2,217 research outputs found

    Integration of Mechatronics Design Approach into Teaching of Modeling Practices

    Get PDF
    Engineering design has transformed significantly due to advances in embedded system design and computer technologies. Almost every mechanical design today has some electrical and electronic components. Many products manufactured today contain both electrical and mechanical components and systems. Mechatronics is a design process that is multi-disciplinary in nature and integrates principles of many engineering disciplines including, but not limited to, mechanical engineering and mechanical engineering technology, electrical engineering and electrical engineering technology, and controls engineering. Mechatronic systems can be found in many different places today. These range from computer hard drives and robotic assembly systems, to washing machines, coffee makers, printers, and medical devices, as well as to various advanced manufacturing machines and devices that are numerically controlled, such as additive manufacturing machines, rapid prototyping machines and multi-axis CNC machines. The main purpose for integrating a mechatronics themed activity into a computer-modeling course is to engage students in project-based learning through hands-on activities related to modeling a mechatronic device. Students learn the basics of electromechanical systems, the integration of machine elements (gear reducer) and the basics of actuators (electrical motor), all of which are fundamental to understanding mechatronic systems through activities related to the mechatronic design principles. Hence, engineering design for mechanical engineers and mechanical engineering technologists have to involve embedded multi-disciplinary knowledge with the understanding of both mechanical and electrical systems. This paper will focus on presenting the use of modeling as a vehicle to teaching more complex engineering concepts, such as gears, linkage analysis, animation and the solid modelling course content

    Tangible user interfaces : past, present and future directions

    Get PDF
    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Make or Shake: An Empirical Study of the Value of Making in Learning about Computing Technology

    Get PDF
    Learning about computing technology has become an increasingly important part of the school curriculum but it remains unclear how best to teach it to children. Here, we report on an empirical study that investigated how the process of making affects how children of different ages learn about computing technology. In one condition, they had to first make an electronic cube before conducting other activities and in the other they were given a ready made one to use. The results of the study show that for younger children, the making significantly improved their performance in a post-lesson test, whereas the older children performed equally well in both conditions. We discuss possible reasons for this, in terms of differences in creative appropriation. We also saw much spontaneous collaboration between the children that suggests making can encourage a collaborative relationship between children of different ages

    ECCE Toolkit: Prototyping Sensor-Based Interaction

    Get PDF
    Building and exploring physical user interfaces requires high technical skills and hours of specialized work. The behavior of multiple devices with heterogeneous input/output channels and connectivity has to be programmed in a context where not only the software interface matters, but also the hardware components are critical (e.g., sensors and actuators). Prototyping physical interaction is hindered by the challenges of: (1) programming interactions among physical sensors/actuators and digital interfaces; (2) implementing functionality for different platforms in different programming languages; and (3) building custom electronic-incorporated objects. We present ECCE (Entities, Components, Couplings and Ecosystems), a toolkit for non-programmers that copes with these issues by abstracting from low-level implementations, thus lowering the complexity of prototyping small-scale, sensor-based physical interfaces to support the design process. A user evaluation provides insights and use cases of the kind of applications that can be developed with the toolkit.This research project has been partially funded by the EU FP7 project meSch (Grant agreement 600851) and national Spanish project CREAx (TIN2014-56534-R). We thank participants of the TEI 2014 studio and the DEI Laboratory staff and students at Universidad Carlos III de Madrid for their valuable feedback

    purpleSTARS: Inclusive Curation and Production Creates Inclusive Museums

    Get PDF
    The Sensory Objects research project (2012-2015) was funded by the UK Arts and Humanities Research Council. The project encouraged the personal viewpoints of an inclusive research team who engaged critically with museum collections and produced multimedia and sensory art interpretations using various technical tools and creative processes. Our research demonstrated that using technology to critically engage with collections, reflect, and activate a sensory encounter in response, helped engage people with intellectual disabilities (ID) in creating a complementary and more inclusive visitor experience, so widening the public appeal of museums and heritage sites. The follow-up enterprise, named purpleSTARS, combines ‘purple,' the color associated with disability in the UK, with STARS, which stands for Sensory Technology Art Resource Specialists. The purpleSTARS' mission is to bring together artists and technologists with and without ID to transform museum experiences and make them truly inclusive, using sensory and digital media to creatively disrupt and reinterpret heritage sites and museum collections

    PeerPigeon: A Web Application to Support Generalised Peer Review

    No full text
    Peer Review (also known as Peer Assessment) is an important technique in learning, but can be difficult to support through e-learning due to the complexity and variety of peer review processes. In this paper we present PeerPigeon, a Web 2.0 style application that supports generalised Peer Review by using a canonical model of Peer Review based on a Peer Review Pattern consisting of Peer Review Cycles, each defined in terms of Peer Review Transforms. We also demonstrate how PeerPigeon makes use of a Domain Specific Language based on Ruby to define these plans, and thus cope with the irreducible complexity of the flow of documents around a peer network

    The Open Data Kit suite, Mobile Data Collection technology as an opportunity for forest mensuration practices

    Get PDF
    This paper examines the potential for using Mobile Data Collection (MDC) as an effective database supported technology to substantially improve forest mensuration practices. Open source Open Data Kit (ODK) procedures and tools were used during a survey campaign that initiated a local forest monitoring process in the Marganai forest (Sardinia). The ODK suite is practical to use and its procedures allow authoring and use of digital survey forms without users needing software development expertise. Form design enables a high degree of customization to be achieved by means of specifying a wide range of data flow control mechanisms. ODK has proved to be a valid tool for data coherence and completeness improvements. As forestry’s contribution to regional Gross Domestic Product has dramatically decreased, forest mensuration practices have been reduced. Meeting the increased need to monitor environmental assets such as forests requires these practices to be re-evaluated. If regional public institutions took an active part in the process of enhancing forest mensuration, by contributing with open database systems acting as repositories and knowledge engines, support for MDC tools like ODK would potentially be a great opportunity to disseminate the use of the system and boost its development

    Block-Based Development of Mobile Learning Experiences for the Internet of Things

    Get PDF
    The Internet of Things enables experts of given domains to create smart user experiences for interacting with the environment. However, development of such experiences requires strong programming skills, which are challenging to develop for non-technical users. This paper presents several extensions to the block-based programming language used in App Inventor to make the creation of mobile apps for smart learning experiences less challenging. Such apps are used to process and graphically represent data streams from sensors by applying map-reduce operations. A workshop with students without previous experience with Internet of Things (IoT) and mobile app programming was conducted to evaluate the propositions. As a result, students were able to create small IoT apps that ingest, process and visually represent data in a simpler form as using App Inventor's standard features. Besides, an experimental study was carried out in a mobile app development course with academics of diverse disciplines. Results showed it was faster and easier for novice programmers to develop the proposed app using new stream processing blocks.Spanish National Research Agency (AEI) - ERDF fund

    Augmented reality in support of intelligent manufacturing – A systematic literature review

    Get PDF
    Industry increasingly moves towards digitally enabled ‘smart factories’ that utilise the internet of things (IoT) to realise intelligent manufacturing concepts like predictive maintenance or extensive machine to machine communication. A core technology to facilitate human integration in such a system is augmented reality (AR), which provides people with an interface to interact with the digital world of a smart factory. While AR is not ready yet for industrial deployment in some areas, it is already used in others. To provide an overview of research activities concerning AR in certain shop floor operations, a total of 96 relevant papers from 2011 to 2018 are reviewed. This paper presents the state of the art, the current challenges, and future directions of manufacturing related AR research through a systematic literature review and a citation network analysis. The results of this review indicate that the context of research concerning AR gets increasingly broader, especially by addressing challenges when implementing AR solutions.No funding was received
    corecore