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1
CENTRAL ROBOTICS
Engineering Notebook TOTAL RECALL - 2010
Team #129
Central Magnet School
701 E. Main St. Murfreesboro, TN 37130
Sponsor: Marc Guthrie
2
Table of Contents Page
I. Introduction Letter 3
II. Research Paper 4
III. About Central Robotics 7
IV. Implementation of the Engineering Design Process 8
1. Defining the Problem 8
2. The Engineering and Design Process 9
V. Brainstorming Approaches 13
1. Gathering Requirements 13
2. Brainstorming Sessions 13
3. Robot Design Features 14
VI. Analytical Evaluation of Design Alternatives 15
1. Wheel Analysis 15
2. Arm Analysis 17
3. Claw and Gripper Analysis 19
4. Trailer vs. Attached Box Analysis 21
VII. Programming the Robot 22
1. Motion Programming 23
2. Servo programming for the gripper 24
3. Lift Arm Programming 24
VIII. Offensive and Defensive Evaluation 24
1. Developing a Game Strategy 24
IX. Testing and Evaluation of the Competition 26
X. Safety 29
XI. Summary 29
XII. Appendices 30
Appendix A- Engineering Process documentation
Appendix B- CAD Drawings
Appendix C- Robot Programming
Appendix D- Additional Support Material
3
Dear Judges,
On behalf of the entire Central Magnet B.E.S.T. Robotics Team, we
would like to thank you for taking time from your personal life to judge our
team’s Engineering Notebook. Because this is our school’s inaugural year,
there has never before been a Central Magnet Robotics Team. Instead, we
have students who have participated in B.E.S.T. before at other schools, and
those that are just starting out. The Notebook Committee itself is a balance
between the two, since it consists of two experienced members and two new
members.
For the first two to three weeks, the Notebook Committee diligently
documented the engineers’ brainstorming and design ideas. In the weeks
following that, however, the Committee focused more on compiling material
given by the programmers, CAD team, photographers, and some additional
changes made by the engineers. We also discussed via email about
improving the research paper and which organizational method would work
best for the notebook and feel that we have assembled the best notebook
possible to document our team’s engineering process.
We hope that everything contained within this Engineering Notebook
is to your utmost satisfaction and wish you luck in the search for the best
team.
Sincerely,
Central Robotics Notebook Committee
Andrew Heim Katie Lou McCusker Lin Ni Melody Jih
4
II. RESEARCH PAPER
Production has come a long way from its simple origins. In fact, the modern
assembly line helps to create almost everything we use today. Mass production has
completely changed the industrialized world and made it a faster, more efficient place.
As production increased, so did the levels of automation. Automation allowed
manufacturers to produce goods more quickly and with fewer mistakes. While this in
theory is the perfect solution for a manufacturing business, even automation can create
flaws. Manufacturing businesses have tried to fix these problems within the
production process. One of the most popular methods is the Six Sigma strategy.
Six Sigma is a business management strategy that was introduced in the US by
Motorola in 1981 and is now deployed across a wide range of sectors. This strategy
strives to advance manufacturing processes and eradicate defects. General Electric and
Honeywell used varying forms of Six Sigma in the late 1990s and have most recently
used it in conjunction with Lean – a production practice that focuses on eliminating all
waste from the production chain. BEST Robotics practiced the Lean process two years
ago in the game Just Plane Crazy.
The ideas of Six Sigma can be easily related to the processes used in the
engineering design method as well as the scientific method. (De Mast, and Bisgaard
p.25) The Six Sigma concept is focused on reducing defects to a goal of 3.4 parts per
million. As manufacturing processes have improved in recent history, the ability to
produce quality goods with fewer defects is possible. For those companies that use the
strategies of Six Sigma, their manufacturing goal is based on the idea that if a company
has six standard deviations between the process mean and the nearest specification
5
limit, then practically no items will fail to meet specifications – as demonstrated in this
statistical graph below. The mean is the highest point in the middle and as the
deviations move toward the right, the production quality is increased and Sigma values
rise.
(Graphical information used from www.pharmaceutical-technology.com)
The Six Sigma concept is used in all types of factories to determine how many
parts per million are defective. Factories use this type of calculation to control factory
waste and production issues that would result in a recall of the processed good. These
companies randomly test products for quality, and if a product is flawed, they must figure
out what is not performing correctly. This is similar to what engineers may try and do
when developing a new product or in the case of the BEST game, what the students do to
make their robot more competitive. This would include testing and evaluating current
designs and developing more efficient methods that make the end result more productive.
Mario Perez –Wilson discusses that manufacturers have often focused on final
product inspection when their emphasis should be on production processes that caused
the flaw to occur. Checking a final product for quality may keep a defective product out
of a customer’s hands, but the waste and cost to the manufacturer is still there.
Manufacturing companies can use the process of Six Sigma to help them determine how
6
to run production in the most efficient way. This encourages optimal efficiency with as
little waste as possible. This year’s game has that same goal. The robot engineer and
process engineer are working together to eliminate unnecessary production and keep
factory waste to a minimum. Through the use of all available materials including the read
switches and the data port reader, the production process can occur at a more rapid and
efficient pace.
To learn more about Six Sigma, the team interviewed Mr. George Huttick, a
process engineer for Sanford L.P., a Newell Rubbermaid Company. Through this
interview, Mr. Huttick used the example of losing airline luggage. He explained that
when the airline loses a person’s luggage, the result is that the passenger may be mad, but
that losing luggage does not happen often enough to make passengers quit using that
airline altogether. The same example can be used for a product’s quality. When a
consumer purchases a product, there is a reasonable expectation that the product will
perform as expected. His company, Sanford, who makes Sharpie markers, strives to keep
their manufacturing mistakes to a minimum. A poor defect control system would mean
decreased productivity, decreased sales, and loss of customer confidence in the Sharpie
name. The Sharpie customer has a reasonable expectation that the marker will work for a
certain period of time. If it does not, the customer may not purchase a Sharpie marker
again and that hurts sales. He related that same idea to the purpose of the BEST game. In
our contest, the customer is expecting a good gizmo and gadget to be the proper one that
they purchased. If our team packages a defective product, that hurts not only our Sigma
production values, but also our customer confidence.
7
In conclusion, our lives are touched each day by the amazing concept of mass
production. Whether it’s cars, markers, or just about anything else, it probably went
through some type of assembly line process before being delivered to the consumer. In an
economy where the customer has multiple choices for the same product, the need for
quality control is very important. The efforts of more efficient production processes,
systems like Six Sigma, and higher quality controls ultimately reward both the
manufacturer and the consumer.
Resources
De Mast, Joroen, and Soren Bisgaard. "The Science Of Six Sigma." Quality Progress
(2007): 25-29. Web. 13 Oct 2010. <http://www.scribd.com/doc/6812821/The-
Science-in-Six-Sigma-VG>.
Huttick, George. Personal Interview. 11 October 2010.
Owen, Tony. Assembly with Robots. London: Kogan Page, 1985. Print.
Peres-Wilson, Mario. "Six Sigma Strategies: Creating Excellence in the Workplace."
Quality Digest 1997: 1-5. Web. 14 Oct 2010.
<http://www.mpcps.com/SixSigmaStrategy.pdf>.
"The Six Sigma Remedy." www.pharmaceutical-technology.com. N.p., 25 Feb 2010.
Web. 14 Oct 2010.
<http://www.pharmaceuticaltechnology.com/features/feature77365>.
III. About Central Robotics
Central Robotics is a new corporation that looks forward to supplying all the
needs of it’s contractors in the field of robotics. The organization brings some highly
8
successful experience into the industry. When Mustang Robotics dissolved its
corporation in May 2010, Central Robotics quickly attained many of its brightest
engineers and support personnel. Central Robotics was also able to attain quite a few of
the best engineers and support personnel from Discovery Robotics as well. It is believed
that the combination of both groups will allow Central Robotics to become a major
producer of top quality products in the following years.
This year, Central Robotics has received a new contract bid to design a robot that
effectively allows a corporation to achieve the highest production values in the industry.
Through a careful manufacturing process, it is believed that six sigma can be achieved by
a robot built by a team of qualified engineers. To complete this challenge, Central
Robotics used a carefully documented process and extensive evaluation period to
complete the task. The following pages outline that process in detail. The appendix offers
additional information and documentation about the process and how the final product
was achieved.
IV. Implementation of the Engineering Process
1. Defining the Problem
This year’s contest is based on the concept of attaining Six Sigma in the
manufacturing process. Each team has been given the responsibility to sort, process, and
package products called gizmos and gadgets. The gizmos are separated by their magnetic
properties while the gadgets are separated by their color. During each round, the team is
required to determine what color of gadget is defective and what type of gizmo is
defective (magnetic or non-magnetic). Teams must work to process and package as many
9
non-defective gadgets and gizmos as they can in the three minute game period. Gizmos
resemble plastic Easter eggs while gadgets resemble golf balls. The package for the
gizmo resembles a plastic cone with a flying disk for the lid. The gadgets are packaged in
3” clear tubes. The team has three minutes to package as many gadgets and gizmos as
possible.
2. The Engineering and Design Process
Central Robotics knew that understanding the procedures of the game and using
the engineering process would be a vital part of successfully competing in the Total
Recall game this year. The team adopted the engineering process as recommended by the
BEST Robotics group. This was a multi-stage process that required a general knowledge
of the game as well as the overall restrictions on robot size and weight. Team members
also had to recognize the restrictions on materials that were allowed to be used during the
process. The four main phases of design are:
Phase Result (What You Get) Example
1. Conceptual Design Concept Four wheels, scoop, scissor arm
2. Preliminary Design Model or mockup Cardboard model of concept
3. Detailed Design Prototype Robot from kit parts
4. Production Design Product Refined robot from kit parts
As the team considered what needed to be accomplished, it was evident that the major
features of the robot had to perform well in order to score a maximum number of points
and be competitive. At the initial meeting the team developed a list of ten requirements
for the Total Recall Robot. These requirements were:
1. Pick up gadgets (golf balls), gizmos (eggs), packing materials (cones), and lids
(Frisbees) while reaching a maximum height of 30 inches
2. Determine magnetic gizmos vs. non magnetic gizmos
10
3. Read the 4 data ports to determine gadget color and gizmo magnetic properties
4. Move and relocate the Mobile Recall Trailer
5. Robot must be less than 24”x24”x24” when closed and as the match begins
6. Robot must weigh 24 lbs or less
7. Robot should be able to clean up the floor – scoop, broom, push
8. Speed is important, but needs accuracy and precision for placing gadgets and
gizmos as well
9. Release gadgets into the sorting bin
10. Roll over the gadget pallet
With all of these requirements in mind, the team began creating a list of “needs versus
wants” to achieve each requirement. The team also determined what design targets would
be set for each requirement. These design targets were a starting point to begin the
brainstorming process that would eventually lead to the first cardboard models. The
design targets were based on the need vs. want list that had been assembled earlier. The
engineering team needed to consider what design targets would best work in the contest.
Design considerations were created based on the size of the game course and the game
objectives.
Requirement Description
for the Total Recall Robot
Need or
Want
Design Target for the Total Recall Robot
Meets the 24x24x24 size limit Need Less than 23x23x23
Meets the 24 lbs requirement Need Less than 23 lbs
Speed
Want
The speed should be slightly faster than
walking speed to achieve the goal
Clean the floor up Need Bulldozer to push pieces if needed
11
Pick up game pieces
Need
Target goal - 100 gadgets, 10 gizmos, 3
packages, 2 lids
Read data ports
Want
This requirement should be completed
within the first 20 seconds of the match
Move the cart
Need
This requirement should be completed
within the first 15 seconds of match
Dump gadgets into sorting bin
Need
This task should be completed within the
first 2 minutes of the match
Move gadgets from tube to
sorting bin
Need
This task should be completed within the
first 2 minutes of the match to allow the
process engineer to sort pieces into tubes
Determine magnetic/nonmagnetic
Need
Put this feature on the claw so that the claw
will open or close when reading the
required magnetic/non magnetic gizmo
Roll Over the egg holder
Need
Use large front wheels to drive over the
holder
Once design requirements and targets were completed, the team focused on the level of
importance for each requirement. This allowed the engineers to realize which options had
to be completed and which may have to be left out of the final production model.
Classifying the necessities from mere ambitions made everything much more organized.
The list compiled is based on a scale of 1-5 with 1 being least important and 5 being most
important.
Requirement Description for the Robot Level of
Importance
Meets the 24x24x24 requirement 5
Meets the 24 lbs requirement 5
Speed while maintaining precision 4
Clean up the floor if needed 5
Pick up game pieces 5
Read data ports 3-4
Move the mobile recall trailer and gadget trailer 5
Dump gadgets into sorting bin 4-5
Determine magnetic/non magnetic gizmos 5
Roll over the gizmo pallet 4
12
The next step was to determine what the robot should be able to do to complete the
designed task and engineering requirements. Ideas for this part of the process included
moving the robot to the scoring area, obtaining game pieces by lifting or other means,
transporting game pieces, and successfully delivery of the game pieces. The team
designed a chart to outline each function.
FUNCTION CONCEPT or IDEA
A MOVING THE ROBOT
Chassis with wheels, casters, sliders
B OBTAIN GAME PIECE Claw, scoop, dowels, fingers or sticks
C LIFT GAME PIECES Lever arm, scissor lift, 180 degree arm, parallel arm
D READ DATA PORTS
Flag, dial, use springs to touch and read
E
SWEEP THE GAME
FLOOR
Bulldozer, dustpan
F
MOVE THE TRAILERS Hooks, grips, box cutout to turn the trailers, use the
chassis to move the box
The feasibility of each concept had to be considered before construction could begin.
Each concept was given a letter and a number to determine if the team should proceed
with that idea.
A – Mobility
B – Manipulate game pieces
C – Arm to raise lower the device that grabs game pieces
D – A device for reading the data port
E – Moving the game pieces across the game floor
13
F – Moving the mobile recall trailer
DESIGN CONCEPT
Is this idea
feasible?
Yes or No
Can it meet the size,
weight, and task
requirements
A1 – Chassis with wheels to move the robot Yes Yes
A2 - casters to allow the robot to move Yes Yes
A3 - sliders to allow the robot to move Yes Yes
B1- Claw/gripper to pick up game pieces Yes Yes
B2- Scoop to pick up game pieces Yes Yes
B3- Dowels/sticks to pick up game pieces Yes No
C1- Lever Arm, either single or dual parallel
type to maintain a constant angle for the
gripper/claw
Yes
Yes
C2- Scissor Lift Yes No
C3- 180 degree Arm Yes Yes
D1-Flag to indicate gadget color and
magnetic/non magnetic gizmos
Yes, but may be
difficult to
create
No, flag material and
paint not allowed
D2-Dial to indicate gadget color and
magnetic/non magnetic gizmos
Yes Yes
D3-Springs – use the spring to push against
the reader
Yes Yes
E1-Bulldozer to push pieces Yes Yes
E2-Dustpan to scoop and collect game pieces Yes Yes
F1-Hooks to pull mobile recall trailer Yes Yes
F2-Grips to pull/push mobile recall trailer Yes Yes
F3-Use chassis to move the box Yes Yes
As the prototype drawings and models were created, the team looked at each one and
judged its effectiveness at accomplishing the task. The engineering team compared the
results with the expected measurements, agility, as well as other overall requirements.
Each one had to meet the necessary criteria to be considered for production.
V. Brainstorming Approaches
1. Gathering Requirements
14
As the team began the brainstorming process, the task of gathering a list of robot
requirements was collected. The team used the engineering process results to guide them
during the brainstorming process. The major requirements on the list included:
1. Moving the robot
2. Collecting game pieces
3. Transporting game pieces
4. Moving the mobile recall trailer
5. Reading the data ports to determine gadget color and magnetic gizmos
6. Lifting game pieces – eggs, plastic cone, golf balls, and frisbees
7. Holding game pieces for placement
8. Determining if an object was magnetic or non-magnetic
2. Brainstorming Sessions
As the team began the brainstorming process, it was important that each team
member who would participate in the process understood the game concept and the rules.
The team was fortunate that most of the members of the team had attended the Game
kick-off day and were familiar with the task. That left the members with the
responsibility of knowing what building materials could be used to complete the task. On
the first day of brainstorming, ideas were just talked about and mentioned. Each member
who had an idea was able to stand in front of the group and share the idea. This allowed
each person an opportunity to communicate and for the other members to hear what was
being said. It was understood by the group that no idea would be criticized or thrown out
until all ideas had been considered, completely and thoroughly analyzed. As the
brainstorming session came to an end and the list of ideas was finalized, team members
15
voted on the ideas that they wanted to pursue. The top rated designs were group approved
for development while all other designs were saved for future consideration.
3. Robot Design Features
Using the results of the brainstorming sessions, the engineering design process,
and the preliminary game strategy the team decided to focus our effort on two main areas.
These were the claw and the collection trailer. The claw needed to manipulate a plastic
cone, a plastic Easter egg, and a plastic flying disk. This proved to be the most
challenging element of the design process. The claw would also need to turn 180 degrees
in order to place the cone. The engineering team considered a variety of claw designs.
Two of the more popular ones were quickly prototyped for evaluation and are pictured
below.
Figure 1 – Scoop made of PVC Figure 2 – stick model design
After a second vote within the engineering team, it was decided that the cup type claw
and the golf ball collection tube be prototyped and tested.
The next main component of the robot was the gadget collection trailer. The
design constraints of the trailer required that the base be at least four inches tall and open
at the right time to release the gadgets (golf balls). The trailer would also need to be
lightweight to roll smoothly and should probably include caster wheels to move easily in
16
any direction. The caster wheels would allow the robot and trailer to turn easily in the
same direction.
Figure 3 – CAD design Figure 4 – actual production box
VI. Analytical Evaluation of Design Alternatives
The team looked at of the elements of the design process to determine which
features best met the requirements of the contest. Some of these functions were analyzed
mathematically while others were evaluated through actual testing.
1. Wheel Analysis
It was stated in the engineering process that the robot needed to be quick enough
to accomplish the required tasks in the three minute time period. This would require
making sure that the wheels were large enough to move quickly, but not be too large and
not allow the robot to maneuver as needed. The engineering team asked the programmers
to help design a chart that would calculate the maximum speed each size wheel could
attain. Using the formula below, the programmers were able to determine the speed.
Game Box Dimensions:
Maximum Length: 20 feet
Maximum Width: 10 feet
Drive Motors:
Specifications:
17
Speed: 42 rpm
Control:
Forward: 0 to 127 (max. 42 rpm) in increments of 1
Reverse: 0 to -127 (max. 42 rpm) in increments of 1
Maximum revolutions per second: 42 rpm / 60 sec yields ~ 2/3 of one
revolution
Digital Resolution: 127 / 42 rpm yields ~ 3 increments / rpm
~ 1 /3 rpm / digital increment
Wheel Speed and Maneuverability Table: (diameter x pi (3.14) = circumference of
wheel)
Size
Rounded
Circumference
Maximum
ft/sec
Minimum
inches/sec
Travel
Time(1)
Round
Trip
Time(2)
Maximum
Trips
6 ” 19 ” 1.0 0.11 20 s 40 s 4.5
7 ” 22 “ 1.2 0.12 17 s 34 s 5.3
8 ” 25 “ 1.4 0.14 14 s 28 s 6.0
9 ” 28 “ 1.6 0.15 13 s 26 s 6.5
10 ” 31 “ 1.7 0.17 12 s 24 s 7.5
11 ” 35 “ 1.9 0.19 11 s 22 s 8.2
12 ” 38 “ 2.1 0.21 10 s 20 s 9.0
13 ” 41 “ 2.3 0.23 9 s 18 s 10.0
14 ” 44 “ 2.4 0.24 8 s 16 s 11.2
15 ” 47 “ 2.6 0.26 7.5 s 15 s 12.0
16 ” 50 “ 2.8 0.28 7 s 14 s 12.8
Figure 5 – The full calculation sheet can be found in Appendix A
The robot wheels were designed to maximize speed. The programming team calculated
the speed of different sized wheels and the engineering team used that data to design the
final wheel for the robot. A 13” wheel was determined to be the best size to meet the
team needs for both speed and precision.
18
Figure 6 – CAD designed wheel Figure 7 – production wheels
When the engineering team consulted with the programming team regarding the
speed of the robot, it was realized that the Cortex could be programmed to slow down the
robot for precise placement of the game pieces. Because of this, the engineering team
chose the largest possible wheel size to attain maximum speed when moving across the
field. The larger wheel size would also allow the robot to roll over the gizmo pallet if
needed. The team also decided to add a rubber to the wheels to maximize traction while
moving the robot and the trailers.
2. Arm Analysis
The arm of the robot would be a vital part of the gripping process. The arm would
have to support the weight of the claw while moving vertically. The arm would also need
to maintain a perpendicular direction to the floor to accurately place the plastic cone and
the eggs. The team considered a single arm, but it would have to bend in a way to
maintain the upright motion of the claw. A second arm idea was a lift that moved
vertically up and down would complete the task and keep the claw in the right place. The
problem with the vertical lift is that it could not reach high enough to place the cone in
the holding hole. The third arm design is called a parallel arm. This arm design actually
has 2 arms to move together up and down. It acts like a single arm in the way it moves up
19
and down, but because it connects to the claw in two separate places, it allows the claw to
stay perpendicular to the floor and capture and place the objects effectively. Because of
this ability, this is the arm that was chosen.
Figure 8 – parallel arm design using SolidWorks
Figure 9 – parallel arm prototype
3. Claw and Gripper Analysis
The claw for the robot was the most challenging part of the process. Because of
the additional 360 points benefit of a dual production bonus, the engineering team
20
believed that collecting gizmos and gadgets was an essential part of being successful in
this competition. The claw could be built several different ways. The design
considerations required the claw to pick up eggs, grab a cone and rotate it, and pick up
and place a flying disk. To do all three of these tasks would require a claw that was very
specialized. Many different claws were designed and each was tested on the practice
field. The problem that kept coming up was that the claw could perform one function
well, but could not perform all functions effectively enough to satisfy the engineers. The
first design that was built was a cup design out of cardboard. This would allow the driver
to scoop eggs from both sides.
Figure 10 – cardboard cup design
The next design used the same idea as the cup design, but one side was flattened while
the other side slid into it. This design would grab the cone, scoop the eggs, but not grasp
the flying disk. At one time, the team was going to fully develop this idea and disregard
the flying disk task. The bottom was also brittle and broke off during testing.
21
Figure 11 – plastic cup design
Another method used a long tube and had the design features of a golf ball pick-up tube.
This same design is also used for tennis balls. The design worked in testing, but required
a large amount of force to capture the eggs and the claw did not grasp the cone
effectively. The cone would slip through the grippers. More drawings about this design
and how it works can be found in Appendix D.
Figure 12 – pickup tube design with claw on top
The final production model came from a mixture of the previous designs. This
claw would use the cup method of scooping the eggs while allowing the sides of the cups
to grip the cone. The sides of the cone are made of green PVC due to its strength while
22
the bottom of the claw is created from thin pieces of white PVC that bends and flexes.
These thin pieces keep the cone in place and allow eggs to slip through and sit on top of
the pvc pieces without falling back through. The gripper can then be turned over to let the
gizmos roll out the side of the gripper. This is the design that was agreed upon to be the
most effective. The team recognized that grabbing a few eggs reliably would be more
beneficial that trying to grab all of them and miss.
Figure 13 – cup design Figure 14 – cup design side view
Figure 15 – final production cup design
4. Trailer vs. Attached Box Analysis
23
The process of designing a trailer to carry the gadgets was a primary part of the
game strategy. Without this feature, the robot would have to sit under the drop tube and
wait to be filled. Although this would be easier to gather and release the gadgets, it would
not allow for other tasks to be done while the spotter was loading the gadgets. Although
both ideas were initially considered, it was decided by the majority of engineers to build a
separate trailer that would collect and then deliver the gadgets. This strategy and design
feature proved to be effective at the Game Day with our local hub.
Figure 16 – gadget collection box Figure 17- box in chassis
VII. Programming the Robot
1. Motion Programming
The robot has been programmed and tested by our team of programmers. The
programming team met with the engineers during the brainstorming process to determine
the necessary functions and work from those notes to program the VEX Cortex controller
to perform as needed. The first task was to get the robot rolling. The programmers had
assisted the engineers with wheel size and after the wheels had been cut out and mounted
to the chassis, the programmers worked on motion of the robot. It was determined by
both groups that to allow for speed and precision, the robot should have varying speeds.
24
The regular speed would be 100% while the slower speed would be activated by a pushed
button that would then change all of the drive motors to 50% speed. This allows the robot
to turn slowly and maneuver into tight places with fewer mistakes.
2. Servo programming for the gripper
The next part of the programming task was to program the servos to work
together to close the claw. The claw slides on a rail so that all movement is horizontal and
parallel to the floor. One servo moves clockwise while the other servo has been
programmed to move counterclockwise. Another servo has been programmed to release
the magnetic detection arm located on the front of the robot.
3. Lift Arm programming
The last part of the programming was to determine the speed of the lift motor and
the rotational motor. The engineers again met with the programming team and
determined that the rotational motor for the claw should be slower than full speed. The
rotational motor is set at 50% speed to allow the claw to rotate the cone without losing it
in its grasp and to allow the claw to pour out the gizmos (eggs).
VIII. Offensive and Defensive Evaluation
1. Developing a Game Strategy
Another part of the brainstorming process involved developing a game strategy.
On the team this year, it was decided that the team would have a separate Strategy Team.
This team would develop a game strategy that allowed for the most points to be scored
and use the allotted amount of time effectively. The team considered defensive and
offensive strategies. With the design of the game this year, many had not considered
25
defensive strategies, but it was determined that a strong offensive strategy would provide
for a good defensive strategy. It’s far better to be safe than sorry.
Offensive Strategy
Design the robot to complete multiple tasks at the same time. You must
efficiently collect gadgets while also collecting gizmos. This could be
completed using a separate gadget collector that is left to only collect gadgets.
Determine what color gadgets need to be collected to eliminate excess factory
waste and eliminate extra time required to sort the waste gadgets. This will
also serve as a defensive strategy. In practice rounds, spotters were able to
average 120 gadgets in the estimated 90 seconds that was available for gadget
collection. The team goal is 120 gadgets with at least half of those gadgets
begin packaged.
Work toward a dual production bonus of 360 points. This would be equal to
120 properly packaged gadgets.
On each and every round, focus on attaining the highest Sigma value for each
round. It is believed that scoring less gadgets and gizmos in a particular round
is less important than keeping a good Sigma value.
The scoring for each round would be as follows:
* Gadget – 2 points per gadget, 3 points per packaged gadget
* Gizmo – 10 points per packaged gizmo, 20 points per packaged/sealed gizmo
* Gizmo package – 50 points
* Dual Production Bonus – 360 points
* Perfect Sigma score – multiply by 6
26
Expected total points per round:
60 gadgets (unpackaged) + 60 gadgets (packaged) + 3 Gizmo Packages + 2
Gizmos + Dual production bonus x 6 (for gadgets and gizmos) = 2430
Defensive Strategy
A strong offensive strategy was a key part of our defensive strategy.
Determining which gadgets we needed before the other teams had a chance to
determine their needed gadgets, allows us to work on collecting our particular
colors. We also have a time period where we do not have to compete for pieces
with other teams. When we collect 120 pieces, we can feel confident that all one
hundred will score instead of having to take the chance that a third of them will be
factory waste. Also, keeping our sigma values at the highest level keeps our team
from having to change our offensive strategy during the game.
IX. Testing and Evaluation of the Competition
As the team prepared for it’s first public exhibition, there were several problems
that the robot was experiencing. The robot was three pounds heavier than the ideal goal
of twenty four pounds. This meant that the robot had to be lightened to be legal for the
competition. The robot also had some trouble accurately grasping the gizmo package.
The design of the gizmo package makes it slippery and difficult to hold. Some form of
friction would need to be added to the gripper to make it easier to pick up and hold the
gizmo package.
When comparing the robot with other robots, the engineering team realized that
the robot was not as effective at picking up parts on the playing field as the competition.
The gripper moved too slowly and did not have enough contact area with the game
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pieces. When the engineering team returned back to the workshop later that afternoon,
several designs were reconsidered. One team member mentioned using a design that
looked like a split cup. The team member used a foam drinking cup as the model. When
cut in half and placed at an angle, the cup fit the gizmo package or orange cone on each
side fairly well. The top of the angled cups could also be used to pick up the gizmos and
gadgets. This new system would be lighter than the existing system as well. The team
decided to move forward with this new gripper design and used four inch green PVC pipe
to create the new gripper. The gripper was formed so that the curve would fit both the
cone and hold eggs and golf balls. The new gripper was lined with foam rubber to
increase friction and keep the game pieces in the gripper.
Figure 18 – cup design concept Figure 19 – production design
After testing the new gripper, the team realized that the drivers could also place
the packaging lid or flying disk with the gripper. A magnetic read switch was added to
the end of the gripper to help determine correct gadgets during the game. The switch was
programmed using the data port and does not allow the operator to pick up defective
pieces. The new gripper allows the team to use this function effectively where the
existing gripper did not plan to use this function.
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Another problem with the robot was precision. While it moved all game pieces,
the ability to be precise was not possible. The problem was with the mobile recall trailer.
The building team had built the practice trailer too wide. When the team tested the real
trailer at Mall Day, it was realized that the trailer at our testing facility was too wide by
1.5 inches. This made our pickup area too wide and moving the mobile recall trailer
accurately was more difficult. The engineering team decided to add a simple trailer
grabber to help fix this problem and make placement of the trailer more accurate.
Other fixes to the robot included a new box that acted as a gadget collector. The
existing collector weighed six pounds and was too big. The new collector weighs three
pounds, is smaller, and still holds 150 gadgets if needed. With those three fixes, Central
Robotics believed that it would be able to be competitive on Game Day. When Game
Day arrived the team had major issues with the gadget box release. The gadgets released
onto the field twice during competition. The engineers determined that the clothespin that
was used to hold the box shut was being opened when the box was placed under the
gadget sorting tube. To fix this, the team added a small piece of wood to the top of the
clothespin. If the clothespin hit something, the top of the pin would hit first and actually
close the pin instead of allowing it to open.
The team was able to make it to the semifinal rounds and with this modification
the team had no more issues and won the Game Day competition. At this point in time,
the team plans to make minor adjustments to the robot. One change is to make the gadget
box smaller to allow more space in the starting area for maneuverability. Another change
is to add an additional support piece to the parallel arm as a backup in case the holding
29
pin should fail during competition. These changes have yet to be made and are in the
planning stages, CAD design, and evaluation process before final production begins.
X. Safety
All production must focus on safety as the main component of any work area.
This is true at Central Robotics as well. The engineers and building team members (those
who built the booth) as well as the electricians were required to have basic safety
instruction for proper tool use. Some of the members had previous experience and helped
new engineers and builders with proper safety practices when using powered equipment.
On other specialized equipment such as the metal lathe and milling machine, students
were instructed by a mentor with the program. During the building of the robot and other
pieces of construction, Central Robotics had a perfect safety record with no lost time due
to an on the job injury. The team adopted four basic safety rules for the team.
Safety Rules:
1. No one can use a piece of equipment unless they have been trained to use that
piece of equipment.
2. Safety glasses must be worn at all times.
3. Clean up wood, metal and plastic shavings and put all tools away at the end of
each work session.
4. All excess wood and plastic should be returned to its proper container.
XII. Summary
Central Magnet used a three-step process to design and build their Total Recall
robot. During the first step, the engineers and the strategists reviewed the requirements
and began to brainstorm different ways to make the robot meet and exceed those
30
requirements. The team began to build the robot with the help of small prototypes during
step two. For the third and final step, Central’s BEST team tested out the newly-
completed robot, trying to make it more efficient, and fixing any design flaws that may
have appeared. Central’s robot has a lever arm attached to bungee cords that allow for
forward and backward movement. At the end of the lever arm is a gripper. A small motor
is used to control the arm. Four springs near the bottom of the robot allows the robot to
read the data ports, and an indicator made out of colored duct tape enable understanding
of the state the game pieces are in. Through teamwork, planning, and a carefully designed
building process, the Central Magnet BEST team was able to build a robot that mets the
requirements of the client and compete in this year’s Total Recall game.
Figure 19 – side view Figure 20 – rear view
Figure 21 – top view Figure 22 – angle view
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APPENDICES
Appendix A: Engineering Process
Appendix B: CAD Design
Appendix C: Robot Programming
Appendix D: Additional Support material
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EEnnggiinneeeerriinngg PPllaann ffoorr CCeennttrraall RRoobboottiiccss
The four main phases of design are:
Phase What You Get Example
1. Conceptual Design Concept Four wheels, scoop, scissor arm
2. Preliminary Design Model or mockup Cardboard model of concept
3. Detailed Design Prototype Robot from kit parts
4. Production Design Product Refined robot from kit parts
CONCEPTUAL DESIGN
There are eight (8) steps to coming up with a concept. STEP 1: LIST ALL REQUIREMENTS FOR THE ROBOT
This list is generated after reviewing the rules and developing a general strategy. You
may need to draw a picture of the playing field and also layout/sketch scoring strategies. Requirements for the Total Recall Robot
11. Pick up golf balls, eggs, and cones, Frisbees – 30 inches 12. determine magnetic eggs vs. non magnetic eggs
13. read the 4 data port
14. move the cart 15. less than 24x24x24 when closed or match begins
34
16. 24 lbs or less
17. clean up the floor – scoop, broom,
18. speed is important, but need accuracy
19. dump golf balls – see #1
20. roll over the egg holder
STEP 2: BREAK DOWN LIST INTO NEEDS AND WANTS
Requirement Need or Want
The robot cannot be any larger than 24x24x24 inches Need
The robot cannot weigh more than 24 lbs Need
Speed Want
Clean up the floor Need
Move the cart Need
Pick up game pieces Need
Determine magnetic gizmos/non magnetic gizmos Need
Read data ports Want
Dump gadgets Need
Roll over the egg holder Need
Move gadgets from tube to sorting bin Need
STEP 3: SET DESIGN TARGETS FOR EACH REQUIREMENT:
Requirement Description for the robot
Need or Want
Design Target for the Robot
Meets the 24x24x24 size limit
Need Less than 23x23x23
Meets the 24 lbs requirement
Need Less than 23 lbs
Speed Want Slightly faster than walking speed
Clean the floor up Need Bulldozer
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Pick up game pieces Need 100 golf balls, 10 eggs, 3 cones, 2 frisbees
Read data ports Want Read within 20 seconds of the match start
Move the cart Need Within the first 15 seconds of match
Dump golf balls Need Within 2 minutes
Determine magnetic/nonmagnetic
Need Put this feature on the claw
Roll Over the egg holder Need Use front wheels to drive over the holder
Move the gadgets to sorting bin
Need Create a separate cart to hold gadgets
STEP 4: Rank each requirement based on its level of importance on a scale
where “1” is least important and “5” is most important
Requirement Description for the Robot Level of Importance
Meets the 24x24x24 requirement 5
Meets the 24 lbs requirement 5
Speed 4
Clean up the floor 5
Pick up game pieces 5
Read data ports 3-4
Move the cart 5
Dump golf balls 4-5
Determine magnetic/non magnetic 5
Roll over the egg holder 4
Move gadgets from tube to sorting bin 5
STEP 5: LIST ALL ROBOT FUNCTIONS THAT NEED TO OCCUR
MOVE TO SCORING AREA OBTAIN GAME PIECE SECURE GAME PIECE LIFT GAME PIECE STEP 6: DEVELOP CONCEPTS FOR EACH FUNCTION
FUNCTION CONCEPT or IDEA (MAKE SKETCH ON A SEPARATE SHEET OF PAPER)
A MOVING THE ROBOT Chassis with wheels, casters, sliders
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B OBTAIN GAME PIECE Claw, scoop, dowels,
C LIFT GAME PIECES Lever arm, scissor lift, 180 degree arm
D READ DATA PORTS
Flag, dial, use springs to read
E
SWEEP THE GAME FLOOR Bulldozer, dustpan
F
MOVE THE MOBILE RECALL TRAILER AND GADGER CART
Hooks, grips, use the chassis to move the box
STEP 7: ASSIGN A LETTER AND NUMBER TO EACH CONCEPT
1. Feasibility – can this be done? 2. Go / No Go – does it meet all needs? 3. Decision Matrix – does it meet wants?
Feasibility
Concept Feasible? Yes or No
A1 – Chassis with wheels Yes
A2 - casters Yes
A3 - sliders Yes
B1- Claw Yes
B2- Scoop Yes
B3- Dowels Yes
C1- Lever Arm Yes
C2- Scissor Lift Yes, but not needed
C3- 180 degree Arm Yes
D1-Flag Yes
D2-Dial Yes
D3-Springs Yes
E1-Bulldozer Yes
E2-Dustpan Yes
F1-Hooks Yes
F2-Grips Yes
F3-Use chassis to move the box Not likely
Go – No Go (needs only) – This is the prototype planning stage Does each concept meet the requirements from the previous section
37
Requirement A1 A2 A3
Meet weight requirements Yes
Yes Yes
Meet size requirements Yes Yes Yes
Pick up game pieces Yes Yes Yes
Requirement B1 B2 B3 not feasible
Meet weight requirements Yes
Yes
Meet size requirements Yes Yes
Pick up game pieces Yes Yes
41
production gripper design for collecting gizmos (eggs) and holding
gizmo package
original production gripper side view
46
Functionality Requirements
Mobility Drive Requirements: 1) Normal Drive Control - Right-hand joystick movement.
a) Forward movement – upward positioning of the joystick vertical axis.
b) Backward movement – downward positioning of the joystick vertical axis.
c) Left movement – left positioning of the joystick horizontal axis.
d) Right movement – right positioning of the joystick horizontal axis.
2) Tank Style Pivot Control – Right-hand joystick movement.
a) Left in-place pivot – left positioning of the joystick horizontal axis with zero
vertical axis movement.
b) Right in-place pivot – right positioning of the joystick horizontal axis with zero
vertical axis movement.
3) Proportional Speed Control –Right-hand joystick movement.
a) Forward/Backward speed – based upon the positional value returned from the
joystick vertical axis.
b) Left/Right speed – based upon the positional value returned from the joystick
horizontal axis.
4) Maximum/Slow Speed Control – Right-hand joystick position and Group 6 Up button.
a) Maximum speed – determined by calculation of angular velocity of diameter of
the drive wheels. Predefined variable to be used for governing the maximum
speed allowed.
b) Slow speed – determined by the setting of the predefined slow speed divisor
variable used for governing the speed allowed. Finer control of the robot
positioning with larger drive joystick inputs. Requires press and hold of the
Group 6 Up button for slow speed.
5) Joystick Dead Zones – Programmable defined areas of no actions from drive joystick
inputs.
Notes:
See drive wheel calculations table for details on mobility speed control.
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Functionality Requirements
Manipulation Devices Requirements:
Gripper Device Requirements: 1) Gripper Open/Close Movement Control – Group 7 joystick buttons.
a) Open movement – press and hold Group 7 Left button.
b) Close movement – press and hold Group 7 Right button.
2) Gripper Rotation Movement Control – Left-hand joystick horizontal axis.
a) Counter-clockwise rotation movement – press and hold Group 5 Down
button with left directional movement of the horizontal axis.
b) Clockwise rotation movement – press and hold Group 5 Down button
with right directional movement of the horizontal axis.
Lift Arm Device Requirements:
1) Up/Down Movement Control – Left-hand joystick vertical axis.
a) Up movement – upward positioning of the joystick vertical axis.
b) Down movement – downward positioning of the joystick vertical axis.
2) Proportional Speed Control – Left-hand joystick vertical axis movement.
a) Up/Down speed – based upon the positional value returned from the
joystick vertical axis.
3) Maximum/Slow Speed Control – Left-hand joystick vertical axis position and
Group 6 Up button.
a) Maximum speed – determined by rotation motor’s maximum rpm rating.
Predefined variable to be used for governing the maximum rotation speed
allowed.
b) Slow speed – determined by the setting of the predefined slow speed
divisor variable used for governing the speed allowed. Finer rotation
speed control with larger joystick vertical axis input. Requires press and
hold of the Group 6 Up button for slow speed.
4) Joystick Dead Zones – Programmable defined areas of no actions during lift arm
movement of joystick.
Swept Arm Device Requirements: 1) Up/Down Movement Control – Group 8 Up and Down buttons.
a) Down movement – press and hold the Group 8 Down button to lower and
position the swept arm.
b) Up movement – press and hold the Group Up button to raise and position
the swept arm.
2) Movement Limits Control – Programmable predefined variables to limit
maximum up and down positions of swept arm.
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Functionality Requirements
Data Port and Sensors Requirements:
Data Port Requirements: 1) Data Port Sampling Control – Three digital inputs and Group 7 Up button.
a) Defective Gadget detection – digital input ports 1 and 2 used for sampling
of defective Gadget type.
b) Defective Gizmo detection – digital input port 3 used for sampling of
defective Gizmo type.
c) Sampling control – press and hold Group 7 Up button to record sample
from digital input ports.
2) Data Port Data Analysis – Determine if sample data is valid.
a) Gadget sample analysis – digital port 1 represents bit 0 data and digital
port 2 represents bit 1 data. Use provided truth table from BEST 2010
competition handbook to validate Gadget data sample from bit 0 and bit 1
data only.
b) Gizmo sample analysis – digital port 3 represents bit 2 data. Use provided
truth table from BEST 2010 competition handbook to validate Gizmo
magnetic or non-magnetic status using bit 2 data only.
3) Indicate Sampling Validation Results – Servo controlled zones chart.
a) Invalid sampling results – servo moves indicator to red zone.
b) Valid magnetic sampling results – servo moves indicator to magnetic
quadrant and defective Gadget zone.
c) Valid non-magnetic sampling results – servo move indicator to non-
magnetic quadrant and defective Gadget zone.
Truth Table From Page 24 – BEST Game Specific Rules (ACMR00006 Rev 1.2)
Factory Data
Port Defective Products
P2 P1 P0 Gadgets Gizmos
0 0 0 Black Magnetic
0 0 1 Yellow Magnetic
0 1 0 White Magnetic
1 0 0 Black Non-Magnetic
1 0 1 Yellow Non-Magnetic
1 1 0 White Non-Magnetic
0 1 1 No Connection
1 1 1 No Connection
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Joystick Assignments
Drive Control: Right-Hand Side Joystick:
Group 1 (Horizontal) – Controls Turning Left and Right.
Group 2 (Vertical) – Control Forward and Backward Movement.
User Options:
1) Better control for positioning robot via slow speed selection.
Press and hold Group 6:Up button to shift into slow speed drive mode. Release
button to return to normal drive speed.
2) Tank style pivot, in place, movement of robot.
Move joystick left or right with No Forward/Backward joystick input.
3) Emergency pause of robot movement.
Press and hold all four (4) buttons, Group 5:Up and Down, Group 6:Up and Down,
at the same time on the front of the joystick control unit. Release all buttons to
resume normal operation after one (1) second pause.
Gripper Arm Control: Left-Hand Side Joystick Group 3 (Vertical) – Controls Gripper Lift Arm movement.
Forward lowers the gripper lift arm assembly.
Backward raises the gripper lift arm assembly.
Group 7:Left/Right Buttons – Controls Gripper open and close movement.
Left button opens the Gripper assembly.
Right button closes the Gripper assembly.
Left-Hand Side Joystick Group 4 (Horizontal) – Controls Gripper rotation.
Press and hold Group 5:Down button while moving joystick to the left to rotate
gripper assembly counter-clockwise.
Press and hold Group 5:Down button while moving joystick to the right to rotate
gripper assembly clockwise.
Data Port Read Control:
Group 7:Up button – Controls Data Port Reading Request
Press Group 7:Up button to attempt reading of valid data from Data Port. If valid
data is read from Data Port, then bad Gadget and Gizmo type (Magnetic or
Nonmagnetic) is indicated on Gadget/Gizmo Indicator Scale.
Note: Drive and Rotation direction indicated based upon driver’s rear to front view of robot.
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Mobility Control Team
Date __09/20/2010__________
Subject _Determine best compromise for speed and maneuverability in wheel diameter____
Game Box Dimensions:
Length: 20 feet Width: 10 feet
Drive Motors:
Specifications:
Speed: 42 rpm
Control:
Forward: 0 to 127 (max. 42 rpm) in increments of 1
Reverse: 0 to -127 (max. 42 rpm) in increments of 1
Maximum revolutions per second: 42 rpm / 60 sec yields ~ 2/3 of one revolution
Digital Resolution: 127 / 42 rpm yields ~ 3 increments / rpm
~ 1 /3 rpm / digital increment
Wheel Speed and Maneuverability Table: (diameter x pi (3.14) = circumference of wheel)
Size
Rounded
Circumference
Maximum
ft/sec
Minimum
inches/sec
Travel
Time(1)
Round Trip
Time(2)
Maximum
Trips
6 ” 19 ” 1.0 0.11 20 s 40 s 4.5
7 ” 22 “ 1.2 0.12 17 s 34 s 5.3
8 ” 25 “ 1.4 0.14 14 s 28 s 6.0
9 ” 28 “ 1.6 0.15 13 s 26 s 6.5
10 ” 31 “ 1.7 0.17 12 s 24 s 7.5
11 ” 35 “ 1.9 0.19 11 s 22 s 8.2
12 ” 38 “ 2.1 0.21 10 s 20 s 9.0
13 ” 41 “ 2.3 0.23 9 s 18 s 10.0
14 ” 44 “ 2.4 0.24 8 s 16 s 11.2
15 ” 47 “ 2.6 0.26 7.5 s 15 s 12.0
16 ” 50 “ 2.8 0.28 7 s 14 s 12.8
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Controller Configuration
DIGITAL IN/OUT:
Input #1 Data Port Bit 0 - Bad Gadget Color Select
Input #2 Data Port Bit 1 - Bad Gadget Color Select
Input #3 Data Port bit 2 - Gizmo Type Select
Input #4 Gripper Left Rotate Limit Switch (Optional)
Input #5 Gripper Right Rotate Limit Switch (Optional)
Input #6 Arm Up Limit Switch (Optional)
Input #7 Arm Down Limit Switch (Optional)
Input #12 Reed Switch Magnetic Detector Switch (Optional)
MOTORS:
Output #1 Left-Side Drive Wheel Motor Control
Output #2 Gripper Arm Up/Down Motor Control
Output #3 Gripper Left-Hand Servo Control
Output #4 Gripper Right-Hand Servo Control
Output #7 Swept Arm Servo Control
Output #8 Color/Magnetic Indicator Servo Control
Output #9 Gripper Rotation Motor Control
Output #10 Right-Side Drive Wheel Motor Control
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The above design is the original claw idea that used the golf ball and egg pickup tube idea as
drawn below.