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- All Subjects: engineering
- Creators: Barrett, The Honors College
- Creators: Harrington Bioengineering Program
Cornhole, traditionally seen as tailgate entertainment, has rapidly risen in popularity since the launching of the American Cornhole League in 2016. However, it lacks robust quality control over large tournaments, since many of the matches are scored and refereed by the players themselves. In the past, there have been issues where entire competition brackets have had to be scrapped and replayed because scores were not handled correctly. The sport is in need of a supplementary scoring solution that can provide quality control and accuracy over large matches where there aren’t enough referees present to score games. Drawing from the ACL regulations as well as personal experience and testimony from ACL Pro players, a list of requirements was generated for a potential automatic scoring system. Then, a market analysis of existing scoring solutions was done, and it found that there are no solutions on the market that can automatically score a cornhole game. Using the problem requirements and previous attempts to solve the scoring problem, a list of concepts was generated and evaluated against each other to determine which scoring system design should be developed. After determining that the chosen concept was the best way to approach the problem, the problem requirements and cornhole rules were further refined into a set of physical assumptions and constraints about the game itself. This informed the choice, structure, and implementation of the algorithms that score the bags. The prototype concept was tested on their own, and areas of improvement were found. Lastly, based on the results of the tests and what was learned from the engineering process, a roadmap was set out for the future development of the automatic scoring system into a full, market-ready product.
Innovative teaching methods must be studied and implemented to optimize student learning and prepare future generations for complex challenges. Dr. Keith Hjelmstad, a professor at Arizona State University, developed such an approach, “The Mechanics Project,” and has implemented it in foundational engineering mechanics courses. Although course instructors have used traditional “lecture and read” approaches for generations, the world is changing, requiring a modified policy. In this thesis, I research, discuss, and analyze the positive effects of The Mechanics Project for civil engineering students based on its fundamental principles.
As a result of the increase of pollution related to industrialization in Vietnam, acid rain has become a prevalent issue for Vietnamese farmers who are forced to rinse their crops – risking damage due to overwatering and poor harvest. Thus, the team was motivated to develop a solution to harmful impacts of acidic rainwater by creating a system with the ability to capture rainwater and determine its level of acidity in order to optimize the crop watering process, and promote productive crops. By conducting preliminary research on rainfall and tropical climate in Vietnam, existing products on the market, and pH sensors for monitoring and device material, the team was able to design a number of devices to collect, store, and measure the pH of rainwater. After developing a number of initial design requirements based on the needs of the farmers, a final prototype was developed using the best aspects of each initial design. Tests were conducted with varying structural and aqueous materials to represent a broad range of environmental conditions. While the scope of the project was ultimately limited to prototyping purposes, the principles explored throughout this thesis project can successfully be applied to a fully-functioning production model available for commercial use on Vietnamese farms. Given more time for development, improvements would be made in the extent of materials tested, and the configuration of electronics and data acquisition, in order to further optimize the process of determining rainwater acidity.
STEAMtank is a project beneath that falls under the umbrella of InnovationSpace, an initiative of the Design School at Arizona State University. STEAMtank is the product of the product of the honors thesis of Abigail Peters, who envisioned a K-8 STEAM (science, technology, engineering, art, and math) museum that was hosted on campus at ASU and was free to the community to promote STEAM education for underrepresented communities. STEAMtank is now in its second iteration, with six teams creating six attractions for the museum. Alongside these projects, presented here is a concept design for a museum exhibit focused entirely around chemistry, a particular branch of science that is lacking from all K-8 focused STEAM exhibits in Phoenix.
In this paper, we discuss the methods and requirements to simulate a soft bodied beam using traditional rigid body kinematics to produce motion inspired by eels. Eels produce a form of undulatory locomotion called anguilliform locomotion that propagates waves throughout the entire body. The system that we are analyzing is a flexible 3D printed beam being actively driven by a servo motor. Using the simulation, we also analyze different parameters for these spines to maximize the linear speed of the system.
This study was conducted in order to better understand the ways in which social and environmental justice curriculum would suit engineers. In particular, it focuses on how social and environmental justice are valued in engineering and the internal and external barriers engineers face in pursuing it. The research first discusses the role of engineering in social and environmental justice, followed by common engineering ideologies and existing interactions between engineers and justice. The results in this paper presents the findings of qualitative data analysis of transcriptions of interviews conducted with engineers regarding social and environmental justice. The responses of interviewees were organized into different categories of value and obstacles were identified, analyzed, and discussed. The interpretations presented in this paper are tentative and are a part of an ongoing study that will be released at a later date.
Following a study conducted in 1991 supporting that kinesthetic information affects visual processing information when moving an arm in extrapersonal space, this research aims to suggest utilizing virtual-reality (VR) technology will lead to more accurate and faster data acquisition (Helms Tillery, et al.) [1]. The previous methods for conducting such research used ultrasonic systems of ultrasound emitters and microphones to track distance from the speed of sound. This method made the experimentation process long and spatial data difficult to synthesize. The purpose of this paper is to show the progress I have made in the efforts to capture spatial data using VR technology to enhance the previous research that has been done in the field of neuroscience. The experimental setup was completed using the Oculus Quest 2 VR headset and included hand controllers. The experiment simulation was created using Unity game engine to build a 3D VR world which can be used interactively with the Oculus. The result of this simulation allows the user to interact with a ball in the VR environment without seeing the body of the user. The VR simulation is able to be used in combination with real-time motion capture cameras to capture live spatial data of the user during trials, though spatial data from the VR environment has not been able to be collected.