Development and Evaluation of an Electrical Engineering and Math Curriculum Module for High School Students

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Description
Parents in STEM careers are more apt to guide their kids towards STEM careers (Sherburne-Michigan, 2017). There are STEM programs and classes for students who are interested in related fields, but the conundrum is that students need to be interested

Parents in STEM careers are more apt to guide their kids towards STEM careers (Sherburne-Michigan, 2017). There are STEM programs and classes for students who are interested in related fields, but the conundrum is that students need to be interested in order to choose to participate. The goal of this creative project was to introduce engineering concepts in a high school class to reveal and investigate the ways in which engineering concepts can be successfully introduced to a larger student populace to increase interest in engineering programs, courses, and degrees. A lesson plan and corresponding materials - including circuit kits and a simulated ball launching station with graphical display - were made to accomplish this goal. Throughout the lesson students were asked to (1) use given materials to accomplish a goal, (2) predict outcomes based on conceptual understanding and mathematical calculations, (3) test predictions, (4) record data, and (5) analyze data to generate results. The students first created a simple circuit to understand the circuit components and learn general electrical engineering concepts. A simple light dimmer circuit let students demonstrate understanding of electrical concepts (e.g., voltage, current resistance) before using the circuit to a simulated motor in order to launch a ball. The students were then asked to predict the time and height of a ball launched with various settings of their control circuit. The students were able to test their theories with the simulated launcher test set up shown in Figure 25 and collect data to create a parabolic height versus time graph. Based on the measured graph, the students were able to record their results and compare calculated values to real-world measured values. The results of the study suggest ways to introduce students to engineering while developing hands-on concept modeling of projectile motion and circuit design in math classrooms. Additionally, this lesson identifies a rich topic for teachers and STEM education researchers to explore lesson plans with interdisciplinary connections to engineering. This report will include the inspiration for the product, related work, iterative design process, and the final design. This information will be followed by user feedback, a project reflection, and lessons learned. The report will conclude with a summary and a discussion of future work.
Date Created
2018-05
Agent

The Perception of The Mental Game within Archery

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Description
This study used an online survey methodology looking at all levels of archers and coaches to understand their perceptions of the shooting process and Mental Game importance. The survey asked about the archer's skill level and their training style, as

This study used an online survey methodology looking at all levels of archers and coaches to understand their perceptions of the shooting process and Mental Game importance. The survey asked about the archer's skill level and their training style, as well as their perception of the importance of each step in the shooting process and the different parts of the Mental Game. The study also processed the impact of performance of an archer based on their perception of importance of the different steps of the shooting process and the Mental Game. Depending on if the archer has ever had a coach, certain steps of the shooting process and certain parts of the Mental Game was impacted by having a coach at one time. While, the level of coach also impacts how the Mental Game is perceived. Throughout this study, imagery was the most impacted by the level of coach the participant is, if the participants have ever had a coach, and how the participants perform.
Date Created
2018-05
Agent

Robot Head Kit for High School Robotics Education

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Description
The field of robotics is rapidly expanding, and with it, the methods of teaching and introducing students must also advance alongside new technologies. There is a challenge in robotics education, especially at high school levels, to expose them to more

The field of robotics is rapidly expanding, and with it, the methods of teaching and introducing students must also advance alongside new technologies. There is a challenge in robotics education, especially at high school levels, to expose them to more modern and practical robots. One way to bridge this gap is human-robot interaction for a more hands-on and impactful experience that will leave students more interested in pursuing the field. Our project is a Robotic Head Kit that can be used in an educational setting to teach about its electrical, mechanical, programming, and psychological concepts. We took an existing robot head prototype and further advanced it so it can be easily assembled while still maintaining human complexity. Our research for this project dove into the electronics, mechanics, software, and even psychological barriers present in order to advance the already existing head design. The kit we have developed combines the field of robotics with psychology to create and add more life-like features and functionality to the robot, nicknamed "James Junior." The goal of our Honors Thesis was to initially fix electrical, mechanical, and software problems present. We were then tasked to run tests with high school students to validate our assembly instructions while gathering their observations and feedback about the robot's programmed reactions and emotions. The electrical problems were solved with custom PCBs designed to power and program the existing servo motors on the head. A new set of assembly instructions were written and modifications to the 3D printed parts were made for the kit. In software, existing code was improved to implement a user interface via keypad and joystick to give students control of the robot head they construct themselves. The results of our tests showed that we were not only successful in creating an intuitive robot head kit that could be easily assembled by high school students, but we were also successful in programming human-like expressions that could be emotionally perceived by the students.
Date Created
2018-05
Agent

Motion Simulators For Personal Use

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Description
Motion simulators are a common feature in everything from high end science museums to amusement parks, allowing a full ride experience on a small footprint and at a comparatively low cost relative to full size rides. The rapidly advancing field

Motion simulators are a common feature in everything from high end science museums to amusement parks, allowing a full ride experience on a small footprint and at a comparatively low cost relative to full size rides. The rapidly advancing field of virtual reality provides a potential increase in this desire for motion simulators, by combing virtual reality with motion simulation, total immersions can be created that is competitive with theme parks. While there exists a small number of commercially available consumer motion simulators, these tend to not have a wide enough range of motion to provide flexibility for use cases. This report is the documentation of an attempt to create a low cost consumer grade motion simulator prototype to determine to what extent an adequate motion simulation experience can be created in the home environment. This design made use of a two degree of freedom platform mounted on a universal joint as a trade off between flexibility of use and affordability of the end product. Ultimately, although the design and motor selection was sound, structural issues prevented the design from being capable of withstanding the necessary forces. However, as a prototype, important lessons were learned that could apply to a better-constructed second generation design. The results definitely show that motion simulators will, in the near future, become feasible for in-home amusement park recreation, at least for some amusement park rides.
Date Created
2018-05
Agent

Analyzing LinkedIn Profiles Using Machine Learning

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Description
Understanding the necessary skills required to work in an industry is a difficult task with many potential uses. By being able to predict the industry of a person based on their skills, professional social networks could make searching better with

Understanding the necessary skills required to work in an industry is a difficult task with many potential uses. By being able to predict the industry of a person based on their skills, professional social networks could make searching better with automated tagging, advertisers can target more carefully, and students can better find a career path that fits their skillset. The aim in this project is to apply deep learning to the world of professional networking. Deep Learning is a type of machine learning that has recently been making breakthroughs in the analysis of complex datasets that previously were not of much use. Initially the goal was to apply deep learning to the skills-to-company relationship, but a lack of quality data required a change to the skills-to-industry relationship. To accomplish the new goal, a database of LinkedIn profiles that are part of various industries was gathered and processed. From this dataset a model was created to take a list of skills and output an industry that people with those skills work in. Such a model has value in the insights that it forms allowing candidates to: determine what industry fits a skillset, identify key skills for industries, and locate which industries possible candidates may best fit in. Various models were trained and tested on a skill to industry dataset. The model was able to learn similarities between industries, and predict the most likely industries for each profiles skillset.
Date Created
2017-12
Agent

A Novel Historical Safety Metric for Evaluating Road Networks

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Description
37,461 automobile accident fatalities occured in the United States in 2016 ("Quick Facts 2016", 2017). Improving the safety of roads has traditionally been approached by governmental agencies including the National Highway Traffic Safety Administration and State Departments of Transporation. In

37,461 automobile accident fatalities occured in the United States in 2016 ("Quick Facts 2016", 2017). Improving the safety of roads has traditionally been approached by governmental agencies including the National Highway Traffic Safety Administration and State Departments of Transporation. In past literature, automobile crash data is analyzed using time-series prediction technicques to identify road segments and/or intersections likely to experience future crashes (Lord & Mannering, 2010). After dangerous zones have been identified road modifications can be implemented improving public safety. This project introduces a historical safety metric for evaluating the relative danger of roads in a road network. The historical safety metric can be used to update routing choices of individual drivers improving public safety by avoiding historically more dangerous routes. The metric is constructed using crash frequency, severity, location and traffic information. An analysis of publically-available crash and traffic data in Allgeheny County, Pennsylvania is used to generate the historical safety metric for a specific road network. Methods for evaluating routes based on the presented historical safety metric are included using the Mann Whitney U Test to evaluate the significance of routing decisions. The evaluation method presented requires routes have at least 20 crashes to be compared with significance testing. The safety of the road network is visualized using a heatmap to present distribution of the metric throughout Allgeheny County.
Date Created
2017-12
Agent

A Supernumerary Wearable Soft Robotic Arm for Task Execution Assistance

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Description
This thesis proposes the concept of soft robotic supernumerary limbs to assist the wearer in the execution of tasks, whether it be to share loads or replace an assistant. These controllable extra arms are made using soft robotics to reduce

This thesis proposes the concept of soft robotic supernumerary limbs to assist the wearer in the execution of tasks, whether it be to share loads or replace an assistant. These controllable extra arms are made using soft robotics to reduce the weight and cost of the device, and are not limited in size and location to the user's arm as with exoskeletal devices. Soft robotics differ from traditional robotics in that they are made using soft materials such as silicone elastomers rather than hard materials such as metals or plastics. This thesis presents the design, fabrication, and testing of the arm, including the joints and the actuators to move them, as well as the design and fabrication of the human-body interface to unite man and machine. This prototype utilizes two types of pneumatically-driven actuators, pneumatic artificial muscles and fiber-reinforced actuators, to actuate the elbow and shoulder joints, respectively. The robotic limb is mounted at the waist on a backpack frame to avoid interfering with the wearer's biological arm. Through testing and evaluation, this prototype device proves the feasibility of soft supernumerary limbs, and opens up opportunities for further development into the field.
Date Created
2016-05
Agent

Gun Violence in America: An International Comparison

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Description
The purpose of this study was to compare and contrast gun legislation and gun violence in the United States against two international countries. The countries that were chosen were the United Kingdom and Switzerland. The goal was to use the

The purpose of this study was to compare and contrast gun legislation and gun violence in the United States against two international countries. The countries that were chosen were the United Kingdom and Switzerland. The goal was to use the existing gun control models from the two international countries to develop an opinion of what can be done differently in the United States to reduce gun-related crime rates on the home front. Analysis of crime rates between the three countries proved that the United States is the country with the highest gun crime incidence. Specifically, the United States has, on average, 35 times the number of gun-related deaths per 100,000 people per year as the United Kingdom, and 2 times more gun-related deaths per 100,000 people per year than Switzerland. It has been determined that both legislative and cultural related changes need to be implemented in the United States in order for violent crime rates related to guns to ever be reduced.
Date Created
2016-05
Agent

Design of Soft Robotic Grippers for Dexterous Manipulation in the Tasks of Daily Living

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Description
This honors thesis project aims to design and develop the ideal design for a soft robotic grasper used in combination with a robotic supernumerary limb design for impaired individuals (i.e. a wearable robotic limb that branches out of the body),

This honors thesis project aims to design and develop the ideal design for a soft robotic grasper used in combination with a robotic supernumerary limb design for impaired individuals (i.e. a wearable robotic limb that branches out of the body), to help accomplish the tasks of daily living. Observations of current grasper solutions for similar applications has led to a design that incorporates a soft, pneumatically controlled grasper which integrates with the existing limb. Computational models of the grasper design have been created which demonstrate the grasping capabilities of this proposal. Initial prototypes of this grasper approach have been fabricated for testing and analyses purposes to build a foundation for future implementation.
Date Created
2016-12
Agent

Determination of a Shape- and Size-Independent Material Modulus for Honeycomb Structures made by Fused Deposition Modeling

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Description
The purpose of the project is to study how the mechanical properties of cellular structures made by Fused Deposition Modeling (FDM) change depending on the number of unit cells and the cell geometry. Specimens with three geometries of regular hexagon,

The purpose of the project is to study how the mechanical properties of cellular structures made by Fused Deposition Modeling (FDM) change depending on the number of unit cells and the cell geometry. Specimens with three geometries of regular hexagon, square, and equilateral triangle were produced by FDM. The number of cells was varied systematically in each of the three geometries. The samples were tested for compressive strength. The specimens were laser-scanned to determine the actual dimensions, and those values were used in calculations to reduce the dimensional errors. Based on the calculations and analysis, it was concluded that for each geometry, the material modulus converged to a limiting value as the number of unit cells approached "infinity", and the convergent values of the material modulus were approximately the same (within 10% of error) for the three geometries. The convergent values for the material modulus of the hexagon, square, and triangle geometries were 273ksi, 248ksi, and 262ksi respectively. The percentages of error of the square and triangle geometries with respect to the hexagon geometry were 4.0%, and 9.2%, respectively.
Date Created
2016-12
Agent