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PROTEUS

Table archery, a gamified archery simulator that is designed for working class and students to be motivated to do upper body workout in front of their desks.

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Problem we are facing

Office workers and students often adopt poor postures while seated, leading to upper-crossed syndrome (UCS) and resulting in shoulder pain and discomfort. Mild syndrome can be cured via proper stretching and muscle training.

They want to solve the problem because of the pain as well as appearance. But they lack discipline to do exercise and money to get professional treatment.

That is why we invent

PROTEUS

a home-used multi-functional trainer

Hardware

This device is a force-feedback system designed for archery-based motion-controlled games, intended to recreate a realistic bow-drawing experience. At its core, a spool and tension control unit housed within the enclosure simulates the resistance and recoil of a bowstring. An integrated active cooling module ensures stable performance during extended use. The front of the system features an adjustable gantry structure, allowing the line exit height to be modified to accommodate different player heights and drawing postures, ensuring natural movement trajectories. A 360-degree universal pulley guides the cable smoothly in all directions, minimizing jitter and cable wear while enhancing the authenticity and fluidity of the drawing motion. Overall, the design balances immersion, stability, and adaptability to deliver a highly realistic interactive archery gaming experience.

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3D Model

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Physical Prototype

Software

To keep you immersed from the very first click, the game’s UI was crafted in Unity with a clean yet haunting interface that never breaks the tension. The main menu greets you with stark Start, Options, and Exit buttons, while the battlefield pulses with vital information — your health bar, the boss’s menacing health bar, your energy gauge, and a real-time score that reminds you how you’ve survived.Win and loss panels emerge with dramatic flair to deliver feedback and guide you through the nightmare. To heighten every moment, we layered in chilling sound effects: roaring fireballs, the blood-curdling screams of zombies, and sharp transition audio that hits at just the right instant.Every UI element and audio cue is tightly connected through Unity’s event system, ensuring the terror flows seamlessly without ever pulling you out of the fight.

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Starting interface

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Gaming Interface

Motor

For this project, we integrated cutting-edge motor technology from Direct Drive Tech (本末科技) to deliver an incredibly realistic physical simulation. By moving away from traditional geared systems, this direct-drive motor provides ultra-smooth, low-latency haptic feedback, allowing us to perfectly mimic the physical sensation of drawing a bow. Through precise torque control, the motor dynamically scales resistance based on how far the user pulls, delivering a highly responsive and authentic archery training experience.

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Motor statics

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Settings and Power

IMU (Inertial Measurement Unit)

The sensor we used is ICM4-42688 6-axis IMU for archery orientation controller. It could be better if 9-axis IMU was used.

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 ICM4-42688 6-axis IMU

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IMU Attached

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 Archery with IMU

IMU drift is reduced in IMUFirstPersonTestController.cs using several lightweight techniques:

  • Gyroscope bias calibration: averages gyro readings while the IMU is still, then subtracts this bias from future readings.

  • Stillness detection: only calibrates when gyro movement is low and acceleration is close to 1g.

  • Dead zone filtering: ignores very small gyro values to prevent tiny noise from accumulating into drift.

  • Low-pass smoothing: smooths gyro input with Vector3.Lerp to reduce jitter.

  • Gyro clamping: limits extreme gyro values to avoid sudden camera jumps.

  • Drift correction while still: slowly updates yaw and pitch bias when the IMU is stationary.

  • Delta-time limiting: caps packet time gaps so delayed packets do not cause large rotations.

  • Shot-based recentering: recalibrates and recenters the IMU after firing.

These methods were chosen instead of a Kalman or complementary filter because the IMU is used for responsive game aiming, not precise scientific orientation tracking.

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Scoring System

Design

This is the game's background story:

You are the last “light chaser”. Your arrow is not ordinary wood, but a “light spear” quenched with the last ray of sunshine.

 

The sun has been out forty years. Tonight, you will step into this forgotten black forest and shoot the first dawn from the monster’s chest with the last arrow.

We took the Nightshade J. Friedrich model from Mixamo and turned it into a boss you'll never forget. Watch in terror as he summons hordes of minions with a single gesture, then explodes into a furious rage when pushed too far. And the minions? They don't just stand around—they stalk, lunge, and bite with relentless hunger.

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Boss 3D Model

Minion 3D Model

To make every impact feel real, we added visual effects from the Free Game VFX Collection (URP) by EricWang — because magic, slashes, and chaos deserve some visual flair. All of this unfolds inside the Blood Blossom Grove, a hauntingly beautiful forest where every shadow hides a threat. Every animation, every UI element, every 3D detail, and every visual effect is crafted to pull you into the fight and never let go. Think you can survive?

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Background

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Fireball Effect

Created by Proteus
Team (From left to right): Katniss, Chester, Joseph, Alan, Astrie

ISDN2001/2002: Second Year Design Project

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