356 research outputs found

    Developing tools and methods for object-oriented mechatronics

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2011.Cataloged from PDF version of thesis.Includes bibliographical references (p. [161]-166).The digital revolution has fundamentally changed our lives by giving us new ways to express ourselves through digital media. For example, accessible multimedia content creation tools allow people to instantiate their ideas and share them easily. However, most of these outcomes only exist on-screen and online. Despite the growing accessibility of digital design and fabrication tools the physical world and everyday objects surrounding us have been largely excluded from a parallel explosion of possibilities to express ourselves. Increasingly, webbased services allow professional and non-professional audiences to access computer-aided manufacturing (CAM) tools like 3D-printing and laser-cutting. Nonetheless, there are few (if any) design tools and methods for creating complex mechanical assemblies that take full advantage of CAM systems. Creating unique mechatronic artifacts or "originalMachines" requires more specific and sophisticated design tools than exist today. "Object-Oriented Mechatronics" is a parametric design approach that connects knowledge about mechanical assemblies and electronics with the requirements of digital manufacturing processes. Parametric instances like gears, bearing and servos are made available as objects within a CAD environment which can then be implemented into specific projects. The approach addresses the missing link between accessible rapid-manufacturing services and currently available design tools thereby creating new opportunities for self-expression through mechatronic objects and machines. The dissertation matches mechanical components and assemblies with rapid manufacturing methods by exploring transferability of conventional manufacturing techniques to appropriate rapid manufacturing tools. I rebuild various gearing and bearing principles like four-contact point bearings, cross roller bearings, spur and helical gears, planetary gears, cycloidal and harmonic gear reducers using the laser cutter, the CNC-mill and the 3D-printer. These explorations lead to more complex assemblies such as the PlywoodServo, 3DprintedClock and 3-DoF (Degree of Freedom) Head. The lessons from these explorations are summarized in a detailed "cook book" of novel mechatronic assemblies enabled by new fabrication tools. Furthermore, I use the results to develop a CAD tool that brings together several existing software packages and plug-ins including Rhino, Grasshopper and the Firefly experiments for Arduino, which will allow animation, fabrication and control of original machines. The tool is an example of an object-oriented design approach to mechatronic assemblies. A user calls a DoF (Degree of Freedom) object (parametric servo) with specific parameters like gearing and bearing types, motor options and control and communication capabilities. The DoF object then creates the corresponding geometry which can be connected and integrated with other actuators and forms. A group of roboticists and designers participated in a workshop to test the tool and make proposals for original machines using the tool. The dissertation has contributions on multiple levels. First, the actuator assembly examples and parametric design tool present a body of novel work that illustrates the benefits of going beyond off-the-shelf actuator assemblies and kit-of-parts for robotic objects. Second, this tool and the accompanying examples enable the design of more original machines with custom actuator assemblies using the latest digital fabrication tools. Finally, these explorations illustrate how new CAD/ CAM tools can facilitate an exchange between more design-oriented users and more engineering-oriented users.by Peter Schmitt.Ph.D

    School Personnel Lived Experiences Related to High School Engineering Education and the Covid-19 Pandemic

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    This study investigated the teaching experiences of three school personnel at a public high school during the 2020ā€“2021 school year as they implemented a unique science, technology, engineering, arts, and math (STEAM) unit with in-person and virtual students in their engineering classes during the Covid-19 pandemic. A research team interviewed two teachers and one administrator at the school to better understand the nuances of pre-college engineering during a pandemic year and how changes in school and district policy affected the instructional delivery of STEAM projects. Narrative analytic methods were utilized to understand each participantā€™s experience and an inductive content thematic approach was used to develop the findings. The participants described varied experiences navigating instruction during the pandemic, particularly when adapting hands-on STEAM projects for virtual or hybrid teaching. All three participants thought deeply about how to best meet the needs of students while attempting to support equitable instruction. The findings of this study indicate that pre-college engineering in the pandemic was challenging for the participants, but not impossible, and that this setting was an appropriate context for STEAM projects that provided students with a mechanism for collaboration and engagement

    EVALUATING ENGINEERING LEARNING AND GENDER NEUTRALITY FOR THE PRODUCT DESIGN OF A MODULAR ROBOTIC KIT

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    The development of a system is informed from design factors in order to success- fully support the intended usability from the perceived affordances [1]. The theory of ā€˜Human Centered Designā€™ champions that these factors be derived from the user itself. It is based on exploiting these affordances that the boundary of technology is pushed to sometimes invent new methods or sometimes approach a problem from newer perspectives. This thesis is an example where we inform our design rationales from children in order to develop a gender neutral modular robotic toy kit

    Going beyond digital literacy to develop computational thinking in K-12 education,

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    International audienceIn the past decade, digital learning has contributed to the transformation of K-12 education by using a variety of technology-enhanced pedagogical approaches, and it helps understand the basics of computational thinking (CT). In the area of CT for young learners, educators are experimenting with digital or digital-inspired methods to go beyond digital literacy, towards also improving other skills, such as problem-solving, logical thinking and abstraction. By improving these skills, we aim to empower learners with the required knowledge as technology users and to aid in mastering the technology to develop their creative and citizenship potential through them. This chapter will provide a literature review on studies conducted to teach computer programming and computational concepts to K-12 students using visual programming tools, unplugged activities and educational robotics while evaluating how it can also help improve CT skills

    Interactive Technologies for the Public Sphere Toward a Theory of Critical Creative Technology

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    Digital media cultural practices continue to address the social, cultural and aesthetic contexts of the global information economy, perhaps better called ecology, by inventing new methods and genres that encourage interactive engagement, collaboration, exploration and learning. The theoretical framework for creative critical technology evolved from the confluence of the arts, human computer interaction, and critical theories of technology. Molding this nascent theoretical framework from these seemingly disparate disciplines was a reflexive process where the influence of each component on each other spiraled into the theory and practice as illustrated through the Constructed Narratives project. Research that evolves from an arts perspective encourages experimental processes of making as a method for defining research principles. The traditional reductionist approach to research requires that all confounding variables are eliminated or silenced using methods of statistics. However, that noise in the data, those confounding variables provide the rich context, media, and processes by which creative practices thrive. As research in the arts gains recognition for its contributions of new knowledge, the traditional reductive practice in search of general principles will be respectfully joined by methodologies for defining living principles that celebrate and build from the confounding variables, the data noise. The movement to develop research methodologies from the noisy edges of human interaction have been explored in the research and practices of ludic design and ambiguity (Gaver, 2003); affective gap (Sengers et al., 2005b; 2006); embodied interaction (Dourish, 2001); the felt life (McCarthy & Wright, 2004); and reflective HCI (Dourish, et al., 2004). The theory of critical creative technology examines the relationships between critical theories of technology, society and aesthetics, information technologies and contemporary practices in interaction design and creative digital media. The theory of critical creative technology is aligned with theories and practices in social navigation (Dourish, 1999) and community-based interactive systems (Stathis, 1999) in the development of smart appliances and network systems that support people in engaging in social activities, promoting communication and enhancing the potential for learning in a community-based environment. The theory of critical creative technology amends these community-based and collaborative design theories by emphasizing methods to facilitate face-to-face dialogical interaction when the exchange of ideas, observations, dreams, concerns, and celebrations may be silenced by societal norms about how to engage others in public spaces. The Constructed Narratives project is an experiment in the design of a critical creative technology that emphasizes the collaborative construction of new knowledge about one's lived world through computer-supported collaborative play (CSCP). To construct is to creatively invent one's world by engaging in creative decision-making, problem solving and acts of negotiation. The metaphor of construction is used to demonstrate how a simple artefact - a building block - can provide an interactive platform to support discourse between collaborating participants. The technical goal for this project was the development of a software and hardware platform for the design of critical creative technology applications that can process a dynamic flow of logistical and profile data from multiple users to be used in applications that facilitate dialogue between people in a real-time playful interactive experience

    Selected NSF projects of interest to K-12 engineering and technology education

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    The National Science Foundation (NSF) portfolio addressing K-12 engineering and technology education includes initiatives supported by a number of programs. This list includes projects identified by searching lists of awards in the respective NSF programs as well as projects suggested for inclusion by researchers, practitioners, and program officers. The list includes projects concerned with standards in technology education, teacher professional development, centers for learning and teaching, preparation of instructional materials, digital libraries, and technological activities in informal settings, as well as small numbers of projects in several other areas. This compilation provides current information on projects of interest to educators, instructional designers, consultants, and researchers who are concerned with the development, delivery, and evaluation of instruction to develop technological literacy, particularly in K-12 engineering and technology education. Projects are grouped under headings for each program providing primary funding. Within each program, the award numbers determine the order of listing, with the most recent awards at the beginning of the list. Each award entry includes the project title, NSF award number, funding program, amount of the award to date, starting and ending dates, the principal investigator (PI), the grantee institution, PI contact information, the url of the project Web site, a description of the projectā€™s activities and accomplishments, relevant previous awards to the PI, products developed by the project, and information on the availability of those products

    Investigation and development of a tangible technology framework for highly complex and abstract concepts

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    The ubiquitous integration of computer-supported learning tools within the educational domain has led educators to continuously seek effective technological platforms for teaching and learning. Overcoming the inherent limitations of traditional educational approaches, interactive and tangible computing platforms have consequently garnered increased interest in the pursuit of embedding active learning pedagogies within curricula. However, whilst Tangible User Interface (TUI) systems have been successfully developed to edutain children in various research contexts, TUI architectures have seen limited deployment towards more advanced educational pursuits. Thus, in contrast to current domain research, this study investigates the effectiveness and suitability of adopting TUI systems for enhancing the learning experience of abstract and complex computational science and technology-based concepts within higher educational institutions (HEI)s. Based on the proposal of a contextually apt TUI architecture, the research describes the design and development of eight distinct TUI frameworks embodying innovate interactive paradigms through tabletop peripherals, graphical design factors, and active tangible manipulatives. These computationally coupled design elements are evaluated through summative and formative experimental methodologies for their ability to aid in the effective teaching and learning of diverse threshold concepts experienced in computational science. In addition, through the design and adoption of a technology acceptance model for educational technology (TAM4Edu), the suitability of TUI frameworks in HEI education is empirically evaluated across a myriad of determinants for modelling studentsā€™ behavioural intention. In light of the statistically significant results obtained in both academic knowledge gain (Ī¼ = 25.8%) and student satisfaction (Ī¼ = 12.7%), the study outlines the affordances provided through TUI design for various constituents of active learning theories and modalities. Thus, based on an empirical and pedagogical analyses, a set of design guidelines is defined within this research to direct the effective development of TUI design elements for teaching and learning abstract threshold concepts in HEI adaptations
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