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SplitScreen Reality

SplitScreen Reality. Video Mobile Ad-hoc Network Devices. Advisors: Dr. Wiley Dr. Morgera. Adam Tyler Carlos Larco Raju Manthena Justin Mroczkowski. EEL3906 Professional Issues and Engineering Design 1. Introduction.

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SplitScreen Reality

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  1. SplitScreen Reality Video Mobile Ad-hoc Network Devices Advisors: Dr. Wiley Dr. Morgera Adam Tyler Carlos Larco Raju Manthena Justin Mroczkowski EEL3906 Professional Issues and Engineering Design 1

  2. Introduction There have been a couple of decades of research into mobile ad-hoc network protocols and little to no development of products for comercial or consumer use. We propose to design and build low power video capable mobile ad-hoc network devices that allow one to share his or her first person point of view in a closed network that reaches beyond the transmission and reception capabilities of any one device in the network. These devices will be independent of any comunications infastructure or centralized data hub.

  3. Mobile Ad-Hoc (MANET) There are many types of networks, the most common used infrastructure based(backbone) Ad-Hoc networks allow us to lose the backbone by directly tying one device to another with one hop on the network. Mobile Ad-hoc(MANET) networks have no infrastructure and allow for multi hop connections, allowing much greater connectivity

  4. Why Mobile Ad-Hoc networks? • Mobility, quick to set-up, independent of infrastructure • Supports anytime anywhere communication between nodes • Multi-hop capabilities to facilitate long distance communication • Path correction for broken links or missing nodes

  5. Example Node B communicates with node C directly by default because it is the shortest distance available. If the link is broken the system must self adjust and find a new path based on the current network map i.e. B-D-E-C. Given the network map below

  6. Design We are focusing on a modular top down approach. We are utilizing two types of processors, the FPGA and MCU to leverage on the strengths of both. We will leverage hardware “helpers” wherever possible to increase the overall efficiency.

  7. Implementation AAn An iterative approach We are making designs and schedules to allow for an always testing design approach, creating a nimble and flexible overall design. Applying paradigms from other projects and products rather than a “copy and paste” of other solutions. Designing from the bottom up and understanding that top level protocols should be built to fit the system. .

  8. Schedule G Gantt chart here

  9. Technical Risk • Hardware: • robust and reliable design • battery and power regulation, for FPGA, RAM and micro controller • Wireless signal: • Omni directional high gain antenna • OFDMA transciever implementation • Software: • microcontroller and FPGA interfacing for fast video processing • Active mobile ad-hoc network protocol implementation • The network map

  10. Market • This is an inter-team member communication device that will be useful across changing environments where existing communications infrastructure does not exist, is not possible or desirable to connect to. • Consumer game play accessory ”SplitScreen Reality” • paintball, laser tag etc. • Commercial mobile security teams • FEMA or similar emergency response teams • Military

  11. Summary We hope to design a system that allows for ease of use in networked sensors and communication that is resilient enough to be deployed in non-ideal networking environments. Modularity and Ease of Use are the two main design goals as this widens the available market.

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