scholarly journals Engaging Undergraduate Students with Robotic Design Projects

Author(s):  
J.O. Hamblen ◽  
T.S. Hall
Designs ◽  
2019 ◽  
Vol 3 (3) ◽  
pp. 39
Author(s):  
Prabaharan Graceraj P. ◽  
Jacquelyn K. Nagel ◽  
Christopher S. Rose ◽  
Ramana M. Pidaparti

This paper discusses the investigation of a Concept-Knowledge (C-K) theory based approach for generating innovative design solutions in bioinspired design projects. Undergraduate students enrolled in sophomore engineering design courses at both the University of Georgia (UGA) and James Madison University (JMU) completed bioinspired design projects using C-K theory based templates. Hypothesis testing, principal component analysis (PCA) and support vector machine (SVM) techniques were applied on the students’ performance scores of a C-K theory based bioinspired design process to identify the biomimicry attributes which supported the evolution of innovative design solutions. Results from the analysis suggest that the C-K theory based approach is useful for generating innovative design solutions.


Author(s):  
Hong Wee Lim ◽  
Kim Hoo Goh ◽  
Wen Feng Lu

With the recommendation from ABET, each engineering student should go through a major engineering design experience and understand how to go from design specifications to a final artifact. The Department of Mechanical Engineering at the National University of Singapore (NUS) started automotive design projects including competition vehicles and proof of concept vehicles for its undergraduate students many years ago. These projects aim to provide practical engineering education to the students through vehicle design and fabrication with hands-on experience. The project lifecycle usually does not last longer than one year as it is governed by the competition and the academic cycle. With many years of experience supervising students, the best practice of guiding students learning through this engineering design project within one academic year is developed. Before each project, students will first go through training and apprenticeship. Such project usually starts with problem formulation that studies the requirements of vehicle for the competition and the resources available. The team of students will go from design specifications to a final vehicle prototype with generating alternatives, synthesizing, analyzing, fabrication, testing and evaluating. This method allows sustainability in vehicle design projects. NUS Eco-car project is used as a case study to illustrate the best practice. Our past experience showed that students trained in this project have strong practical and analytical skills and are able to manage and communicate in a team well.


Author(s):  
Wayne Walter ◽  
Edward Hensel

During academic year 2006–07, a family of four closely related multi-disciplinary senior design projects was initiated. Each project team consisted of eight undergraduate students. The family of projects has continued during the academic year 2007–08, with three additional design projects comprised of 19 students. The intent of the family of design projects is two-fold. The first objective is to introduce students to the concept of designing a product within the context of a family of closely related products, similar to the approach that a corporation may use in its strategic approach to the marketplace. The second objective is to provide an open-source, open-architecture, modular, and scalable robotic vehicle platform usable by a wide range of researchers within the Kate Gleason College of Engineering looking for a vehicle to position cameras, sensors in networks, and for other data-gathering tasks. Students were given the challenge to design and manufacture a platform based on a single design, scalable across four payload orders of magnitude from 1kg to 1,000kg. The 10kg and 100kg variants were studied in AY2006–07, and the 1kg variant was introduced in AY2007–08. The largest, 1,000kg, planned for the future, will be about the size of a Honda Civic, so safety and fail-safe engineering is important. Each project in the family is expected to build on the technology used and lessons learned from prior and concurrent projects, much like the “next model year” in the auto industry, and information sharing requirements among concurrent engineering teams. Hardware, software, and design methods are reused whenever possible, and students are expected to develop their subsystem in the context of an evolutionary platform design. In this manner, the end-product from one design group becomes the starting point for another team. Responsibilities overlap so teams must work cooperatively, which mimics the industrial environment. Starting times on various projects may be staggered, and students must deal with documentation sharing issues, and preservation of design intent across multiple-project teams and academic terms. The paper will discuss the current status of the program, the lessons learned to-date, and future plans for the program.


2002 ◽  
Vol 30 (2) ◽  
pp. 95-115
Author(s):  
Prakash R. Damshala ◽  
Robert T. Bailey

The incorporation of engineering design projects into core undergraduate engineering courses can be a powerful method to facilitate student learning. This paper describes a project centred around the design of a solar storage wall (SSW)—an asymmetric structure that is used to capture solar energy for building heating. The project, which combines computer-based engineering modelling and economic analysis, is assigned to undergraduate students in a three-semester-hour introductory heat and mass transfer course at the University of Tennessee at Chattanooga.


Author(s):  
Shayne Gooch ◽  
Tony Medland

A need exists to teach undergraduate students the skills required for collaborative working in geographically dispersed teams. A program for running collaborative student engineering design projects between the Universities of Bath (United Kingdom) and Canterbury (New Zealand) was implemented in January 2002. This paper presents the approach to collaborative working on this first project. The paper shows that whilst the Universities run on different education programs, and are in different time zones, a path is found for the integration of a collaborative design project within the curriculum of both design courses. The primary forms of communication were email, project web pages and videoconferences. The results of the study provide a basis for further collaborative exchanges between the Universities.


2017 ◽  
Vol 14 (1) ◽  
pp. 106-122
Author(s):  
Lydia Helena Wöhl Coelho ◽  
Heli Meurer ◽  
Felipe Oviedo Frosi ◽  
Ivna Motta Ravanello ◽  
Érica Arrué Dias

Com vistas a subsidiar uma discussão acerca da contribuição de mídias digitais para a definição estético-formal de interfaces gráficas, desenvolveu-se um aplicativo que auxilia na escolha de cores em projetos de Design, denominado Farbe. Para análise de seu uso, inicialmente, revisou-se o referencial teórico sobre processo criativo e uso de cor na comunicação visual. Na sequência, desenvolveu-se o aplicativo para a realização de um experimento com alunos de Ensino Superior de Tecnologia em Produção Multimídia, em uma disciplina presencial de Novas Mídias. Após o uso do Farbe por esses alunos, mediu-se e classificou-se suas avaliações sobre o quanto o aplicativo os auxiliou, efetivamente, na escolha das cores de seus projetos. Por meio de levantamento e organização desses dados, foi possível extrair reflexões sobre a utilização de mídias digitais destinadas a servirem como ferramentas em processos criativos para o desenvolvimento de projetos em Design. In order to improve a discussion about digital media contribution to the graphic interfaces aesthetic-formal definition, a mobile app has been developed to assist the colour pallet definition in Design projects development, called Farbe. To analyze its use, a theoretical review about creative process and the application of colour in the visual communication was made. Afterwards, and based on theoretical review, the app was developed to carry out an experiment with undergraduate students of Technology in Multimedia Production, in a New Media discipline. After the use of Farbe by these students, their evaluations were measured and analyzed regarding aspects about the contribution of digital media tools in the context of creative processes on Design projects development.


2019 ◽  
Vol 28 (3) ◽  
pp. 1257-1267 ◽  
Author(s):  
Priya Kucheria ◽  
McKay Moore Sohlberg ◽  
Jason Prideaux ◽  
Stephen Fickas

PurposeAn important predictor of postsecondary academic success is an individual's reading comprehension skills. Postsecondary readers apply a wide range of behavioral strategies to process text for learning purposes. Currently, no tools exist to detect a reader's use of strategies. The primary aim of this study was to develop Read, Understand, Learn, & Excel, an automated tool designed to detect reading strategy use and explore its accuracy in detecting strategies when students read digital, expository text.MethodAn iterative design was used to develop the computer algorithm for detecting 9 reading strategies. Twelve undergraduate students read 2 expository texts that were equated for length and complexity. A human observer documented the strategies employed by each reader, whereas the computer used digital sequences to detect the same strategies. Data were then coded and analyzed to determine agreement between the 2 sources of strategy detection (i.e., the computer and the observer).ResultsAgreement between the computer- and human-coded strategies was 75% or higher for 6 out of the 9 strategies. Only 3 out of the 9 strategies–previewing content, evaluating amount of remaining text, and periodic review and/or iterative summarizing–had less than 60% agreement.ConclusionRead, Understand, Learn, & Excel provides proof of concept that a reader's approach to engaging with academic text can be objectively and automatically captured. Clinical implications and suggestions to improve the sensitivity of the code are discussed.Supplemental Materialhttps://doi.org/10.23641/asha.8204786


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