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Digital Design Project Laboratory Course Approach and Experiences

Digital Design Project Laboratory Course Approach and Experiences. Majid Sarrafzadeh Computer Science Department UCLA. Courses. CS152A Introductory digital design laboratory Introduction to FPGA, HDL, etc. CS152B Digital design project laboratory

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Digital Design Project Laboratory Course Approach and Experiences

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  1. Digital Design Project Laboratory Course Approach and Experiences Majid Sarrafzadeh Computer Science Department UCLA

  2. Courses • CS152A • Introductory digital design laboratory • Introduction to FPGA, HDL, etc. • CS152B • Digital design project laboratory • Advanced use of FPGA, image processing, wireless modules, sensors, etc. • CS151C • Design of digital systems • Emphasis on the application level design

  3. Digital Design Project Lab • Undergraduate capstone course • Emphasis on: • Interdisciplinary approach • Focuses on the healthcare industry • Real-world problem solving • Incorporation of industry and research lab interaction • A cyclic transfer of ideas • Coursework to research and vice versa

  4. Timeline & Grading • Introduction to material • 1 week • Step by step lab experiments and tutorials • 3 weeks – 20% • Midterm exam • 30% • Logic design, Embedded systems design approaches • Final Project • 6 weeks – 50% • Comprehensive proposal • Technical, economical, and social impacts • Research and development • Demonstration

  5. Equipment • Technologies • Digilent Development Boards • Virtex II Pro, Spartan III • VGA, sound, Network, UART interface • Video Camera • Inertial sensors • Crossbow motes, Wii remotes, • Mobile robots • IRobot Create

  6. Assistive Devices in Geriatrics • Conventional Assistive Devices • Critical in providing support and enabling movement • 4 million cane users in US • Risks • May contribute to falls • Due to improper usage

  7. Smart Cane Demonstration • Smart Cane System • Detect proper and improper motion • Sensing • Acceleration, rotation, forces • Capabilities • Cellular phone for fall detection and alarm notification • Visual usage guidance

  8. Facts about Child Obesity • Children aging 8-18 spend more time (44.5 hr/week) in front of computer game screens than any other activity except sleeping • 30.3% of children (age 6-11) are overweight and 15.3% are obese • A study shows that the group that lessen their time watching TV and playing video games (7 hr/week) had a significant reduction in body fat compared to other groups (21 hr/week)

  9. Our Goal • Encourage children to engage in exercise in exchange for home entertainment.

  10. Users • In 2006, one-third of teenagers are reported owning an iPod, estimated 25.2 million teens in the U.S. • Adults in the U.S. rate obesity as one of the three most important health concerns for children • We set our target market to be parents that have iPod in their family and care about their children’s fitness and health

  11. EyeRIS: Eye Relational Imaging System • A system that optically tracks and quantifies eye movement • Use hardware processing to track iris/pupil movement • Project the resulting data on to the screen • To improve User-System interfaces • Potentially help the paralyzed and disabled use computers

  12. The Remote Medical Observer • Monitor the state of a status-critical body • A patient in a hospital • Track changes or anomalies in the object’s state. • Identifying a potentially dangerous scenario with a distress signal • Autonomous Response

  13. Interactive Pong • A fun Pong game for players of all ages • Alternative forms of video games that will allow children to play and get exercise at the same time.

  14. Helping the Colorblind • Many people are color blind • 1 in 20, roughly 10% of males, or ~13.6 million in the USA have some form of red-green blindness • Real time video analysis and replacement with a focus towards color blindness Those with red-green color blindness may see a 21 instead of the normal 74

  15. iChess • Given a chess position with the iRobot being a piece • The system figure out the board through the camera • A human will be responsible for playing the opposing team. This will continue until checkmate.

  16. MiniGolf • Use a camera to determine a top-down mini golf course, with the structure of the room • Using input from a Wiimote, Allow players to play through the course • Being able to play with ordinary objects around the house in ways that would otherwise be impossible

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