Bug Glove MK IV – Tim, Jonathan, Jayden

Our project is a haptic claw and car controlled by a glove and D-Pad. It could be used for precise operations.

The way we did this is we had it set up so when the buttons were active the glove would lock and when the glove moved the claw closed.

The original concept for the Bug-Glove was to have it automatically lock when the pressure sensors are pushed in.

This was later removed for safety reasons concerning malfunctions.

Code for the car and claw

STAGES OF BUG GLOVE

Bug Glove MK II- The original prototype, basic frame, basic coding and lots of glitches

Bug Glove MK III- Larger wrist strap

Bug Glove MK IV- The later model, advanced frame, advanced coding and few glitches

Some of the code for the glove

 

 

Epic Dodge Ultimate: Ultimate Extreme Edition

Epic Dodge Ultimate: Ultimate Extreme Edition is this little game where you’re a block and you have to turn a wheel to move it so you can dodge incoming blocks that fly at you with increasing speed.

Haptics are involved in the game by making the wheel shudder and turn a bit when you come into contact with a block, and also when you try to move your block off the screen in which case it will stop turning and reverse slightly.

I chose this project because I thought it would be a simple and easy little project to do, but it wasn’t. Collision detection is a pain.

I would like to acknowledge my teacher Rob for helping me out with this project because without his help 90% of the time, it wouldn’t have amounted to much. Thanks, dude.

I learnt a fair bit about how to use the EV3 brick and the programming block and what they do and all that.

 

Push It Game – Rodney & Jarred

The project we were working on was a game where you would wait for a random command to pop-up on the screen, you would have to perform the actions then said on screen, these actions consisted of “Push It, Bang it, Twist it and Wave It.

We had to use the Touch, Ultrasonic and Motor blocks to be able to do these actions said on screen.

We chose this project because we wanted to do something similar to the Bop-It toy that is and was very popular when we were younger. The number one biggest thing we learned was how to make the program randomly select a command using a random number generator and how to use loops inside of a loop.

This program was great to work on and so much fun to play.

Remote Car – James & Luke

This remote car is a wireless Bluetooth car that drives in a matter of forward and back as well as a haptic steering system and doesn’t compromise speed. It comes with another Ev3 brick that is the remote control connecting wireless with the car performing given actions from the remote control to the robot.

It’s designed to be idiot-proof and for advanced manoeuvres such as advanced steering that remains in its state to reverse to complex angles.

Evolution
The original plan was to create a ultimate speed car that could be driven through Bluetooth and with drifting manoeuvres that would simulate an actual race car, Including convenient mechanics that would tell the person holding the remote when top speed was achieved (Haptics). The idea changed and drifting had not been implemented in the final design, but the idea of an no comprised speed robot didn’t change.

Reflection
The difficulty was the haptics in the program it required a whole new perspective in how it was coded the difficulty was that the program was constantly checking itself, therefore ruining the whole program requiring extra thought to on the whole solve this.

Inspiration
Racing games inspired the project heavily games such as Forza and Gran turismo. The sparked the inspiration by fast cars as well as convenient controls on their console controllers.

References
Gran Turismo 6 Playstation 3:  https://media.playstation.com/is/image/SCEA/ps3-game-6888-ss2?$MediaCarousel_Original$

Forza 6: https://images-na.ssl-images-amazon.com/images/G/01/aplusautomation/vendorimages/e23a6cfd-fafd-491e-a7da-854467e6c099.jpg._CB294110165_.jpg

Collision Sensor – Ben & Ryan

Our collision sensor is used to help blind people avoid obstacles in their path.

We designed this device to assist blind people to move about the community with ease.

Description
This project is used to help blind people by using sound as an indication of how close they are to an object, but this may be problematic in loud environments so we also used a motor with a counterweight spinning as an indication to tell them that they are close to a wall or object

Program Design

Video

 

Blindfold Gun – Daniel & Connor

Our initial thought when designing our robot was to make a game like pong, but then we had the idea to make a gun. The idea was that it would detect colour, and spin a counterweight clockwise or counterclockwise depending on what colour is detected.

There was going to be a point system that would add or deduct points depending what colour you shot within a room, and you would be blindfolded. The gun’s counterweight would spin clockwise when you should shoot, adding points, and you would use this movement to play the game.

If the guns counterweight was spinning counterclockwise you wouldn’t shoot, and therefore wouldn’t have points deducted.

What Went Wrong
The damn colour sensor. The colour sensor is not supposed to be used from a distance, it needed to be way too close to detect colour. The Ultrasonic sensor can detect distance quite reliably, so we switched out the colour sensor for it, but then the issue arose of trying to make that a game, as we had nothing to shoot.

The Result
We started over from scratch, aside from the construction of the gun. We removed the trigger after failing to come up with an idea for a game. We ended up with a scanner that would detect distance and give you feedback based on your proximity to your surroundings. The motor would spin the counterweight faster the closer you get, and under 25 cm it would start to beep quite rapidly, this could be used if your vision is impaired through whatever means, whether you’re blind or even just a power outage at night, and you can navigate through an environment whilst sightless. Connor got around his house with his eyes closed, and got through part of the college.

It works perfectly for walls and flat object, but gets a bit shaky on specific objects. It has a solid construction that we’re too proud of, and it’s a very simple, but nice device.

Simon Says – Brian & Darrian

Simon Says is a simple memory game.

The idea was to have different colours of bricks symmetrically placed on a wheel with the wheel hooked on motor.

Programmatically the wheel would be rotated in a random sequence which in a player’s perspective would see a random set of colours pause between intervals of a second. The player would then be required to remember the colours that get displayed in order.

At the end, the wheel will stop spinning alerting the player to retrace the colours he/she was supposed to remember in a sequence using the brick buttons. The up and down buttons rotate the wheel in a positive and negative direction, and the center button confirms the the colour.

Inspiration
Our inspiration draw from a famous kids TV show called the Wiggles.

Outcome
Our start on this project was pretty scrappy. Through brain storming, trial-and-error, and making a couple of prototypes, it became pretty clear that we were going to make a memory game which happens to be Simon Says.

Full code

 

 

 

Future Plans
To ensure we improve in future, we must seek for help as early as possible.

It’s crucial to understand spending too much time on a prototype only results in failure or unpredictable outcome on a project.

Memory Timer – Adem, Reuben, Jack

Our project was a game involving haptic feedback. In it, the robot displays a number (e.g. 5 seconds), followed by Start!, then a blank screen. The player needs to count to 5 and push the button when they believe that 5 seconds has passed. Then the game tells you how close you got.

We chose this project after making the first reaction timer, and just expanded on and adapted it into its own thing. Although we were going to do a Pong game, we realised that was being made by other people, so we came up with an original idea.

By making this project, we learned more about variables, as well as timers. If we had more time, we would’ve added a score, as well as a two player mode (we had one, but no one could win).

By Adem U, Reuben L, Jackson C

Circle Rush – James B

Circle Rush is an EV3 Lego robotics game coded in Java using the leJOS library. In this project you start as a unit made of two circles. You must dodge enemies bouncing off the side of the screen, but beware when they hit you – your steering wheel rotates also losing health in the process. Once your health bar disappears the game will end. Running off the screen will also end the game.

Concept
This project using the concept of a small portable game for entertainment.

Evolution
I originally planned for a racing game where you dodge obstacles but my idea evolved into a dodging game.

Failures
I encountered few failures in my project as I have lots of experience coding with Java but learning how to implement the hardware into the code would be the hardest part I experienced.

How I did it
When the game starts, a thread is started to run the Update and Render method. In the update methods I cycle through each entity stored in a list which controls their AI using basic logic. This also updates their velocity. In their render method, using the LCD screen as an input, this is used to draw each entity to the screen

Each entity inherits a GameObject class which contains the main variables and methods to control each entity. There are also many other things that I did in the coding but this is the main concept behind how I did it.

By James B

Safe Cracker – Luca & Brandon

The Safe Cracker haptic game puts the player in the role of a thief breaking into a safe with unknown contents. Luckily, the player is a master locksmith and knows exactly how to break into said safe.

The game consists of a brick interface, a motor to act as a safe dial, a motor to act as a “tell” and a button to select numbers. You play by spinning the safe dial until you find the safe’s “tell”, which in this case is an exposed gear turning. When the player finds this, it means they have stumbled onto one of the lock numbers. After all three numbers are found, the safe unlocks itself and the thief is in.

 

This is the full program…

The program consists of five loops performing the following tasks…

1. Clear the screen, set the random number answers, and act as the safe dial.

 

2. Haptics on the dial.

 

3. Display the correct numbers (once successfully entered).

 

4. Activate the “tell”.

 

5. End the program.

 

We got the idea after seeing JK Brickworks video of a working LEGO safe and decided to use the same idea to make a digital safe to break into.

Instead of making a physical safe we made a digital one in the brick interface which like a physical one requires three different numbers to be entered to open it.

In the end we managed to get the safe working with randomized safe numbers, haptics in the safe dial to prevent the player from selecting numbers beyond the number range and created a small finishing fanfare with the motors spinning rapidly to signify the safe opening.

This is the program: safe cracker-xm28oe

By Luca & Brandon