Subsystem Build & Test
Table of Contents
Team Vision for Subsystem Level Build & Test Phase
During this test phase our goal was to start development on the two major parts of the project. The first being the game and the second being the hand testing device.
The hand testing device was constructed using flex sensors for the fingers. This allowed a few of the different degrees of freedom to be tested at the basic level with the game. One of the two hand devices was constructed, allowing the game team to start their testing with this device. The second was is currently being added to allowing more degrees to be added. Once this is done the game testing team will be able to swap out their device for the newer one and that process will continue until everything is done.
Test Results Summary
Inputs & SourceGame 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 resistence values sent by the teensie 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 & DestinationGame 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 resistence 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. 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.
Risk and Problem Tracking
Functional Demo MaterialsBelow is a preview of completed Game Screens to show current design and progress on development
Current design for selection menu of Degrees of Freedom prior to actual gaemplay. We plan to have this appear between the times of song selection and actual song playing.
Current Bill Of Materials
Plans for next phase
As we continue to the next Phase we are going to get the hand testing device working with the game using basic functionality. This will test the ability of the hand to move things in the game. This will start to give us an idea of how the game will work with the prosthetic hand.
In addition the hand testing team will start to get an accelerator working to add more degrees of freedom. Once this is done the second hand will be finished and the process will be repeated for the second hand. This will allow the development to continue to take place.
- Working on converting the accelerometer raw data and acceleration values for wrist pronation and supination into velocity vectors
- Creating a circuit diagram for the accelerometer wiring
- Looking into more housing units for the accelerometer so Dom can 3D print
- Working with Dom to design a better way to firmly hold the accelerometer on the back of the hand
- Writing new test cases for wrist pronation and supination
- Identifying possible risks created from using an accelerometer
- Investigating potential implementations to measure wrist flexion and extension
- Working to improve and correct resolution from flex sensors and Teensy devices. This will be passed to Forrest for further interface testing.
- Soldering and preparation of the second testing apparatus hand will be performed once resolution and interface testing are complete
- Currently working on degree of freedom (DoF) Selection Screen. Few input functions still need to be implemented (eg making sure options stay selected)
- Configuring the results screen focusing primarily on navigation buttons. Will plan to work on Song Selection screen, particularly with a song scrolling funnction
- Profiles for the arm in-game using Resistance values for the slider bar motion
- Arm to Game Completed Interface with software buffer lowpass filtering using weighted averages of inputs in the template ARDUnity interface as well as investigating ways to produce serial output that we can use to see the values printing from the device
- Basic Complete gameplay and performance (score) recording
- Gameplay Profile to control bar / note sizes & speeds
- Building a complete song for the game with multiple tracks including the wrist rotation and adjusting the gameplay to include a short pre-song delay to allow for some wait time before the song begins for the user to be prepared
- Working to document the design specifications and new engineering requirements with testable values of the various projects.
- Documenting tests performed and required by the game design and testing device teams.
- Writing a spec for the interface between two teams so testing can be completed.
- Facilitating the interface testing between the testing team and the game design
- Documenting discussions from meeting to ensure follow-up and accountability from meetings.