Our wooden rover uses camera-based observation and mapping to explore tight, fragile spaces and support VR experiences.
Quick summary and visual evidence from our early research, site visits, and reading.
Two visuals that summarize our early research.
Main challenges we compared.
Visuals to support the Identify + Research story: risky environments and the Temple of the Feathered Serpent.
Archaeologists must explore fragile, narrow temple tunnels and caves, but human entry is unsafe and can damage artifacts. Existing tools are too large or disruptive, so a compact, low‑impact rover is needed to safely map and document these spaces.
A vertical timeline showing how each person contributed to the process.
A simple spreadsheet-style view of who owned each goal.
| Owner | Goal | Deadline | Status | Evidence | Next step |
|---|---|---|---|---|---|
| Owen | Cardboard mock sizing, wheelbase, and component placement | 09/14/2025 | Complete | Cardboard models photo; tunnel clearance check | Compare against LEGO chassis size |
| Owen | Component layout map (motors, hub, sensors) | 09/21/2025 | Complete | Placement sketch + photos | Confirm cable routing paths |
| First‑year FLL participant | LEGO drivetrain assembly + stability baseline | 09/28/2025 | Complete | LEGO prototype photos; short movement trial | Adjust bumper height and wheel clearance |
| First‑year FLL participant | Rebuild for tighter turning radius | 10/05/2025 | Complete | Photo + notes on turning test | Share changes with CAD team |
| Isabella | CAD: tread design + mounting brackets | 10/12/2025 | Complete | Tinkercad screenshots; print preview | Print test piece for fit |
| Isabella | CAD: protective plate + sensor mount revisions | 10/26/2025 | Complete | Fit check photos; mounting notes | Finalize print settings |
| Jonathan | Programming: camera frame processing + obstacle logic | 11/09/2025 | Complete | Code screenshots; camera hallway test log | Tune low-light exposure and frame rate |
| Jonathan | Programming: map logging for VR pipeline | 11/23/2025 | Complete | Sample map exports + test run | Integrate export format with VR viewer |
| Team | Testing: terrain traction + tread durability | 12/07/2025 | In progress | Rover test GIFs + wear notes | Adjust tread thickness |
| Team | Testing: camera mapping + blind-spot checks | 12/21/2025 | Complete | Camera mapping runs + blind-spot test notes | Improve capture quality in dark tunnels |
| Team | Presentation: storyboard + demo script | 01/05/2026 | Planned | Slides outline + demo checklist | Add timing and transitions |
| Team | Judging practice + final polish | 01/19/2026 | Planned | Q&A list + rehearsal notes | Run full demo rehearsal |
A quick look at common inspection tools and why they fall short in fragile, narrow tunnels.
Archaeologists enter with protective gear and lights to study artifacts up close.
Large robotic platforms and scanning machines collect data without direct human entry.
Specialized robots used underwater (like the one Grace Howe shared).
Current solutions either put people at risk or use large, expensive tools that don’t fit narrow, fragile tunnels — leaving a clear gap for a small, low‑impact rover.
These were the outcomes we aimed for to guide planning and brainstorming.
These goals set our direction before planning and brainstorming.
VR lets people explore ancient spaces from the rover’s perspective — without traveling, without entering danger, and without risking damage.
We used IDEO’s 7 rules to brainstorm, sketch, compare tradeoffs, and organize responsibilities.
Timeline of builds, feedback, and upgrades.
With a plan in place, we moved into the create phase and began building multiple versions of our rover. Our first model was made from cardboard so we could quickly visualize the size, layout, and placement of components before building with LEGO. After that, we built fully LEGO-based prototypes to test movement, stability, motor placement, structure, and cable management.
We reached out to science and technology teachers for feedback. They noted SPIKE Prime wheels struggle on uneven terrain. We researched treads, designed custom ones in Tinkercad, and 3D‑printed them. We also designed a protective plate to shield the treads in rough environments.
After creating our 3D‑printed parts, we reached out to Grace Howe again. She stressed reducing blind spots and capturing what archaeologists actually need to see. We first tested multiple distance sensors, then developed camera-based observation and mapping logic. Our rover now maps with camera data, so we no longer rely on distance sensors as the primary mapping method.
We added a new full iteration cycle by building a wooden rover version, then refining camera mapping logic on that platform. This helped us test durability and mapping quality together in one workflow, instead of treating hardware and programming as separate steps.
We tested multiple approaches and now use camera observations to map surroundings in tight spaces with better context.
These visuals show our early baseline before we shifted to camera-based mapping.
We completed a wooden rover version and camera-based mapping logic. Next we are improving low-light capture and turning map output into smoother VR walkthroughs.
Our wooden rover increases durability while staying light. Camera-based mapping captures richer visual context than simple distance readings, and VR helps archaeologists and museums share discoveries safely.
A preview of our next-phase builds — precision laser-cut wood paneling and immersive VR archaeology walkthroughs powered by our camera mapping logic.
This project protects people and history. We now have a wooden rover and camera-based mapping logic, and we are continuing to improve map quality for immersive VR exploration.