Highlights
Task:
Part 1: Evaluation of Emerging Technologies (30% of Total Marks)
With considerations of the design technology; operation mechanism; power, area and performance cost; application; computational power, etc, in your own words, perform a comparison of the current trend of Computer architectures. Make use of Tables and Figures to summarize your comparison.
Hands-on:
Deliverables (Part 2 - 5) (70% of Total Marks):
1. Links to your designs in Tinkercad. Take a snapshot of the last edited information, as well as the image of your final design and paste below each link.
2. Links of demos recorded or hosted on Kaltura (Make all links visible on the front page). Note that this is one way of rectifying that the final Submission is your own work and hence you must submit in order to get a pass grade.
a. In your demo, give a detailed explanation as to how your code works
b. Remember to use different tools such as whiteboard or Paint, datasheets, Arduino IDE for memory analysis etc. to explain underlining principles into details.
c. Wherever, possible use live coding to demonstrate your strengths
d. If you started off your code with Arduino functions, such as “Pinmode()”, and have managed to use direct register manipulation to improve your code, remember to demonstrate the logic behind it in both your report and the video. This is highly recommended.
3. Flowcharts. Note, this is one way of showing how you have developed your solution
4. Program code with comments - this must be in TEXT format. No screenshots allowed, except of codes which I have provided you and have given you permission to use as part of your implementation (in which case, there will be no credit assigned to such code).
5. Description of how the code works
6. User Guide – Provide scenarios of inputs that should demonstrate the required features specified in this brief and also provide expected results. This can be provided in a table format.
7. Evaluation of the output – Provide your observation, reflection and analysis.
Task
Using an 8-bit microcontroller based on the AVR enhanced RISC architecture (ATmega328P), complete the following:
Part 2: Game Design 1 (Proof of Concept)
1. Build a game that challenges a player’s reaction time by making them stop a sweeping series of LEDs at a specified point within the series. The main part of this game is the display with the sweeping of a single-light LED from one side of a series to the other. The challenge for this game is the amount of time a player has to react. The game appears to move faster when the time a single LED is on before the next one lights up is lowered.
a) To achieve a level completion the player has to press a button while a specified LED is on.
i) Hint: think of interrupts
b) The game should use 9 LEDs and a button; the winning LED is in the middle, and 4 LEDs are on either side.
c) After each level is complete or micro-win, the game will decrease the time each LED is on before moving on to the next stage. A micro-win will flash an alternating pattern on the LEDs. Make sure your LED flashing pattern is most likely unique to your design.
d) After 9 micro-wins, a more elaborate pattern will flash, signifying a big win.
e) If an attempt fails, the game will reset back to the first level, and the succession to the big win and will be restarted.
f) The status of the game should be displayed on an LCD and the LEDs.
i) On the LCD, this should include
(1) The current micro-win, the remaining micro-wins(or score) to a big win, a fail and a reset.
(2) Number of lives remaining
(3) An indication of a big win, micro-win, fail and reset.
ii) On the LEDs use different display patterns for:
(1) a big win, a micro-win and a fail
(2) when the game resets due to a fail
g) In addition to the above use sound to notify the status of the game. This should include different sounds for
i) a big win
ii) a micro-win
iii) a fail
h) If the game were to be developed into a full arcade game, the reward would have to be greater than just flashing lights. For example, you might reward the player with tickets for each big win. The game will also need a risk for the user to place up front to attempt to play. For example, a number of tokens could be accepted via a coin acceptor before the player is allowed play. Therefore, include a tilt switch interface that randomly assign the number of rounds a player is allowed. This number should be displayed on the LCD.
Part 3: Game Design 2 (Proof of Concept)
1. Similar to Part 1, build a game that challenges a player’s reaction time by making them stop a sweeping series of LEDs at a specified point within the series. However, this time, use 9 LED,
9 pushbuttons and make the LED sweep at a faster rate. The challenge for this game is the amount of time a player has to react. The game appears to move faster when the time a singlem LED is on before the next one lights up is lowered.
a) To achieve a level completion the player has to press a button while its corresponding LED is on.
i) Therefore, if LED 0 is on, button 0 must be pressed to win.
ii) Hint: think of interrupts
b) The game should use 9 LEDs and 9 buttons; the winning LED is one whose button with corresponding position value is pressed.
c) After each level is complete or micro-win, the game will decrease the time each LED is on before moving on to the next stage. A micro-win will flash an alternating pattern on the LEDs. Make sure your LED flashing pattern is most likely unique to your design.
d) After 5 micro-wins, a more elaborate pattern will flash, signifying a big win.
e) If an attempt fails, the game will reset back to the first level, and the succession to the big win and will be restarted.
i) Before starting the game, a player should be given 5 lives.
i) Each 2 consecutive big wins should add an additional life to the player.
ii) 0 signifies when a player has no token and hence should not be allowed to play thegame
iii) 3 (you can moderate this) fails should cost the player a life.
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