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SYNOPSIS FOR B.

TECH PROJECT

VIRTUAL BOWLING

Group Member

SHRUTI GARG
1/14/FET/BEC/1/022
VISHAL OJHA
1/14/FET/BEC/1/023
JASMINE KAUR
1/14/FET/BEC/1/024

Under the Guidance of

Mr. KAPIL PARMAR (ASSTT.PROF.)

Department of Electronics Engineering

Faculty of Engineering and Technology, MRIU

Ms. ROMISHA (ASSTT.PROF.)

Department of Electronics Engineering

Faculty of Engineering and Technology, MRIU


ABSTRACT

We built a virtual bowling game interface on a black and white Television in which the ball
can be controlled by the glove which has the flex sensors and the accelerometer attached to it.
There are 5 flex sensors on the glove to detect the ball grasped and the ball released gestures.
The accelerometer will provide the velocity with which the player bowls and the
corresponding to this, the ball moves and shoots down the pins on the television. Virtual
Bowling is something like the "Holy Grail" for Virtual Boy collectors, apart from prototypes .

The use of virtual reality (VR) technology for clinical research and intervention, and then
focuses on game-based VR applications in the area of rehabilitation. An analysis of the match
between rehabilitation task requirements and the assets available with VR technology is
presented. Key messages and implications: Low-cost camera-based systems capable of
tracking user behavior at sufficient levels for game-based virtual rehabilitation activities are
currently available for in-home use.

The VR field is transitioning into work influenced by video games. Because much of the
research and development being conducted in the games community parallels the VR
community's efforts, it has the potential to affect a greater audience. Given these trends, VR
researchers who want their work to remain relevant must realign to focus on game research
and development

Project casting virtual bowling among various virtual reality based projects as its interesting
to work with virtual reality domain especially , this particular application based on virtual
gaming effectively execute as in Virtual Bowling is one of the rare cases, where an
extremely high collector's value and high game quality are both present.. Graphically, Virtual
Bowling is pleasing all around and the applications based on virtual reality in which all the
functionalities are controlled by the microcontroller, flex sensors and the accelerometer
Bowling technology took a big step forward about the same time.
INTRODUCTION
Virtual Bowling contains three different modes of play: Training Mode, Standard Mode, and
Tournament Mode. Every mode let's you choose from a variety of options such as which
hand to bowl with, how fast the throw meter moves, the weight of the ball, toggle the BGM,
even how much wax is on the lane! Unfortunately, unlike Nester's Funky Bowling, there is no
multiplayer whatsoever.

"A Virtual bowling game that uses sensor gloves to detect the motion of hand to give a real
bowling experience" Virtual reality has been presented in popular press as a medium like the
telephone or television . This new medium typically is defined in terms of a particular
collection of technogical hardware, including computers, head mounted displays,
headphones and motion sensing gloves . The focus of virtual technology is thus
technological rather than experimental Bowling refers to a series of sports or leisure activities
in which a player rolls or throws a bowling ball towards a target. It is one of the major forms
of throwing sports. In pin bowling variations, the target is usually to knock over pins at the
end of a lane. When all the pins are knocked down on the first roll, this is a strike. In target
variations, the aim is usually to get the ball as close to a mark as possible. The pin version of
bowling is often played on a flat wooden or other synthetic surface (which can be oiled in
different patterns for different techniques) Today the sport of bowling is played by 100
million people in more than 90 countries worldwide (including 70 million in the United
States) Virtual Bowling which features various weights of ball, different lane conditions and
provides two ways to play plus a training mode. The aim as in any bowling game is to knock
down as many pins as possible, earning extra points for strikes and spares – and getting either
of those in the final frame rewards you with an extra throw. The action is viewed from a
first-person perspective as you line up your sVhot, your ball at this stage represented by
a simple circle. Upon releasing your ball some authentic rolling sounds accompany it as
it travels down the lane as the camera follows, before the ball crashes in to the pins with
a wonderful clatter. Virtual Bowling features impressive visuals and atmospheric sounds,
which combined with great controls make it a lot of fun to play. A two player option
would be a great benefit but the tournament mode is excellent and overall Virtual
Bowling is a very impressive bowling sim.
TECHNICAL DESCRIPTION

Logical Structure
The flex sensor and the accelerometer are fixed to the gloves. The sensor readings are
converted to a digital signal by the ADC on the microcontroller. These readings are calibrated
and the action and the gestures during the duration of the play. The virtual bowling game
interface is developed on the television. The video generated is a non-interlaced, black and
white video that displays a Bowling alley the scoreboard. Based on the input of the player,
the ball moves and knocks down the pins. To get the feel of a video game, Nintendo like
sound effects is added to it. All the tasks of updating the video, reading the sensors and
playing the music are done by the microcontroller.
Figure 1 Logical Structure
Hardware Design
1. Flex Sensor
2. Accelerometer
3.Television
4. Audio connector
5.Glove unit

Flex Sensor

These sensors are basically variable resistors. They vary when they are varied in either
direction linearly. The sensors obtained were Flx-01 H, which is a high resistance flex sensor
.The sensor’s resistance did not vary according to the datasheet. It was supposed to be 10k
ohms in the unflexed position, but at unflexed positin , the resistance was way too high to
read and when bent it varied to 300k ohms on either side. The voltage divider circuit was
designed as shown below. The value of the resistor chosen was 1M ohms .the output from the
voltage divider circuit was given to a buffer LM238 due to its high resistance. The output of
the buffer was fed to the ADC pins of the microcontroller. The flex sensors readings were
highly unreliable, some dint work and some worked indifferently. But we managed to
calibrate it accordingly and use it appropriately for our application.
Figure 2: Flex Sensor test circuit

Figure 3: Flex Sensor Output

Accelerometer

The accelerometer measures the acceleration forces. By measuring the amount of static
acceleration due to gravity, we can find out the angle the device is tilted with respect to the
earth. By sensing the amount of dynamic acceleration, we can find out and analyze the way
the device is moving. In this project, we chose the accelerometer to provide different
velocities to the ball. The accelerometer basically determines the acceleration at which the
ball is being thrown. The accelerometer used here is Modern Device 3 Axis Accelerometer
Module. It’s a tiny chip that has Freescale MMA7361 three-axis analog accelerometer. This
chip includes a voltage regulator to provide the 3.3V to the MMA7361 and the 10nF
capacitors on the outputs. Hence there was no additional circuitry required for it. We were
able to get accurate readings by directly connecting the different orientation inputs (x-axis,y-
axis,z-axis) to the ADC of the microcontroller by directly connecting the input to the Vcc of
the microcontroller. The testing of the accelerometer was done using the using the
oscilloscope. The screenshot of the oscilloscope is as shown in figure 5.
Figure 4: Accelerometer

Figure 5: Accelerometer Output

Television

The LCD TV requires two signals namely the Sync and Video. The Video signal contains the
information to be displayed on the TV. Sync signal synchronizes the frame display in regular
and inverted fashion to display each frame on the TV. The combined input as shown in the
figure 6, is provided to the LCD to display the video signal synchronized to display frames at
60Hz.To test the setup, we connected the circuit to the micro controller and loaded the LCD
TV test program on the micro controller. Upon the power up, the microcontroller displayed
the basic LCD TV testing signals on the TV. To make sure of the signals, we observed the
combined TV signal on the oscilloscope to validate the same. The signal found to be in sync
and generated required LCD TV.

Figure 6: Connections from TV to Microcontroller


Audio

The connection to the speaker is given by clipping the crocodile pins to the audio plug. The
Channel 1 is connected from the output of a low pass filter and MCU ground is connected to
the ground. Pin B3 will produce the audio note, which is then passed through a low pass filter
and connects to the speakers. This smoothens the signal and reduces the noise.

Figure 7: Audio Connector

Glove Unit

The Glove unit consists of the flex sensors and the Accelerometer circuits. There are
carefully mounted on the gloves to obtain accurate hand gestures. The Game is played by
wearing the gloves that has both the flex sensors and the accelerometers mounted on it. The
Ball can be controlled by the player with the help of his/her gestures. The gestures and the
motion of the hand are recognized and give corresponding velocity to the player.

Figure 8: Glove Unit

SOFTWARE DESIGN
Finite State Machine

To start with the bowling game, the program first draws the layout of the bowling lane and
the score board and initializes all timers and interrupts. The bowling game flow is guided
through the Finite State Machine (FSM). Upon all initializations, the program traverses
through the FSM to control the flow of the game. The software design is better explained
with the Finite State Machine (FSM) shown in figure 11 below.
Figure 9: Finite State Machine for Virtual Bowling Application

APPLICATION/FUTURE SCOPE

 Virtual reality (VR) technology has an established track record of success in addressing the
therapeutic needs of persons across a range of clinical health conditions.

 In-home systems for VR rehabilitation are now technologically and pragmatically feasible,
but it will require informed professional input on software design, development and
application to ensure safe and effective use.

 New tools are being created that will allow clinicians without programming expertise to build
game-based VR tasks and this will serve to drive advances in rehabilitation interventions.

REFERENCES

1) N. Durlach, A. Mavor, Virtual Reality: Scientific and Technological Challenges,


1995.
2) M. Zyda, J. Sheehan, Modeling and Simulation: Linking Entertainment & Defense,
1997.
3) M. Zyda, "From Viz-Sim to VR to Games: How We Built a Hit Game-Based
Simulation", Organizational Simulation: From Modeling & Simulation to Games &
Entertainment, pp. 553-590, 2005.
4) maxEmbedded.com AVR ADC Tutorial
5) AVR Hardware Design Considerations
6) Mega644/1284 Prototype Board
7) Music Notes
MILESTONE
SNO. MO WORK DONE TILL
NTH/DATE/WEEK DATE

1 JANUARY DECIDED PROJECT ON


VIRTUAL BOWLING
AND GROUP

2 FEBRUARY STUDY AND SURVEY


ABOUT THE PROJECT

3 MARCH HARDWARE
/SOFTWARE REQUIRED
FOR THE PROJECT AND

FLOWCHART
/BLOCKDIAGRAM,
CIRCUIT DIAGRAM +
FUTURE WORK FOR
NEXT SEMESTER

DATASHEET
Features

• High-performance, Low-power AVR® 8-bit Microcontroller

• Advanced RISC Architecture

– 131 Powerful Instructions

– Most Single-clock Cycle Execution

– 32 x 8 General Purpose Working Registers

– Fully Static Operation

– Up to 20 MIPS Throughput at 20 MHz

– On-chip 2-cycle Multiplier

• Nonvolatile Program and Data Memories

– 128K Bytes of In-System Self-Programmable Flash Endurance: 10,000 Write/Erase Cycles


– 4K Bytes EEPROM Endurance: 100,000 Write/Erase Cycles – 16K Bytes Internal SRAM
– Programming Lock for Software Security

• Peripheral Features

– Two 8-bit Timer/Counters with Separate Prescalers and Compare Modes

– Two 16-bit Timer/Counter with Separate Prescaler, Compare Mode, and Capture Mode

– Real Time Counter with Separate Oscillator

– Six PWM Channels – 8-channel, 10-bit ADC Differential mode with selectable gain at 1x,
10x or 200x

– Byte-oriented Two-wire Serial Interface

– Two Programmable Serial USART

– Master/Slave SPI Serial Interface

– Programmable Watchdog Timer with Separate On-chip Oscillator

– On-chip Analog Comparator – Interrupt and Wake-up on Pin Change

• Special Microcontroller Features

– Power-on Reset and Programmable Brown-out Detection

– Internal Calibrated RC Oscillator

– External and Internal Interrupt Sources

– Six Sleep Modes: Idle, ADC Noise Reduction, Power-save, Power-down, Standby and
Extended Standby

• I/O and Packages

– 32 Programmable I/O Lines

– 40-pin PDIP, 44-lead TQFP, and 44-pad QFN/MLF

• Operating Voltages – 1.8 - 5.5V for ATmega1284P

• Speed Grades – 0 - 4 MHz @ 1.8 - 5.5V – 0 - 10 MHz @ 2.7 - 5.5V – 0 - 20 MHz @ 4.5 -
5.5V

• Power Consumption at 1 MHz, 1.8V, 25°C


– Active: 0.4 mA

– Power-down Mode: 0.1 µA

Figure 10: pinout atmega 1284p

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