hearing
Liwei Koh
Michael McNally
Theo Xiong
Tim Jiang Arne Fliflet design_document1.pdf
proposal1.pdf
Dr. Joy O'Keefe
17
NFC Selector and Running-State Indicator for Concurrent AI Runtimes
Achintya Mohan
Kevin Wiszowaty
Tommy Zeng
Shiyuan Duan Viktor Gruev other1.pdf
other4.pdf
18
Smart Vision-Assisted Pet Feeder with BLE Proximity Sensing and Remote Monitoring
Jiaao Zhang
Junwei Pan
Ziteng Qian
Pusong Li Viktor Gruev other1.pdf
other2.pdf
other3.pdf
19
Soccer Tracking Laser Gimbal
Aaron Zhang
Colin Smithsuvan
Jayden Kim
Wesley Pang Viktor Gruev design_document1.pdf
proposal1.pdf
20
Whiteboard Assistant Robot
Avneet Kaur
Morris Yu
Saj Patel
Junyan Bai Viktor Gruev design_document1.pdf
proposal1.pdf
21
WEARABLE ADAPTIVE RESONANCE MATCHER
Austin Zhuang
Tian Tu
Xinyang Liu
Shiyuan Duan Arne Fliflet design_document1.pdf
proposal2.pdf
22
MULTI-MODE TABLE TENNIS TARGET TRAINING SYSTEM
Alice Xu
Ben Seo
Brandon Dang
Abdullah Alawad Arne Fliflet design_document1.pdf
proposal1.pdf
23
Robot Desk Lamp with User Interaction
Chris Shan
Qianyu LI
Yiming Niu
Wesley Pang Cunjiang Yu design_document1.pdf
proposal1.pdf
24
Automatic Mirror for Plant Lighting
Lucian Bell
Mateus Trigo
Sanghoon Kim
Tianda Huang Cunjiang Yu design_document1.pdf
proposal1.pdf
25
Troll E: Tracked Robotic Outdoor Load-Lugging Escort
Ben Wang
Daniel Ly
Hyun Been Park
Tianda Huang Cunjiang Yu design_document1.pdf
proposal1.pdf
26
PATH: Proximity Awareness Through Haptics
Juheon Woo
Kori Gillis-Harry
Zeead Sowelam
Eric Tang Arne Fliflet design_document1.pdf
design_document2.pdf
proposal1.pdf
27
Pickleball Paddle Sensor Module
Alex Luckett
Levente Deak
Peter Brennan
Eric Tang Arne Fliflet other1.pdf
other2.pdf
28
Ant-Weight Battle Bot Proposal
Danilo Markus
Matia Choi
Nikola Plavsic
Shengkun Cui Viktor Gruev other1.pdf
other2.pdf
29
Compact Electronic Nose for Food Identification and Freshness Monitoring
Haotian Li
Torres Zhang
Zhenyu Zhang
Shengkun Cui Arne Fliflet design_document1.pdf
proposal1.pdf
30
Self-Calibrating Long-Exposure Laser Light Painter
Alex Chen
Billy Huang
Michael Shi
Denghan Xiong Viktor Gruev design_document1.pdf
proposal1.pdf
31
Gamified Focus-Detection Tamagotchi
Khushi Murthy
Michael Yang
Noah Yi
Tim Jiang Viktor Gruev other1.pdf
proposal1.pdf
32
Air Hockey Playing Robot
Matthew Feder
Micah Wehler
Rohan Kapur
Lukas Dumasius Viktor Gruev design_document1.pdf
proposal1.pdf
33
Consumer-Friendly Spatial Anti-Jamming for WiFi Security Cameras
Alexander Bessonov
Everest Bencher
Michael Przybyl
Pusong Li Arne Fliflet design_document1.pdf
proposal2.pdf
34
Purrceptron
Meg Naidu
Neel Rajesh
Vinny G Smith
Denghan Xiong Viktor Gruev design_document1.pdf
proposal1.pdf
35
Smart Patient Bed for Pressure-Injury Prevention
Rayan Soltana
Tyler Marrazzo
Denghan Xiong Cunjiang Yu design_document1.pdf
proposal1.pdf
36
RoadSense: Road Condition Detection and Pothole Mapping System
Adam Moine
D'Angelo Manzo
Jovan Kular
Shengkun Cui Arne Fliflet other1.pdf
other2.docx
proposal1.pdf
39
Rapid Adaptation Rover: Learned Dynamics Compensation for a Differential-Drive Robot
Bhavya Agrawal
Devansh Agarwal
Srish Vijay
Aniket Chatterjee Viktor Gruev design_document1.pdf
proposal1.pdf
40
Variable Speed Running Music Device
Alan Wan
Nithin Boopalan
Weston Heard
Jianchong Chen Cunjiang Yu design_document1.pdf
proposal1.pdf
41
A smart cup holder for tracking and reminding you of your water intake.
Lawrence Cheng
Shengyuan Wang
Zhuoer Zhang Cunjiang Yu design_document1.docx
design_document2.pdf
other2.docx
proposal1.docx
42
Position-Sound Accurate Electric Snare Drum
Kadin Shaheen
Oscar Li
Tim Dager
Aniket Chatterjee Cunjiang Yu design_document1.pdf
proposal1.pdf
43
Secure Stride Walker Assistant
Harrison Wong
Janine Zhu
Nick Schroeder
Aniket Chatterjee Cunjiang Yu design_document1.pdf
proposal1.pdf
45
PulseGuard: Hardware Encoder Integrity Monitor
Chinmay Naveen
Sanjiv Kondin
Alex Lee Cunjiang Yu design_document1.pdf
proposal1.pdf
46
Reaction Time Measurement and Training Device
Michael Griegel
Sahil Aggarwal
Zhuoer Zhang Cunjiang Yu design_document1.pdf
proposal2.pdf
47
MaterialID: Identifier for Unmarked Materials
Sachith Chandran
Shritan Bhupathiraju
Siddharth Gupta
Aniket Chatterjee Arne Fliflet design_document1.pdf
proposal1.pdf
48
Low-Cost Wearable Bilateral Teleoperation Platform with Grip-Force Feedback
Godrein Owusu-Ayeyi
Junghyun Kim
Junseo Kim
Junyan Bai Viktor Gruev other1.pdf
proposal1.pdf
49
Tactile Screen For Visual Aid
Joshua Sluis
Tyler Wille
Walter Chang
Jianchong Chen Arne Fliflet design_document1.pdf
proposal1.pdf
50
Closed-loop High-accuracy Universal Drink System
Aiden Robinson
Kevin Lu
Xiyue Zhu Cunjiang Yu design_document1.pdf
other1.pdf
51
BTTL BOT PROPOSAL
Aditya Saxena
Laksh Sharma
Xiyue Zhu Viktor Gruev design_document1.pdf
proposal1.pdf
52
Posture & Neck Strain Monitor for Long Study Sessions
Heet Chauhan
Hrishikesh Deshpande
Praveen Madan
Xiyue Zhu Cunjiang Yu design_document1.pdf
proposal1.pdf
53
Driver Adaptive Automatic Side Mirror
Anthony Montalto
Bohan Ren
Joshua Rio
Zhuoer Zhang Arne Fliflet design_document2.pdf
proposal1.pdf
54
# Tabletop Fantasy Football
Nicholas Goo
Parthiv Adimulam
Raahil Parikh
Xiyue Zhu Cunjiang Yu design_document1.pdf
other1.pdf
proposal1.pdf
55
Heterogeneous Multi-Robot Cooperative Localization and Communication Testbed
Sahil Jain
XP Liu
Yuxiang Xing
Tim Jiang Viktor Gruev design_document1.pdf
other1.pdf
57
Digital Audio Player with Onboard AI Equalization
Advaith Anand
Andrew Cheng
Siddharth Salapaka
Denghan Xiong Viktor Gruev design_document1.pdf
proposal2.pdf

Networked Physical Chessboard for Remote Play

Quinn Athas, Danny Guller, Payton Schutte

Featured Project

# Networked Physical Chessboard for Remote Play

Team Members:

- Danny Guller

- Quinn Athas

- Payton Schutte

# Problem

Online chess makes it easy for intermediate players to find games quickly, but it removes much of what makes chess feel engaging in the first place. Playing on a screen lacks the tactile feedback of moving real pieces, the spatial awareness of a full board, and the sense of presence that comes from sitting in front of a real board. While traditional in-person chess restores these elements, it usually requires both players to be in the same physical location, which limits who you can play and how often.

Some existing commercial systems attempt to bridge this gap by combining physical boards with online connectivity, but these solutions are often extremely expensive and inaccessible to most players. As a result, there is currently no widely available, cost-effective way to enjoy a truly physical game of chess with a remote opponent. Players are therefore forced to choose between convenience and the authentic physical experience of the game, motivating the need for a more affordable and accessible solution.

# Solution

Our solution is a pair of internet-connected physical chessboards that allow two players in different locations to play a real game of chess using physical pieces. Each board tracks the state of the game locally and synchronizes moves with the remote board in real time. By combining physical interaction with networked communication, the system preserves the tactile and spatial experience of chess while removing the requirement for both players to be in the same place.

Each board uses Hall effect sensors embedded beneath every square to detect the presence and movement of magnetized chess pieces. When a player moves a piece, the system detects changes in the board state and infers the intended move by comparing the previous and current configurations. To avoid ambiguity caused by partial lifts, piece adjustments, or accidental touches, players must confirm their move using a button on a digital display before it is transmitted.

Once a move is confirmed, it is sent over the internet to the opponent’s board. LEDs on the receiving board highlight the source and destination squares, guiding the opponent to physically replicate the move. The use of Hall effect sensors also enables future expansion, such as differentiating piece types using different magnet strengths or polarities, without requiring major hardware redesign.

# Solution Components

## Subsystem 1: Piece Detection (Hall Sensors + ADC Row Readout)

To detect pieces on all 64 squares without exhausting the microcontroller’s GPIO resources, the board uses one analog Hall effect sensor per square combined with an ADC-based row readout architecture. Eight 8-channel ADCs are used, with each ADC responsible for one row of the chessboard. Each ADC samples the eight Hall sensors in its row and reports the digitized values to the microcontroller over a shared communication line (I2C or SPI).

This design limits the number of devices on the communication bus to eight while still allowing the system to poll all squares frequently enough for responsive move detection. The microcontroller continuously polls the ADCs, reconstructing a full 8×8 chess board where pieces correlate to high magnetic fields.

A key challenge in this subsystem is avoiding false positives caused by magnetic fringe fields affecting neighboring squares. Because magnetic field strength decreases rapidly with distance, cross-square interference can be mitigated by careful square spacing and threshold selection. The system will also perform a calibration step to record baseline sensor values for each square and detect pieces based on deviations from that baseline rather than using a single global threshold. This approach improves robustness to sensor variation and environmental changes.

## Subsystem 2: Move Inference, Legality Checking, and Piece Identification

The system infers piece identity primarily through game state tracking rather than direct sensing. Starting from a standard chess setup, the controller maintains an internal board representation and updates it after each confirmed move. As long as pieces are not intentionally swapped, this approach allows the system to correctly track piece types over the course of the game. Even if physical pieces are swapped, the board will only let legal moves of the original piece be played.

During a player’s turn, the controller monitors changes in square occupancy and generates a proposed move hypothesis, including captures. Before the move can be confirmed, the system checks whether it is legal under standard chess rules given the current board state. If the move is illegal, confirmation is blocked and the player is notified via visual feedback, prompting them to correct the placement.

As an optional advanced feature, we may directly identify piece types using magnets with distinct strengths or polarity patterns. In this case, the analog Hall sensor readings could be used to classify the piece type directly rather than relying entirely on historical tracking. This would improve robustness against cheating and recovery from incorrect piece placement. The main challenge is ensuring sufficient separation between magnet signal ranges so that piece classes remain distinguishable across all squares and across different boards. If time permits, this feature will be implemented with careful calibration and validation.

## Subsystem 3: Networking and Synchronization

This subsystem enables two ESP32-based chessboards to communicate over the internet using a centrally hosted server. Each board connects to the server over Wi-Fi and joins a shared game session, with the server responsible for storing and relaying moves between the two players.

Communication is handled using HTTPS and a simple REST-style API. When a player confirms a move, the ESP32 sends the move to the server via an HTTP POST request. The opponent’s board periodically polls the server using HTTP GET requests to retrieve any new moves that have occurred since the last update.

Each board tracks the most recent move number it has processed. If a board temporarily disconnects, it can reconnect and request any missed moves, allowing the game to resume without resetting or manual intervention. The server enforces move ordering and prevents duplicate updates, ensuring that both boards remain synchronized throughout the game.

## Subsystem 4: Local User Interface (Display + Controls)

The local user interface allows players to set up and control the system without needing a separate phone or computer. It provides functionality for entering or selecting a game session code, confirming Wi-Fi and server connectivity, indicating whose turn it is, and displaying basic status or error messages such as “waiting for opponent,” “illegal move,” or “connection lost.”

The UI also supports the move confirmation workflow by clearly indicating when a move is ready to be sent and when it has been successfully transmitted and received.

Our preferred implementation is a small touchscreen display connected to the ESP32, which allows intuitive menu navigation and direct session code entry. As a simpler and lower-cost alternative, we may use a small OLED display with several physical buttons for menu navigation and code entry. In both cases, the interface is intentionally minimal: a player should be able to power on the board, connect to Wi-Fi, join a game, and begin playing with minimal setup. The final choice will depend on integration complexity, responsiveness on the ESP32, and available development time.

## Subsystem 5: Game Play Loop

The game play loop is intentionally simple to simulate in-person chess as close as possible. At the start of the game, the board is set up in the standard configuration. White will be prompted on the screen to make their first move after all pieces are set on each board. White will move their piece, if the move is legal, the display will prompt white to submit their move, locking their board state. Black’s display will prompt that white has made a move and LEDs under the moved piece’s square will light up indicating which piece to move and where. Black can not submit a move until their board matches that of the white player. After black replicates white’s move, black plays their move and is prompted to submit. Each move is checked for legality before a submit prompt is revealed. Board state is checked as well to ensure both players' boards are identical. If there are discrepancies in board state on either side, the display will prompt which pieces are out of place and where they should be. Once a winner is determined, the game ends and the display shows who won.

# Criterion For Success

The project will be considered successful if two physical chessboards located in different places can reliably play a complete game of chess while connected only through the internet. Each board must accurately detect player moves using the Hall effect sensor grid, require explicit move confirmation, and prevent illegal moves from being transmitted.

Confirmed moves must be transmitted to the server and received by the opponent’s board in the correct order, with the source and destination squares clearly indicated using LEDs. The system must maintain synchronization between boards even in the presence of temporary network interruptions, allowing a board to reconnect and recover the current game state without manual reset.

Finally, the system must support the completion of a full legal chess game of at least 30 moves without desynchronization, missed moves, or unintended move confirmations, while providing clear user feedback throughout gameplay.

# Components:

- Hall effect sensor: DRV5055A4QDBZR 12.5 mV/mT, ±169-mT Range

- MCU: ESP-32 (includes Wi-Fi antenna and capability)

- ADC: TLA2528IRTER 12-bit, 8-channel, I2C

- Display: DSI Touch Screen LCD Display 800x480

Project Videos