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Transcript
UNIVERSITY OF PORTLAND
Knowledge Bowl
Board System
By: Team Fire on the Mountain
Team Members: Jennifer Bond, Rob Cagan, Michael Patterson, and Jon Smith
Faculty Advisors: Dr. Joseph Hoffbeck and Dr. Peter Osterberg
Industry Advisor: Mr. Walt Harrison
Client: Mrs. Jerri Patten
11/17/2012
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Table of Contents
Introduction…………………………………………………………………………………………………………………….………………………4
High Level Architecture……………………………………………………………………………………………………………………………5
Component Structure………………………………………………………………………………………………………………………………6
User Interface……………………………………………………………………………………………………………………………..6
Player Controllers……………………………………………………………………………………………………………………….6
Administrator Controller…………………………………………………………………………………………………………….8
Display………………………………………………………………………………………………………………………………………..9
Logic Unit…………………………………………………………………………………………………………………………………..............10
MOSIS Chip Block Diagram…………………………………………………………………………………………….............10
MOSIS B2Logic.blt Schematics……………………………………………………………………………………………………11
Tie Breaker Logic Circuit……………………………………………………………………………………………….11
Ordering Logic Circuit…………………………………………………………………………………………………..12
Selector Logic Circuit…………………………………………………………………………………………………….13
Counters Logic Circuit…………………………………………………………………………………………………..14
Clock Logic Circuit……….……………………………………………………………………………………………….15
Timer Logic Circuit….…………………………………………………………………………………………………….16
BCD-To-Seven Segment Decoder………………………………………………………………………………….17
System Test Plan……………………………………………………………………………………………………………………………………18
Test Traces………………………………………………………………………………………………………………………………..20
Contingency Plan………………………………………………………………………………………………………………………22
Mechanical Component…………………………………………………………………………………………………………………………23
Logic Unit Casing……………………………………………………………………………………………………………………….23
Display………………………………………………………………………………………………………………………………………23
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Power Supply…………………………………….……………………………………………………………………………………..23
Milestones…………………………………………………………………………………………………………………………………………….24
Final Budget…………………………………………………………………………………………………………………………………………..25
Conclusion…………………………………………………………………………………………………………………………………………….26
Glossary…………………………………………………………………………………………………………………………………………………27
List of Figures
Figure 1: Block Diagram of Knowledge Bowl System…………………………………………………………………………………………….….4
Figure 2: MOSIS Chip Inputs/Outputs……………………………………………………………………………………………………………………….5
Figure 3: Player Controller……………………………………………………………………………………………………………………………………….6
Figure 4: Wiring of Player Controller………………………………………………………………………………………………………………………..7
Figure 5: Circuit that detects player’s hand………………………………………………………………………………………………………………7
Figure 6: Player Controller’s USB Pinout…………………………………………………………………………………………………………………..8
Figure 7: Administrator Controller and Pinout………………………………………………………………………………………………………….8
Figure 8: Administrator Controller Schematic…………………………………………………………………………………………………………..9
Figure 9: Display…………………………………………………………………………………………………………………………….…….....................9
Figure 10: MOSIS Chip Block Diagram…………………………………………………………………………………………………………………….10
Figure 11: Tie Breaker Logic Circuit …………………………………………….………………………………………….................................11
Figure 12: Ordering Logic Circuit ……………………………………………………….……………….………………….................................12
Figure 13: Selector Logic Circuit ………………………………………………………….………………………………….................................13
Figure 14: Counters Logic Circuit ……………………………………………………………………………………………................................14
Figure 15: Clock Logic Circuit………………………………………………………………………………………………………………………………….15
Figure 16: Clock Logic Circuit Traces……………………………………………………………………………………………………………………….15
Figure 17: Timer Logic Circuit……………………………………………..………………………………………………………………………………….16
Figure 18: Timer Logic Circuit Traces………………………………..…………………………………………………………………………………….16
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Figure 19: BCD-To-Seen Segment Decoder…………………………………………………………………………………………………………….17
Figure 20: Test Traces of Table 1…………………………………………………………………………………………………………………………….20
Figure 21: Test Traces of Table 2………………………………………………………..………………………………………………………………….21
Figure 22: Test Traces of Table 3………..………………………………………………………………………………………………………………….21
Figure 23: MOSIS Chip……………………………………………………………………………………………………………………………………………22
List of Tables
Table 1: Logic Sub-Circuits……………………………………………………………………………………………………………………...................11
Table 2: System Test Plan for checking administrative controller and 5 second counter ………………………………….……18
Table 3: System Test Plan for checking all player controllers and 15 second counter……………………………….…………….18
Table 4: System Test Plan for checking ranking functionality………………………………………………………………………………….19
Table 5: Milestones…..................................................................................................................................................24
Table 6: Final Budget…................................................................................................................................................25
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Introduction:
The following design document will provide details on how Team Fire on the Mountain will construct a
Knowledge Bowl System. The Knowledge Bowl Competition is an educational game where three teams
contend to answer the most questions in a round. Each round is run by an administrator who reads the
questions, controls the knowledge bowl system, and rules on whether or not answers are acceptable or
not. Each team consists of four players and one round contains 60 questions. The team that correctly
answers the most questions wins the round. The purpose of this project is to successfully implement a
Knowledge Bowl System.
Figure 1, below, shows the block diagram of the Knowledge Bowl System. The system will operate using
a MOSIS chip, seven-segment LED displays, and player controllers. Each player controller will send
information to the MOSIS chip which then performs the logic necessary to count 0 to 15 seconds if a
team buzzes in to answer a question. Alternatively, if no teams have buzzed in yet or if a team buzzes in
and answers a question incorrectly, the counter will count 0 to 5 seconds to allow other teams the
chance to buzz in. The counter will be implemented using seven-segment LED displays. The MOSIS chip
will also execute the logic to determine the order that the teams rang in. This information will be
inputted to the seven-segment LED displays which will show the order each team buzzed in.
Figure 1: Block Diagram of Knowledge Bowl System
The design document will cover the high-level architecture, component structure, system test plan, final
budget and conclusion. If any changes have been made, an updated version of the development plan,
milestones, assumptions, risks, and facilities, will also be included from the functional specification.
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High Level Architecture
Figure 1 shows the block diagram of the Knowledge Bowl System and how each component will interact.
The main components are the administrator controller, player controllers, logic unit, and display.
The administrator controller contains the reset and clear buttons. The reset button resets the clock to
zero. The clear button clears the clock and team displays for the next question. These buttons send
information to the MOSIS chip, an integrated circuit chip, and then to the display, where the counter of
5 or 15 seconds is displayed, contingent on the reset button being pressed or a team buzzing in.
The player controllers will have two 6061 aluminum strips. One of the metal strips is charged with +5
volts, while the other strip is connected to the LM555 circuit in the logic unit. The LM555 circuit is
capable of detecting very small changes in capacitance between the metal strips. When both strips are
contacted by a player’s hand, the capacitance changes and the LM555 circuit outputs a logic high. The
LM555 circuit will be described in further detail later in the document.
The Logic unit contains the MOSIS chip and BCD-to-seven-segment Decoder which is illustrated in Figure
2. The MOSIS chip contains the logic required to count to 5 or 15, determine which team buzzed in first,
which team’s turn it is to answer, the reset logic which moves on to the next team if a team answers
incorrectly, and the clear logic which is used to move on to the next question if a team buzzes in and
answers correctly, or if no more teams buzz in to answer.
Figure 2: MOSIS Chip Inputs/Outputs
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Component Structure
User Interface:
The user interface includes three primary subsystems: the player controllers, the administrator
controller, and the display. The design of the user interface must meet these specific standards for use
of the client: durability and reliability.
Player Controllers:
Each team will have a player controller in order to buzz in for their respective team. The system will be
capable of hosting three teams, therefore three player controllers must be constructed. The physical
design of the controllers must allow for players to quickly and conveniently activate their controller.
Based on client expectations and the necessity for efficient player-operation, the controllers will be
constructed as seen in Figure 3. The materials used to construct the controller are plexi-glass, metal
strips, LEDs, and a USB connector. The design incorporates no moving parts for maximum durability.
Top View
End View
Figure 3: Player Controller
As seen in Figure 3, the controller will be constructed from a plexi-glass base (4.5’X4”X.25”). On top of
the plexi-glass will be two conductive metal strips. The two strips will be parallel and close together
(spanning the length of the controller) but will not be touching. In order for a player to buzz in, the
player must touch both metal strips with their hand to complete the circuit. Also built into the controller
will be LEDs at each end. These LEDs will shine inward from the short ends of the controller and there
will be four on each end (eight per controller). The plexi-glass will be sand-blasted so that the light will
diffuse on the unpolished surface. When it is a team’s turn to answer a question, their respective
controller will illuminate using this effect. Figure 4 below shows the basic wiring diagram for each player
controller.
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1
2
3
4
Figure 4: Wiring of Player Controller
As shown in figure 4, a 100Ohm resistor will be placed in series with each LED to limit the current that
can pass through each LED. This will prevent uneven deterioration of the LEDs. The LEDs that will be
used will be green 5mm clear-standard LEDs. Also shown in Figure 4, the pin 2 on the USB connection
will go to one metal strip, while the other metal strip is attached to the 5 volt pin (pin 1). The signal from
these strips will be processed at the logic unit to determine if a player is actively contacting the strips.
The circuit to detect if a player is contacting the strips is shown in Figure 5.
Figure 5: LM555 Circuit
The touch-detection circuit will utilize a LM555 IC. The schematic for the circuit can be seen in Figure 5.
There will be three of these units (one for each player controller) and they will use the signal from pin 2
on the player-to-logic unit USB cable. The touch-detection circuit will detect a small voltage produced
from completing the circuit over the metal strips on the player controller which will cause the LM555 to
change states. The output from the LM555 will output a logic high on pin 3 to the respective player
controller input on the MOSIS chip.
USB connects the player controller and the logic unit. Any male-to-male type A USB cable will be
compatible with this system. The pinout of the USB cable is outlined in Figure 6.
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1.
2.
3.
4.
1. 5VStrip One
Metal
2. Metal
Metal
StripStrip
2 Out
3. strip
LED Power
LED
Power
4.
Ground
Ground
Figure 6. USB port pinout
Figure 6: Player Controller’s USB Pinout
Administrator Controller:
A single administrator controller will control the modes of the entire system. The administrator
controller will include two buttons: reset and clear. The reset will be used, by the administrator, to move
on to the next team in queue if a team gets a question wrong. The clear button will be used to move on
to the next question if a team answers correctly or no more teams wish to answer. The high/low signals
produced from this controller will go, via USB, to the logic unit. Figure 7 shows the basic layout of the
administrator controller and the pinout.
1.
2.
3.
4.
5V
Reset
Clear
Ground
Reset
Clear
4
Figure 7: Administrator Controller and Pinout
The administrator controller will be constructed from a small plastic project box that will fit comfortably
in the user’s hand (approximately 5”X3”X0.5”). The controller will have two push-button momentary
switches that will be positioned on the controller as shown in Figure 7. Pin 1 of the USB cable will
provide 5V that will create a logic high over pin 2 and pin 3 (depending on which button is pressed). The
schematic of the administrator controller is shown in Figure 8 below.
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Figure 8: Administrator Controller Schematic
Display:
The display is important for the administrator, players, and audience to understand the status of the
system. The display will be able to output information such as: which team’s turn is it to answer, which
team will get to answer next, and how much time remains to answer. The display will be two-sided and
will have a ribbon cable that attaches the display to the logic unit. The ribbon cable will be
approximately four feet long. Figure 9 below shows what the display will look like. When the device is
turned on, the base of the display will illuminate similar to the player controllers. There will be one LED
embedded on the end of the base to accomplish this effect. The data that will be transmitted to the
display will be decoded for the seven-segment displays by the logic unit. This requires the ribbon cable
to have a wire for each segment on each seven-segment display. A standard hard drive ribbon cable has
40 channels, so it will satisfy the system’s need (35 channels). Consistent with the goal to have no logic
computations take place on the display unit, the signals sent over the ribbon cable will already be
decoded. The MOSIS chip will output binary values and an BCD-to-seven-segment decoder (SN7447) IC
will decode the binary so the data can be sent directly to the seven-segment displays on the display. The
seven-segment displays that will be used are sold by Everlight and are part number ELS1720P.
Figure 9: Display
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Logic Unit
MOSIS Chip Block Diagram:
Figure 10, below, is an overall system block diagram that Team Fire on the Mountain has designed. The
six main input devices are the player controllers (Player controller A, B and C), the administrator
controller (both clear and reset) and the clock signal. The player controller inputs go straight to a tie
breaker circuit. This block will ensure a tie between two or more players is not possible. Once the inputs
from the player controllers have passed through the tie breaker, they will be stored in the ordering
block in the order in which they rang in. Meanwhile a timer is running off the clock signal and is
connected to a buzzer to alert players when time has expired. The buzzer that will be used is a 40 Db
Piezo Internal Buzzer. There is also the administrator controller which is able to reset the timer or clear
all the memory as well as time. More details will be covered throughout this report.
Figure 10: System Block Diagram
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MOSIS B2Logic.blt Schematics:
To implement the full functionality required for the knowledge bowl system a variety of “sub-circuits”
have been created to simplify the design. These sub-circuits will be interconnected on the MOSIS chip in
order to create the final IC for the design. A list of these sub-circuits is listed below in Table 1 and will be
reviewed in detail below.
Table 1: Logic Sub-Circuits
Logic Sub-Circuits
Tie Breaker Logic Circuit
Ordering Logic Circuit
Selector Logic Circuit
Counters Logic Circuit
Clock Logic Circuit
Timer Logic Circuit
Shown in Figure #
11
12
13
14
15
17
Tie Breaker Logic Circuit:
Figure 11 is the portion of the MOSIS Chip logic which inhibits ties between player controllers by only
sampling one controller at a time. The inputs from the player controllers are labeled “A_in”, “B_in” and
“C_in.” These inputs are latched using D-Flip-Flops in combination OR gates. The sampling between
controllers is done so quickly (on the order of micro seconds) that an input from one of these player
controllers will not be missed. This sampling is done by ANDing a two bit counter with the output of the
latching D-Flip-Flops. The outputs, which will go output high if their respective team rings in, of Figure 11
(labeled A, B and C system) are the inputs of Figure 12.
A System
A in
B System
B in
C in
C System
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Figure 11: Tie Breaker Logic Circuit
Ordering Logic Circuit:
Note, the outputs of Figure 11 are the inputs of Figure 12. These inputs are what represent the player
controllers. The outputs are simply the order in which the player controllers rang in. Once the first
player controller has rang in (player controller A for example), the output “A_1” will go to logic 1. This
action also locks out the outputs “B_1” and “C_1” because player controller A already rang in first. In
addition, if A rings in first, “A_2” and “A_3” will also be locked out so that player controller A can only
ring in once. The same action takes place for ringing in second or third. This is done using D-Flip-Flop’s in
combination with AND gates. This data can be cleared only with the clear function on the
administrator’s controller.
A_1
A System
A_2
B System
A_3
B_1
C System
B_2
B_3
C_1
C_2
C_3
Figure 12: Ordering Logic Circuit
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Selector Logic Circuit:
Figure 13, below, shows the selector logic circuit. There are four inputs labeled “First”, “Second”, “Third”
and “Reset” along with one output “Selector.” The purpose of this circuit is to select whether or not the
timer needs to count to five or fifteen. This is done by checking to see who all has rang in as well as how
many time resets have been pressed. The output “Selector” then becomes an input to the Counters logic
circuit shown in Figure 14.
Figure 13: Selector Logic Circuit
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Counters Logic Circuit:
Figure 14 displays the logic used to create the timer for this MOSIS Chip. The input to the counter circuit
is the oscillator (or clock), “Selector”, “Mux Enable” and “Reset.” The oscillator that team Fire on the
Mountain plans to use is a 2 MHz ECS-100AC. The output is simply four bits which run to two different
seven segment displays which show the time left for the question. There are actually two separate
timers which run at the same time. One of the timers’ counts zero to 15 seconds while the other only
counts zero to five. The “Selector” signal, which is the output of Figure 13, decides which counter to use.
Mux Enable
Reset
Selector
Figure 14: Counters Logic Circuit
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Clock Logic Circuit:
The clock signal that team Fire on the Mountain desires to run is a 250 KHz signal. Figure 15, below,
exemplifies how this signal is obtained using a 2 MHz oscillator. And, Figure 16 shows the traces of
Figure 15 and shows that a 250 KHz signal is achieved.
2 MHz OSC
250 KHz CLK
Figure 15: Clock Logic Circuit
Figure 16: Clock Logic Circuit Traces
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Timer Logic Circuit:
The Knowledge Bowl System needs to be able to count in seconds. Figure 17 illustrates how the 250 KHz
clock signal is slowed down to actual seconds. A 16 bit counter in series with six different 3 bit counters
is used to slow the clock. The logic in Figure 17 does not physically slow down the clock, but instead acts
to enable the timer which runs on the 250 KHz clock signal. This means that all the rising edges of the
clock signal is what triggers the timer, but we only let the timer advance once every second by enabling
it only once a second.
3
Figure 17: Timer Logic Circuit
To prove that this timer circuit adequately counts in seconds, Figure 18 along with some calculations will
be used. Each counter will slow down the clock signal by a factor of its count. So a 250 KHz signal first
divides by the 0 - 15 bit counter making a 15625 Hz signal. Then divided by the next six 0 – 4 counters
the signal will divide down to 3125 Hz, 625 Hz, 125 Hz, 25 Hz, 5 Hz, and ending at 1 Hz. This means the
timer will count in seconds.
Figure 18: Timer Logic Circuit Traces
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BCD-To-Seven Segment Decoder:
Since team Fire on the Mountain is using seven segment displays for both the player controller’s
placement as well as the timer, BCD-to-seven segment decoders are needed. Figure 19 below shows this
decoder and labels the pins. As you can see, the inputs are labeled D0 through D3 and the outputs are
labeled “a” through “g.” The decoders leading to the player placement displays will only need two inputs
(D0 and D1) because there are only three possible outcomes for the display (1st, 2nd or 3rd). The decoder
leading to the least significant number display of the timer will need all four inputs because this display
needs to be able to count from zero to nine. Lastly, the decoder leading to the most significant number
display of the timer only needs one input (D0) because it will only ever display a one or a zero. “VCC” will
be connected to voltage high which is five volts, and “GND” will be connected to ground. The input pins
“LT”, “BL” and “LE” will not be used by team Fire on the Mountain. The output pins “a” through “f” will
be directly connected to the seven segment display providing it with power. The part number of the
exact decoder that will be used is CD54HC4511.
Figure 19: BCD-To-Seven Segment Decoder
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System Test Plan
The tables below enumerate the steps and resultant consequences that will allow someone to quickly
check the functionality of the Knowledge Bowl System. The first table assumes that the system already
has all controllers plugged into the main logic unit and that the tests start when the logic unit is plugged
into a power supply, all subsequent tables assuming beginning in the “ready state”.
Table 2: System Test Plan for checking administrative controller and 5 second counter
Steps
1) Plug in power supply
2) Press the reset button on the administrator
controller
3) Allow the counter to reach 5
4) Activate one or more of the player controllers
5) Press the reset button
6) Press the clear button on the administrator control
Result
1) The power LED should illuminate
2) Nothing else will be illuminated or displayed, this will
be known as the “ready state”
1) The LED counter should begin counting 0 to 5
1) The counter should reach and remain at 5
2) The main control unit should buzz until cleared
1) Each player control that was activated should be
indicated as having “buzzed” in and should be ranked in
the order they were activated
2) The counter should continue to display 5
3) The main control unit should continue to buzz
1) Nothing should change
1) The system will return to the “ready state”
Table 3: System Test Plan for checking all player controllers and 15 second counter
Steps
1) Press the clear button
2) Press the reset button
3) Before the counter reaches 5 activate one of the
player controllers
4) Allow the counter to reach 15
5) Press the reset button
6) Repeat steps 3-4 for other controllers
7) Press clear button
Result
1) The system will be in the “ready state”
1) The LED counter should begin counting 0 to 5
1) The counter should reset to 0, and begin counting to
15, when the first controller is activated.
2) The main control unit should buzz momentarily to
indicate a team has “buzzed” in
3) The main control unit should indicate the activated
team as being in first place
4) The activated player controller should be illuminated
to indicate it is that teams turn to answer
1) The main control unit should buzz
2) The counter should remain at 15
1) The counter will be reset to 0 and begin counting to 5
1) The results should be the same as for steps 3 and 4,
but each team will be ranked in what place they were
activated instead of first
1) The system will return to the “ready state”
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Table 4: System Test Plan for checking ranking functionality
Steps
1) Press the clear button
2) Activate one team wait 2 seconds and activate a
second team
3) Press reset
4) Allow the counter to reach 15
5) Activate the last remaining team
6) Press reset
7) Allow counter to reach 15
8) Press reset
9) Allow the counter to reach 5
10) Press the clear button
11) Repeat steps 2-10 for all combinations of the player
controllers
Result
1) The system will be in the “ready state”
1) The main control unit should momentarily buzz
2) The counter should begin counting 0 to 15
3) The first team should be indicated as 1st and their
player controller should be illuminated
4) The counter should reach 2 and continue counting
unaffected by the second team “buzzing” in
5) The second team should be indicated as second but
their player controller should not illuminate
1) The counter should be reset to 0 and begin counting
to 15
2) The main control unit should momentarily buzz
indicating a switch in teams
3) The second place team’s player controller should
illuminate indicating it is their turn to answer
1) The main control unit should buzz
2) The counter should remain at 15
1) The main control unit should continue to buzz until
the system is reset or cleared
2) The counter should remain at 15
3) The third team should be indicated as being in third
place but their player controller should not illuminate
1) The counter should be reset to 0 and begin counting
to 15
2) The third place team’s player controller should
illuminate indicating it is their turn to answer
3) The main control unit should maintain buzzing for a
moment after the reset
1) The main control unit should buzz
2) The counter should remain at 15
1) The counter should be reset to 0 and begin counting
to 5
1) The main control unit will buzz
2) The counter will remain at 5
1) The system will return to the “ready state”
1) The results should be the same with the only change
being the player controllers being indicated as first,
second, or third as dependent upon the combination
being used
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Test Traces:
To test the functionality of all the created logic circuits, simulations were run using B2Logic.blt and traces
of each signal were analyzed. These traces are shown below and provide proof that the logic is working
as it should.
The first test traces that were obtained were from following steps one through six from Table 2 of the
“system test plan.” Figure 20 displays these traces. Once the reset is pressed, the counter will count to
five. Once five is reached, the buzzer goes off signifying times up. Even though time is up, the circuit is
able to read who rang in and in which order (even though they rang in after the buzzer went off). This is
not an issue because the buzzer will continually go off meaning all teams know that they can’t answer
(even if they ring in). Once all teams ring in, the reset is pressed, and nothing happens. Then the clear is
pressed and all data is cleared as the counter goes back to zero. The logic has passed the first six steps of
the system test plan.
Figure 20: Test Traces of Table 1
The second set of test traces that was acquired was from following steps one through five from Table 3
of the “system test plan.” Figure 21 displays all of these traces. As you can see, if a team rings in before
the counter reaches five, then the counter will reset and start counting to fifteen. Once fifteen is
reached the buzzer will sound indicating time is up. Reset can then be pressed to reset the counter into
counting back up to five. Then the process is repeated with a different team ringing in. The entire time,
the circuit is able to keep track of which player controller rang in first, second and third. The data cannot
be cleared by only using reset, clear must actually be pressed.
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Figure 21: Test Traces of Table 2
The third set of test traces that have been obtained were from following steps one through ten from
Table 4 of the “system test plan.” Figure 22 shows these traces and the actions of the logic circuit. Both
player controllers B and C have rang in before the first timer reached five. The timer then resets and
counts to fifteen. Once fifteen is reached the buzzer will sound. Now reset is pressed and it counts to
fifteen (instead of five) again for player controller C. The timer reaches fifteen yet again and actuates the
buzzer. The reset is pressed and the timer is on its way to five. Player controller A then rings in and the
timer resets and counts to fifteen. While all of this is happening, the logic still keeps track of which
player controller gets to answer by illuminating that player controller. All of this data can be erased by
pushing clear. Figures 20 through 22 are just a few of the many test cases that Team Fire on the
Mountain have been through and prove that the logic created actually does work.
Figure 22: Test Traces of Table 3
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Figure 23 shows the masks of the MOSIS Chip team Fire on the Mountain has created. These masks are
laid out in a program called L-Edit and this is what will be sent off to actually manufacture the chip.
Figure 23: MOSIS Chip
Contingency Plan:
Even though Team Fire on the Mountain has all of their logic created, tested and even a MOSIS Chip
design from it, a contingency plan is still needed in case the MOSIS Chip fails for one reason or another.
The plan is to use an Arduino Mega microcontroller which is a programmable device. This can be
programmed to do all sorts of tasks, and Team Fire on the Mountain will program one to have all the
functionality that the final MOSIS Chip will have. The Arduino Mega microcontroller will be able to “plug
in” just as the MOSIS Chip will with all the corresponding pins going to the correct locations.
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Mechanical Component
There will be four separate major mechanical components to this system: the logic unit casing, the
display, the player controllers and the administrator controller. The controllers have already been
covered so now the construction of the logic unit casing and display will be revealed. The main building
material that will be used to constrict these components is plexi-glass.
Logic Unit Casing:
The case that will be constructed to house the MOSIS Chip and any other circuitry needed inside the
logic unit will be a project box about 12” long by 6” wide by 7” tall. A project box is a pre built metal box
that is designed to house some sort of electrical component. The metal box itself will help reduce the
amount of noise that can interfere with the components inside.
Display:
The display will be double sided and will need to fit ten separate seven-segment displays (five on each
side). Each side of the display will be a 5” wide by 7” tall piece of plexi-glass. These two sides will be
attached by screws to a plexi-glass base allowing the display to be mobile so it can be placed in a clearly
visible location.
Power Supply:
Team Fire on the Mountain has decided to temporarily use a variable power supply provided by the
senior design lab. This is because the exact specifications of the power supply are not known yet. It is
known that five volts and at most one amp is needed from the power supply, but more detailed specs
will not be known until the device is completed. Once this happens, it will be powered by the variable
power source and that is when the exact power supply needed will be determined and then ordered.
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Milestones
Table 5. Milestones
Milestones:
Date:
Minor/Major Description
Create semester milestones
12-Sep-12
Minor
Approximate budget
12-Sep-12
Minor
Creating this list.
Come up with a rough budget which covers all the
material we will need. Keeping this budget under
$300 is our goal.
Compile rough draft function
specifications
19-Sep-12
Minor
Have the first draft of our Functional
Specifications done.
Submit function specifications
21-Sep-12
Major
Have the final draft of our Functional
Specifications done.
3-Oct-12
Minor
Power supply design
Defining interfaces between
components
24-Oct-12
Major
Know how our entire system is going to be
supplied with power and how much power.
Define specific elements of system to highlight
connections between different system parts, and
ensure that connections are compatible and work
well together.
Design of player and administrator
controller
24-Oct-12
Major
Decide what buttons to use and how we want to
construct and power the controllers.
Test ranking circuit functionality in
logic
24-Oct-12
Minor
Testing the logic to make sure it performs up to
the specifications needed.
Test counter in logic
31-Oct-12
Minor
Email Osterberg .edf file
31-Oct-12
Major
Design of the logic unit case
7-Nov-12
Minor
Design of display
9-Nov-12
Minor
Order parts
16-Nov-12
Major
Complete and submit MOSIS design
19-Nov-12
Major
Program a micro controller
15-Feb-13
Major
Make sure that the counter we implement is
working properly.
Check whether or not the logic circuitry fits
properly onto a MOSIS chip
Decide how we want to construct the case that
will house the MOSIS chip.
Decide how we want to construct and power the
display.
Make sure that all the parts needed to construct
this system are all on order.
This is the primary plan on how to run the logic
needed for this system. We must have our
MOSIS design in by this time or we will have to
use our backup plan.
This is our contingency in case the MOSIS chip
doesn’t work. Using a micro controller is a much
more cost effective for those that may implement
this system on their own.
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Construct Player Controllers and
Administrator Controller
15-Feb-13
Major
Build the player controllers and administrator
controllers.
15-Feb-13
Major
Test the player controllers and administrator
controllers.
22-Feb-13
Major
Build Display unit and test 7 segment displays on
Display unit.
1-Mar-13
Major
Construct logic unit.
31-Mar-13
Major
Complete testing of MOSIS chip and full project.
Test Player Controllers and
Administrator Controller
Build Display and test 7 segment
displays
Construct logic unit
Complete MOSIS chip testing
Final Budget
Table 2 below lists the final budget for Team Fire on the Mountain.
Table 5: Final Budget
Hardware
Number Needed
Cost per Unit
Total Cost
Female USB Port
8
$4.49
$35.92
USB Cable (15')
4
$5.79
$23.16
Metal Strip
1
$60
$60
7-Segment Display
12
$0.79
$9.48
LED Strips
3
$10
$30
AC Adapter
1
$10
$10
Push-Button
2
$1.99
$3.98
3 5"x4'
$12
$36
1
$5
$5
Plexiglas
Buzzer
Total Cost
$213.54
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Conclusion
Within this design document, Team Fire on the Mountain has discussed the design details required to
build the Knowledge Bowl System. The document has covered the high level architecture, component
structure, logic unit structure, system test plan, and provided a final budget. The design discussed in this
document is optimal for a successful design because it has broken the Knowledge Bowl system into
small functional blocks. Consequently, these blocks have been laid out on the MOSIS chip in such a way
that if one block fails its inputs and outputs can be disconnected and its functionality can be
implemented off chip and then brought back onto the chip for the remaining logic to be handled by the
working sections of the MOSIS chip.
Given the current design plan for the Knowledge Bowl System the main challenges that remain are
making the device durable and reliable, and finding a suitable power supply. Normally most designs are
implemented using breadboards, and certainly the Knowledge Bowl System will be tested on a
breadboard, but this sort of design is not durable or reliable. In order to increase both durability and
reliability Team Fire on the Mountain plans to either design a printed circuit board for the hardware of
the Knowledge Bowl System, or to wire-wrap all electronic components in order to increase the
effectiveness of those electrical contacts. Lastly, because all of the MOSIS design has been with software
how the device will function given a specific power supply is unknown and so it has been decided to
postpone buying a power supply until testing the MOSIS chip with a variable supply and finding the
optimal specifications.
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Glossary:
AC - Alternating current that reverses direction
DC - Direct current flows in only one direction
IC - An integrated circuit is a single electronic circuit
KHz - Kilohertz
LED - Light emitting diode
MHz - Megahertz
MOSIS chip - Integrated circuit foundry service that allows multiple companies and universities
to share the cost of fabrication
Sequential logic - Type of logic circuit whose output depends not only on the present value of
its input signals but on the past history of its inputs