Authors: LUKA MONTEL, ROKO BOGDANOVIĆ, DAVID KRZNAR, TONI KOUSEK, DOMINIK LEŽAIĆ
Mentor: DANIJEL ESKERIČIĆ, mag.ing.el.
School: ELEKTROTEHNIČKA ŠKOLA ZAGREB
The IoT classroom project consists of three main parts. The first part is unlocking the entrance door of the ioT classroom, the second is also unlocking the door of the cabinet of the same classroom using the password and the “Trophy Keeper”. All systems have their own power supply and are completely separated in the distribution cabinet. Each system has its own microcontroller (Dasduino and ESP32) which are located in the distribution cabinet and 3D printed distribution box. In each part of the project, a text is printed on the LCD 16×2 to the user, for password entry, for free passage and for wrong password entry and re-entry. Also, there is a signal control of the passage.
The electric receiver or electric lock is powered by a transformer-rectifier that has its own power supply via the B6 automatic fuse/switch. The electroreceiver reacts after closing the relay which is controlled by the microcontroller, and is powered by 5V DC on the microcontroller itself.
There are differences in these two solutions for unlocking the door, which is that the entrance door has a magnetic switch/sensor for detecting the door is open and a buzzer that sounds 15 times that the door is open and at that moment it is not possible to enter the password for the entrance, which prints on the screen.
The distribution cabinet, distribution boxes, ducts, cables and all other elements of this project were installed by the students, members of the project team, under the constant supervision of the mentor.
The trophy keeper serves to keep the trophies or cups won by the students and the mentor on behalf of the school at the previous reviews of the students’ innovative works. The trophy keeper is composed of an ESP32 microcontroller that uses magnetic sensors/switches to activate an alarm if someone tries to steal them from the stand and sends a theft alert to a smartphone using a WhatsApp message. The microcontroller is connected to a wireless network that the user enters in the programming program (Arduino program) along with the entered password. The project envisages installation of eight trophies (four per row of shelves), but now only four are used. The trophy keeper has created his own password, which is used to turn off the possibility of turning on the alarm when taking the trophy from the shelf. 3D technology is implemented in all segments.