4 research outputs found

    A means to foster STEM interest: A mystery room at Banksia Gardens Community Services

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    Our project aimed to increase student engagement in science, technology, engineering, and math (STEM) by creating a mystery room for Banksia Gardens Community Services. We developed an iterative design-feedback process after researching professional escape room design methodology. Our room incorporated activities for multiple learning types with auditory, visual, and kinesthetic puzzles. From our observations, we found the mystery room engages all learning types and therefore has potential to be used as an educational tool in the future

    Assistive Guitar Plucking Device and User Interface

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    The goal of the project was to develop a wireless, battery-powered device with a plucking mechanism and a wearable user interface (UI) that would enable individuals with physical disabilities to play a guitar. The plucking mechanism, mounted to an adjustable frame around the guitar, has 3D printed plectra to actuate each guitar string. The inertial measurement unit based UI is comprised of two wearable devices that calculate which strings to pluck, by using sensor fusion to track user motion and device orientation. Music provides people an avenue to express their emotions and has been shown to stimulate the brain in uniquely beneficial ways. This project provides an opportunity to create music for individuals who have not previously had access to this experience
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