P19002: Game Based Prosthetic Hand Trainer

Integrated System Build & Test

Table of Contents

Team Vision for Integrated System Build & Test Phase

The goal of this phase was to begin connecting the work of our two primary teams with the testing of our game’s cursor movement with the testing apparatus. This would require an working interface to connect the testing arm to a computer and read and decode any instruction packets the device sends into movement of the cursor.

After multiple rounds of iteration, we were able to connect the in-game cursor movement to the testing apparatus. This means we are capable of controlling the movement of the game and able to test the gameplay for playability and difficulty

Test Results Summary

Inputs & Source

  1. Test Plan
    Updated Test Plan

    Updated Test Plan

  2. Subsystem fabrication

Game development was done in Unity Editor and in the C# programming language in Visual Studio Basic. Testing of the game was done through Unity Editor’s play functionality and observation of the console and in-game objects. Testing of the flex sensors was done by reading the resistance values sent by the teensy board for each of the flex sensors from varying degrees of flexion and extension. Some testing was performed on the interfacing between the game and testing apparatus, by connecting the device via USB cable and developing a tool to read and display the position of the flex sensors based on voltage.

Outputs & Destination

Test Results Game development testing is a quick process in which errors are commonly found and quickly fixed though the editing of code. The Test Plan above shows subsystem functionality that has been confirmed to work as expected. Testing of the flex sensors was completed and showed that the resistance values were able to be read through a utility, proving that the device was successfully sending decodable packets from the Teensy board to the computer.

System integration Interface testing further confirmed that we could read packets into both the computer and -- more importantly -- into the Unity Engine. However this exposed an issue with resolution and noise that we are working to improve. Moving over to resistance values and applying some filtering allowed us to reduce the impact of any noise and increase our resolution substantially. The game now can be controlled with the testing apparatus and movement has much improved accuracy.

Customer Handoff Moving forward we are looking to polish up some aspects of the game as well as package the game into a form that can be easily handed off to the customer. In addition to the exported and installable version of the game, all source code will be available to hand off as well. Design Documents discussing our important design decisions will also be available.

Risk and Problem Tracking

Updated Relevant Risks Matrix

Updated Relevant Risks Matrix

Functional Demo Materials

Videos will be uploaded of functional game soon.

Plans for next phase


In the next three weeks time, we are looking at polishing the game, updating all documentation and testing the various subsystems and integration of subsystems to ensure that we have met our engineering requirements.






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