This document provides an overview of the mCricket project, which aims to create an interactive platform to add fun and entertainment to cricket. It consists of three units: the bowler unit uses an Arduino and accelerometer to capture motion data and send it to the data acquisition unit. The batsman unit uses an ESP8266 and IR sensor to send sensor data via TCP socket. The data acquisition unit is a Raspberry Pi that receives the data, emails updates, and plays audio based on the game state. The document discusses the hardware and software requirements and provides background on cricket and the components used like sensors, transmission methods, and socket programming.
This document is a report submitted by Michael Bseliss in partial fulfillment of the requirements for a Bachelor of Technology degree in Aerospace Engineering from Amity University, Dubai. The report evaluates a practical training on the construction of a quadcopter. It includes sections on the introduction, literature review, components, flight control, applications and advantages/disadvantages of quadcopters. Key components discussed include the frame, propellers, motors, flight controller, batteries and other optional additions like cameras. Applications highlighted are in areas like agriculture, delivery services, and photography.
This document describes a project report for a quadcopter that uses an ATmega 328 microcontroller. It includes a title page, certificate of authenticity signed by the student and advisor, acknowledgements, abstract, list of figures, and table of contents. The project aims to design and build a stable quadcopter capable of autonomous flight and GPS data logging. Various components of the quadcopter are discussed including the frame, motors, electronic speed controllers, batteries, and remote control system. The control and programming of the flight controller is also outlined.
This power point presentation summarizes the key components and functioning of a quadcopter drone. It describes the main parts which include four brushless motors, electronic speed controllers, a CC3D flight controller, Li-Po battery, power distribution board, and transmitter and receiver. The presentation discusses the advantages of quadcopters like stability, flexibility for indoor use, and ability to enter any environment without a pilot. Applications mentioned include use in agriculture, delivery services, military, videography, and civil purposes. Disadvantages include hardware complexity, short flight duration, and need for frequent battery replacement.
A presentation made by the 5th graders of Millennium National School for their friends in Norway. This is part of the information exchange program between the two countries.
Field hockey is a stick and ball game that originated in the 19th century. It is traditionally played on grass but now often played on artificial turf. The document outlines the basic rules of hockey including penalties, short and long corners, and penalty strokes. It describes the standard positions of players on the field including goalie, defenders, midfielders, and forwards. The history of hockey and its growth in popularity is discussed. Key Indian hockey players like Dhyan Chand and teams that won medals at international tournaments are mentioned.
This document discusses coordinative capacities in youths and provides examples of coordination training exercises. It defines body coordination as the smooth and timed movement of different body parts to perform physical movements. Proprioceptors in the muscles, joints and tendons provide information to the brain about body positioning. The principles of coordination training emphasize quality over quantity, focusing on fundamental movement skills, progression, and including coordination training in every youth training session. A variety of coordination exercises are described that target capacities like differentiation, reaction, transformation of movements, and spatial awareness through activities like dribbling through gates and following a leader while mimicking their movements.
Este manual proporciona información y herramientas para entrenadores de fútbol en el nivel 3 del Sistema Nacional de Capacitación de la Federación Mexicana de Fútbol. El manual contiene 10 capítulos que cubren temas como la planificación, la preparación psicológica y física, el entrenamiento de habilidades como la fuerza y la agilidad, sistemas de juego, y metodologías de enseñanza. El objetivo general es mejorar el desempeño y las competencias de los entrenadores para form
This document describes the development of a 3D racing car game using an agile evolutionary development process. The game was created using Unity 3D for the engine. Over multiple iterations, the game concept evolved from a deathmatch-style racing game to a kart racing game where players collect coins and powerups. Pathfinding algorithms were implemented to control the AI. Advanced car physics were added using forces and torques rather than direct position and rotation control. Terrain, tracks, and 3D car models were designed and created in modeling programs then imported. Scripts were written for the AI, pathfinding, cameras, and HUD elements.
This document is a report submitted by Michael Bseliss in partial fulfillment of the requirements for a Bachelor of Technology degree in Aerospace Engineering from Amity University, Dubai. The report evaluates a practical training on the construction of a quadcopter. It includes sections on the introduction, literature review, components, flight control, applications and advantages/disadvantages of quadcopters. Key components discussed include the frame, propellers, motors, flight controller, batteries and other optional additions like cameras. Applications highlighted are in areas like agriculture, delivery services, and photography.
This document describes a project report for a quadcopter that uses an ATmega 328 microcontroller. It includes a title page, certificate of authenticity signed by the student and advisor, acknowledgements, abstract, list of figures, and table of contents. The project aims to design and build a stable quadcopter capable of autonomous flight and GPS data logging. Various components of the quadcopter are discussed including the frame, motors, electronic speed controllers, batteries, and remote control system. The control and programming of the flight controller is also outlined.
This power point presentation summarizes the key components and functioning of a quadcopter drone. It describes the main parts which include four brushless motors, electronic speed controllers, a CC3D flight controller, Li-Po battery, power distribution board, and transmitter and receiver. The presentation discusses the advantages of quadcopters like stability, flexibility for indoor use, and ability to enter any environment without a pilot. Applications mentioned include use in agriculture, delivery services, military, videography, and civil purposes. Disadvantages include hardware complexity, short flight duration, and need for frequent battery replacement.
A presentation made by the 5th graders of Millennium National School for their friends in Norway. This is part of the information exchange program between the two countries.
Field hockey is a stick and ball game that originated in the 19th century. It is traditionally played on grass but now often played on artificial turf. The document outlines the basic rules of hockey including penalties, short and long corners, and penalty strokes. It describes the standard positions of players on the field including goalie, defenders, midfielders, and forwards. The history of hockey and its growth in popularity is discussed. Key Indian hockey players like Dhyan Chand and teams that won medals at international tournaments are mentioned.
This document discusses coordinative capacities in youths and provides examples of coordination training exercises. It defines body coordination as the smooth and timed movement of different body parts to perform physical movements. Proprioceptors in the muscles, joints and tendons provide information to the brain about body positioning. The principles of coordination training emphasize quality over quantity, focusing on fundamental movement skills, progression, and including coordination training in every youth training session. A variety of coordination exercises are described that target capacities like differentiation, reaction, transformation of movements, and spatial awareness through activities like dribbling through gates and following a leader while mimicking their movements.
Este manual proporciona información y herramientas para entrenadores de fútbol en el nivel 3 del Sistema Nacional de Capacitación de la Federación Mexicana de Fútbol. El manual contiene 10 capítulos que cubren temas como la planificación, la preparación psicológica y física, el entrenamiento de habilidades como la fuerza y la agilidad, sistemas de juego, y metodologías de enseñanza. El objetivo general es mejorar el desempeño y las competencias de los entrenadores para form
This document describes the development of a 3D racing car game using an agile evolutionary development process. The game was created using Unity 3D for the engine. Over multiple iterations, the game concept evolved from a deathmatch-style racing game to a kart racing game where players collect coins and powerups. Pathfinding algorithms were implemented to control the AI. Advanced car physics were added using forces and torques rather than direct position and rotation control. Terrain, tracks, and 3D car models were designed and created in modeling programs then imported. Scripts were written for the AI, pathfinding, cameras, and HUD elements.
SpaceX’s Falcon 9 and Blue Origin Reusable Launch Vehicles are designed not only to withstand re-entry but also to return to the launch pad or ocean landing site for a vertical landing. Reusable rocket is the pivotal breakthrough needed to substantially reduce the cost of space access and make human multi-planet species
This document is a project report on the design and fabrication of a quadcopter. It was submitted by two students in partial fulfillment of their Bachelor of Technology degree in Mechanical Engineering. The report covers modeling the quadcopter in Pro-E software, selecting hardware components, developing control software, assembly, and flight testing. While hardware issues prevented full testing, the students were able to complete a hands-free hover demonstration and other tests showing the quadcopter's stability and potential 6-8 minute flight time.
Hawk-Eye technology uses multiple cameras to track the path of a ball in sports like cricket and tennis. It can determine the exact spot where the ball pitches with 99.99% accuracy, reducing the margin of error in close calls. The system was first implemented in 2001 and uses triangulation between camera views to build a 3D trajectory of the ball. In addition to resolving disputed calls, Hawk-Eye also measures ball speed and provides statistical data. While expensive and technically complex, it has largely eliminated human error from officiating and improved the experience for players and fans.
The Sports Authority of India (SAI) was established in 1984 by the Government of India to develop sports infrastructure and promote sports in India. SAI aims to identify and nurture young sporting talent, spread sports awareness, and support competitive sports. It operates through various wings that focus on coaching, training of elite athletes, physical education, and research. Key schemes implemented by SAI include the National Coaching Scheme, National Sports Talent Contest, Special Area Games Scheme, and Sports Talent Search Scholarship Scheme, which work to develop grassroots talent and support athletes across the country.
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS GamesElectronic Arts / DICE
Master thesis from Chalmers University of Technology done at DICE in 2009.
Full thesis available on: http://publications.dice.se and http://publications.lib.chalmers.se/cpl/record/index.xsql?pubid=111921
The concept of immersion has been adapted by game developers and game critics to describe a deep and positive game experience. While the definition of this concept varies, the user interface of the game is often said to affect the degree to which players can immerse themselves in a game experience. In cooperation with game developer DICE, this master thesis aims to investigate how the notion of immersion affects, and is affected by, the user interface (UI) of first-person shooter games, with the ultimate purpose of delivering user interface guidelines for increased immersion. By conducting a study of contemporary first-person shooter (FPS) games, the current state of user interfaces in FPS games is documented. With the addition of a subjective study of FPS games as well as games of other genres, a design space for UI designers is mapped out in order to provide a structure upon which the guidelines can be built. A literature study of various resources within the fields of ludology, cognitive science and media studies is conducted in order to gain increased understanding of what immersion is and its relation to the game experience. The knowledge acquired is used to formulate various hypotheses of how player immersion is connected to the user interfaces of FPS games. These hypotheses are evaluated by user studies and user tests. Looking at the results of the user tests and the literature study, a final definition of immersion is proposed, upon which the guidelines are based. The first guideline, Know Your Design Space, explains the user interface design space of FPS games and encourages UI designers to look at it as a set of tools. Know Your Game discusses how the competitive focus of the game and the game fiction affects the user interface from an immersion point of view. The guideline Establish Player Agency focuses on how the player can be transferred into the game world by acting within it as an agent rather than simply a player of the game. Finally, Strengthen the Player-Avatar Perceptual Link suggests how the user interface can link the player closer to his in-game character on a perceptual level.
Physical edcuation and sports for cwsn physical education-Class XI UNIT 3 PPTKirtiSharma253
Adaptive physical education aims to provide physical education opportunities for students with special needs. It involves modified programs, equipment, and activities to safely develop students' physical, mental, and social skills according to their abilities. The key organizations that promote adaptive and Paralympic sports in India are Special Olympics Bharat, the Paralympic Committee of India, and the International Committee of Sports for the Deaf for the Deaflympics. They work to provide training and competition opportunities for athletes with disabilities and aim to enhance inclusion through sports.
This document provides coaching plans and tips for two soccer coaching sessions for U8 players focusing on ball mastery. The plans include warm up, unopposed practice, opposed practice and conditioned game sections. The warm ups involve dribbling exercises, the unopposed practices are individual ball skills work, the opposed practices are 1v1 and small sided games, and the conditioned games incorporate penalty shots. The coaching points emphasize changing pace and direction, individual ball skills, creating space, and teaching positions. The document also includes self-evaluation forms and tips for coaching youth soccer effectively.
Kabaddi originated in ancient times in India and the modern game developed in the 1930s. The first codified rules were established in 1921. Kabaddi became organized at the national level in India in the 1950s with the All India Kabaddi Federation. It has since grown tremendously in popularity and become an international sport with the formation of the International Kabaddi Federation in 2004. India has dominated internationally by winning gold medals at every Asian Games since 1990 and the first World Cup in 2004. The professional Pro Kabaddi League was established in 2014 in India, further popularizing the sport around the world.
Cricket is a bat-and-ball game that originated in England in the early 16th century. It is played between two teams of 11 players who take turns batting and fielding. The objective is for the batting team to score more runs than the opposing team by hitting a ball thrown at them into the field. There are specialized positions like wicketkeeper who stands behind the wicket to catch balls not hit by the batter and try to get batters out.
Football originated in England in 1848 and has since spread globally. It involves two teams of 11 players using only their feet, legs and head to pass and shoot a ball into the opposing team's goal. The game is regulated by FIFA and major tournaments include the FIFA World Cup and UEFA Champions League. Key elements of football include passing, dribbling, shooting, and trapping the ball while following rules overseen by a referee. Players can receive yellow or red cards for fouls and violations.
The document discusses the usage of information and communication technology in sports. It begins by outlining the topics that will be covered, which include defining sports technology, the benefits of sports tech, how tech enhances performance, analyzes performance, and the future of sports tech. The document then goes on to explain each of these topics in further detail through examples like fitness apps, wearable sensors, biomechanics software, and envisions future tech like smart clothing and head-up displays. It closes by emphasizing how technology can affect country performance at the Olympics and how the UK's investment in tech for certain sports has contributed to its Olympic medal count.
This document provides information about career opportunities in the Indian Army, including types of commissions, requirements, and training programs. It describes the Permanent Commission option which allows one to have a lifelong career in the Army by attending the National Defence Academy or Indian Military Academy. It also outlines the Short Service Commission which involves serving for 10 years, potentially extendable to 14, and undergoing training at the Officers Training Academy. Details are provided about eligibility requirements, application processes, and durations of training programs for various commission options.
This document discusses the importance of gaming to the computer industry. It notes that 60% of US residents play computer games and over 221 million computer and video games were sold in the US in 2002. The gaming industry reported $6.5 billion in sales that year. Online gaming revenues were estimated to reach $2.9 billion by 2005. The global gaming industry generates over $20 billion in revenue annually, forming a major part of the entertainment industry. Games are popular because they mimic real-life challenges and games that people play every day. Advances in technology have made modern games much more complex and engaging than older games.
Drone (Quadcopter) full project report by Er. ASHWANI DIXITAshwani Dixit
This is a Fully completed Mechanical Engineering Final Year Project Report of Drone ( Quadcopter ) by Ashwani Dixit from MITM, Ujjain .
for word file of that report you can contact me - ashwanidixit49@gmail.com
Thankyou !!!!!!!!!
This document describes a drone surveillance system that uses a DJI F450 quadcopter frame equipped with an Ardupilot flight controller board, cameras, and other electronics. The system allows for remotely monitoring an area using the on-board camera while also having capabilities like signal jamming. A Raspberry Pi companion computer provides autonomous flight capabilities and potential for computer vision tasks using TensorFlow Lite. The drone was assembled and initial test flights were performed to demonstrate its surveillance and monitoring functions.
Kabaddi is a contact team sport that originated in South Asia over 4000 years ago. Players must take turns crossing into the opposing team's territory in a single breath to tag opponents while avoiding being tackled. It is believed the game developed from epic battles in Hindu scriptures. Kabaddi requires stamina, reflexes, coordination and is played throughout Asia with minor variations. Teams consist of 7 on-court players and games last 20 minutes per half with scoring determined by successful raiding and tackles.
A Presentation on Reusable Launcher Technology , with reference and basis of SpaceX Technologies Falcon 9 reusable rocket. With basic slides explaining the overview of the technology presented. ( No analytical or numerical issues addressed)
This document provides an overview of the sport of kabaddi, including its history, rules, and top players and countries. Kabaddi originated in pre-historic times in India and the modern version was standardized in the 1920s. The national governing body was formed in 1950 and international competitions began in the 1970s. Kabaddi is played on a 12.5m by 10m field by teams of 12 players, with 7 on the field at a time. India has dominated internationally, winning 3 gold medals and topping the international rankings. The top women's players for India include Priyanka Negi, Deepika Henry Joseph, and Payel Chowdhury.
A powerpoint presentation on the Indian Footballer Sunil Chhetri who is also the present captain of the Indian Team.This ppt covers his personal life,his family ,career-International as well as national and also the honours that he has received and all the clubs he worked alongwith some of his videos.
This document discusses different models of periodization for training, including linear, block, concurrent, conjugate, and undulating models. It explains that periodization aims to maximize adaptations to training by systematically varying training variables like volume, intensity, and exercise selection over periods or cycles. This allows for periods of overloading and recovery to reduce injury risk while continually progressing an athlete. The document compares advantages and disadvantages of different models for different athlete abilities and sport types to help choose an appropriate periodization approach. It emphasizes that periodization strategies should evolve over time with advances in understanding physiology and the developing needs of individual athletes and sports.
Cricket is a bat-and-ball game played between two teams of 11 players on a rectangular grass pitch. One team bats, trying to score runs by hitting the ball and running between the wickets, while the other team bowls and fields trying to get the batsmen out. A game is divided into innings where the teams alternate between batting and fielding. The objective is for the batting team to score more runs than their opponent.
Cricket is a bat-and-ball game played between two teams of 11 players on a field with a 22-yard pitch at its center. One team bats, trying to score runs, while the other bowls and fields trying to get batsmen out. A run is scored by a batsman hitting the ball and running between the wickets. Teams switch between batting and fielding after an innings. Cricket originated in England in the 16th century and spread with the British Empire. It is now the second most popular sport globally and played in many former British colonies.
SpaceX’s Falcon 9 and Blue Origin Reusable Launch Vehicles are designed not only to withstand re-entry but also to return to the launch pad or ocean landing site for a vertical landing. Reusable rocket is the pivotal breakthrough needed to substantially reduce the cost of space access and make human multi-planet species
This document is a project report on the design and fabrication of a quadcopter. It was submitted by two students in partial fulfillment of their Bachelor of Technology degree in Mechanical Engineering. The report covers modeling the quadcopter in Pro-E software, selecting hardware components, developing control software, assembly, and flight testing. While hardware issues prevented full testing, the students were able to complete a hands-free hover demonstration and other tests showing the quadcopter's stability and potential 6-8 minute flight time.
Hawk-Eye technology uses multiple cameras to track the path of a ball in sports like cricket and tennis. It can determine the exact spot where the ball pitches with 99.99% accuracy, reducing the margin of error in close calls. The system was first implemented in 2001 and uses triangulation between camera views to build a 3D trajectory of the ball. In addition to resolving disputed calls, Hawk-Eye also measures ball speed and provides statistical data. While expensive and technically complex, it has largely eliminated human error from officiating and improved the experience for players and fans.
The Sports Authority of India (SAI) was established in 1984 by the Government of India to develop sports infrastructure and promote sports in India. SAI aims to identify and nurture young sporting talent, spread sports awareness, and support competitive sports. It operates through various wings that focus on coaching, training of elite athletes, physical education, and research. Key schemes implemented by SAI include the National Coaching Scheme, National Sports Talent Contest, Special Area Games Scheme, and Sports Talent Search Scholarship Scheme, which work to develop grassroots talent and support athletes across the country.
Beyond the HUD - User Interfaces for Increased Player Immersion in FPS GamesElectronic Arts / DICE
Master thesis from Chalmers University of Technology done at DICE in 2009.
Full thesis available on: http://publications.dice.se and http://publications.lib.chalmers.se/cpl/record/index.xsql?pubid=111921
The concept of immersion has been adapted by game developers and game critics to describe a deep and positive game experience. While the definition of this concept varies, the user interface of the game is often said to affect the degree to which players can immerse themselves in a game experience. In cooperation with game developer DICE, this master thesis aims to investigate how the notion of immersion affects, and is affected by, the user interface (UI) of first-person shooter games, with the ultimate purpose of delivering user interface guidelines for increased immersion. By conducting a study of contemporary first-person shooter (FPS) games, the current state of user interfaces in FPS games is documented. With the addition of a subjective study of FPS games as well as games of other genres, a design space for UI designers is mapped out in order to provide a structure upon which the guidelines can be built. A literature study of various resources within the fields of ludology, cognitive science and media studies is conducted in order to gain increased understanding of what immersion is and its relation to the game experience. The knowledge acquired is used to formulate various hypotheses of how player immersion is connected to the user interfaces of FPS games. These hypotheses are evaluated by user studies and user tests. Looking at the results of the user tests and the literature study, a final definition of immersion is proposed, upon which the guidelines are based. The first guideline, Know Your Design Space, explains the user interface design space of FPS games and encourages UI designers to look at it as a set of tools. Know Your Game discusses how the competitive focus of the game and the game fiction affects the user interface from an immersion point of view. The guideline Establish Player Agency focuses on how the player can be transferred into the game world by acting within it as an agent rather than simply a player of the game. Finally, Strengthen the Player-Avatar Perceptual Link suggests how the user interface can link the player closer to his in-game character on a perceptual level.
Physical edcuation and sports for cwsn physical education-Class XI UNIT 3 PPTKirtiSharma253
Adaptive physical education aims to provide physical education opportunities for students with special needs. It involves modified programs, equipment, and activities to safely develop students' physical, mental, and social skills according to their abilities. The key organizations that promote adaptive and Paralympic sports in India are Special Olympics Bharat, the Paralympic Committee of India, and the International Committee of Sports for the Deaf for the Deaflympics. They work to provide training and competition opportunities for athletes with disabilities and aim to enhance inclusion through sports.
This document provides coaching plans and tips for two soccer coaching sessions for U8 players focusing on ball mastery. The plans include warm up, unopposed practice, opposed practice and conditioned game sections. The warm ups involve dribbling exercises, the unopposed practices are individual ball skills work, the opposed practices are 1v1 and small sided games, and the conditioned games incorporate penalty shots. The coaching points emphasize changing pace and direction, individual ball skills, creating space, and teaching positions. The document also includes self-evaluation forms and tips for coaching youth soccer effectively.
Kabaddi originated in ancient times in India and the modern game developed in the 1930s. The first codified rules were established in 1921. Kabaddi became organized at the national level in India in the 1950s with the All India Kabaddi Federation. It has since grown tremendously in popularity and become an international sport with the formation of the International Kabaddi Federation in 2004. India has dominated internationally by winning gold medals at every Asian Games since 1990 and the first World Cup in 2004. The professional Pro Kabaddi League was established in 2014 in India, further popularizing the sport around the world.
Cricket is a bat-and-ball game that originated in England in the early 16th century. It is played between two teams of 11 players who take turns batting and fielding. The objective is for the batting team to score more runs than the opposing team by hitting a ball thrown at them into the field. There are specialized positions like wicketkeeper who stands behind the wicket to catch balls not hit by the batter and try to get batters out.
Football originated in England in 1848 and has since spread globally. It involves two teams of 11 players using only their feet, legs and head to pass and shoot a ball into the opposing team's goal. The game is regulated by FIFA and major tournaments include the FIFA World Cup and UEFA Champions League. Key elements of football include passing, dribbling, shooting, and trapping the ball while following rules overseen by a referee. Players can receive yellow or red cards for fouls and violations.
The document discusses the usage of information and communication technology in sports. It begins by outlining the topics that will be covered, which include defining sports technology, the benefits of sports tech, how tech enhances performance, analyzes performance, and the future of sports tech. The document then goes on to explain each of these topics in further detail through examples like fitness apps, wearable sensors, biomechanics software, and envisions future tech like smart clothing and head-up displays. It closes by emphasizing how technology can affect country performance at the Olympics and how the UK's investment in tech for certain sports has contributed to its Olympic medal count.
This document provides information about career opportunities in the Indian Army, including types of commissions, requirements, and training programs. It describes the Permanent Commission option which allows one to have a lifelong career in the Army by attending the National Defence Academy or Indian Military Academy. It also outlines the Short Service Commission which involves serving for 10 years, potentially extendable to 14, and undergoing training at the Officers Training Academy. Details are provided about eligibility requirements, application processes, and durations of training programs for various commission options.
This document discusses the importance of gaming to the computer industry. It notes that 60% of US residents play computer games and over 221 million computer and video games were sold in the US in 2002. The gaming industry reported $6.5 billion in sales that year. Online gaming revenues were estimated to reach $2.9 billion by 2005. The global gaming industry generates over $20 billion in revenue annually, forming a major part of the entertainment industry. Games are popular because they mimic real-life challenges and games that people play every day. Advances in technology have made modern games much more complex and engaging than older games.
Drone (Quadcopter) full project report by Er. ASHWANI DIXITAshwani Dixit
This is a Fully completed Mechanical Engineering Final Year Project Report of Drone ( Quadcopter ) by Ashwani Dixit from MITM, Ujjain .
for word file of that report you can contact me - ashwanidixit49@gmail.com
Thankyou !!!!!!!!!
This document describes a drone surveillance system that uses a DJI F450 quadcopter frame equipped with an Ardupilot flight controller board, cameras, and other electronics. The system allows for remotely monitoring an area using the on-board camera while also having capabilities like signal jamming. A Raspberry Pi companion computer provides autonomous flight capabilities and potential for computer vision tasks using TensorFlow Lite. The drone was assembled and initial test flights were performed to demonstrate its surveillance and monitoring functions.
Kabaddi is a contact team sport that originated in South Asia over 4000 years ago. Players must take turns crossing into the opposing team's territory in a single breath to tag opponents while avoiding being tackled. It is believed the game developed from epic battles in Hindu scriptures. Kabaddi requires stamina, reflexes, coordination and is played throughout Asia with minor variations. Teams consist of 7 on-court players and games last 20 minutes per half with scoring determined by successful raiding and tackles.
A Presentation on Reusable Launcher Technology , with reference and basis of SpaceX Technologies Falcon 9 reusable rocket. With basic slides explaining the overview of the technology presented. ( No analytical or numerical issues addressed)
This document provides an overview of the sport of kabaddi, including its history, rules, and top players and countries. Kabaddi originated in pre-historic times in India and the modern version was standardized in the 1920s. The national governing body was formed in 1950 and international competitions began in the 1970s. Kabaddi is played on a 12.5m by 10m field by teams of 12 players, with 7 on the field at a time. India has dominated internationally, winning 3 gold medals and topping the international rankings. The top women's players for India include Priyanka Negi, Deepika Henry Joseph, and Payel Chowdhury.
A powerpoint presentation on the Indian Footballer Sunil Chhetri who is also the present captain of the Indian Team.This ppt covers his personal life,his family ,career-International as well as national and also the honours that he has received and all the clubs he worked alongwith some of his videos.
This document discusses different models of periodization for training, including linear, block, concurrent, conjugate, and undulating models. It explains that periodization aims to maximize adaptations to training by systematically varying training variables like volume, intensity, and exercise selection over periods or cycles. This allows for periods of overloading and recovery to reduce injury risk while continually progressing an athlete. The document compares advantages and disadvantages of different models for different athlete abilities and sport types to help choose an appropriate periodization approach. It emphasizes that periodization strategies should evolve over time with advances in understanding physiology and the developing needs of individual athletes and sports.
Cricket is a bat-and-ball game played between two teams of 11 players on a rectangular grass pitch. One team bats, trying to score runs by hitting the ball and running between the wickets, while the other team bowls and fields trying to get the batsmen out. A game is divided into innings where the teams alternate between batting and fielding. The objective is for the batting team to score more runs than their opponent.
Cricket is a bat-and-ball game played between two teams of 11 players on a field with a 22-yard pitch at its center. One team bats, trying to score runs, while the other bowls and fields trying to get batsmen out. A run is scored by a batsman hitting the ball and running between the wickets. Teams switch between batting and fielding after an innings. Cricket originated in England in the 16th century and spread with the British Empire. It is now the second most popular sport globally and played in many former British colonies.
Cricket Australia engaged ISFM to relocate their cricket academy from Adelaide to Brisbane and plan a new "Centre of Excellence" facility. The Centre of Excellence provides outdoor and indoor practice facilities, sports science and technology centers, accommodation, and other amenities. ISFM conducted feasibility analysis and master planning to develop a state-of-the-art facility that meets the needs of users and supports Cricket Australia's business objectives both short and long-term, including by encouraging new training technologies.
The document summarizes the allotment of land by the Mumbai Metropolitan Region Development Authority (MMRDA) to the Mumbai Cricket Association (MCA) for construction of a cricket club and academy. Key details include:
1. Sharad Pawar requested 52,157 sq meters of land from the Chief Minister in 2001 for MCA at nominal rates.
2. The land was allotted to MCA by MMRDA in 2001 at very low rates for 80 years without competitive bidding.
3. MCA proposed construction of basic facilities but plans grew to include luxurious amenities worth Rs. 75 crores through a BOT contractor appointed without bidding.
4. Various authorities have raised objections around the preferential treatment, terms of
This document discusses a website called Criconnect that aims to help cricket fans in the local United States area connect with cricket. It outlines the problem of cricket fans having insufficient access to the cricket community and resources. It describes the research conducted including participating in the local cricket club, interviewing members, and a literature review on related topics. The research insights include current approaches being driven by chance and lacking web presence, and that tools need to better support the rich communication between cricket club members.
Analysis of different parameters in game of cricketShrawan Arya
The document analyzes different parameters in cricket through statistical analysis using Microsoft Excel and SPSS. It contains the introduction, objectives, literature review, and four hypotheses to compare different cricket parameters. The first hypothesis analyzes the relationship between a player's average strike rate in ODI and Test matches. Statistical tests like t-test and F-test are applied on data of two players, Virender Sehwag and Sachin Tendulkar, to compare their strike rates in the two formats. The results show Sehwag's average strike rate is higher but more varied in ODIs, while Tendulkar's data is still being analyzed.
This document discusses predicting the outcome of cricket matches and assisting coaches. It will use algorithms like Naive Bayes and ID3 to predict matches based on factors such as home advantage, toss result, and team combination. These predictions will determine betting odds. The system will also assist coaches by selecting the best team using player records and using algorithms like Gale-Shapley to determine the optimal batting order. The document reviews several research papers on related topics and summarizes previous work on analyzing cricket matches.
Online gaming is a popular leisure activity that can stimulate the mind. It challenges human brains in ways that normal activities do not. Online games cover many topics including sports, education, current events and more. The 2014 Twenty20 Cricket World Cup increased interest in online cricket games. Sites like foreseegame.com host prediction games on cricket matches and other topics, offering rewards for correct predictions.
The document provides guidelines on acceptable and sanctioned use of intellectual property related to the Indian Premier League (IPL), including names, marks, footage, and other content. It explains that the IPL brand must be strictly protected in order to maintain incentives for commercial sponsorship and investment. Unauthorized commercial use of IPL intellectual property is prohibited and could result in legal action, while limited non-commercial uses such as news reporting may be allowed. Specific examples of prohibited behaviors include unauthorized advertisements, merchandise, websites, and public screenings using IPL content.
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In cricket , In tennis , In associated football , In badminton.
Then what are software requirements?
Advantage and Disadvantage.
Conclusion.
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A minor project proposal on
A Real-time Classic Chess Game
Submitted in partial fulfillment of the requirements for the degree
of Bachelor of Engineering in Software Engineering
under Pokhara University.
Submitted by:
Ashish Tiwari(https://aashishtiwari.com.np), 161709
Nischal Lal Shrestha(https://nischal.info.np), 161722
Poshan Pandey, 161724
Date:
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M cricket project report
1. 1
A PROJECT REPORT ON
“mCricket”- IOT Based Demonstration Platform
SUBMITTED TO C-DAC HYDERABAD IN PARTIAL FULFILLMENT OF THE
REQUIREMENT FOR THE AWARD OF
Submitted By:
GUPTA AAKASH
JATIN KUMAR KHILRANI
JYOTI
KAPIL
CENTRE FOR DEVELOPMENT OF ADVANCED COMPUTING
HYDERABAD
website: www.cdachyd.in
2. 2
CERTIFICATE
This is to certify that this is a bonafied record of project work “mCricket”-IOT
Based Demonstration platform done by GUPTA AAKASH, JATIN KUMAR,
KHILRANI, JYOTI and KAPIL under the guidance of Mr. TAPAS in partial
fulfillment of the requirement of Diploma in Embedded System Design at C-
DAC – Hyderabad for academic session of February 2016.
Guided By:
Mr. Tapas
3. 3
ACKNOWLEDGEMENTS
It gives us great pride to present the project report for our project entitled
“mCricket”- IOT Based Demonstration Platform which is culmination of our
efforts. It gives us great pleasure in conveying our sincere thanks to all those
who have helped us in the successful completion of this project.
We would like to thank our mentor, Mr. Tapas for everything he’s done,
for all supervising our project.
We would like to extend our gratitude towards Mr.
Vishant Garg (Course Co-ordinators, ACTS) & the staff members of ACTS,
Hyderabad.
4. 4
ABSTRACT
The mCricket is an IOT device for Cricket players. The device will capture
motion relevant data from the Player’s Physical activities during play and
transfers over a Wifi and Xbee Link to a Target Laptop/Tablet/Mobile for post
processing and derive meaningful information for the player.
On Raspberry Pi a mCricket Client Application will run to process the data real-
time. If real- time processing is not possible the Player can carry a Mobile Phone
in her/his pocket to capture data and store it. Further it can send email to
registered users. Device can also store some data in its Local Storage using
parallax data acquisition if no communication target is available for post-
processing also it is used to play audio , video at different states.
Further the user can upload the data to Cloud to be reviewed and commented by
experts, trainers, coaches and also for future reference.
A modified version of this device can be used an Implant in Cricket Gears like
Bat, Ball and Gloves. These implants will transfer data as behavior of the Gear.
Software can be used to derive useful Information from these data.
With right Software Design mCricket can help to improve Cricket player’s
performance. The device can also bring in more information from the game and
add more Fun and Entertainment value to audience of the game.
Further this wearable device can be used in any other sports like Football,
Hockey, Baseball, Rugby, Golf, Lawn Tennis, Badminton, Volley Ball, Basket
Ball, Table Tennis, Discuss Throw, Hammer Throw, Javelin Throw, Pole Vault,
Shot Put, Archery, Fencing, Boxing, and some others sports also.
This device can improve the quality of any sports it is used in along with extra
Fun values. This can become de facto necessity for any sports
5. 5
TABLE OF CONTENTS
Page Number
1. Introduction
A. About Project 6
B. Scope of Project 6
C. System Requirements
I. Hardware Requirements 7
II. Software Requirements 7
2. Literature Survey 8
3. mCricket Section 12
4. Data Processing Unit 19
5. Conclusion and Future Enhancements 25
6. References 27
6. 6
1. Introduction
1.1. About Project
An interactive platform which can be deployed in cricket field.This comprises of
three units:-
1. Bowler: - ARDUINO is responsible for taking ADC readings from
accelerometer and sending it to Data Acquisition Unit(D.A.U) through
UART.
2. Batsman: - Responsible for sending IR sensor data to DAU via TCP
Socket.
3. D.A.U:- In this Raspberry Pi is responsible for taking reading from Bowler
(UART) and Batsman (TCP Socket), E-mailing and playing audio as per
different states of bowler and batsman based on embedded Linux.
1.2. Scope of the project
The project aims motivating street cricket and adding more fun and
entertainment to cricket. The components that are used in this demo can be
integrated to a high extend to provide statistics of different components of cricket.
mCricket helps in providing real-time on-field actions, thereby helping it’s user of
the current actions happening on field. This project helps in broadcasting the on-
field events by email as well.
1.3. System Requirements
1.3.1. Hardware requirements
The selection of hardware is very important in the extension and proper
working of any software. In the selection of hardware, the size and capacity
requirements are also important.
7. 7
Raspberry pi
LED Debug
Speakers
Wifi Module
Router
Arduino
Xbee pro
ESP8266 Wi-fi Module
Accelerometer
IR sensor
Power Supply
Modem
1.3.2. Software requirements
One of the most difficult tasks is that, the selection of the software once
system requirements are known is determining whether a particular software
package fits the requirements. After initial selection further security is needed to
determine the desirability of particular software compared with other candidates.
Linux based raspbian operating system
Android Development tool :- Android Studio,SDK, AVD.
XCTU
ESPlorer
Proteus
Xcode IDE
PLX –DAQ parallax
8. 8
2.Literature Survey
2.1 Introduction to Cricket
Cricket is an Outdoor Physical sport played with a bat and ball on a large field,
known as a ground, between two teams of 11 players each; one being the batting
team whiles the other one is the fielding team. It is single combat, in which an
individual batsman does battle against an individual bowler, who has helpers
known as fielders. The bowler propels the ball with a straight arm from one end
of the 22-yard pitch in an attempt to dismiss the batsman by hitting a target
known as the wicket at the other end, or by causing the batsman to hit the ball
into the air into a fielder's grasp, or by inducing one of a number of other
indiscretions. The batsman attempts to defend the wicket with the bat and to
score runs by striking the ball to the field boundary, or far enough from the
fielders to allow the batsman to run to the other end of the pitch before the ball
can be returned. When one of the team has finished batting the teams' roles are
reversed. The total number of runs accumulated determines the winner.
2.2 The Playing Surface
The Cricket is played on an oval shaped field. There are no fixed dimensions
for the field but its diameter usually varies between 450 feet (137 m) and 500 feet
(150 m). In the center of the field is a rectangular strip, known as the pitch. The
pitch is 20.12 m (22 yards) long between the wickets and is 3.0m (10 feet) wide.
The Bowler and Batsman fight on this Pitch surface with Ball and Bat.
9. 9
Batsman and Bowler on Pitch playing against each other
The essence of the Cricket game is that a bowler delivers the ball from his
end of the pitch towards the batsman who, armed with a bat is "on strike"
at the other end.
2.3 The Bat and the Ball
A cricket bat is the equipment used by batsmen in the sport of cricket to hit
the ball. It consists of a cane handle attached to a flat-fronted willow-wood
blade. The length of the bat may be no more than 38 inches (965 mm) and
the width no more than 4.25 inches (108 mm).
A cricket ball is a hard, solid ball used by bowler to bowl the Batsman. It
weighs between 155.9 and 163.0 grams.
2.4 Bowling
The bowler reaches his delivery stride by means of a "run-up”. A Fast
bowler needs momentum and takes quite a long run-up, running very fast
10. 10
as he does so. A Spin bowler with a slow delivery takes no more than a
couple of steps before bowling.
The fastest bowlers can deliver the ball at a speed of over 90 miles per
hour (140 km/h) and they sometimes rely on sheer speed to try and defeat
the batsman, who is forced to react very quickly. Other fast bowlers rely
on a mixture of speed and guile. Some fast bowlers make use of the seam
of the ball so that it "curves" or "swings" in flight.
At the other end of the bowling scale is the "spinner" who bowls at a
relatively slow pace and relies entirely on guile to deceive the batsman. A
spinner will often bowl by "tossing one up" (in a slower, higher parabolic
path) to lure the batsman into making a poor shot. The batsman has to be
very wary of such deliveries as they are often "flighted" or spun so that the
ball will not behave quite as he expects and he could be "trapped" into
getting himself out.
In between the pacemen and the spinners are the "medium pacers" who
rely on persistent accuracy to try and contain the rate of scoring and wear
down the batsman's concentration.
11. 11
2.5 Batting
The aim of batting is to score runs; the batter also has to try and stop the
ball from hitting the wicket and therefore getting him out. A batsman can
use a wide variety of "shots" or "strokes" with his bat to hit the ball. The
idea is to hit the ball to best effect with the flat surface of the bat's blade.
There is a wide variety of shots played in cricket. These includes strokes
named according to the style of swing and the direction aimed: e.g., "cut",
"drive", "hook", "pull".
Wifi
(192.168.0.1:80)
System BLOCK DIAGRAM
Bowler- Arduino+
Aceelerometer
Batsman- ESP8266
+ IR
Data Acquision And
Processing Unit
12. 12
3. “mCricket” Section
3.1 Bowler section:-
Basically consisting ofa hand mounted device which has an accelerometer
embedded inside it. Acquiring the analog data and transmitting it to the
arduino which in turn transmits it to the main D.A.U which does the other
processing.
3.1.1. Sensor Unit.
Accelerometer: - Accelerometers are used to sense both static (e.g.
gravity) and dynamic (e.g. sudden starts/stops) acceleration. One of the
more widely used applications for accelerometers is tilt-sensing. Because
they are affected by the acceleration of gravity, an accelerometer can tell
you how it’s oriented with respect to the Earth’s surface. For example,
Apple’s iPhone has an accelerometer, which lets it know whether it’s being
held in portrait or landscape mode. An accelerometer can also be used to
sense motion. For instance, an accelerometer in Nintendo’s WiiMote can
be used to sense emulated forehands and backhands of a tennis racket,
or rolls of a bowling ball. Finally, an accelerometer can also be used to
sense if a device is in a state of free fall. This feature is implemented in
several hard drives: if a drop is sensed, the hard drive is quickly switched
off to protect against data loss.
3.1.2. Transmission Unit:-
The data from the Accelerometer is in the form of analog signal which is
fed to the Arduino by processing it into digital signal. The Arduino is
connected with a xbee pro module which helps in communication between
Raspberry pi and itself.
13. 13
3.2 Batsman Section:-
It is also a hand-mounted device which has a sensor to get data from the
batsman, calibrated to transmit data through wi-fi depending upon the
hand-motion and position of the batsman.
3.2.1. Sensor unit:-
IR sensor: - An IR sensor is a device which detects IR radiations falling
on it. An IR sensor is basically a device consisting of a pair of IR LED and
a photodiode which are collectively called a photo-coupler or opto coupler.
The IR LED emits IR radiation, reception and/or intensity of reception of
which by the photodiode dictates the output of the sensor. Now, there are
so many ways by which the radiation may or may not be able to reach the
photodiode. In “mCricket”,IR sensor is taking reading of the batsman i.e
hand moment of the batsman and corresponding readings are given to the
ESP8266 wi-fi module which is explained next.
The below diagram shows the working mechanism of IR sensor:-
14. 14
LM358M is a general purpose Dual Operational Amplifier (Op-Amp) which is
used in IR sensor. we use it to compare two voltages, one is fixed and the other
varies with an environmental parameter. If the parameter controlled voltage is
higher than the fixed the voltage, then the IC should give one output, and if it is
lower than the fixed voltage, then it should give another output. So, we see that
the IC gives only two types of outputs, which we design to be 5 Volts and 0 Volts.
This makes our sensor digital which is shown below:
3.2.2. Transmission Unit:-
ESP8266:- The ESP8266 is a low-cost Wi-Fi chip with full TCP/IP stack
and microcontroller capability. This small module allows microcontrollers to
connect to a Wi-Fi network and make simple TCP/IP connections.
Features:
32-bit RISC CPU
64 KiB of instruction RAM, 96 KiB of data RAM
External QSPI flash - 512 KiB to 4 MiB* (up to 16 MiB is supported)
IEEE 802.11 b/g/n Wi-Fi
16 GPIO pins
15. 15
SPI, I²C,
UART on dedicated pins, plus a transmit-only UART can be enabled on
GPIO2
1 10-bit ADC
Open source SDKs include:-
A Lua based firmware for ESP8266 Wi-Fi SOC
NodeMCU is an eLua based firmware for the ESP8266 WiFi SOC from
Espressif. The firmware is based on the Espressif NON-OS SDK
1.5.1 and uses a file system based on spiffs
Spiffs is a file system intended for SPI NOR flash devices on embedded
targets.
Spiff is designed with following characteristics in mind:-
Small (embedded) targets, sparse RAM without heap
Only big areas of data (blocks) can be erased
An erase will reset all bits in block to ones
Writing pulls one to zeroes
Zeroes can only be pulled to ones by erase
Wear leveling
The circuit for mCricket:
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3.2.3. Socket Programming:-
A socket is one of the most fundamental technologies of computer networking.
Sockets allow applications to communicate using standard mechanisms built into
network hardware and operating systems.
3.2.3.1. Point-to-Point Communication
In a nutshell, a socket represents a single connection between exactly two pieces
of software. More than two pieces of software can communicate in client/server
or distributed systems (for example, many Web browsers can simultaneously
communicate with a single Web server) but multiple sockets are required to do
this. Socket-based software usually runs on two separate computers on the
network, but sockets can also be used to communicate locally (inter-process) on
a single computer.
Sockets are bidirectional, meaning that either side of the connection is
capable of both sending and receiving data. Sometimes the one application that
initiates communication is termed the client and the other application the server,
but this terminology leads to confusion in non-client/server systems and should
generally be avoided.
3.2.3.2. Libraries
Programmer’s access sockets using code libraries packaged with the operating
system. Several libraries that implement standard application programming
interfaces (APIs) exist.
3.2.3.3. Interface Types
Socket interfaces can be divided into three categories. Perhaps the most
commonly-used type, the stream socket, implements "connection-oriented"
semantics. Essentially, a "stream" requires that the two communicating parties
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first establish a socket connection, after which any data passed through that
connection will be guaranteed to arrive in the same order in which it was sent.
Datagram sockets offer "connection-less" semantics. With datagrams,
connections are implicit rather than explicit as with streams. Either party simply sends
datagrams as needed and waits for the other to respond; messages can be lost in
transmission or received out of order, but it is the application's responsibility and not the
socket's to deal with these problems. Implementing datagram sockets can give some
applications a performance boost and additional flexibility compared to using
stream sockets, justifying their use in some situations.
The third type of socket -- the so-called raw socket -- bypasses the
library's built-in support for standard protocols like TCP and UDP. Raw sockets
are used for custom low-level protocol development.
3.2.3.4. Addresses and Ports
Today, sockets are typically used in conjunction with the Internet Protocol,
Transmission Control Protocol, and User Datagram Protocol (UDP). Libraries
implementing sockets for Internet Protocol use TCP for streams, UDP for
datagrams, and IP itself for raw sockets.
To communicate over the Internet, IP socket libraries use the IP address to
identify specific computers. Many parts of the Internet work with naming services, so that
the users and socket programmers can work with computers by name (e.g.,
"thiscomputer.compnetworking.about.com") instead of by address (e.g.,
208.185.127.40). Stream and datagram sockets also use IP port numbers to distinguish
multiple applications from each other. For example, Web browsers on the Internet know
to use port 80 as the default for socket communications with Web servers.
3.2.3.5. Socket Programming
Traditionally, sockets have been of interest mainly to computer programmers. But
as new networking applications emerge, end users are becoming increasingly
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network-savvy. Many Web surfers, for example, now know that some addresses
in the browser look like http://192.168.0.5:80/ where 80 is the port number being
used by that socket.
The socket APIs are relatively small and simple. Many of the functions are
similar to those used in file input/output routines such as read(), write(), and
close(). The actual function calls to use depend on the programming language
and socket library chosen.
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4. D.A.U. and processing unit.
Plx Daq is used for loggin real time data from the bowler to excel format.
Raspberry pi application which is based on linux raspbian operating system was
written in C language in this we used 7 different stages of cricket:
Authentication: It will call all the people by email and messaging “Lets
play cricket ” which are registered in the enumerated block. Also the song
“Chalo Bulawa aaya hai” will be played.
Welcome: In this stage the cricket is triggered by a toss. From this stage
the player can go to either toss win stage or toss loss stage as per the
movement of the accelerometer. The message will be sent to the
registered user via smtp protocol.
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Toss Win: In this stage the song will be played “jay ho”, and player has
the chance to do batting first. In batting mode the data from the boller is
discarded and batsman data is taken from the TCP request at
192.168.0.5. If the batsman played a Seep Shot . then it will jump to
sweep shot stage.
Toss Loss: In this “Bade chalo ” song wil be played and sms and email
will be sent to the registered user. Battsman data is discarded and bowler
reading are taken from zigbee wireless module. When bowler detects spin
it will go to spin stage.
Spin: In this stage the new song will be played and after next stage is set
to Game Over.
Shot: In this stage the new song will be played and after next stage is set
to Game Over.
Game Over: All uninitialization take place here and email is sent “meet
again”.
XBee Configuration:
Table 13-2: Comparison of XBee Models
PROTOCOL/
XBEE NAME TOPOLOGY DESCRIPTION
Series 2 ZigBee/Mesh Standardized and interoperable with other vendor
ZigBee solutions. This model supports AT and API modes.
There must be one coordinator in each network.
Coordinators and routers cannot sleep.
Series 1 802.15.4/ Good point-to-point and point-to-multipoint
802.15.4 Multipoint support.
Series 1 DigiMesh/Mesh Uses firmware to implement proprietary mesh
DigiMesh networking on Series 1 modules. Only one type of
node is required.
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Once you have XBee devices, the first step is to configure them using your
desk-top computer and a device such as the SparkFun XBee USB Explorer,
which is illustrated in Figure 13-8(b). The most intuitive way to configure an
XBee device is to use the XCTU software platform from Digi.
XCTU:
XCTU is a full-featured GUI-based confguration platform for XBee devices
that is provided by Digi. It can discover modules that are attached to your
desktop computer using the XBee USB Explorer, as illustrated in Figure 13-
9(a), and confgure the network properties, such as the PAN ID, as
illustrated in Figure 13-9(b). XCTU is available for free on Windows, MacOS
X, and Linux. You can download it from www.digi.com/xctu
Figure 13-9: The Digi XCTU software: (a) device discovery using an XBee USB adapter, and (b) the
device configuration window.
Configuring an XBee Network Using XCTU:
The first thing you should do with XCTU is to update the XBee modules to the
latest firmware. Click the Update Firmware button (see Figure 13-9b) and then
choose the product family, function set, and firmware version. There are different
firmware versions depending on whether you are using AT or API mode, and
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whether you are setting up a coordinator, router, or end device. These options
are described throughout this section.
To configure an AT or API-based network, you must set a PAN ID. The personal
area network ID is a 16-bit address that allows you to configure a set of XBee
devices to be on the same network. This network ID facility allows you to create
multiple networks of devices that are independent from each other, even at the
same physical location. To establish a network, ensure that all of the devices
have the same PAN ID.
The two examples that follow provide step-by-step instructions on
configuring XBee devices in AT and API mode. Each example identifies and
utilizes different firmware versions, which necessitates the use of XCTU in
reprogramming the firmware of the devices.
(a) (b)
Figure 13-11: Configuring the Arduino XBee to connect to the RPi XBee Device: (a) the RPi XBee,
and (b) Arduino XBee XCTU settings.
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Figure 13-12: (a) The XBeeA circuit configuration, and (b) the XBeePi circuit configuration
An XBee API Mode Example:-
Unfortunately, XBee AT mode does not provide access to the advanced
features that are available on a ZigBee device. In the last example, the
source and destination points are manually configured for the two devices.
XBee API mode uses data frames, each with a software-configurable
address that allows other modules in API mode to selectively receive the
data.
Setting Up the RPi XBee Device (XBee1):-
In this section two identical XBee S2 ZigBee devices are configured into
API mode by writing new firmware to them. As illustrated in Figure 13-14,
XBee1 is configured as a ZigBee Coordinator (API mode), and XBee2 is
configured as a ZigBee Router (API mode). In this example, the coordinator
is attached to the RPi, but the XBee router is utilized as a standalone
microcontroller, as illustrated in Figure 13-15.
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Figure 13-14: (a) Configuring XBee1 as a coordinator with PAN ID 1234, and (b) configuring XBee2 as a
router with PAN ID 1234
The PAN ID is set to 1234 for both devices. Once the PAN ID is set for XBee1, it
can be disconnected from the XBee USB Explorer and attached to the RPi, as
illustrated in Figure 13-15(a).
Setting Up the Standalone XBee Device (XBee2):-
The XBee2 can be placed in the XBee USB Explorer and programmed with
ZigBee router frmware. A scan can then be performed by clicking the Wireless
Scan for Devices button (as identifed in Figure 13-14(b)). The XBee1 coordinator
device that is attached to the RPi should be detected, and because the devices
are both in API mode, it is possible to wirelessly change the settings on the
XBee1 device.
In this example, the XBee2 router device is not attached to an Arduino; rather, it
is used as standalone microcontroller, as illustrated in Figure 13-15(b).
Figure 13-15: (a) The XBee1 RPi coordinator circuit, and (b) the standalone XBee2 router circuit
with sample I/O connections
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5.Conclusion and Future Enhancements
Use of mCricket in Other Sports:-
The advantage of this device is that it is not attached to sports gear. All
the post-processing is done in PC software. So with update of PC
Software this device can be used in almost any sports which involve
physical activities. This will definitely involve advance processing of data
but the challenge will remain there scope of huge exploitation of big
market potential. Below Table list the sports and possible information
derivation from sensors data.
Cricket is fourth-largest sporting event in the world in terms of viewership. It is
watched by an estimated quarter of the world's population - an audience of over
two billion. Around the world people are exploring IOT application in home
26. 26
automation, health care and some other domains. But Sports can be one big
game changer in IOT. Some companies have designed implanted Tennis Racket
and also some other sports products. But none has reached mass market
adaptation. The mCricket can be a new initiative that can be a Mass Market
Device. Today this product is in demonstration stage only. But with support of
CDAC’s R&D and Devices this can be a reality. CDAC can be pioneer in this field
with introduction of this Innovative product and reap FMA.
“Let’s play mCricket”
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6.References
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2) ZigBee/IEEE 802.15.4 Summary, http://www.zigbee.com .
3) Various authors, ZigBee Specifications, ZigBee Alliance, 14 December 2004.
4) ZigBee Alliance, http://www.caba.org/standard/zigbee.html .
5) Singh, R.; Mishra, S.; Joshi, P. "Pressure monitoring in wireless sensor network
using ZigBee transceiver module", Computer and Communication Technology
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6) Anthony Faustine etal, Wireless Sensor Networks for Water Quality Monitoring
and Control within Lake Victoria Basin: Prototype Development, Scientific
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7) Rajesh Singh etal, Temperature monitoring in wireless sensor network using
ZigBee transceiver module, Power, Control and Embedded Systems (ICPCES),
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for perimeter control in defense application, Computing for Sustainable Global
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