Spring 2007
Senior Design Group List ($ = Denotes Groups That Won A $400 Award)


Project NameTeam Name
1 Sensored Parking Garage Parkin' Lot Pimpin'
2 3D Logic Cube Game Outside the Box
3 Nerf Turret 2K7 Knowledgeable Machines of Mass Destruction (KMMD)
4 The Ghost Team Tally
5 Voice Activated Remote Control S & G
6$ MIDI Controller and MIDI to USB Interface The John Doe's
7 The Elixir Mixer Mixalot
8 Wireless Music Transfer (Cuttin' Through the Ether on a Mission) Jonesin’ for a Bit More of that Sweet, Sweet Musical Nectar
9 Automatic Pet Feeder Boneyard Technologies
10 CNC Stepper Motor Control Board Motor Control
11$ Neo-Picasso Crazy Artists
12 uTune Team Name TBD
13 Inverted Pendulum Control The Innoventors
14$ Portable Digital Music Player with USB Interface Team Not Specified
15 Punching Bag Sensor Team Fisticuffs
16 RC Plane Electronic Power Dissipation Shocker Industries
17 The "Super" Serial Board Team Name TBD
18$ Gator µProcessor (GµP) Team NOP



Sensored Parking Garage
Parkin' Lot Pimpin'
1
Jillian Bryant
Troudy_tal@yahoo.com
Alen Cruz
alen115@ufl.edu

Abstract Brief:

Parkin’ Lot Pimpin’ will design a Sensored Parking Garage(SPG). Sensored Parking Garage is a parking garage that has sensors to detect if a parking garage is empty or full by displaying the percentage of emptiness in increments of ten, for small parking garages and displaying the actual number of vacant spots, for larger garages. A microprocessor will take readings from a sensor to keep track of the number of cars that enter and exit the garage in order to determine the emptiness percentage, as well as, the number of spots available. These results will be displayed via an LED display sign. The garage will be designed in such a fashion so that barriers -- such as shrubbery, fencing, or a wall -- will surround the actual parking area except the entrance and exit locations. At each entrance and exit location, there will be a sensor located on the ground to detect when a car passes through a gate arm positioned above the sensor. The gate arm will only allow the passing of one car at a time. A control box will be in the vicinity of the garage to hold all the data processed and any necessary machinery.

(Complete abstract available below)


Documents:



3D Logic Cube Game
Outside the Box
2
John Parhizgari
parhizj@ufl.edu
Robert McIntee
balios@ufl.edu

Abstract Brief:

Our project entails a physical realization of the flash game developed by Alex Matveev and designed by Poll Harvey known as 3D Logic. It can be found on numerous websites (http://www.onemorelevel.com/games.php?game=328 for example).
            In essence it is a puzzle game in which paths must be traced from one colored square to another; the difficulty arises from the number of colored squares present, and the need to not overlap other paths. That is, to complete a level, the paths must be all present at once, without conflicting with other paths.  Paths may traverse up to 3 faces of the cube; this is seen in the flash game, but limiting the real design to 3 faces will also aid in keeping the complexity of the project and the game to a manageable level (6 faces would be too daunting).  Please see the appendix for some example puzzles from the game in the link mentioned above.
Our cube faces will be divided into 25 squares on each face (a 5x5 grid on each of the three faces) for 75 total squares.  Tricolor LEDs will effect the colors for the squares while push button type switches under each square will send signals to a micro-processor which in turn will change the color of the squares accordingly, based on which path is currently selected.

The remaining three faces of the cube may lie open, for easy component access (i.e. for a battery panel), but also hold options for difficulty choice (3x3 or 4x4 dimension operation), a timer, resetting the level, or choosing another level or game play mode.

(Complete abstract available below)

Documents:



Nerf Turret 2K7
Knowledgeable Machines of Mass Destruction (KMMD)
3
Michael Dalbo
calcium@ufl.edu
Keith McCartney
keithm06@hotmail.com

Abstract Brief:

The Nerf Turret 2K7 is a system that can freely rotate, tilt, and when instructed, launch its onboard weapons.  A vision detection system will be incorporated into the rotating body that will allow the system to acquire and track the target.  The design objective is to create a system that accomplishes three main goals:

The tracking system will have a two-dimensional 180° field of vision.  The intent of this system will be to track targets at close range and trajectory correction will not be necessary.
The technical challenges in designing this system will be linking the control modes and turret action to the vision recognition system.  Initially, a CMUcam2 will be used to provide the vision recognition capabilities of the system.  The servomotors will need to precisely respond to the coordinates given by the CMUcam2 to accurately acquire and release weapons upon the target.  Designing the acquisition mode will also be a challenge – a FPGA, or if necessary, microprocessor will be used to control and interpret the camera’s on-board intelligence and direct the system to the target.
This system, while a relatively simple product, will provide several technical and integration challenges that must be overcome to achieve a working project.  Once the initial design goals are met and the system functions as desired, improvements may be made to make the acquisition components more accurate or versatile

(Complete abstract available below)


Documents:


The Ghost
Team Tally
4
James Wilson
jamesbw@ufl.edu
Cain Norris
norriscm@ufl.edu

Abstract Brief:

The Ghost is a handheld game version of the old but obscure word game, “Ghost.”  The game is played as followed: each player alternates adding a letter to a growing string, with the goal of not being the last person to add a letter that completes a word (words of three letters or less are not counted).  Each player must have some real word in mind that they are spelling, or else the bluffing player loses when their opponent calls “ghost” on them.

(Complete abstract available below)


Documents:



Voice Activated Remote Control
S & G
5
George Moran
uf68@ufl.edu
Santiago Fiallo
santi156@ufl.edu

Abstract Brief:

The purpose of this project is to design and manufacture a voice activated remote control. The device will consist of a microphone connected to the speech recognition circuitry, which is then connected to a controller which will be either a microprocessor or an FPGA. The output of the controller will then be connected to an infrared transmitter that will send the correct code to either a TV or a DVD player depending on what the command is.

The most difficult part of this project will be the speech recognition circuits as well as obtaining the infrared codes that corresponds to each command that will be implemented. The speech recognition will require the implementation of a speech recognition algorithm that will be able to recognize the words that are stored in memory even if the word is said by one hundred different people. After that the infrared codes that televisions and DVD players use will have to be obtained. If it is not possible to find the codes on the internet or from the manufactures themselves, then an infrared reader will have to be made so that the codes can be found.

(Complete abstract available below)

Documents:



MIDI Controller and MIDI to USB Interface
The John Doe's
6
Patrick Palompo
ppalompo@ufl.edu

Baek-san Chang
baeksan@ufl.edu

 

Abstract Brief:

The use of a widely adopted musical interface standard was implemented with the advent of the MIDI interface.  This interface has become the standard since 1991, bearing communications between musical devices and computers to perform functions driven by analog inputs.  This team will design a “revolutionary” MIDI controller that will transmit an analog signal through the standard 5-pin MIDI cable.  A PIC microcontroller will be utilized to convert the analog signals into MIDI data.  It is also proposed to design a MIDI to USB interface as well as the necessary drivers for a Windows and Macintosh running computer to recognize the device.  This interface will then control an interactive synthesizer made in the modular programming environment MAX/MSP.  Parameters of the programmed synthesizer such as filter cutoff or LFO can be controlled.  The technical difficulty of this project is creating an innovative MIDI controller/interface that is easy to use, fun, and interactive.  This team will experiment with different MIDI sensors and choose the most appropriate one for the project.  The expected outcome will be an easy to use MIDI controller/interface that has plug and play capabilities, allowing for immediate interaction.

(Complete abstract available below)


Documents:


The Elixir Mixer
Mixalot
7
Mike Guidi
digerati@ufl.edu

Andrew Ehsaei
aehsaei@ufl.edu


Abstract Brief:

The objective of this project is to build a machine that will mix drinks requiring multiple ingredients. The drink mixer will provide preprogrammed drink options as well as a manual option for custom creations. The mixer will accomplish these tasks using a microprocessor board as well as a keypad and LCD to input and display the options. The user will input their choice and the mixer will open the appropriate valves to create the selection.  

(Complete abstract available below)


Documents:



Wireless Music Transfer (Cuttin’ Through the Ether on a Mission)
Jonesin’ for a Bit More of that Sweet, Sweet Musical Nectar
8
Joseph Wade
wadej@ufl.edu
Sean R. Samuelson
cap315@ufl.edu

Abstract Brief:

Our project will consist of a transmitter and receivers. The transmitter will use the headphone jack of any audio device to transmit the signal wirelessly to the receivers that will be connected to the line in of any stereo device that will output the music. The user will be able to choose which receiver is activated, one, both or none. The technical challenges of this project include deciding how to transmit the signal, i.e. which frequency is best for this type of application, receiving and demodulating the signal with as few errors as possible, and making the system as robust as possible. The expected outcome of the project will be a practical, portable solution for wireless transmission of audio that fulfills an increasing need for consumers while requiring no technical expertise on the part of the user.

(Complete abstract available below)


Documents:



Automatic Pet Feeder
Boneyard Technologies
9
Sal Torre
saltorrejr@msn.com
Dustin Hill
gators15@ufl.edu

Abstract Brief:

The goal of this project is to construct a user-programmable, fully automated pet feeder for dispensing both water and dry food.  The completed product will have the capacity to feed a medium sized pet.  Using an alphanumeric keypad, the user will answer a series of questions displayed on an LCD screen after the device is powered.  The user can enter the number of days to feed the pet, the number of feeding times per day, the time of each feeding, and the quantity of food dispensed at each feeding.  Additionally, the user will be prompted to make a digital voice recording of his or her own voice calling the dog to eat.  The product will incorporate sensors to measure the current quantity of water and food in each bowl.  If the pet doesn’t eat at a specified feeding time, more food will not be dispensed at the next feed.  Water will be automatically dispensed regardless of time when the level in the water bowl drops below a defined threshold. 

Other features include LED strip lights to illuminate the feeding area during low-light feeding times, easy-access, sealed containers for dry food and water, and an external speaker system to alert the dog at specified feeding times. 

The primary technical challenges in the design of this product involve interfacing the external hardware with a microcontroller, creating the digital voice recording system to record and store the user’s voice, and physically constructing the product.  Ultimately, the automatic pet feeder will incorporate an easy-to-use, feature rich feeding system with a physical design that is both robust and relatively light weight. 

(Complete abstract available below)


Documents:



CNC Stepper Motor Control Board
Motor Control
10
William Richardson
wgr1954@yahoo.com
Justin Richardson
jstrds@ufl.edu

Abstract Brief:

This project will include the design of and implementation of a circuit board that controls a stepper motor.  The first portion of the project will include research on stepper motors and what is needed to drive them in a smooth yet powerful fashion.  The second part of the project will include the analysis of the signals coming from the computer interface controller to interpret them as commands to be processed.  Next, we will design a circuit/microprocessor board with the capability of controlling the motor and the power circuitry required to control larger amounts of current required by the motors.  Last, a group of these circuit boards will be produced to implement and demonstrate.  The flowchart (figure 1) below shows the basic control flow of the system.

(Complete abstract available below)



Documents:



Neo-Picasso
Crazy Artists
11
Richard Owen
owenlaw@ufl.edu
Ji Hong Park
mikejhp@ufl.edu

Abstract Brief:

The Neo-Picasso is an automated drawing robot. A computer system will control a suspended aerosol spray can using stepper motors and a microcontroller through a cable, and the robot. Then the drawing arm will accordingly move in the x- and y- directions. The robot will need to know how to calculate precise future paths and speed to prevent dripping. Our initial goal is to paint the canvas with a black spray paint. If time is allowed, we will try to modify the design so that Neo-Picasso can paint the image in multi-colors.

(Complete abstract available below)


Documents:



uTune
Team Name TBD

12
Isaac Totz
wetard@ufl.edu
Christian Narvaez
narvaez@gmail.com

Abstract Brief:

Students will design a portable device intended as a universal instrument acoustic tuner.  The device will have a receiver that picks up the frequency that the instrument is outputting and mix it with stored musical note information.  
A simple UI will help the user navigate which instrument they are tuning.  This is done via a simple text interface displayed on a LCD and inputs are received from the keypad.  When the right frequency is reached a LED will indicate that the user has reached the right frequency for that note, meaning it is tuned. 

(Complete abstract available below)


Documents:



Inverted Pendulum Control
The Innoventors
13
Andrew Latchman
alufl@qcsmail.com

Brad Panzarella
bpanzar@ufl.edu


Abstract Brief:

This project entails designing hardware and software to make an inverted pendulum remain upright. The pendulum will hang freely on an axle so that it can swing clockwise and counterclockwise. The axle in turn will be able to move along a straight line along the direction in which the pendulum swings. By dynamically driving a motor which moves the axle along a track according to the motion of the pendulum, the pendulum will be prevented from falling from the upright position.

The problem of controlling an inverted pendulum in this manner is classical to control systems, since the system is inherently unstable – the pendulum will not remain upright without external forces. This type of system is also very difficult to control manually, and therefore requires the use of electronic controls.

In this project, a control algorithm will be developed and implemented digitally, using a microprocessor and sensors, and a working demonstration will be built. Ultimately, this project will show the effectiveness of a digital control system to stabilize an inverted pendulum quickly, and it will demonstrate the robustness of the controlled system to unexpected disturbances. 

(Complete abstract available below)


Documents:



Portable Digital Music Player with USB Interface
Team Not Specified
14
Jonathan Helm
jhelm@ufl.edu
Colin McHugh
panoptic@ufl.edu

Abstract Brief:

(Complete abstract available below)

Documents:



Punching Bag Sensor
Team Fisticuffs
15
James Ruiz
spooky84@ufl.edu
Joshua Silverman
lordjosh@ufl.edu

Abstract Brief:

Our project concept is simple – modify a punching bag in such a way that it can give a numerical display of how much force it was struck with.  The hardware for this would entail a sensor (at this point, we are using an accelerometer), a microprocessor, and an LCD readout screen.  More advanced versions (in other words, if we get the basics to work) will have some memory, and can record the highest value of a given session, and can even record multiple force readings for multiple hits.  Even more advanced versions can record the time in between each hit, can display force in both English and metric units, and will have a wireless connection between the sensor/bag and the LCD screen.

(Complete abstract available below)


Documents:



RC Plane Electronic Power Dissipation
Shocker Industries
16
Geoff Irby
geezncol@ufl.edu
TBD
TBD@ufl.edu

Abstract Brief:

This is a competition held by the USAF where schools are required to construct an RC plane, install a telemetry device, hook up a wireless video camera to the plane and finally to create a power consuming device. The contest winners are decided on a score in 4 sections of performance:
25%  Number of laps in 10 minutes
25%  Total power dissipated in the 10 minute flight
25%  Take off and climb to altitude time
25%  Final Design Report
The focus for my senior design project will be to choose a power generating device and make it output a constant 28 V across the load completely independent of load size. This device will produce as much power as it is safely possible in the 10 minute time span and dissipate the power across a length of nichrome wire. This nichrome wire could reach temperatures in excess of 700 C with 20 amps of current flowing through it for a solid 10 minutes, so the location and placement this wire important in  protecting the integrity of the plane. 

(Complete abstract available below)


Documents:



The "Super" Serial Board
Team Name TBD
17
Sean Cohen
gazorp@ufl.edu
Kevin Claycomb
TBD@ufl.edu

Abstract Brief:

This project will be about the design, implementation, and fabrication of an extremely versatile serial interface device.  The “Super” Serial Board will give the user a variety of legacy serial interface options and USB expandability from a single Universal Serial Bus port found on any modern computer.  The result will be an extremely useful tool for developers and engineers who routinely find the need for the older but still venerable RS-232 and RS-422 protocol based interfaces.

(Complete abstract available below)


Documents:



Gator µProcessor (GµP)
Team NOP
18
Kevin Phillipson
kevinp@ufl.edu
Grzegroz Cieslewski
TBD@ufl.edu

Abstract Brief:

The Gator microprocessor or GµP is a central processing unit to be used for education and research at the University of Florida. This processor will be realized on a development board that will be constructed in the course of this project.  The board will contain a programmable gate array, in this case a FPGA. Using this FPGA we can dynamically build and test the CPU by describing and synthesizing it using a hardware description language. The processor will be instruction set & machine code compatible with the Motorola/Freescale 68xx microprocessors. This will allow us to use the extensive library of compliers, assemblers and other tools already available.

(Complete abstract available below)


Documents: