real-life augmentation of the xbox...
TRANSCRIPT
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Real-Life Augmentation of theXbox Controller
Justin Schmelzer, Christy Swartz
November 14, 2011
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Overview
I Removes need for keyboard, mouse in PC games
I Augments the PC interface by implementing thecommunication protocols used by PS/2 keyboards and mice
I Accelerometer on the legs will detect movement in the x, y,and z directions (i.e., forward, backward, right and left, andup)
I Two gyros on the head will detect rotational movement of thehead (i.e., left and right, up and down)
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Gyro
Inputs and Outputs
Input Movement of the user’s head.Output Analog signal corresponding to the angular velocity of theuser’s head
Challenges
I Small movements picked up by the gyros
Testing
I View analog output of the gyro on an oscilloscope
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Accelerometer
Inputs and Outputs
Input Movement of the user’s legs in 3 directionsOutput Three analog voltage signals, mapping to the forward, leftand right, and vertical movement of the user
Challenges
I Small movements picked up by the accelerometer
Testing
I View analog output of the accelerometer on an oscilloscope
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A/D - Head
Inputs and Outputs
Input Analog voltage output from the two axes of rotation of thegyrosOutput 8-bit value corresponding to anglar velocity of the user’shead
Testing
I Give A/D varying input from function generator
I View digital output on the logic analyzer
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A/D - Legs
Inputs and Outputs
Input Analog voltage output from the x,y,z axes of theaccelerometerOutput 24-bit bus corresponding to an 8-bit value for each of thex,y,z directions of movement from the user
Testing
I Give A/D varying input from function generator
I View digital output on the logic analyzer
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Look module
Inputs
I 8-bit output from the A/D - Head = looking up, down, left,and right
Outputs
I 24-bit bus to PS/2 module
I Control line to the A/D - Head
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Look Module
Memory Requirements
I Two 8-bit buses represent the vertical and horizontal positionof the head.
I Position = integral of the angular velocity
I Control line asserted for new information
Testing
I Modelsim
I Hex display
I Graphical
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Walk module
Inputs
24 bits from the A/D - Legs, corresponding to jump, walk forward,and walk back.
Output
I 3-bit bus mapping to the W, A, S, D keys on a keyboard, plusthe right and left buttons on a mouse
I Control line to A/D - Legs
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Walk module
Memory Requirements
I Three 8-bit buses = x,y, and z position data from the user
I Integral of acceleration from the A/D - Legs = 6multiplications and 2 additions per clock cycle
I The control line to the A/D - Legs must be asserted to readinformation from the A/D - Legs.
Testing
I Modelsim
I Hex display
I Graphical
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PS/2 Module
Inputs
I 4-bit output from the Accessory module
I 24-bit output from Look module
I 3-bit output from Move module
I End timer pulse from Counter module
Output
I 6-bit mouse data to computer
I 6-bit keyboard data to computer
I 2-bit timing parameter to counter module
Testing
I Labkit hex display
I Connect PS/2 output to computer running text editor
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Accessory
Inputs
Keyboard key → button mapping for the PC game Halo
I Switch Grenade = G
I Switch Weapon = Tab
I Reload = R
I Melee Attack = F
I Exchange Weapon = X
I Flashlight = Q
I Scope Zoom = Z
I Action = E
I Crouch = left Ctrl
Mouse button → button mapping
I Fire weapon = left button
I Throw grenade = right button
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Accessory
Outputs
4-bit bus representing button data
Testing
I View outputs on labkit LEDs
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Block Diagram
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Work Assignments
Justin
I Look module
I Walk module
I Gyro, A/D setup
I Accelerometer, A/D setup
Christy
I PS/2 module
I Graphical debugging (see Look, Walk modules)
I Assisting with other modules after assigned tasks arecompleted
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Bill of Materials
I 1 3-axis accelerometer
I 1 2-axis gyro
I 7 push-buttons
I 1 prop gun