Project

# Title Team Members TA Documents Sponsor
17 Habit Forming Key Station
Ali Husain
Cedric Mathew
Yuxuan Ma
Abhisheka Mathur Sekar design_document2.pdf
final_paper1.pdf
photo1.png
photo2.jpeg
presentation1.pdf
proposal2.pdf
video
# Team Members:
- Ali Husain (alijh2)
- Cedric Mathew (cmathe26)
- Marsh Ma (yuxuanm4)

# Problem

People have a difficult time building habits. Specifically, a common issue that many have is losing or misplacing their keys/wallet whenever they enter their place of residence. If they were accustomed to placing and grabbing their keys from a specific designated location, then the likelihood of losing their keys and wallet would be significantly low.

# Solution

Our solution utilizes negative reinforcement to build positive habits for its users. We will build a designated station for placing one’s keys, or any small item of their choosing, when entering or leaving their home. It will begin detecting the proximity of the keys a few minutes after the keys have initially been removed from the dish, indicating the resident is not home. Once the resident returns home with the keys, a sensor should detect its presence with an RFID tag and continue ringing an alarm through a speaker until the keys are placed correctly. There will be a pressure sensor at the bottom of the dish that will indicate whether the keys have been put into the device. Our solution will have 5 subsystems: proximity detection, control and processing, alarm, confirmation, and power.

# Solution Components
## Subsystem 1: Proximity Detection Subsystem
This subsystem is responsible for detecting the presence of the keys when they are in close proximity to the station. It will use an RFID system comprising an RFID reader inside of the dish and an RFID tag attached to a keychain that the user will carry. When the RFID reader senses the tag, it triggers the alarm system. We will use the MFRC522 RFID Reader (Part No: MFRC522) and compatible RFID tags.

## Subsystem 2: Control and Processing Subsystem
The core of our project, this subsystem processes inputs from the Proximity Detection Subsystem and controls the Alarm Subsystem and Confirmation Subsystem. With the input from these three subsystems, we can compute whether the alarm needs to ring or not. When the user leaves with the keys, it will wait a few minutes before activating the proximity subsystem. This will await the RFID tag to come within proximity. Once detected, it will prompt the alarm subsystem to ring. Once it receives notification from the confirmation subsystem that the keys have been placed in the dish, the alarm will turn off. We will use ATmega2560 (https://www.microchip.com/en-us/product/atmega2560# ) as our microcontroller chip.

## Subsystem 3: Alarm Subsystem
Activated by the Control and Processing Subsystem, this subsystem emits an audible alarm when the keys are detected but not yet placed in the station. It consists of a small alarm or speaker, like the Piezo Buzzer (Part No: PSE-2907), that generates a distinct sound, prompting the user to place the keys in the designated spot. When the user places their keys in the dish, it will promptly turn off.

## Subsystem 4: Confirmation Subsystem
This subsystem confirms the placement of the keys in the station. It uses a pressure sensor/button at the bottom of the station, which, when pressed by the weight of the keys, signals the Control and Processing Subsystem to deactivate the alarm.
We plan to use the Thin Film Pressure Sensor (Part No: SEN-09376).

## Subsystem 5: Power Subsystem
This subsystem provides power to the device. We plan on using a 9V battery to power the device, as we need a power source that can last for several weeks at a time while also maintaining lightweight portability.

# Criterion For Success

1. The proximity detection subsystem can reliability detect keys within 15 feet of the dish
2. The alarm subsystem projects within 80-90dB (the standard level of an alarm clock) so it may be heard outside the room
3. The confirmation subsystem can detect a change in the weight of at least 20 grams which is the expected weight of 1 key and our keychain
4. The microcontroller accurately sends and receives signals from the subsystems 100% of the time
5. The power subsystem provides adequate power to the device with a multi-week battery life

Assistive Chessboard

Robert Kaufman, Rushi Patel, William Sun

Assistive Chessboard

Featured Project

Problem: It can be difficult for a new player to learn chess, especially if they have no one to play with. They would have to resort to online guides which can be distracting when playing with a real board. If they have no one to play with, they would again have to resort to online games which just don't have the same feel as real boards.

Proposal: We plan to create an assistive chess board. The board will have the following features:

-The board will be able to suggest a move by lighting up the square of the move-to space and square under the piece to move.

-The board will light up valid moves when a piece is picked up and flash the placed square if it is invalid.

-We will include a chess clock for timed play with stop buttons for players to signal the end of their turn.

-The player(s) will be able to select different standard time set-ups and preferences for the help displayed by the board.

Implementation Details: The board lights will be an RGB LED under each square of the board. Each chess piece will have a magnetic base which can be detected by a magnetic field sensor under each square. Each piece will have a different strength magnet inside it to ID which piece is what (ie. 6 different magnet sizes for the 6 different types of pieces). Black and white pieces will be distinguished by the polarity of the magnets. The strength and polarity will be read by the same magnetic field sensor under each square. The lights will have different colors for the different piece that it is representing as well as for different signals (ie. An invalid move will flash red).

The chess clock will consist of a 7-segment display in the form of (h:mm:ss) and there will be 2 stop buttons, one for each side, to signal when a player’s turn is over. A third button will be featured near the clock to act as a reset button. The combination of the two stop switches and reset button will be used to select the time mode for the clock. Each side of the board will also have a two toggle-able buttons or switches to control whether move help or suggested moves should be enabled on that side of the board. The state of the decision will be shown by a lit or unlit LED light near the relevant switch.

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