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A Tangible Game-Based Learning System using The Zigbee Toolkit

A Tangible Game-Based Learning System using The Zigbee Toolkit. Advisors: Dr. Imran Zualkernan Dr. Rana Ahmed. Jamshaid Mohebzada @24319 Arsalan Bhojani @21313 Moataz El Gamal @25730. Outline. Background Problem Statement Previous Work Detailed Design Implementation

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A Tangible Game-Based Learning System using The Zigbee Toolkit

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  1. A Tangible Game-Based Learning System using The Zigbee Toolkit Advisors: Dr. ImranZualkernanDr. Rana Ahmed JamshaidMohebzada @24319 Arsalan Bhojani @21313 Moataz El Gamal @25730

  2. Outline • Background • Problem Statement • Previous Work • Detailed Design • Implementation • Evaluation • Final Scope and Life-Cycle Issues • Project Management • Project Extension • Conclusion

  3. Problem Statement • Design a tangible learning system for Wimax cell Design and Tower Placement problem using the Erceg Path Loss Model.

  4. Previous work– Tangible Interfaces Topobo: A Constructive Assembly System with Kinetic Memory [2] Siftables Music Sequencer [1] The Learning Cube [3]

  5. Detailed design Video

  6. Detailed design – System Architecture

  7. Detailed design – cube circuit diagram To Game Coordinator

  8. Implementation – Cube Internals Reed Switches Potentiometers LEDs Magnets

  9. Implementation- Deployment Diagram

  10. Implementation – Java Game server

  11. Implementation – Wimax Signal Propagation Model

  12. Evaluation • Real time system response within the tangible game environment. (latency = 0; bit rate 1.4 kbps) • Generic cubes that can be adapted and scaled (up to 15) to different applications. • Cube Identification is quick and accurate to ensure real-time response. Complete Wimax Cell Design Game Toolkit

  13. Final Scope and life-cycle issues • The system has been implemented completely as envisioned. • The software is modular and can easily be extended to other problems requiring a tangible interface. • One key challenge is the hardware scalability because of the design using reed switches (15 cubes).

  14. Cost Estimate

  15. Project Management - Gantt Chart

  16. Project Extension –Architecture

  17. Project Extension – Proof of Concept Average Game State Exchange Time : 854.5 ms Equivalent trace route message travel time : 2 * 233 ms = 466ms

  18. Conclusion • A tangible game-based learning tool to analyze the Wimax Cell Design problem. • An interactive, real-time platform for learners and educators to explore. • A proposed system that benefits society through enhanced learning/teaching methods and economy through possible scalable prototypes. • The project extension highlights a generic and adaptable peer-to-peer gaming framework that can be incorporated with any tangible user interface.

  19. Thank you, Questions?

  20. References • [1] D. Merrill, J. Kalanithi and P. Maes. Siftables: Towards Sensor Network User Interfaces. In the Proceedings of the First International Conference on Tangible and Embedded Interaction (TEI'07). February 15-17 in Baton Rouge, Louisiana, USA. • [2] H. Raffle, A. Parkes, and H. Ishii, "Topobo: a constructive assembly system with kinetic memory," CHI '04: Proceedings of the SIGCHI conference on Human factors in computing systems, pp. 647-654, 2004. • [3] L. Terrenghi, M. Kranz, P. Holleis, and A. Schmidth, " A cube to learn: a tangible user interface for the design of a learning appliance," Personal and Ubiquitous Computing, vol. 10, no. 2, pp. 153-158, 2005. • [4] “FAQ on Reed Switches and Reed Sensors.” [Online]. Available: http://www.reed-sensor.com/images/Notes/drawing_reedswitch_parts.gif. [Accessed: Apr. 30, 2010]. • [5] “Digi-Key.” [Online]. Available: http://media.digikey.com/photos/Radial%20Magnet%20Inc%20Photos/469-1000.jpg. [Accessed: Apr. 30, 2010].

  21. Our Solution – Cube Identification

  22. Our Solution – Erceg Path Loss Model Path Loss Equation with correlation factors for higher frequencies h is the height of the base station in meters (between 10 m and 80 m) d0 = 100 m, and a, b, c are constants dependent on the terrain category. s represents the shadowing effect and follows a lognormal distribution with a typical standard deviation of 8.2 to 10.6 dB. Path Loss Exponent

  23. Start Use PAN* config to start a ZigBee network Wait for a node to join Send Control Words to Nodes Start Update Nodes List control words Use PAN Config to search for ZigBee network Apply Coordinator changes Network found New Node Joined No Receive instructions from PC Join network Send Nodes Information to PC Yes Yes No Read Position info Add to Nodes list New Data Received Read Potentiometers Update Node entry in nodes list Yes No Send Readings to Coordinator Receive, Parse and apply Control Word Zigbee Software Zigbee Coordinator Software Algorithm Zigbee End-Node Software Algorithm

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