Search results for: Arduino prototyping
14 A Case Study of Mobile Game Based Learning Design for Gender Responsive STEM Education
Authors: Raluca Ionela Maxim
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Designing a gender responsive Science, Technology, Engineering and Mathematics (STEM) mobile game based learning solution (mGBL) is a challenge in terms of content, gamification level and equal engagement of girls and boys. The goal of this case study was to research and create a high-fidelity prototype design of a mobile game that contains role-models as avatars that guide and expose girls and boys to STEM learning content. For this research purpose it was applied the methodology of design sprint with five-phase process that combines design thinking principles. The technique of this methodology comprises smart interviews with STEM experts, mind-map creation, sketching, prototyping and usability testing of the interactive prototype of the gender responsive STEM mGBL. The results have shown that the effect of the avatar/role model had a positive impact. Therefore, by exposing students (boys and girls) to STEM role models in an mGBL tool is helpful for the decreasing of the gender inequalities in STEM fields.
Keywords: Design thinking, design sprint, gender-responsive STEM education, mobile game based learning, role-models.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 137013 MARTI and MRSD: Newly Developed Isolation-Damping Devices with Adaptive Hardening for Seismic Protection of Structures
Authors: Murat Dicleli, Ali Salem Milani
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In this paper, a summary of analytical and experimental studies into the behavior of a new hysteretic damper, designed for seismic protection of structures is presented. The Multidirectional Torsional Hysteretic Damper (MRSD) is a patented invention in which a symmetrical arrangement of identical cylindrical steel cores is so configured as to yield in torsion while the structure experiences planar movements due to earthquake shakings. The new device has certain desirable properties. Notably, it is characterized by a variable and controllable-via-design post-elastic stiffness. The mentioned property is a result of MRSD’s kinematic configuration which produces this geometric hardening, rather than being a secondary large-displacement effect. Additionally, the new system is capable of reaching high force and displacement capacities, shows high levels of damping, and very stable cyclic response. The device has gone through many stages of design refinement, multiple prototype verification tests and development of design guide-lines and computer codes to facilitate its implementation in practice. Practicality of the new device, as offspring of an academic sphere, is assured through extensive collaboration with industry in its final design stages, prototyping and verification test programs.Keywords: Seismic, isolation, damper, adaptive stiffness.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 199812 Validation of Automotive Centrals Using Hardware in the Loop-Body Control Unit and Lights
Authors: Marley Rosa Luciano, Rodney Rezende Saldanha
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The race for electrification and the need for innovation to attract customers has led the automotive industry to do something different with vehicles. New emissions control challenges and efficient technological availability are the pillars of creation. The growing demand to upgrade industrial manufacturing systems creates actions that directly impact vehicle production. With this comes the search for new prototyping methods and virtual tools for component testing and validation, and vehicle systems have established themselves. The demand for Electronic Control Units (ECU) is increasing due to the availability of intelligence and safety in today's vehicles, directly affecting their development, performance, and functional testing. In order to keep up with global changes, the automotive industry uses different virtual environments to produce, verify and validate their vehicles and test prototypes used during development. Therefore, in this paper, integration and validation were performed using the Hardware in the Loop (HIL) test platform, focusing on the ECU Body Control Module (BCM). Then, a brief commentary reviews other test medium platforms, such as the Plywood Buck (PWB), and examines the reliability, flexibility, installation time, and cost of the three test platforms, software in the loop (SIL), Model in the loop (MIL), and HIL, to review their benefits, challenges, and issues in use and information to optimize the use of each platform and test medium.
Keywords: Automotive, Electronic Central Unit, xIL, Hardware in the loop.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 32311 Noninvasive Brain-Machine Interface to Control Both Mecha TE Robotic Hands Using Emotiv EEG Neuroheadset
Authors: Adrienne Kline, Jaydip Desai
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Electroencephalogram (EEG) is a noninvasive technique that registers signals originating from the firing of neurons in the brain. The Emotiv EEG Neuroheadset is a consumer product comprised of 14 EEG channels and was used to record the reactions of the neurons within the brain to two forms of stimuli in 10 participants. These stimuli consisted of auditory and visual formats that provided directions of ‘right’ or ‘left.’ Participants were instructed to raise their right or left arm in accordance with the instruction given. A scenario in OpenViBE was generated to both stimulate the participants while recording their data. In OpenViBE, the Graz Motor BCI Stimulator algorithm was configured to govern the duration and number of visual stimuli. Utilizing EEGLAB under the cross platform MATLAB®, the electrodes most stimulated during the study were defined. Data outputs from EEGLAB were analyzed using IBM SPSS Statistics® Version 20. This aided in determining the electrodes to use in the development of a brain-machine interface (BMI) using real-time EEG signals from the Emotiv EEG Neuroheadset. Signal processing and feature extraction were accomplished via the Simulink® signal processing toolbox. An Arduino™ Duemilanove microcontroller was used to link the Emotiv EEG Neuroheadset and the right and left Mecha TE™ Hands.
Keywords: Brain-machine interface, EEGLAB, emotiv EEG neuroheadset, openViBE, simulink.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 280410 Material and Parameter Analysis of the PolyJet Process for Mold Making Using Design of Experiments
Authors: A. Kampker, K. Kreisköther, C. Reinders
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Since additive manufacturing technologies constantly advance, the use of this technology in mold making seems reasonable. Many manufacturers of additive manufacturing machines, however, do not offer any suggestions on how to parameterize the machine to achieve optimal results for mold making. The purpose of this research is to determine the interdependencies of different materials and parameters within the PolyJet process by using design of experiments (DoE), to additively manufacture molds, e.g. for thermoforming and injection molding applications. Therefore, the general requirements of thermoforming molds, such as heat resistance, surface quality and hardness, have been identified. Then, different materials and parameters of the PolyJet process, such as the orientation of the printed part, the layer thickness, the printing mode (matte or glossy), the distance between printed parts and the scaling of parts, have been examined. The multifactorial analysis covers the following properties of the printed samples: Tensile strength, tensile modulus, bending strength, elongation at break, surface quality, heat deflection temperature and surface hardness. The key objective of this research is that by joining the results from the DoE with the requirements of the mold making, optimal and tailored molds can be additively manufactured with the PolyJet process. These additively manufactured molds can then be used in prototyping processes, in process testing and in small to medium batch production.
Keywords: Additive manufacturing, design of experiments, mold making, PolyJet.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 17309 Developing Problem Solving Skills through a Project-Based Course as Part of a Lifelong Learning for Engineering Students
Authors: Robin Lok-Wang
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The purpose of this paper is to investigate how engineering students’ motivation and interests are maintained through a project-based course in their lifelong learning journeys. In recent years, different pedagogies of teaching including entrepreneurship, experiential and lifelong learnings as well as dream builder, etc., have been widely used for education purpose. University advocates hands-on practice, learning by experiencing and experimenting throughout different courses. Students are not limited to gain knowledge via traditional lectures, laboratory demonstration, tutorial and so on. The capabilities to identify both complex problems and its corresponding solutions in daily lives are one of the criteria/skill sets required for graduates to obtain their careers at professional organizations and companies. A project-based course, namely Mechatronic Design and Prototyping, was developed for students to design and build a physical prototype for solving existing problems in their daily lives, thereby encouraging them as an entrepreneur to explore further possibilities to commercialize their designed prototypes and launch it to the market. Feedbacks from students show that they are keen to propose their own ideas freely with guidance from instructor instead of using either suggested or assigned topics. Proposed ideas of the prototypes reflect that if students’ interests are maintained, they acquire the knowledges and skills they need, including essential communication, logical thinking and more importantly problem solving for their lifelong learning journey.
Keywords: Problem solving, lifelong learning, entrepreneurship, mechanical engineering.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 3758 Integrating Microcontroller-Based Projects in a Human-Computer Interaction Course
Authors: Miguel Angel Garcia-Ruiz, Pedro Cesar Santana-Mancilla, Laura Sanely Gaytan-Lugo
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This paper describes the design and application of a short in-class project conducted in Algoma University’s Human-Computer Interaction (HCI) course taught at the Bachelor of Computer Science. The project was based on the Maker Movement (people using and reusing electronic components and everyday materials to tinker with technology and make interactive applications), where students applied low-cost and easy-to-use electronic components, the Arduino Uno microcontroller board, software tools, and everyday objects. Students collaborated in small teams by completing hands-on activities with them, making an interactive walking cane for blind people. At the end of the course, students filled out a Technology Acceptance Model version 2 (TAM2) questionnaire where they evaluated microcontroller boards’ applications in HCI classes. We also asked them about applying the Maker Movement in HCI classes. Results showed overall students’ positive opinions and response about using microcontroller boards in HCI classes. We strongly suggest that every HCI course should include practical activities related to tinkering with technology such as applying microcontroller boards, where students actively and constructively participate in teams for achieving learning objectives.
Keywords: Maker movement, microcontrollers, learning, projects, course, technology acceptance.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 8577 Greenhouse Micro Climate Monitoring Based On WSN with Smart Irrigation Technique
Authors: Mahmoud Shaker, Ala'a Imran
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Greenhouse is a building, which provides controlled climate conditions to the plants to keep them from external hard conditions. Greenhouse technology gives freedom to the farmer to select any crop type in any time during year. The quality and productivity of plants inside greenhouse is highly dependent on the management quality and a good management scheme is defined by the quality of the information collected from the greenhouse environment. Therefore, Continuous monitoring of environmental variables such as temperature, humidity, and soil moisture gives information to the grower to better understand, how each factor affects growth and how to manage maximal crop productiveness. In this piper, we designed and implemented climate monitoring with irrigation control system based on Wireless Sensor Network (WSN) technology. The designed system is characterized with friendly to use, easy to install by any greenhouse user, multi-sensing nodes, multi-PAN ID, low cast, water irrigation control and low operation complexity. The system consists of two node types (sensing and control) with star topology on one PAN ID. Moreover, greenhouse manager can modifying system parameters such as (sensing node addresses, irrigation upper and lower control limits) by updating corresponding data in SDRAM memory. In addition, the designed system uses 2*16 characters. LCD to display the micro climate parameters values of each plants row inside the greenhouse.
Keywords: ZigBee, WSN, Arduino platform, Greenhouse automation, micro climate monitoring, smart Irrigation control.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 51606 Optimal Duty-Cycle Modulation Scheme for Analog-To-Digital Conversion Systems
Authors: G. Sonfack, J. Mbihi, B. Lonla Moffo
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This paper presents an optimal duty-cycle modulation (ODCM) scheme for analog-to-digital conversion (ADC) systems. The overall ODCM-Based ADC problem is decoupled into optimal DCM and digital filtering sub-problems, while taking into account constraints of mutual design parameters between the two. Using a set of three lemmas and four morphological theorems, the ODCM sub-problem is modelled as a nonlinear cost function with nonlinear constraints. Then, a weighted least pth norm of the error between ideal and predicted frequency responses is used as a cost function for the digital filtering sub-problem. In addition, MATLAB fmincon and MATLAB iirlnorm tools are used as optimal DCM and least pth norm solvers respectively. Furthermore, the virtual simulation scheme of an overall prototyping ODCM-based ADC system is implemented and well tested with the help of Simulink tool according to relevant set of design data, i.e., 3 KHz of modulating bandwidth, 172 KHz of maximum modulation frequency and 25 MHZ of sampling frequency. Finally, the results obtained and presented show that the ODCM-based ADC achieves under 3 KHz of modulating bandwidth: 57 dBc of SINAD (signal-to-noise and distorsion), 58 dB of SFDR (Surpious free dynamic range) -80 dBc of THD (total harmonic distorsion), and 10 bits of minimum resolution. These performance levels appear to be a great challenge within the class of oversampling ADC topologies, with 2nd order IIR (infinite impulse response) decimation filter.
Keywords: Digital IIR filter, morphological lemmas and theorems, optimal DCM-based DAC, virtual simulation, weighted least pth norm.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 9335 Evaluation of Model-Based Code Generation for Embedded Systems–Mature Approach for Development in Evolution
Authors: Nikolay P. Brayanov, Anna V. Stoynova
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Model-based development approach is gaining more support and acceptance. Its higher abstraction level brings simplification of systems’ description that allows domain experts to do their best without particular knowledge in programming. The different levels of simulation support the rapid prototyping, verifying and validating the product even before it exists physically. Nowadays model-based approach is beneficial for modelling of complex embedded systems as well as a generation of code for many different hardware platforms. Moreover, it is possible to be applied in safety-relevant industries like automotive, which brings extra automation of the expensive device certification process and especially in the software qualification. Using it, some companies report about cost savings and quality improvements, but there are others claiming no major changes or even about cost increases. This publication demonstrates the level of maturity and autonomy of model-based approach for code generation. It is based on a real live automotive seat heater (ASH) module, developed using The Mathworks, Inc. tools. The model, created with Simulink, Stateflow and Matlab is used for automatic generation of C code with Embedded Coder. To prove the maturity of the process, Code generation advisor is used for automatic configuration. All additional configuration parameters are set to auto, when applicable, leaving the generation process to function autonomously. As a result of the investigation, the publication compares the quality of generated embedded code and a manually developed one. The measurements show that generally, the code generated by automatic approach is not worse than the manual one. A deeper analysis of the technical parameters enumerates the disadvantages, part of them identified as topics for our future work.Keywords: Embedded code generation, embedded C code quality, embedded systems, model-based development.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 10094 Exploring Management of the Fuzzy Front End of Innovation in a Product Driven Startup Company
Authors: Dmitry K. Shaytan, Georgy D. Laptev
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In our research we aimed to test a managerial approach for the fuzzy front end (FFE) of innovation by creating controlled experiment/ business case in a breakthrough innovation development. The experiment was in the sport industry and covered all aspects of the customer discovery stage from ideation to prototyping followed by patent application. In the paper we describe and analyze mile stones, tasks, management challenges, decisions made to create the break through innovation, evaluate overall managerial efficiency that was at the considered FFE stage. We set managerial outcome of the FFE stage as a valid product concept in hand. In our paper we introduce hypothetical construct “Q-factor” that helps us in the experiment to distinguish quality of FFE outcomes. The experiment simulated for entrepreneur the FFE of innovation and put on his shoulders responsibility for the outcome of valid product concept. While developing managerial approach to reach the outcome there was a decision to look on product concept from the cognitive psychology and cognitive science point of view. This view helped us to develop the profile of a person whose projection (mental representation) of a new product could optimize for a manager or entrepreneur FFE activities. In the experiment this profile was tested to develop breakthrough innovation for swimmers. Following the managerial approach the product concept was created to help swimmers to feel/sense water. The working prototype was developed to estimate the product concept validity and value added effect for customers. Based on feedback from coachers and swimmers there were strong positive effect that gave high value for customers, and for the experiment – the valid product concept being developed by proposed managerial approach for the FFE. In conclusions there is a suggestion of managerial approach that was derived from experiment.
Keywords: Concept development, concept testing, customer discovery, entrepreneurship, entrepreneurial management, idea generation, idea screening, startup management.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 18533 Identifying Game Variables from Students’ Surveys for Prototyping Games for Learning
Authors: N. Ismail, O. Thammajinda, U. Thongpanya
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Games-based learning (GBL) has become increasingly important in teaching and learning. This paper explains the first two phases (analysis and design) of a GBL development project, ending up with a prototype design based on students’ and teachers’ perceptions. The two phases are part of a full cycle GBL project aiming to help secondary school students in Thailand in their study of Comprehensive Sex Education (CSE). In the course of the study, we invited 1,152 students to complete questionnaires and interviewed 12 secondary school teachers in focus groups. This paper found that GBL can serve students in their learning about CSE, enabling them to gain understanding of their sexuality, develop skills, including critical thinking skills and interact with others (peers, teachers, etc.) in a safe environment. The objectives of this paper are to outline the development of GBL variables from the research question(s) into the developers’ flow chart, to be responsive to the GBL beneficiaries’ preferences and expectations, and to help in answering the research questions. This paper details the steps applied to generate GBL variables that can feed into a game flow chart to develop a GBL prototype. In our approach, we detailed two models: (1) Game Elements Model (GEM) and (2) Game Object Model (GOM). There are three outcomes of this research – first, to achieve the objectives and benefits of GBL in learning, game design has to start with the research question(s) and the challenges to be resolved as research outcomes. Second, aligning the educational aims with engaging GBL end users (students) within the data collection phase to inform the game prototype with the game variables is essential to address the answer/solution to the research question(s). Third, for efficient GBL to bridge the gap between pedagogy and technology and in order to answer the research questions via technology (i.e. GBL) and to minimise the isolation between the pedagogists “P” and technologist “T”, several meetings and discussions need to take place within the team.
Keywords: Games-based learning, design, engagement, pedagogy, preferences, prototype, variables.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 7372 Interactive Garments: Flexible Technologies for Textile Integration
Authors: Anupam Bhatia
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Upon reviewing the literature and the pragmatic work done in the field of E- textiles, it is observed that the applications of wearable technologies have found a steady growth in the field of military, medical, industrial, sports; whereas fashion is at a loss to know how to treat this technology and bring it to market. The purpose of this paper is to understand the practical issues of integration of electronics in garments; cutting patterns for mass production, maintaining the basic properties of textiles and daily maintenance of garments that hinder the wide adoption of interactive fabric technology within Fashion and leisure wear. To understand the practical hindrances an experimental and laboratory approach is taken. “Techno Meets Fashion” has been an interactive fashion project where sensor technologies have been embedded with textiles that result in set of ensembles that are light emitting garments, sound sensing garments, proximity garments, shape memory garments etc. Smart textiles, especially in the form of textile interfaces, are drastically underused in fashion and other lifestyle product design. Clothing and some other textile products must be washable, which subjects to the interactive elements to water and chemical immersion, physical stress, and extreme temperature. The current state of the art tends to be too fragile for this treatment. The process for mass producing traditional textiles becomes difficult in interactive textiles. As cutting patterns from larger rolls of cloth and sewing them together to make garments breaks and reforms electronic connections in an uncontrolled manner. Because of this, interactive fabric elements are integrated by hand into textiles produced by standard methods. The Arduino has surely made embedding electronics into textiles much easier than before; even then electronics are not integral to the daily wear garments. Soft and flexible interfaces of MEMS (micro sensors and Micro actuators) can be an option to make this possible by blending electronics within E-textiles in a way that’s seamless and still retains functions of the circuits as well as the garment. Smart clothes, which offer simultaneously a challenging design and utility value, can be only mass produced if the demands of the body are taken care of i.e. protection, anthropometry, ergonomics of human movement, thermo- physiological regulation.Keywords: Ambient Intelligence, Proximity Sensors, Shape Memory Materials, Sound sensing garments, Wearable Technology.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 32781 Generative Design of Acoustical Diffuser and Absorber Elements Using Large-Scale Additive Manufacturing
Authors: S. Aziz, B. Alexander, C. Gengnagel, S. Weinzierl
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This paper explores a generative design, simulation, and optimization workflow for the integration of acoustical diffuser and/or absorber geometry with embedded coupled Helmholtz-resonators for full scale 3D printed building components. Large-scale additive manufacturing in conjunction with algorithmic CAD design tools enables a vast amount of control when creating geometry. This is advantageous regarding the increasing demands of comfort standards for indoor spaces and the use of more resourceful and sustainable construction methods and materials. The presented methodology highlights these new technological advancements and offers a multimodal and integrative design solution with the potential for an immediate application in the AEC-Industry. In principle, the methodology can be applied to a wide range of structural elements that can be manufactured by additive manufacturing processes. The current paper focuses on a case study of an application for a biaxial load-bearing beam grillage made of reinforced concrete, which allows for a variety of applications through the combination of additive prefabricated semi-finished parts and in-situ concrete supplementation. The semi-prefabricated parts or formwork bodies form the basic framework of the supporting structure and at the same time have acoustic absorption and diffusion properties that are precisely acoustically programmed for the space underneath the structure. To this end, a hybrid validation strategy is being explored using a digital and cross-platform simulation environment, verified with physical prototyping. The iterative workflow starts with the generation of a parametric design model for the acoustical geometry using the algorithmic visual scripting editor Grasshopper3D inside the Building Information Modeling (BIM) software Revit. Various geometric attributes (i.e., bottleneck and cavity dimensions) of the resonator are parameterized and fed to a numerical optimization algorithm which can modify the geometry with the goal of increasing absorption at resonance and increasing the bandwidth of the effective absorption range. Using Rhino.Inside and LiveLink for Revit the generative model was imported directly into the Multiphysics simulation environment COMSOL. The geometry was further modified and prepared for simulation in a semi-automated process. The incident and scattered pressure fields were simulated from which the surface normal absorption coefficients were calculated. This reciprocal process was repeated to further optimize the geometric parameters. Subsequently the numerical models were compared to a set of 3D concrete printed physical twin models which were tested in a .25 m x .25 m impedance tube. The empirical results served to improve the starting parameter settings of the initial numerical model. The geometry resulting from the numerical optimization was finally returned to grasshopper for further implementation in an interdisciplinary study.
Keywords: Acoustical design, additive manufacturing, computational design, multimodal optimization.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 603