
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 • Advanced use of FPGA, image processing, wireless modules, sensors, etc. • CS151C • Design of digital systems • Emphasis on the application level design
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
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
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
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
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
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)
Our Goal • Encourage children to engage in exercise in exchange for home entertainment.
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
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
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
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.
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
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.
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