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Please use this identifier to cite or link to this item: http://arks.princeton.edu/ark:/88435/dsp01w3763922d
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dc.contributor.advisorLittman, Michael G.-
dc.contributor.authorKelly, Brett-
dc.contributor.authorPerrine, Glenn-
dc.contributor.authorRoberts, Rachel-
dc.date.accessioned2016-07-12T15:52:04Z-
dc.date.available2016-07-12T15:52:04Z-
dc.date.created2016-04-28-
dc.date.issued2016-07-12-
dc.identifier.urihttp://arks.princeton.edu/ark:/88435/dsp01w3763922d-
dc.description.abstractThe goal of this project was to create an automated foosball table that could keep pace with a human opponent. It aimed to improve on existing products and accomplish the task within a given budget of $1600. Image sensing by a Pixy was used to track the ball. To move the rods, DC motors driving rack-and-pinions were used for translational motion, and stepper motors were used for rotational motion. While the DC motors were controlled using Universal Power Modules and feedback control loops in Simulink, the steppers could be controlled using Arduino UNO with motor controller shields. Although functional, biggest weaknesses are kicking and durability. The stepper motors are heavily under powered which made the game relatively easy against a human opponent as it is difficult to keep the ball away from the side with the computer’s goal. The most successful aspect of the project is the tracking and the linear speed of the rods, which make it possible to implement defensive strategies depending on the ball’s position, and move fast enough to intersect the ball’s trajectory.en_US
dc.format.extent66 pages*
dc.language.isoen_USen_US
dc.titleAutomated Foosball Tableen_US
dc.typePrinceton University Senior Theses-
pu.date.classyear2016en_US
pu.departmentMechanical and Aerospace Engineeringen_US
pu.pdf.coverpageSeniorThesisCoverPage-
Appears in Collections:Mechanical and Aerospace Engineering, 1924-2019

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