Mr Prabhashana and team won a “Merit Award” for the group category of Manamperi Award for the Undergraduate Engineering Research Project.
Winning Project Title :- IOT Based Portable Emission Measurement System
Mr Prabhashana and team won a “Merit Award” for the group category of Manamperi Award for the Undergraduate Engineering Research Project.
Winning Project Title :- IOT Based Portable Emission Measurement System
Introduction:
The IESL Students Chapter of the Faculty of Engineering, University of Jaffna has planned to conduct a competition among engineering faculties all over the country under the YMS section of the Institute of Engineers Sri Lanka (IESL) at the annual TECHNO Exhibition at BMICH.
Objective:
Tic-Tac-Toe challenges students in engineering programs to design a robotic manipulator which can automatically play a simple modified version of Tic – Tac – Toe on a given board specified here in the proposal. The competition aims at cooperation of students from different engineering backgrounds. A wide knowledge in the electronic, computer and mechanical engineering fields will be required to successfully design and manufacture the required manipulator.
Technical knowledge in the following areas can be improved:
Algorithms and Programming
Image Processing
Forward Kinematics of Robots
Electronics and Electrical Implementations
Prizes:
Champions – A cash prize of $$$
First Runners Up – A cash prize of $$
Second Runners Up – A cash prize of $
All participants will be awarded with certificates of participation issued by the IESL, YMS Section.
Competition Overview:
The competition will consists of two main components:
Design of manipulator to fulfill competition requirements – To be accomplished prior to the date of the competition at any location.
The actual Tic-Tac-Toe game between teams – Will be conducted at BMICH during Techno on a date to be specified yet.
Understanding the modified Tic-Tac-Toe:
The game grid is a 3X3 table.
Each team will be provided with either green or red colored 1 inch high 2×2 inch play pieces of each less than 30 grams in weight.
These pieces will be placed as shown in the figure in the shown box one after other and will be available for the manipulator. NOTE – The position of the cube to be picked from is always kept the same as shown in the figure to simplify the task.
The manipulator system will have to identify the current state of the board and automatically react with the appropriate move.
Each move has to be initiated by the operator when ordered by the judges.
The first team to archive 3 in a row (row /column /diagonal) will become the winning team.
The opposition will have to try to stop the other team achieving the target while looking for their win.
In case of both teams are unable to form 3 in a row at the end of game the deciding factor will be the total time taken for the moves. The team with less time taken will be announced as the winner of the match.
Game pairing will be decided by a draw and all matches will be knock out.
In case of odd number of teams participation one team will be lucky to move on to the next round through a by.
A separate match will be hold for the third place.
Game Setup:
The board will be as specified in the figure below:
The place to fix the cameras brought by you will be decided after discussion with all universities before calling for applications.
The Decision of the judges will be final.
Design of manipulator to fulfill competition requirements:
A robot manipulator has to be designed with following specifications:
There will be no restrictions on Technology to be used by the team (Pneumatic or Electrical actuators etc.)
The manipulator can be of any reasonable size and weight to participate in the competition ( No additional points will be given based on dimensions or based on the aesthetic perspective).
Functionality is the main aim and is a must to be able to participate in the game itself.
The team is left free to decide on number of links, actuators and number of DOFs to be used for the manipulator.
It is important to note that no off the shelf grippers or frames and links of any kind are allowed. Any such identified by the judges will lead to be disqualified from the competition. Actuators, batteries, cameras, nuts, bolts, circuit boards and connecting wires are allowed.
The manipulator will have to be able to grip the play pieces from the specified space and deliver it exactly within the correct boundaries of the box on the board expected to be moved to.
The manipulator system should be able to visualize the board, identify the move of the opponent team and respond with its own move.
It is required that the manipulator should exit the play area at each end of a move to give free space for the next manipulator to be initiated. The boundaries are as of the play board.
In case of the play piece is dropped by the manipulator before reaching the intended space that move will be deemed as a false move.
A total number of 3 false moves are allowed per team during a game. Any team exceeding this number will be announced as the losing team at the particular game and the opposite team will win by default.
No human assistance other than to initiate the move and placing the manipulator / camera anywhere within the specified areas at start of each game is allowed.
Schedule and Deliverables:
Open for registration for competition – 3rd of July to the 3rd of September 2017
Date of final Competition: Within TECHNO. (Exact date still to be decided)
Date of awarding and certificates- At the end of the competition certificates for all participants, and the first three place holders will be honored at the annual IESL Awarding Functions.
No document submissions other than ID proofs of team members will be required.
Teams:
A team can consist of up to five undergraduate students from any engineering discipline. There are no limitations on number of teams that can participate representing the same institute. It is compulsory for all team members to be present on the day of the final competition.
Principal Investigator:
Dr. Ravi Wijesiriwardana – Department of Electrical and Electronic Engineering, University of Jaffna.
Multidisciplinary Team Members:
Mr. M. Vignarajah – Department of Civil Engineering, University of Jaffna.
Dr. P. Kathirgamanathan – Department of Interdisciplinary Studies, University of Jaffna.
Prof. K.S. Walgama – Department of Engineering Mathematics, University of Peradenya.
Dates:
Project started in Jan/2017 and currently in August 2017 it is on going.
We have launched a preliminary field research to understand the acoustic resonance of Hindu temples. We have measured the resonance in some selected Hindu temples in Sri Lanka. Two types of acoustic resonance chambers can be found in Hind Temples in Sri Lanka. The first one is the “Moolastana” chamber and the other is the inner core (path). First part of the work is focused on measuring the acoustic resonance of Hindu Temple`s geometrical cavities. Sound impulse methods and the reverberation methods are used to measure the acoustic resonance modes. Sound frequencies from 20Hz to 20kHz is scanned to identify the resonance modes. The second part of the project is focused on measuring the 4 dimensional sound fields of acoustic instruments used in Hindu temples. Drums, gongs, bells, flutes and other instruments sound fields are recorded and 3D maps of the pressure and displacements fields are been developed. The open air measurements are done with microphones placed in 3 dimensional space. The measurements were taken at selected ancient Hindu Temples in Northern and Eastern Provinces of Sri Lanka and numerical simulations (FEM) are been carried out to understand the resonance of Hindu Temples and ritual acoustic instruments.
The project is endorsed by Dean of Faculty of Engineering Prof. A. Athputharah and the Director General of Archeology, Sri Lanka Prof. P.B. Mandawala.
Publications:
[1] R. Wijesirwardana, M.Vignarajah, K.S. Walgama and P. Kathiragamanathan “Structural Acoustic Coupling Resonance of Hindu Temples” ICCAE IASTM May 2017 Kuala Lumpur Malaysia.