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'''Introduction'''This assignment covers all aspects of Integrating Technology, although the depth of each sub-area will be limited. It will enable the student to make experiential prototypes with both mechanical, electronic and software aspects included. The student is invited to make couplings with previous, current or future projects as inspiration for the work. '''Introduction'''

This assignment covers all aspects of Integrating Technology, although the depth of each sub-area will be limited. It will enable the student to make experiential prototypes with both mechanical, electronic and software aspects included. The student is invited to make couplings with previous, current or future projects as inspiration for the work.
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'''Learning objectives<<BR>>'''To understand the basics of Integrating Technology; to combine hardware and software; to make prototypes showing a product or system which exists in 3D and also moves; basics of programming (useful for java or C based platforms); principles of feedback; connecting sensors and actuators to an Arduino; making mechanisms which have the correct degrees of freedom (correct application of forces in relation to friction, springs, etc.); to integrate this with meaningful form and senses; to understand the role of experiential prototypes in a design project; to learn using correct terminology and appropriate notations for Integrating Technology. '''Learning objectives'''
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'''Learning activities<<BR>>General schedule'''
- introducing mechanisms - adding electronics - intermediate challenge - adding programming - embedding and form and senses - presentation of proposal for final project - final report and presentation
'''Set-up<<BR>>'''- theory sessions - theoretical exercises - practical assignments - workshops - final project
To understand the basics of Integrating Technology; to combine hardware and software; to make prototypes showing a product or system which exists in 3D and also moves; basics of programming (useful for java or C based platforms); principles of feedback; connecting sensors and actuators to an Arduino; making mechanisms which have the correct degrees of freedom (correct application of forces in relation to friction, springs, etc.); to integrate this with meaningful form and senses; to understand the role of experiential prototypes in a design project; to learn using correct terminology and appropriate notations for Integrating Technology.
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'''Deliverables<<BR>>'''- intermediate challenge
- final experiential demonstrator
- report
'''Learning activities'''
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'''List of available reference and or background materials<<BR>>'''- Book: The Elements of Mechanical Design, by James Skakoon, ASME Press
- Book: Getting Started in Electronics, by Forrest Mims, [[http://www.forrestmims.com|www.forrestmims.com]]
- Website: http://www.cardboardmodeling.com/ by Joep Frens
- Book: Getting Started with Processing, by By Casey Reas, Ben Fry, publisher O'Reilly
- Book: Getting Started with Arduino, by Massimo Banzi, publisher O'Reilly
'''General schedule:'''
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'''Information assignor(s)<<BR>>'''Loe Feijs
Jun Hu
Frank Delbressine
Wei Chen
Peter Peters
Joep Frens
 1. introducing mechanisms
 1. adding electronics
 1. intermediate challenge
 1. adding programming
 1. embedding and form and senses
 1. presentation of proposal for final project
 1. final report and presentation

'''Set-up:'''

 1. theory sessions
 1. theoretical exercises
 1. practical assignments
 1. workshops
 1. final project

'''Deliverables:'''

 1. intermediate challenge
 1. final experiential demonstrator
 1. report

'''List of available reference and or background materials'''

 1. Book: The Elements of Mechanical Design, by James Skakoon, ASME Press
 1. Book: Getting Started in Electronics, by Forrest Mims, [[http://www.forrestmims.com|www.forrestmims.com]]
 1. Website: http://www.cardboardmodeling.com/ by Joep Frens
 1. Book: Getting Started with Processing, by By Casey Reas, Ben Fry, publisher O'Reilly
 1. Book: Getting Started with Arduino, by Massimo Banzi, publisher O'Reilly

'''Information assignor(s)'''

Loe Feijs, Jun Hu, Frank Delbressine, Wei Chen, Peter Peters, Matthias Funk, Joep Frens

Integrating Technology (Cross section)

Introduction

This assignment covers all aspects of Integrating Technology, although the depth of each sub-area will be limited. It will enable the student to make experiential prototypes with both mechanical, electronic and software aspects included. The student is invited to make couplings with previous, current or future projects as inspiration for the work.

You will end the assignment with a final experiential prototype. While building this prototype you will learn how to realize interactivity based on electro-mechanical systems. There is some freedom in proposing the means of the prototype, as long as the purpose is to embed interactivity or even intelligence. By doing this, you will learn how to add a layer of intangible experiences to hardcore technology.

Learning objectives

To understand the basics of Integrating Technology; to combine hardware and software; to make prototypes showing a product or system which exists in 3D and also moves; basics of programming (useful for java or C based platforms); principles of feedback; connecting sensors and actuators to an Arduino; making mechanisms which have the correct degrees of freedom (correct application of forces in relation to friction, springs, etc.); to integrate this with meaningful form and senses; to understand the role of experiential prototypes in a design project; to learn using correct terminology and appropriate notations for Integrating Technology.

Learning activities

General schedule:

  1. introducing mechanisms
  2. adding electronics
  3. intermediate challenge
  4. adding programming
  5. embedding and form and senses
  6. presentation of proposal for final project
  7. final report and presentation

Set-up:

  1. theory sessions
  2. theoretical exercises
  3. practical assignments
  4. workshops
  5. final project

Deliverables:

  1. intermediate challenge
  2. final experiential demonstrator
  3. report

List of available reference and or background materials

  1. Book: The Elements of Mechanical Design, by James Skakoon, ASME Press
  2. Book: Getting Started in Electronics, by Forrest Mims, www.forrestmims.com

  3. Website: http://www.cardboardmodeling.com/ by Joep Frens

  4. Book: Getting Started with Processing, by By Casey Reas, Ben Fry, publisher O'Reilly
  5. Book: Getting Started with Arduino, by Massimo Banzi, publisher O'Reilly

Information assignor(s)

Loe Feijs, Jun Hu, Frank Delbressine, Wei Chen, Peter Peters, Matthias Funk, Joep Frens

Special expert (Electronics): Geert van den Boomen

IntegratingTechnology: FrontPage (last edited 2013-05-13 09:55:55 by anewhope)