GEORGIA INSTITUTE OF TECHNOLOGY George W. Woodruff School of Mechanical Engineering ME Creative Decisions and Design Fall 2017

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GEORGIA INSTITUTE OF TECHNOLOGY George W. Woodruff School of Mechanical Engineering ME 2110 - Creative Decisions and Design Fall 2017 The Design Project Contest Date: Friday 10 November 2017, 5 PM This is it: your big design, build, and test project. You will perform this activity in groups. This is your chance to show what awesome engineers you are. The contest is based on the classic movie, The Matrix. During the competition, you must 1) repel the Sentinels, 2) collect programming modules, 3) take the red pill or the blue pill, and if you are extremely good, 4) rescue Morpheus and the codes that he holds. All of these tasks will be executed in the competition arena. All of these tasks will be executed during a 40 second time period. The arena is a square having 4 sides of length 7 ft. constructed by 2X4 lumber over ½ in plywood as shown in Figure 1. These 2X4 s are oriented such that their height is 2 inches (actually 1.5) around the perimeter of the combat arena. They are stacked on top of the ½ in plywood zone base, so the top of the zone perimeter is approximately 2 inches above ground. The arena has 4 home zones as seen in Figure 1. Each home zone has a piece of Zion which serves as a starting zone, one of which is shown in Figure 2. At the center of the arena is the Matrix, a hemispherical lair having a diameter of approximately 2 feet as depicted in Figure 3. The specifications for the Matrix are given in Figure 5 and Figure 6. Each aspect of your mission is described in the following text. Defeating the Sentinels The Sentinels will be out to try and stop your mission to save Morpheus and plug into a landline. Figure 8 shows a classic Mark 666 Sentinel. You must defeat the Sentinel by pushing it out of your home zone. If any part of the Sentinel is located in your home zone, 13 points will be deducted from your team s score. Please note that there are 4 Sentinels in the competition arena. Thus, there is the possibility of having multiple Sentinels in your home zone at the end of the competition. Each Sentinel in your home zone is worth -13 points. The Sentinels will be located directly in front of your starting position, and between your system and the Morpheus, as shown in Figure 9. Any Sentinel remaining in your home zone at the end of the competition will be counted as -13 points. A Sentinel is considered in your home zone if any part of it is on, in or over your home zone. Thus, 2 teams can receive -13 points from the same Sentinel if it straddles between their home zone boundaries. Programming Modules During your mission to save Morpheus, you must learn new skills like Kung Fu and how to fly a helicopter. Such skills are stored on programing modules that can be downloaded into your consciousness. Such skills are critical to your success, and thus, the programming modules are important for you to retrieve. A typical programming module is shown in Figure 10. At the start of the competition, several modules will be located on the border of your home zone as

shown in Figure 9. Each module that you can return to your home zone is worth 7 points. A module must be completely in or over your home zone to receive its 7 points. Please note that there are a number of modules per zone and they are all fair game for each team. The Red Pill or the Blue Pill? As is well known, the only way to understand the true nature of the Matrix is to make a decision to take the red pill. As Morpheus so eloquently put it, You take the blue pill, the story ends. You wake up in your bed and believe whatever you want to believe. You take the red pill, you stay in Wonderland, and I show you how deep the rabbit hole goes. Taking the red and blue pills requires you to put a pill in the red or blue pill zones. The pill zones are located at the center of the competition arena around the perimeter of the Matrix, which is a cylinder that is approximately 2 ft. in diameter as shown in Figure 3, Figure 4 Figure 5. It rotates in the center of the arena at a rate of 5 to 12 RPM. Of course, you are going to need to take the red pill and not take the blue pill. To take the red pill, you must place your pill into the red colored zone as shown in Figure 5 and Figure 7. Typical pills are shown in Figure 11. On your mission, you will be supplied with 4 pills just before your systems take the track. As shown in Figure 5 and Figure 7, the Matrix has 4 pill zones, 2 of them are red and 2 of them are blue. The blue and red pill zones ae marked with distinct physical beacons as shown in Figure 5. Detection of the beacons will enable identification of the blue and red pill zones. Placing pills into the red zone will earn +5 points per pill. Placing pills in the blue zone will result in a penalty of -10 points per pill. Furthermore, you can double your pill score by having pills in both red zones. Of course you can double your negative score by having pills in both blue zones. The pill zones are approximately 9.5 inches above the arena and are approximately 3 inches high. They have a slight lip (approximately 0.5 inches) on it to prevent the pills from rolling out. If no pills are successfully placed, a score of zero will be given to your team s pill run. Your pill score will be given by the following equation: Pill Score = 5(# of Red Zones)(# of Pills in Red Zone) 10(# of Blue Zones)(# Pills in Blue Zone) Finally, you must egress from the EMP blast zone shown in Figure 1 and Figure 7 so that your unit is not damaged when the EMP is triggered. To successfully egress from the EMP blast zone, your system needs to be completely outside of the EMP blast zone at the end of the 40 second competition time. Any team that successfully egresses from the EMP blast zone will have their red pill points doubled. A successful egress is defined as all parts of the device, with the exception of the pills, being completely outside of the EMP blast zone. Contact with the EMP blast zone boundary is tantamount to being in the EMP blast zone. Blue pill points are not affected by your system s egress status. Morpheus Morpheus (Figure 12) is located at the center of the Matrix. Rescuing him is your most important objective. You receive 30 points for rescuing Morpheus and returning him completely to your home zone. If Morpheus is partially in your home zone, you will receive 10 points. Note the EMP Blast Zone is not part of your home zone. If you can return Morpheus to Zion, then you will receive 50 points. Morpheus must be completely contained in Zion (your starting zone) for your team to receive 50 points. If he is not completely in Zion, but is fully within your home zone, or partially in Zion, you will receive 30 points. At the start of the competition, Morpheus will not be available, and will appear at some point during the competition. You must be ready to 2

move quickly when he becomes available. At the start of your mission, Morpheus will be surrounded by a shield, when your comrade, Trinity, hacks the Matrix and lower the shields you will be cleared to rescue Morpheus. Figure 3 shows the Matrix with the shild up and Figure 4 depicts the Matrix with the shield down. While Trinity is good, she will take some time to lower the shield. This time will be evenly distributed between 5 and 17 seconds. However, you cannot risk being deep in the Matrix too long. Thus, your system cannot penetrate too deeply into the Matrix while awaiting the shield to come down. You may approach the shield and touch the shield with tactile sensors, but you may not surround the shield, or in any way block your competition from the shield. While the shield is up, no part of your system may be over it. Any contact with the shield for purposes beyond sensing will result in an automatic DQ. Blocking the competition from accessing Morpheus will also result in an automatic DQ. The Competition Your objective is to build a machine that scores more points than other teams. You are permitted to use energy only from the electricity supplied from your controllers, 5 mousetraps, the compressed air from the charged pneumatic cylinder, and gravity. Your team will be provided with a set of actuators. Your controllers may only power the actuators supplied to you. The controller also powers the sensors supplied to you. You may also purchase additional sensors as long as your total budget remains under $100. Please see the rules at the end of this document for details on the budget specifications. To complicate things, three other teams will be competing at the same time. Points are awarded based on the events as described in the above text. Table 1 summarizes the point values for the various objects. Table 1: Scoring Summary. Task Point Value Take the Red Pill, Not the Blue Pill Pill Equation Successful Egress 2X Red Pill Score Collecting Programming Modules 7 per Module Sentinel in Home Zone -13 per Sentinels Morpheus Partially in Home Zone 10 Morpheus Completely in Home Zone 30 Morpheus Partially in Zion 30 Morpheus Completely in Zion 50 The head-to-head contest will be Friday, 10 November at 6:15 PM in the Callaway Manufacturing Research Building Atrium. From 5 PM to 6 PM, your devices will be on display in the MRDC Atrium for the design review, which is 5% of your overall ME 2110 grade. The design review score incorporates the device s ingenuity and aesthetics as judged by a group of independent observers. The design score also incorporates the quality of the team s presentation. All team members must be in attendance during the design review to discuss the features of the system. This will operate in a typical science fair type mode. 3

Competition Scoring The competition score for your device will consist solely of its performance in the competition. On 10 November, every machine will be run in head-to-head competitions. The two highest scoring teams out of the four teams competing on a track will be named the winners. All machines will run in rounds 1 and 2. To compete in round 3 a machine must have been named a winner at least once during round 1 or 2. After each subsequent round, the score for each team will be tallied. The two lowest scoring teams out of the four teams competing on a track will be eliminated. Any ties will be broken by the following rating priorities: 1. Securing of Morpheus. 2. Pill Score. 3. Successful Egress from Blast Zone. 4. Most Programming Modules in Home Zone. 5. Fewest Sentinels in Home Zone. 6. Coin Toss The first, second and third place finishers in the head-to-head final competition will receive excellent prizes. Performance Grade Your performance grade is determined on competition day, has a maximum value of 25 points and is based on the total number of head-to-head rounds in which your machine competes (win or lose). Your performance grade will be given by the following formula: Performance Points= number of roundscompeted in 2 While it is possible for a team to score more than 25 points using this formula, the maximum number of performance points is limited to 25 and the minimum is 4 points, unless your system does not participate in the competition. Subsystem Competition Grade You will have a chance to test some of your subsystems before the major competition. The subsystem scores have a maximum value of 5, 10 and 15 points and are determined by the subsystem competitions. The subsystem competitions will be held in studio on dates shown in Table 2. Each studio will hold its own subsystem events during its regularly scheduled studio time. In the subsystem events, you will have a fixed amount of time to run your machine on a track, but facing no opponent. 4

Table 2: Subsystem Competitions. Subsystem Competition Week Date Maximum Points (% Grade) Sentinel Engagement * 7 2-6 October 2017 5 (1%) Collecting Programming Modules 9 16-20 October 2017 10 (2%) Pills and Morpheus 10 23-27 October 2017 15 (3%) Sentinel Engagement During week 7, every individual student in the class will build a subsystem and compete individually in the Sentinel clearing competition. The subsystems produced during week 7 should clear as many Sentinels as possible. During week 7, you will be given 5 minutes in which you can run your machine a maximum of 3 times. The cumulative number of points your machine scores will be compared to the scores of all the machines in the entire class. For this initial event, the Sentinels will only be set-up in your own home zone. Furthermore, for this initial event you will receive one point for every Sentinel cleared from your home zone. For this event, you will only be allowed to use energy from 2 mousetraps and gravity. The controller will not be used. The Sentinel clearing subsystem must be activated using a manual motion that does not add significant energy to the system. Other home zones on the track will be left empty. Each individual will be ranked against all ME 2110 studio secitons and scored from 1 to 5 points, via linear interpolation. If your machine DQ s for all 3 attempts you will receive -3 points (-1 point per each DQ). The Matrix will not be rotating during this competition. Collecting Programming Modules During week 9, your team s subsystems should successfully collect programming modules. During the programming module collecting event, you will be given 7 minutes in which you can run your machine a maximum of 3 times. The system must be activated using your controller and the banana plugs provided in your kit. For this event, you will be allowed to use energy from all acceptable sources as defined in the rules. The programming modules score your machine delivers in its 3 runs will be compared to those of all the machines in all studio sections. Each team will be ranked against the entire class and scored from 3 to 10 points, via linear interpolation. The highest scoring team will receive 10 points. The lowest scoring team will receive 3 points. All other teams will receive a score that is linearly interpolated between 10 and 3 points depending on their rank in comparison to all ME 2110 studio sections. If a machine fails to trigger for all of the programming module collection attempts, it will receive 0 points. Only one subsystem should be fabricated per team for the programming module collection event that occurs during week 9. For this event, the sentinel will not be set-up in your home zone, so you will not have to be concerned with it. The Matrix will be rotating during this competition. Pills and Morpheus During week 10, your team s subsystems should successfully complete the pill task as well as rescue Morpheus. As in week 9, during the programming module collecting event, you * Individual Competition. 5

will be given 7 minutes in which you can run your machine a maximum of 3 times. The system must be activated via the triggering of the track (i.e., using your banana plugs). For this event, you will be allowed to use energy from all acceptable sources as defined in the rules. The cumulative number of points your machine scores will be compared to the scores of all the machines in all studio sections. For this subsystem test, the shield will be down for the entire competition. So you will not have to wait to have your system rescue Morpheus. Each team will be ranked against the entire class and scored from 5 to 15 points, via linear interpolation. The highest scoring team will receive 15 points. The lowest scoring team will receive 5 points. All other teams will receive a score that is linearly interpolated between 15 and 5 points depending on their rank. If a machine fails to trigger for all of the landline runs, it will receive 0 points. Only one subsystem should be fabricated per team for the landline connecting event that occurs during week 10. For this event, neither the sentinels not the programming modules will be set-up in your home zone, so you will not have to be concerned with them. Qualifying Round The qualifying round will be held during your studios in week 11 (the week of 31 October). These will be run as full competitions with all items in play, each team competing on a one of four home zones, and will be used for the seeding of the final competition. Every machine will be guaranteed at least 3 head-to-head matches during a section s qualifying round. More head-to-head matches may be run depending on the section s size and at the instructor s discretion. In the big competition, the better performing systems from the various studios will be pitted against those that performed less favorably in other studios. So it is to your advantage to have your system perform as best as possible in your studio. The highest scoring team in a qualifying round will receive 20 points. The lowest scoring team in any particular studio will receive 10 points. All other teams will receive a score that is linearly interpolated between 10 and 20 points depending on their rank in their respective studio sections. If a machine fails to trigger in all of the qualifying rounds, it will receive 0 points. Once all matches used for seeding in your studio section are complete, teams from other sections can come to your studio section and participate in the qualifying rounds without affecting their own competition score. This is an excellent opportunity to practice. Design Review Grade Table 3: Scoring Breakdown (5 points = 1% of your final grade). Maximum Points Breakdown (% of Your Grade) 5 (1%) Sentinel Engagement 10 (2%) Programming Module Collection 15 (3%) Pills and Morpheus 20 (4%) Qualifying Round 25 (5%) The Big Competition The design review grade will be determined between 5 PM and 6 PM on the competition day (before your system competes). The design review grade is 5% of your overall grade. The 6

team receiving the top score in the design review will receive the complete 5%, the remaining teams will have their grade scaled by their location in the class. For example, if your team receives the lowest score, it will receive 0% out of the 5%. Also, if your team is exactly at the middle (50 th percentile) of the class, then you will receive 2.5% of the 5%. All design review scores will be determined by averaging of all judges scores, and linearly interpolating between the highest and lowest design review scores. A copy of the judge s scoring sheet will be available on the web site to calibrate you as to what they will be considering when they are judging you. Grading For grading purposes, your system s overall score counts towards 15% of your grade for the course. Thus, 5 points = 1% of your grade. The breakdown of the total amount of the 50 points is shown in Table 3. Note the design review grade does not affect the performance grade. Rules 1. The competition zone is a square with sides of 7 ft. as shown in Figure 1. The arena will be bounded by 2X4 s such that they form a 1.5 in. wall around the arena. There may be some slight differences between the floor surfaces of the various tracks (e.g., the one track may be a bit rougher than another). Your device should be engineered to be robust to these differences. 2. For the head-to-head competition, your device will be assigned an 8 minute time block. All four devices will be automatically activated at the 3 minute mark, and must be removed from the track by the 8 minute mark. Your machine must be ready to run at the 2:45 minute mark. This provides a 15 second buffer between set-up and run. Thus, you will have 2:45 minutes to set-up your device and 40 seconds to have it complete its task. By the end of the 8 minute period you must have removed your device (and any bits and pieces) and cleaned-up the competition track. Your system will be disqualified for taking longer than your allotted time. 3. You will have a minimum of 3 minutes to prepare for the next round. 4. It is your responsibility to be on time with a working machine. If you are not present during your assigned time, you forfeit the round. 5. The source of power in your device is limited to the five mousetraps provided to you, power provided to your system from a controller box, a charged pneumatic tank, and gravity. Air from the pneumatic tank may only be used to power pneumatic actuators, and may not be vented directly to the environment. 6. The only powered actuators that you are permitted are the ones that are supplied to you by the ME 2110 staff. You may purchase additional sensors as long as your budget remains under $100. 7. The device must fit within a 12 in. x 24 in. x 18 in. (length x width x height) box (see Figure 13). Your device will be measured with a go-no-go gage immediately before each attempt. All parts of the device will be measured. The 18-inch dimension is the maximum starting height of your system. All measurements are to be made on the 3 ft. X 3 ft. starting zone. 7

8. The device must be launched from within the 30 in. X 30 in. starting zone as shown in Figure 2. The outside of the lumber perimeter defines one of the sides of the starting zone. The outside of the lumber perimeter defines one of the sides of the starting zone. You may place your device in any configuration or orientation within the starting zone; however, the go-no-go box (rule #7) must be able to fit over the device immediately prior to its start. You may reposition your device after it has been checked for size, but may not change any aspect of the machine. The tops of the 30 in. X 30 in. boundaries of the home zones are not considered part of the zones. 9. There will be an area around the competition arena, marked off by tape on the floor that is off limits during the competition. 10. The device must be safe. It must not damage, stain, or permanently change the competition track or its surroundings and competition items. Neither adhesives nor Velcro-type materials (e.g., hook and loop binding) may be used to interact with the track or the competition items. The device should not scratch the floor. It must not injure bystanders or you. The faculty will disqualify any device they deem unsafe, resulting in zero points for the competition. 11. Once it has been activated, you may not touch, or even appear to touch, the device until the staff member in charge of the competition arena indicates it is time to clear out the arena. If a team approaches the track before they are cleared to do so (e.g., rushes the track), their system will be disqualified from that round. 12. No device may throw any projectile such as a net or rope over the Matrix. Any such action will result in the disqualification of your system. 13. No group may spend more than a total of $100 on the device. You will be required to document the cost of your materials by submitting your receipts as well as a bill of materials (BoM). Material may be prorated for costs. You may use free material; however, your BoM must show the cost of that material as prorated from some verifiable source. The cost of an object is defined to be that which Joe P. Citizen must incur in obtaining the object. For donated or scrounged material, an equivalent price must be specified. 14. The cost of the mousetraps, sensor and supplied actuators is NOT included in the $100. The $100 is out of pocket expense; you will not be reimbursed for the expense by the School. 15. The costs of any aesthetic materials (e.g., paint) and fasteners (e.g., staples, tape and glue) are not included in the $100. 16. The device shall not be permanently bonded in any manner to the competition track or its surroundings in any way. 17. The device must be activated by using the start plug on the right side of your respective staring zone. The start plug circuits will be closed during the 40 second competition and open otherwise. 18. The device must shut down/stop moving at the end of the 40 second when the start plug circuits are opened. Failure to do so will result in a disqualification. 19. The device must operate autonomously. No remote control is allowed. 8

20. The device may touch or otherwise utilize any part of the competition track or its surroundings. It may not utilize or interact with any living person or living object during the competition. 21. False starts will result in a disqualification of the offending device. 22. Disqualification is defined as forfeiting the particular round in which the disqualification offense occurs. 23. While machines may go outside of the combat zone, there are no guarantees as to what will be located outside of the track (e.g., a wall, pillar, trigger box or person may be located outside of the track area). 24. The 2X4 border around the track is considered part of your home zone. 25. The faculty will assign the groups. The groups will remain constant for the duration of the project. The faculty has the right to remove or otherwise penalize disruptive members of any group, including reducing the project grade for individual students if deemed appropriate by the faculty. 26. The faculty s rulings are binding and final. 27. Wanton destruction of opposing devices or competition arena is strictly prohibited. 28. All ME 2110 are to be conducted in a professional manner and, therefore, any inappropriate language or behavior will result in disqualification. The presence of parents, grandparents and young children at the event further strengthens the case for a respectful and professional code of conduct. In general, if you have to ask if an action is rude or inappropriate, or if certain language is unacceptable, you should avoid it. 29. No actuators (e.g., valves, solenoids) can be activated prior to the start of a round. Actuators must be in their resting state at the start of a round. 30. You may not use elastic energy (e.g., additional springs beyond the mousetraps, rubber bands, flexed materials) to provide significant power for point-scoring actions or mechanisms. Additionally, no magnets are allowed. 31. If your device fails to trigger or has made no perceptible motion after the round has started, this will result in disqualification. 9

Figure 1: The Competition Arena. Figure 2: Typical Starting Zone. Figure 3: The Matrix Shield Up. 10

Figure 4: The Matrix Shield Down. Figure 5: The Matrix Top View. Figure 6: The Matrix Side View. Figure 7: The Matrix Pill Map. 11

Figure 8: Classic Mark 666 Sentinel. Figure 9: A Sentinel and Data Modules. Figure 10. A Data Module. Figure 11: Pills. 2 ft 1.5 ft 1 ft Figure 12: Morpheus. Figure 13: Starting Size. 12