Computer Engineering / Hardware

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    NNU Bike Campus Hub
    (2024) Dima Eid; Sema Hodali
    BikeCampusHub is a smart bike rental station system designed for students at university campuses. With the long distance between campuses, this project aims to provide an efficient and convenient mode of transportation for students which was inspired by European bike rental systems. The system contains a smart bike, a connected vest wirelessly, and rental stations that communicate continuously. Students have two ways to access bikes either by using their student ID or by receiving a verification code on their mobile phones. The system tracks essential student information, including phone numbers, student IDs, names, and rental status, ensuring that a student cannot rent another bike until the previous one is returned. Additionally, students can view all stations on their phones to check their availability, whether they have bikes, and whether they are active or deactivated by the admin. The system also provides real-time updates on the remaining time to return a rented bike. The admin has full control and visibility over the system through a dedicated dashboard and website, allowing them to monitor all student activities, manage bike rentals, track the location of each student via GPS on a real-time map, control rental timing for stations, and deactivate or activate the stations. The Firebase database serves as the centralised system for storing and managing all data. The smart bike is equipped with an RFID system and communicates with the connected vest using ESP modules configured as an access point and client. The system also includes directional detection to activate LED lights, enhancing safety by indicating when the bike stops or changes direction. Additionally, a locking mechanism provides security by locking the bike at the station when the user doesn’t return it on time or when the user goes outside of the college boundaries. BikeCampusHub offers a practical solution for student transportation within the university, combining convenience, security, and smart technology to improve campus mobility.
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    Grip And Win
    (2025) Shorooq Zaian Sousa; Dya'a Talal Derieh
    A Grip And Win machine is a popular vending machine commonly found in places like movie theaters, bowling alleys, shopping malls, and arcades. It offers entertainment and can help individuals stay focused and motivated. The machine consists of a large box filled with Toys and a claw that can be moved in three directions (x, y, z). To operate the machine, The player can insert coins of two, five, or ten shekels. The machine will provide change for ten or five shekels, but if two shekels are inserted, no change will be given since the game operates using two shekels, The machine operates for a set duration of fifty seconds. Once this time limit is reached, the player is unable to continue and must insert another coin to play again. To win the game, the player must move the claw using the joystick to the appropriate location, then after making sure that the location has been determined, he presses the green button to lower the claw to the game and pick it up. The claw automatically returns to location (0, 0), then the claw opens and throws the game for the player to pick it up. This machine is divided into four parts: The logic control consists of an Arduino Mega for motor control, an Arduino Uno for handling the LCD and coin acceptor, three TB6600 stepper motor drivers, an ESP8266, and a power supply for the entire system. Control part consists of lcd for displaying game instructions and remaining play time, joystick to control the gripper position before gripping item, and a green button that lowers the claw to pick up the toy. After that, it automatically returns to the starting position, opens the claw, and releases the toy to the player. The mechanics part consists of gripper that carried by motor and rope which this motor can be moved through (x, y) plane and the gripper that tied with rope is the z axis, one stepper motors for y movement, two stepper motors for x movement, one stepper for z movement and one servo motor for the gripper, The playing area contains the toys that the player can grip, and RGB led strips.
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    Classifyo
    (2025) Anas Salem, Amjad Dardouk; Mohammed Damen
    With the development of the world and the existence of huge number of products we have huge supermarkets. As if you enter one of these supermarkets you will find everything you need, anything in every sense of the word, and you find section for every category with products arranged in their assigned shelves, and usually the one who arranges these shelves is a human element and in deed this process is expensive and tiring. So we need to develop a machine or a robot that takes this duty or process from humans’ shoulders by arranging products in an easy, practical and cheap way. The most important aspect of this prototype is that it works without any human intervention while the machine is moving in a precise motion to achieve a full coverage. The main goal of the project is to use it in any supermarket, whatever it is size, regardless of the obstacles and goals that lie in this supermarket The idea is based around a machine that has a connected motor and a sensor that reads the barcode on the product and decides the next movement 2
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    Bike Emulator
    (2024) Masa Lubbadeh; Raya Hindi
    Biking is a widely popular sport that people enjoy. Yet outdoor cycling can be challenging especially in Palestine due to many obstacles like bad weather, dangerous roads, safety concerns triggered by occupation, or simply not feeling like going outside. BikeEmulator is an enhanced bike that combines sport and entertainment, it provides the user with a complete outdoor cycling experience, but from the comfort of their home or a preferred location, featuring integrated drive emulation technology. Our objectives for this project include enhancing the enjoyment of biking activities, enabling indoor cycling experiences, and delivering a complete outdoor riding experience. We began the process with a normal bike that we fixed using a base we designed, connecting the bike to sensors, actuators and a controller. Using the readings from them we managed to make the experience more realistic. Laser and LDR sensors are used to determine the speed of the bike, another sensor is used to detect the direction of the steering, stepper motors are used to control break and Shift cables, and for more realistic experience, a fan on the bike will blow air on the biker manually or based on the surrounding temperature. The user will ride it like a normal bike, the actions performed will be mirrored into the drive simulation, data will be displayed on LCD screen for the user to view, it includes heart rate and the time spent playing. From a keypad the user can select the preferred play mode, there’s also a flashlight feature if the bicycle detects dim lighting. Combining drive simulation with stationary gym bikes already exists, but it doesn’t provide a full experience like ours. In our bike, the user has the ability to steer left and right in the simulation, in addition to controlling braking actions.
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    ExchanGo
    (2025) Najat S. Mansour; Mohammad A. Alawneh
    ExchanGo is a currency exchange machine that is important in the need to provide service 24/7, reducing waiting times. In addition, the service was provided with the best possible accuracy. So, this will minimize human errors during currency conversion and counting. The importance of this machine increases in places that witness congestion and where people need immediate, fast, and accurate access to currencies such as various tourist destinations and airports. This machine allows users to to break larger currency into smaller ones (breaking exchange) or combine smaller currencies into larger one (consolidating exchange) within the same currency for both banknotes (paper money or bills) and coins within ILS currency. It can be controlled through a mobile application for administration to update the currencies’ states that are stored in a file in the flash memory of ESP32 microcontroller and through a manual control installed on the machine itself through basic I / O devices for normal users. The mobile application will be implemented using Flutter framework in Dart programming language, two microcontrollers (Arduino Mega 2560 and ESP32) will be used to control the hardware of the project. The detection of the banknotes will be according to their color, while the detection of the coins will be according to their sizes. There may not be a very similar application, but this machine has parts inside it that are already working as separate applications such as counting money, checking if it is counterfeit or not, and sorting it into different categories. The main goal of this project is to design a currency exchange machine that performs the functions of several different devices in addition to humans; to increase the accuracy, reduce the errors and improve the scalability. This project can be built in the future and integrated with known ATMs.