Flight chess electronic chessboard based on photoelectric display
By using an electronic chessboard based on photoelectric display, RGB light strips and buttons to simulate piece movement and dice rolling, the problems of lost physical chess game parts and computer screen radiation are solved, and convenient electronic operation is achieved.
Patent Information
- Application Number
- CN202422791542.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Utility models(China)
- Current Assignee / Owner
- Filing Date
- 2024-11-15
- Publication Date
- 2025-12-12
- Estimated Expiration
- 2034-11-15
AI Technical Summary
Physical Ludo games have the problem of inconvenient storage and easy loss of pieces and dice, while the blue light from computer screens may cause vision problems.
The electronic chessboard for flying chess, based on photoelectric display, uses RGB light strips to simulate the movement of chess pieces and the rolling of dice, combined with button operation, to reduce the loss of accessories and reduce the risk of radiation.
It enables electronic operation of chess pieces and dice movements, solves the problem of lost parts, and reduces the radiation hazards of computer screens.
Smart Images

Figure CN223654399U_ABST
Abstract
Description
Technical Field
[0001] This utility model belongs to the field of tool design technology, and specifically relates to an electronic chessboard for flying chess based on photoelectric display. Background Technology
[0002] Ludo is a strategic board game suitable for 2-4 players. Figure 1 The game features a map of the classic Ludo game, including the camp, finish line, circular track, and sprint track. The circular track consists of four squares of different colors arranged in sequence, with jump points. During the game, each player has four pieces placed in their own camp. Players take turns rolling dice to determine whether to take off or how many steps to move. If a player's piece lands on another player's piece, the other player's piece is sent back to their camp. The first player to move all four pieces to their finish line wins.
[0003] Physical Ludo game sets have drawbacks such as the inconvenience of storing and losing game pieces and dice, and the difficulty of rolling the dice and moving the pieces during gameplay. Furthermore, since Ludo game maps are typically made of foldable plastic film, the pieces are prone to shifting during play.
[0004] Existing technology digitizes the game of Ludo by programming a computer. Through mouse clicks and automatic algorithmic judgment, it simulates actions such as dice rolling, piece selection, and movement, eliminating the inconveniences of physical games. However, the blue light emitted from computer screens may potentially lead to vision impairment. Utility Model Content
[0005] To address the shortcomings of existing technologies, this invention proposes an electronic Ludo board based on photoelectric display. Based on the program control of electronic Ludo games, it uses buttons instead of mouse clicks and uses photoelectric display to simulate actions such as piece movement and dice rolling during the Ludo game. This reduces the problem of lost parts in traditional physical Ludo games and also improves the radiation problem of computer screens.
[0006] An electronic chessboard for flying chess based on photoelectric display includes a game map, RGB light strip, dice display module, player operation button module and main control module.
[0007] The game map includes a camp, a finish line, a circular track, and a sprint track, with holes at each grid point. The holes at the camp, circular track, and sprint track are 25 mm in diameter, while the finish line area has four holes arranged side by side, each 15 mm in diameter.
[0008] The dice display module is a 3×3 dot matrix, with each dot having a hole diameter of 10 mm. It is set between the finish lines of the four players on the game map and has a size of 54×54 mm.
[0009] The RGB light strip is fixed to the back of the game map. Except for the campsite, there is an RGB light below each hole. Each RGB light emits one of the colors red, yellow, blue, or green. The RGB lights below the circular track, sprint track, and finish line represent the corresponding colored pieces stationed at that grid point. The RGB light below the dice display module simulates the dice roll. The power supply of the RGB light strip is connected to an external power source. The signal receiver of the first RGB light is connected to the output port of the main control module, the signal output of the first RGB light is connected to the signal receiver of the next RGB light, and the signal output of the last RGB light is left unconnected.
[0010] Preferably, the RGB light strip is a WS2812B light strip composed of multiple independent light-emitting units, each of which includes a 5050 type RGB LED and an XL5050 driver chip.
[0011] Preferably, the RGB light strips are divided into 7 groups, with the light strips corresponding to the circular track being group P52, the light strips corresponding to the 4 sprint tracks being group P1, P2, P3, and P4 respectively, the light strip corresponding to the finish line being group P16, and the light strip corresponding to the dice display module being group P9.
[0012] Preferably, pins 4 to 10 of the main control chip U1 are connected to the DI pins of the XL-5050 driver chip in the first light-emitting unit of the P52, P16, P9, P1, P2, P3, and P4 groups of the RGB light strip, respectively.
[0013] As a preferred option, the grouped RGB light strips are fixed to the mounting plate and then to the back of the game map.
[0014] Preferably, appropriately sized PVC pipes are fixed to the inner walls of the holes in the circular track, sprint track, and finish line, and then frosted cover plates with airplane patterns are fixed to the PVC pipes. A matching semi-transparent black acrylic plate is fixed above the dice display module.
[0015] The player operation button module includes four operation button modules, each containing four selection buttons and one confirmation button. The four selection buttons are fixed to four through-holes at the same player's camp location, simulating a player's four pieces. The confirmation button is fixed near the camp location. Both the selection and confirmation buttons are self-resetting, illuminated buttons.
[0016] The main control module includes a control circuit and a power management circuit. Its hardware circuitry is fixed to the base plate and then magnetically attached to the bottom of the game map. The control circuit uses an Arduino Mega 2560 main control chip U1. Pins 11, 12, 16, and 17 of the main control chip U1 are connected to one end of the self-reset button among the four confirmation buttons. Pins 18-33 are connected to one end of the self-reset button among the 16 selection buttons. The other end of the self-reset button is grounded. The Vin pin of the main control chip U1 is connected to an external 5V power supply, the GND pin is grounded, and the remaining pins are left floating.
[0017] The power management circuit uses three ULN2003 chips, U2, U3, and U4, to drive the LEDs in the confirmation and selection buttons. The negative terminals of the LEDs are connected to the buttons, and the positive terminals are connected to an external 12V power supply.
[0018] Preferably, the main control module also includes a voice module U5 of model DY-HV20T, with the SPK+ and SPK- pins connected to the positive and negative terminals of the speaker SPK1, respectively. The VCC pin of the voice module U5 is connected to an external 12V power supply, and the IO4 pin is connected to pin 14 of the main control chip U1 through a 1kΩ resistor R1 to achieve a One-line single-bus serial port control mode. The GND pin of the voice module U5 is grounded, and the remaining pins are left floating.
[0019] This utility model has the following beneficial effects:
[0020] By simulating the movement of pieces and the rolling of dice during the game using photoelectric display, and using buttons to simulate the effect of clicking a mouse in a computer game, the game program can be directly burned into the main control chip to realize complete game functions, thus solving the problem of easily lost parts in physical game sets. Attached Figure Description
[0021] Figure 1 This is a commonly used map for the Ludo game;
[0022] Figure 2 The map for the Ludo game designed in this embodiment;
[0023] Figure 3 The RGB light strip grouping method and direction are shown in the embodiment;
[0024] Figure 4 This is a schematic diagram of the RGB LED strip's light emission control principle.
[0025] Figure 5 This is a schematic diagram showing different dice rolls in the embodiment;
[0026] Figure 6 The circuit schematic for the select button and the confirm button;
[0027] Figure 7 The main control module circuit schematic;
[0028] Figure 8 Here is the main program flowchart for the Ludo game;
[0029] Figure 9 This is a flowchart of the oneStep() function in the game of Ludo.
[0030] Figure 10 A flowchart of the onChess() function in the game of Ludo;
[0031] Figure 11 This is a flowchart of the moveChess() function in the game of Ludo. Detailed Implementation
[0032] The present invention will be further explained below with reference to the accompanying drawings;
[0033] An electronic chessboard for flying chess based on photoelectric display includes a game map, RGB light strip, dice display module, player operation button module and main control module.
[0034] like Figure 2 As shown, the game map is printed on a 650×650 mm, 16 mm thick PVC foam board surface, including campsites, a finish line, a circular track, and a sprint track, with holes at each grid point. The holes at the campsites, circular track, and sprint track are 25 mm in diameter, while the hole at the finish line is 15 mm in diameter. Figure 1 Compared to the classic Ludo game map shown, the game map designed in this utility model has four holes side by side in the finish line area.
[0035] The dice display module is a 3×3 dot matrix, with each dot having a hole diameter of 10 mm. It is set between the finish lines of the four players on the game map and has a size of 54×54 mm.
[0036] The RGB light strip is fixed to the other side of the PVC foam board printed with the game map, with an RGB light below each hole. Each RGB light can emit one color of light: red, yellow, blue, or green. The RGB lights below the circular track, sprint track, and finish line represent the corresponding colored pieces stationed at that grid position. The RGB light below the dice display module simulates the dice roll. Below the finish line and dice display module, a WS2812B light strip with 60 LEDs / meter is used, with an adjacent hole spacing of 16.6 mm. Below the remaining holes, a WS2812B light strip with 30 LEDs / meter is used, with an adjacent hole spacing of 33.3 mm. Each individual light-emitting unit on the WS2812B light strip includes a 5050 RGB LED and an XL-5050 driver chip. A 5050 RGB LED has built-in red, green, and blue light-emitting points. Figure 3 As shown, for ease of control, the RGB light strips are divided into 7 groups. The light strips corresponding to the circular track are designated as group P52, the light strips corresponding to the 4 sprint tracks are designated as groups P1, P2, P3, and P4, the light strip corresponding to the finish line is designated as group P16, and the light strip corresponding to the dice display module is designated as group P9.
[0037] like Figure 4 As shown, in a set of LED strips, the DI pin of the XL-5050 driver chip in the first light-emitting unit is connected to the main control module, the VDD pin is connected to a +5V power supply, the GND pin is grounded, the DO pin is connected to the DI pin of the next light-emitting unit, and the DO pin of the last light-emitting unit is left floating. The XL-5050 driver chip uses single-wire communication. After power-on reset, the DI pin receives a signal. When the received signal reaches 24 bits, it is forwarded to the next light-emitting unit through the DO pin, providing an input signal for the next light-emitting unit. Before forwarding, the DO pin is set low. Based on the 24-bit data received by the XL-5050 driver chip, the light-emitting unit sends signals with corresponding duty cycles from its three PWM output ports. The signal period is 4ms, used to control the luminous intensity of the red, green, and blue channels of the 5050 RGB LED, thereby controlling the color and brightness emitted by the RGB LED.
[0038] To facilitate fixing the LED lights, a 2 mm thick PVC foam board was used. The shapes of the game map and dice display module were cut out. After marking the positions of the holes on the game map, the RGB light strip was pasted onto the PVC foam board. Then, the RGB lights were oriented towards the game map, and the RGB light strip was fixed onto the game map.
[0039] As an example, cover plates are installed above the holes in the circular track, sprint track, and finish line. The cover plates are 2mm thick transparent acrylic sheets with a diameter matching the size of the holes. Their surface is first sprayed with a layer of white paint, then a layer of black paint, and finally, a black airplane pattern is laser-engraved. For ease of installation, a PVC pipe with an outer diameter matching the hole size, a wall thickness of 1mm, and a height of 14mm is fixed to the inner wall of each hole using PVC glue. The cover plate is then fixed to the top of the PVC pipe, and PVC glue is used to secure the cover plate to the PVC pipe and the game map.
[0040] As one example, a semi-transparent black acrylic plate of matching size is fixed above the dice roll display module. Figure 5 This is a schematic diagram showing different numbers displayed on the dice roll display module.
[0041] The player operation button module includes four operation button modules, each containing four selection buttons and one confirmation button. The four selection buttons are fixed to four through-holes at the same player's camp location, simulating a player's four pieces. The confirmation button is fixed near the camp location. Figure 6 As shown, the selection button is a self-resetting illuminated button with four pins, including the positive and negative terminals of the LED and two pins for the self-resetting button itself. Pressing the selection button indicates that a piece is selected to move in the game. The light on or off of the selection button indicates that the corresponding piece is in a ready-to-move state or another state. The confirmation button is also a self-resetting illuminated button. Before the game starts, the player presses the confirmation button to join or leave the game. During the player's turn, pressing the confirmation button causes the dice display module to randomly display a number between 1 and 6. After selecting a piece to move using the selection button, pressing the confirmation button takes effect.
[0042] The main control module includes a control circuit and a power management circuit. Its hardware circuitry is fixed to the base plate and then magnetically attached to the bottom of the game map. The control circuit uses an Arduino Mega 2560 main control chip U1. Figure 7 As shown, pins 11, 12, 16, and 17 of the main control chip U1 are connected to one end of the self-reset button among the four confirmation buttons, with the other end of the self-reset button grounded. Pins 18 to 33 of the main control chip U1 are connected to one end of the self-reset button among the 16 selection buttons, with the other end of the self-reset button grounded. Pins 4 to 10 of the main control chip U1 are connected to the DI pin of the XL-5050 driver chip in the first light-emitting unit of the P52, P16, P9, P1, P2, P3, and P4 groups of the RGB light strip.
[0043] The power management circuit uses three ULN2003 chips, U2, U3, and U4, to drive the LEDs in the confirmation and selection buttons. Chip U3's pins 1-7 are connected to pins 34-40 of the main control chip U1, pin 8 is grounded, pin 9 is left unconnected, pins 10-12 are connected to the negative terminals of the LEDs in the three selection buttons in the red player's camp, and pins 13-16 are connected to the negative terminals of the LEDs in the four confirmation buttons in the green, blue, yellow, and red player's camps. Chip U2's pins 1-6 are connected to pins 41-46 of the main control chip U1, pin 8 is grounded, pins 7, 9, and 10 are left unconnected, pin 16 is connected to the negative terminals of the remaining LEDs in the selection buttons in the red player's camp, pins 12-15 are connected to the negative terminals of the LEDs in the four selection buttons in the yellow player's camp, and pin 11 is connected to the negative terminal of the LED in the one selection button in the blue player's camp. Pins 1-7 of chip U4 are connected to pins 47-53 of the main control chip U1, pin 8 is grounded, pin 9 is left unconnected, pins 10-13 are connected to the negative terminals of the LEDs on the four selection buttons in the green player's camp, and pins 14-16 are connected to the negative terminals of the LEDs on the remaining three selection buttons in the blue player's camp. The positive terminals of the button LEDs are connected to an external 12V power supply. The Vin pin of the main control chip U1 is connected to an external 5V power supply, the GND pin is grounded, and the remaining pins are left floating.
[0044] As an example, the main control module also includes a voice module U5 (model DY-HV20T), which supports MP3 and WAV formats, supports up to 32GB TF cards, and can update TF-stored audio files via USB connection to a computer. It integrates a power amplifier output, capable of directly driving a 20W 4Ω or 10W 8Ω speaker. Different operating modes can be set via a 3-position DIP switch. The SPK+ and SPK- pins of the voice module U5 are connected to the positive and negative terminals of the speaker SPK1, respectively. The VCC pin of the voice module U5 is connected to an external 12V power supply, and the IO4 pin is connected to pin 14 of the main control chip U1 via a 1kΩ resistor R1 to achieve a One-line single-bus serial port control mode. The GND pin of the voice module U5 is grounded, and the remaining pins are left floating.
[0045] Name the personalized sound effects related to the player character and the audio files shared by all players in the game with a 5-digit number and save them as MP3 files. Then save them to the root directory of the TF card. The shared audio files are shown in Table 1, and the player-specific audio files are shown in Table 2.
[0046] Table 1
[0047]
[0048] Table 2
[0049] Filename (.mp3) content Duration ?0000 Character self-introduction when joining the game 5’’ ?0001 Rolling a 6 2’’ ?0002 The chess piece "takes off" 2’’ ?0003 A piece reaches the finish line 2’’ ?0004 Shooting down other planes 2’’ ?0005 Shot down by others 1.5’ ?0006 No moves available 2’ ?0007 Piece Jump 1’ ?0008 Chess pieces fly 3’ ?0009 Win the game 15’ ?0010 Move the piece one square 0.5’
[0050] The compiled program is burned into the main control chip U1, enabling the creation of a Ludo game using the aforementioned photoelectric display-based electronic Ludo board. The game flow based on the compiled program is briefly described below. Figure 8 As shown, after powering on, the LEDs of the confirmation buttons in the four camps flash, and the speaker SPK1 plays music with the filename "00000". When a confirmation button in any camp is pressed, its LED lights up, the speaker SPK1 plays music with the filename "00001", and the LEDs of the four selection buttons in that camp light up. Pressing the confirmation button again exits the game; the confirmation button's LED flashes, and the LEDs of the four selection buttons in that camp turn off. When the waiting time ends, if at least one camp's confirmation button has been pressed without exiting the game, the game begins. Camps that have never pressed a confirmation button are assigned one robot to participate in the game; camps that join and then leave are not assigned a robot.
[0051] After the game begins, the first player is randomly determined, and then the order of the remaining players is determined clockwise. Each player's actions within a turn are completed by the sub-function oneStep(). After this function ends, it is necessary to determine whether the player has won and the result of the dice roll.
[0052] like Figure 9 As shown, the sub-function `oneStep()` first determines whether the current player is a bot. If so, it executes the sub-function `autoMove()`, which is essentially the same as `oneStep()` except that it doesn't need to wait for player input. If the player is a real player, after pressing the confirmation button, an integer within the range [1, 6] is generated, and the corresponding number is displayed in the dice roll display module, simulating the player rolling the dice. The generated integer value is related to the time the player pressed the confirmation button. There is a 20-second operation time; if the timeout occurs, the system will take over the operation, and after three timeouts, the system will completely take over the player. Each time the timeout occurs, there will be a voice reminder, and a prompting sound will play before the timeout is about to end.
[0053] After the dice roll, if the roll is not 6 and the current player has no pieces at the starting point or on the track, the turn ends immediately. Otherwise, the system automatically matches a playable piece, causing the LED light of its corresponding selection button to flash, and enters the onChess() function of that piece. The player can move the piece by pressing the confirmation button, or enter the onChess() function of another piece by pressing other selection buttons. If the player presses the selection button corresponding to an unplayable piece, music with the file name "00010" will play; otherwise, the LED light of that selection button will flash, waiting for the player to press the confirmation button to move the piece.
[0054] like Figure 10 As shown, `onChess()` is a nested function that only returns to the top level after the player completes the necessary operation. This function first checks the current piece's state and dice roll. If no operation is possible, it returns `false`; otherwise, it makes the RGB light representing the current piece on the track and its corresponding selection button LED flash. If the player presses another selection button, the `onChess()` function of that piece is entered. When the player presses the confirmation button, an operation is performed on the currently selected piece. For pieces in the camp, a take-off action is performed; for pieces on the track, the piece moves forward according to the dice roll. Upon successful operation, the `onChess()` function returns `true`.
[0055] Operations on the currently selected piece are implemented by the sub-function moveChess(), such as Figure 11 As shown, there are three situations: (1) If the piece reaches the finish line after moving, its status changes to "reached", and a new light is added to the finish line position of the corresponding player. (2) If the piece moves more points than the finish line position on the sprint track, it moves backwards on the sprint track by the number of points it has moved. (3) For pieces on the circular track, the states of "jump", "fly over", and "knock down" need to be considered. That is, if the piece lands on a square of the same color as itself after moving, it can move forward four more squares and land on the next square of the same color as itself; if the piece is at a leap point after moving, it will fly over to the designated position; if there is another player's piece at the final landing point, it will be knocked back to the opponent's "camp".
Claims
1. An electronic chessboard for Ludo based on photoelectric display, comprising a game map, on which camps, a finish line, a circular track, and a sprint track are set, characterized in that: It also includes an RGB light strip, a dice display module, a player operation button module, and a main control module; On the game map, each grid point has a hole; the holes on the camp, the circular track, and the sprint track are 25 mm in diameter, and the finish area has four holes side by side, each 15 mm in diameter. The dice display module is a 3×3 dot matrix, with each dot having a hole diameter of 10 mm, and is set between the finish lines of the four players on the game map, with a size of 54×54 mm. The RGB light strip is fixed to the back of the game map. Except for the camp, there is an RGB light under each hole in the game map. Each RGB light can emit a light of one color: red, yellow, blue, or green. The RGB lights below the circular track, sprint track, and finish line are used to represent that a piece of the corresponding color is stationary at that grid position. The RGB light below the dice display module is used to simulate the dice roll. The power supply of the RGB light strip is connected to an external power supply. The signal receiving end of the first RGB light is connected to the output port of the main control module, the signal output end is connected to the signal receiving end of the next RGB light, and the signal output end of the last RGB light is left empty. The player operation button module includes four operation button modules, each of which includes four selection buttons and one confirmation button. The four selection buttons are fixed on four through holes at the same player's camp location, simulating four pieces of a player. The confirmation button is fixed near the camp location. Both the selection buttons and the confirmation button are self-resetting buttons with lights. The main control module includes a control circuit and a power management circuit. Its hardware circuit is fixed on the base plate and then magnetically attached to the bottom of the game map. The control circuit uses an Arduino Mega 2560 main control chip U1. Pins 11, 12, 16, and 17 of the main control chip U1 are connected to one end of the self-reset button among the four confirmation buttons, and pins 18 to 33 are connected to one end of the self-reset button among the 16 selection buttons. The other end of the self-reset button is grounded. The Vin pin of the main control chip U1 is connected to an external 5V power supply, and the GND pin is grounded. The power management circuit uses three ULN2003 chips, U2, U3, and U4, to drive the LEDs in the confirmation and selection buttons. The negative terminals of the LEDs are connected to the buttons, and the positive terminals are connected to an external 12V power supply.
2. The electronic chessboard for Ludo based on photoelectric display as described in claim 1, characterized in that: The RGB light strip is a WS2812B light strip composed of multiple independent light-emitting units. Each light-emitting unit includes a 5050 type RGB LED and an XL5050 driver chip.
3. The electronic chessboard for Ludo based on photoelectric display as described in claim 1 or 2, characterized in that: The RGB light strips are divided into 7 groups, with the light strip corresponding to the circular track being group P52, the light strips corresponding to the 4 sprint tracks being group P1, P2, P3, and P4 respectively, the light strip corresponding to the finish line being group P16, and the light strip corresponding to the dice display module being group P9.
4. The electronic chessboard for Ludo based on photoelectric display as described in claim 3, characterized in that: Pins 4 to 10 of the main control chip U1 are connected to the DI pins of the XL-5050 driver chip in the first light-emitting unit of the P52, P16, P9, P1, P2, P3, and P4 groups of the RGB light strip, respectively.
5. The electronic chessboard for Ludo based on photoelectric display as described in claim 3, characterized in that: The grouped RGB light strips are fixed to the mounting plate, and then fixed to the back of the game map.
6. The electronic chessboard for Ludo based on photoelectric display as described in claim 1, characterized in that: PVC pipes of appropriate size are fixed to the inner walls of the holes in the circular track, sprint track, and finish line. Then, frosted cover plates with airplane patterns are fixed on the PVC pipes. A semi-transparent black acrylic plate of the same size is fixed above the dice display module.
7. The electronic chessboard for Ludo based on photoelectric display as described in claim 1, characterized in that: The main control module also includes a voice module U5 of model DY-HV20T. The SPK+ and SPK- pins are connected to the positive and negative terminals of the speaker SPK1, respectively. The VCC pin of the voice module U5 is connected to an external 12V power supply. The IO4 pin is connected to pin 14 of the main control chip U1 through a 1k resistor R1 to realize the One_line single-bus serial port control mode. The GND pin of the voice module U5 is grounded, and the other pins are left floating.
8. The electronic chessboard for Ludo based on photoelectric display as described in claim 1, characterized in that: Pins 1-7 of chip U3 are connected to pins 34-40 of main control chip U1, pin 8 is grounded, pin 9 is left unconnected, pins 10-12 are connected to the negative terminals of the LEDs on the three selection buttons in the red player's camp, and pins 13-16 are connected to the negative terminals of the LEDs on the four confirmation buttons in the green, blue, yellow, and red player's camps, respectively. Pins 1-6 of chip U2 are connected to pins 41-46 of main control chip U1, pin 8 is grounded, pins 7, 9, and 10 are left unconnected, pin 16 is connected to the negative terminals of the LEDs on the remaining selection buttons in the red player's camp, and pins 12-15 are connected to the negative terminals of the LEDs on the four confirmation buttons in the yellow player's camp, respectively. The negative terminals of the LEDs in the selection buttons are connected, and pin 11 is connected to the negative terminal of the LED in one of the selection buttons in the blue player's camp. Pins 1-7 of chip U4 are connected to pins 47-53 of the main control chip U1, pin 8 is grounded, pin 9 is left empty, pins 10-13 are connected to the negative terminals of the LEDs in the four selection buttons in the green player's camp, and pins 14-16 are connected to the negative terminals of the LEDs in the remaining three selection buttons in the blue player's camp. The positive terminals of the button LEDs are connected to an external 12V power supply. The Vin pin of the main control chip U1 is connected to an external 5V power supply, the GND pin is grounded, and the remaining pins are left floating.