Problem Statement: Reaction-time training tools are often expensive and proprietary. Creating a custom, open-source alternative allows for flexible gamification but presents significant challenges in synchronizing distributed wireless nodes with low latency. The system must coordinate multiple independent devices to act as a single, cohesive game unit.
Project Goal: The goal is to design and implement a distributed reflex game consisting of 4-5 wireless "Smart Buttons" and a central controller.
Note: The project focuses on the software and networking challenges. To ensure feasibility, standard hardware components are provided, though the physical implementation remains flexible.
Core Tasks:
- Hardware Integration: Implement the physical interaction nodes. The baseline concept is to retrofit standard 100mm Arcade Buttons with microcontrollers (to minimize hardware effort), but the specific implementation is open to suggestions depending on the student's knowledge and experience (e.g., 3D printing custom enclosures).
- Wireless Low-Latency Network: Implement a robust communication protocol (e.g., ESP-NOW or Wi-Fi UDP) to ensure instant, millisecond-level synchronization between the "Master" controller and the distributed "Pods."
- Control Interface: Develop a user-friendly way to configure the training (e.g., a Web Dashboard hosted on the Master node, or a Mobile App) to select game modes like "Speed Drill," "Multiplayer," or "Memory Sequence."
- Distributed State Management: Develop the game logic (State Machine) to handle concurrency, ensuring the system remains stable regardless of which node is pressed.
- Performance Evaluation & Analytics: Implement a system to measure and visualize user performance, calculating metrics such as Reaction Time (ms), Accuracy, and Consistency.
Research Focus: The research focus lies on a Network Performance & Usability Study. The student must implement a software-based "Round-Trip Time" (RTT) test to measure internal network latency and verify the system's real-time capability (< 100ms). Alternatively, a user study must be conducted to compare the distributed physical setup against standard screen-based reaction trainers.
Prerequisites & Resources:
- Experience with C++ / Arduino and basic circuit wiring.
- Hardware: All necessary components (ESP32 units, Arcade Buttons, Power Banks) will be provided by the supervisor.
Technologies: Embedded C++ (Arduino IDE); ESP-NOW / Wi-Fi Networking; Web Server (AsyncWebServer); Microcontrollers (ESP32); Data Analytics
Tags: IoT; Embedded Systems; Game Development; Wireless Networking; Kalchgruber