Professional Documents
Culture Documents
Chapter One
Chapter One
Introduction
1.1. INTRODUCTION
Today most of the industries use DC motors. So, speed controlling of DC motors
plays a very vital role. Therefore our work concentrates on controlling the speed of
DC motor using Android mobile application, with the help of Bluetooth
technology. Smart phones have in-built Bluetooth technology, so and external
Bluetooth module is interfaced with the microcontroller unit (ARDUINO) for
wireless communication. The Bluetooth module receives command from the
mobile phone android application. So, according to the input signal, with the help
of arduino, dc motor driver kit can be used to vary the voltage as well as the speed
of the DC motor using PWM technique. Direction of the DC motor can also be
varied.
The main aim of this work is to design a device that controls the speed of a DC
motor using an arduino with android application device.
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* Know the importance of controlling a dc motor speed
o Programming is simpler.
Usage of Bluetooth module makes the usage only within a short range.
1. Home automation.
3. Intensity of light can also be controlled with the help of android app.
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1.7. SCOPE OF THE PROJECT
The various stages involved in the development of this project have been
properly put into five chapters to enhance comprehensive and concise reading. In
this project thesis, the project is organized sequentially as follows:
Chapter one of this work is on the introduction to this study. In this chapter, the
background, significance, objective limitation and problem of this work was
discussed.
Chapter two is on literature review of the study. In this chapter, all the literature
pertaining to this work was reviewed.
Chapter three is on design methodology. In this chapter all the method involved
during the design and construction and testing analysis. All testing that result
accurate functionality was analyzed were discussed.
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Chapter Two
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Series Wound DC Motor
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Separately Excited DC Motor
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Figure 2.3. permanent magnet DC motor
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2.3. PRINCIPLE OF DC MOTOR
The DC motor is the device which converts the direct current into the
mechanical work. It works on the principle of Lorentz Law, which states that “the
current-carrying conductor placed in a magnetic and electric field experience a
force”. The experienced force is called the Lorentz force. The Flemming left-hand
rule gives the direction of the force. [2]
If the thumb, middle finger and the index finger of the left hand are
displaced from each other by an angle of 90°, the middle finger represents the
direction of the magnetic field. The index finger represents the direction of the
current, and the thumb shows the direction of forces acting on the conductor as
shown in figure 2.4.
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2.4. DESCRIPTION OF A DC MOTOR
DC Motor Parts
DC Motor Diagram
A magnetic field arises in the air gap when the field coil of the DC motor is
energised. The created magnetic field is in the direction of the radii of the
armature. The magnetic field enters the armature from the North pole side of the
field coil and “exits” the armature from the field coil’s South pole side.
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Figure 2.6. production of torque in DC motor
The conductors located on the other pole are subjected to a force of the same
intensity but in the opposite direction. These two opposing forces create
a torque that causes the motor armature to rotate.[3]
The first tool you’ll use is the Component Designer (or just Designer).
Components are the elements you combine to create apps, like ingredients in a
recipe. Some components are very simple, like a Label component, which shows
text on the screen, or a Button component, which you tap to initiate an action.
Other components are more elaborate: a drawing Canvas that can hold still images
or animations; an accelerometer, a motion sensor that works like a Wii controller
and detects when you move or shake the phone; or components that make or send
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text messages, play music and video, get information from websites, and so on as
shown in figure 2.7.
• Toward the center is a white area called the Viewer. This is where you
place components and arrange them to map out what you want your app to look
like. The Viewer shows only a rough indication of how the app will look, so, for
example, a line of text might break at a different place in your app than what you
see in the Viewer. To see how your app will really appear, you’ll need to either
download the app to your phone (we’ll go through how to do this a bit later, in the
section “Packaging the App for Downloading”) or view it in the emulator that
comes with App Inventor.
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• To the left of the Viewer is the Palette, which is a list of components you
can select from. The Palette is divided into sections; at this point, only the Basic
components are visible, but you can see components in other sections of the Palette
by clicking the headers labeled Media, Animation, and so on.
• To the right of the Viewer is the Components list, which lists the
components in your project. Any component that you drag into the Viewer will
show up in this list. Currently, the project has only one component listed: Screen1,
which represents the phone screen itself.
• Under the Components list is an area that shows the Media (pictures and
sound) in the project. This project doesn’t have any media yet, but you’ll be adding
some soon.
At the far right is a section that shows the Properties of components; when
you click a component in the Viewer, you’ll see its Properties listed here.
Properties are details about each component that you can change. (For
example, when clicking on a Label component, you might see properties related to
color, text, font, and so on.) [4].
To add components to your application, click the component you want and
drag it onto the Viewer window in Design view. The representation of your phone
is labeled Screen1. Every project starts with a default component called Screen1,
and its Title property or label is set to Screen1. The ink of this default screen
component as the blank sheet of paper on which you will design your application.
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All App Inventor components have settings called properties. Properties are set in
the Properties column when a component is selected in the Viewer. The
As a demonstration, open the Basic palette and drag and drop a Button
component on to the Viewer. A button shows up not only on the Viewer but also
on your connected Android phone. A button allows you to interact with the users
of your application. The users tap it and things happen. Buttons, as you might well
expect, play a big part in almost all applications. They provide events that you can
tie actions to. Every time you drop any component onto the Viewer, a new
component drawer and new blocks are added to the My Blocks tab in the Block
Editor. The blocks are stored in drawers. The drawers are accessed by clicking the
corresponding button on the left side of the Blocks Editor. Click over to the Blocks
Editor to see the new component drawer and blocks: If you have minimized the
Blocks Editor, it will be in your system taskbar. Click the icon to maximize it. If
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the Blocks Editor is closed, you need to open it by clicking the Open the Blocks
Editor button. When you have the Blocks Editor open, you see two tabs labeled
Built-In and My Blocks in the far left column of the Blocks Editor. Click on the
My Blocks tab. All of the components you add to the Design view create a new
component drawer. Click on the Button1 rectangle to open the component drawer
for your new button. All of the blocks for the button you placed on the Design
view are in this drawer as shown in figure 2.8.
Figure 2.8. The drawer for your new Button component and all of its programming blocks
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Adding a Label component
Click on and drag a Label component from the Basic palette onto the Viewer
screen. Once again, you see your new label show up on your connected Android
phone. A label allows you to place text and display information on your screen. It
also places blocks into the Block Editor that allow you change and manipulate the
label properties and text. Just like with the button you placed, you can use blocks
that change the label properties such as size, visibility, or text. Labels can be used
to display information that your application generates.
By default, the label drops below the button you placed on Screen1. You can
drag components around to reorder them on Screen1. Click on the label and drag it
above the button.
As you drag the label, you see a blue place indicator line, like the one you
see in Figure 2.9, indicating where the label will drop when you release it[4].
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Figure 2.9. The blue line indicates where component will be placed when it is dropped
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Chapter Three
EXPERIMENTAL RESULTS
This project has focused on the following steps represented in block diagram
as shown in figure (3.1.)
Arduion UNO
DC motor driver
DC motor Bluetooth
Control LCD shield
MIT App
Smart phone
control
- Arduino UNO: this part considered the main part of circuit design, which
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contain the microcontroller to control the input and output.
- Bluetooth HC06: its module computable with Arduino, which used to send
and received data from other connected bluetooth. In our project, the
bluetooth connected to smart phone bluetooth where the first one received
the operation (DC motor speeds and direction).
- LCD keypad shield: This component also computable with Arduino, and
used to display string, this component has keypad used to control output
devices. In our project, this keypad used to control the three speeds besides
control the direction of DC motor.
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3.3. SOFTWARE DESCRIPTION
This block programming steps of our project has been described as following:
- Speed and direction buttons: different flags (values) will be send to HC06
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during press on any of these commands. These flags will be translating later
in in Arduino to control the DC motor based on action need.
3.4. TESTING
The project is designed to control DC motor speed and direction. There are
two methods of controls, first method, is by smart phone (Android), and the second
method is by keypad comes with LCD shield. Below described in details these
methods.
Speed 1: in this case, set PWM to 120 (the range of PWM is 1:255)
Turn to left: in this case, set PWM to first line of motor and second line to 0.
Turn right: in this case, set PWM to second line of motor and first line to 0.
Figure 3.4. shows the real design during mobile application control
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Figure 3.4. smart phone control
There five keys available attached with LCD keypad shield. Three of
these keys used to control DC with different speeds, the other two keys used
to control the direction (left and right) as shown in figure 3.5..
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Chapter Four
4.1. CONCLUSION
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REFERENCES
4. David Wolber, Hal Abelson,llen Spertus & Liz Looney "App Inventor,
Create Your Own Android Apps"; 2011.
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