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Digital Design Project Laboratory Course Approach and Experiences. Majid Sarrafzadeh Computer Science Department UCLA. Courses. CS152A Introductory digital design laboratory Introduction to FPGA, HDL, etc. CS152B Digital design project laboratory

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digital design project laboratory course approach and experiences

Digital Design Project Laboratory Course Approach and Experiences

Majid Sarrafzadeh

Computer Science Department

UCLA

courses
Courses
  • CS152A
    • Introductory digital design laboratory
      • Introduction to FPGA, HDL, etc.
  • CS152B
    • Digital design project laboratory
      • Advanced use of FPGA, image processing, wireless modules, sensors, etc.
  • CS151C
    • Design of digital systems
      • Emphasis on the application level design
digital design project lab
Digital Design Project Lab
  • Undergraduate capstone course
  • Emphasis on:
    • Interdisciplinary approach
      • Focuses on the healthcare industry
    • Real-world problem solving
      • Incorporation of industry and research lab interaction
    • A cyclic transfer of ideas
      • Coursework to research and vice versa
timeline grading
Timeline & Grading
  • Introduction to material
      • 1 week
  • Step by step lab experiments and tutorials
      • 3 weeks – 20%
  • Midterm exam
      • 30%
    • Logic design, Embedded systems design approaches
  • Final Project
      • 6 weeks – 50%
    • Comprehensive proposal
      • Technical, economical, and social impacts
    • Research and development
    • Demonstration
equipment
Equipment
  • Technologies
    • Digilent Development Boards
      • Virtex II Pro, Spartan III
      • VGA, sound, Network, UART interface
    • Video Camera
    • Inertial sensors
      • Crossbow motes, Wii remotes,
    • Mobile robots
      • IRobot Create
assistive devices in geriatrics
Assistive Devices in Geriatrics
  • Conventional Assistive Devices
    • Critical in providing support and enabling movement
    • 4 million cane users in US
  • Risks
    • May contribute to falls
    • Due to improper usage
smart cane demonstration
Smart Cane Demonstration
  • Smart Cane System
    • Detect proper and improper motion
  • Sensing
    • Acceleration, rotation, forces
  • Capabilities
    • Cellular phone for fall detection and alarm notification
    • Visual usage guidance
facts about child obesity
Facts about Child Obesity
  • Children aging 8-18 spend more time (44.5 hr/week) in front of computer game screens than any other activity except sleeping
  • 30.3% of children (age 6-11) are overweight and 15.3% are obese
  • A study shows that the group that lessen their time watching TV and playing video games (7 hr/week) had a significant reduction in body fat compared to other groups (21 hr/week)
our goal
Our Goal
  • Encourage children to engage in exercise in exchange for home entertainment.
users
Users
  • In 2006, one-third of teenagers are reported owning an iPod, estimated 25.2 million teens in the U.S.
    • Adults in the U.S. rate obesity as one of the three most important health concerns for children
    • We set our target market to be parents that have iPod in their family and care about their children’s fitness and health
eyeris eye relational imaging system
EyeRIS: Eye Relational Imaging System
  • A system that optically tracks and quantifies eye movement
    • Use hardware processing to track iris/pupil movement
    • Project the resulting data on to

the screen

  • To improve User-System interfaces
  • Potentially help the paralyzed and disabled use computers
the remote medical observer
The Remote Medical Observer
  • Monitor the state of a status-critical body
    • A patient in a hospital
  • Track changes or anomalies in the object’s state.
  • Identifying a potentially

dangerous scenario with

a distress signal

  • Autonomous Response
interactive pong
Interactive Pong
  • A fun Pong game for players of all ages
  • Alternative forms of video games that will allow children to play and get exercise at the same time.
helping the colorblind
Helping the Colorblind
  • Many people are color blind
    • 1 in 20, roughly 10% of males, or ~13.6 million in the USA have some form of red-green blindness
  • Real time video analysis and replacement with a focus towards color blindness

Those with red-green color blindness may see a 21 instead of the normal 74

ichess
iChess
  • Given a chess position with the iRobot being a piece
  • The system figure out the board through the camera
  • A human will be responsible for playing the opposing team. This will continue until checkmate.
minigolf
MiniGolf
  • Use a camera to determine a top-down mini golf course, with the structure of the room
  • Using input from a Wiimote, Allow players to play through the course
  • Being able to play with ordinary objects around the house in ways that would otherwise be impossible