This is a study project of the Design & Engineering program, The joint International programme of Tallinn University of Technology and Estonian Academy of Arts.
Report on industrial training at DDK, Mandi House, Delhi -01Sushil Mishra
Report on industrial training at DDK, Mandi House, Delhi -01
Industrial Training under the guidance of
Mr. Gurjeet Singh (ADE, DDK Delhi) and Mr. RN Rai (Assistant Engineer) in
Doordarshan Kendra , Mandi House for a
period starting from 12th June , 2012 to 20th July, 2012.
A project titled –A STUDY on OB / DSNG was assigned to us during this period. We worked hard and diligently completed our presentation in time. We took a lot of initiative in
learning about DSNG and its applications.
This workshop focuses on social responsibility and includes an intense lineup of participatory design exercises that touch on a series of methods for designing compelling user experiences. Participants are introduced to psychological and business model concepts to help teams craft unique mobile engagement and experiences. Working through user motivations, perceived abilities and discovering opportune moments for triggering habit changing actions, teams will explore applying behavioural psychology to empathize and connect with intended mobile users.
Klapit is a product built to tackle this problem. It enables to switch quickly meeting space and personal space. There is no need to put personal things away, you open just the top layer. One can close and maintain their personal working area on the bottom part and use the upper layer of the table when meeting a client, etc.
Team: Aivo Arusaar, Birgit Pulk
Company: Kitman Thulema
Report on industrial training at DDK, Mandi House, Delhi -01Sushil Mishra
Report on industrial training at DDK, Mandi House, Delhi -01
Industrial Training under the guidance of
Mr. Gurjeet Singh (ADE, DDK Delhi) and Mr. RN Rai (Assistant Engineer) in
Doordarshan Kendra , Mandi House for a
period starting from 12th June , 2012 to 20th July, 2012.
A project titled –A STUDY on OB / DSNG was assigned to us during this period. We worked hard and diligently completed our presentation in time. We took a lot of initiative in
learning about DSNG and its applications.
This workshop focuses on social responsibility and includes an intense lineup of participatory design exercises that touch on a series of methods for designing compelling user experiences. Participants are introduced to psychological and business model concepts to help teams craft unique mobile engagement and experiences. Working through user motivations, perceived abilities and discovering opportune moments for triggering habit changing actions, teams will explore applying behavioural psychology to empathize and connect with intended mobile users.
Klapit is a product built to tackle this problem. It enables to switch quickly meeting space and personal space. There is no need to put personal things away, you open just the top layer. One can close and maintain their personal working area on the bottom part and use the upper layer of the table when meeting a client, etc.
Team: Aivo Arusaar, Birgit Pulk
Company: Kitman Thulema
Agora is a furniture element with different functions. It combines a whiteboard, a bookshelf and space divider into one elegant unit. It is re-arrangeable and one can create temporal meeting corners with it, divide working areas etc. Wooden structure is combined with sheet metal and felt.
Feast is a futuristic food interface which brings people together to create social harmony, it enables everyone to buy, sell and share food. The future of food sharing is a feast for everyone.
Klips is a clamp that is easy to install without making holes into the material and is very easy to install.
Team: Andres Labi, Juliya Vorobyova, Ksenya Lebedeva, Tinatin Dzirkvadze
Company: R-Fix
This is a study project of the Design & Engineering programme, the joint International programme of Tallinn University of Technology and Estonian Academy of Arts.
Mine metsa” sound-absorbing accessories help to organize the spaces inside bigger spaces. These ready-made artefacts can be installed anywhere, creating a customized, comfortable environment for the employees. People spend a lot of their time at work, so they should have to option to adjust their working space for maximum comfort and efficiency. The products are designed in an economically-concious way so that the packaging and shipping is very compact.
Eliko deals with research and development of technologies in the medical field. They have been involved in the development of a Portable Brain scanner for nearly two years. Monitech team researched possible usage scenarios for Eliko brain scanner in hospital environment. The team developed prototype to test out the usability of the device in intensive care unit and pinpointed key development goals for technological development of the brain scanner.
Agora is a furniture element with different functions. It combines a whiteboard, a bookshelf and space divider into one elegant unit. It is re-arrangeable and one can create temporal meeting corners with it, divide working areas etc. Wooden structure is combined with sheet metal and felt.
Feast is a futuristic food interface which brings people together to create social harmony, it enables everyone to buy, sell and share food. The future of food sharing is a feast for everyone.
Klips is a clamp that is easy to install without making holes into the material and is very easy to install.
Team: Andres Labi, Juliya Vorobyova, Ksenya Lebedeva, Tinatin Dzirkvadze
Company: R-Fix
This is a study project of the Design & Engineering programme, the joint International programme of Tallinn University of Technology and Estonian Academy of Arts.
Mine metsa” sound-absorbing accessories help to organize the spaces inside bigger spaces. These ready-made artefacts can be installed anywhere, creating a customized, comfortable environment for the employees. People spend a lot of their time at work, so they should have to option to adjust their working space for maximum comfort and efficiency. The products are designed in an economically-concious way so that the packaging and shipping is very compact.
Eliko deals with research and development of technologies in the medical field. They have been involved in the development of a Portable Brain scanner for nearly two years. Monitech team researched possible usage scenarios for Eliko brain scanner in hospital environment. The team developed prototype to test out the usability of the device in intensive care unit and pinpointed key development goals for technological development of the brain scanner.
a presentation about growth in life nad to win and acieve yours goalsa presentation about growth in life nad to win and acieve yours goalsa presentation about growth in life nad to win and acieve yours goalsa presentation about growth in life nad to win and acieve yours goalsa presentation about growth in life nad to win and acieve yours goalsa presentation about growth in life nad to win and acieve yours goalsa presentation about growth in life nad to win and acieve yours goalsa presentation about growth in life nad to win and acieve yours goalsa presentation about growth in life nad to win and acieve yours goalsa presentation about growth in life nad to win and acieve yours goalsa presentation about growth in life nad to win and acieve yours goalsa presentation about growth in life nad to win and acieve yours goals a presentation about growth in life nad to win and acieve yours goalsa presentation about growth in life nad to win and acieve yours goalsa presentation about growth in life nad to win and acieve yours goalsa presentation about growth in life nad to win and acieve yours goalsa presentation about growth in life nad to win and acieve yours goalsa presentation about growth in life nad to win and acieve yours goalsa presentation about growth in life nad to win and acieve yours goalsa presentation about growth in life nad to win and acieve yours goalsa presentation about growth in life nad to win and acieve yours goalsa presentation about growth in life nad to win and acieve yours goalsa presentation about growth in life nad to win and acieve yours goalsa presentation about growth in life nad to win and acieve yours goals
PERSONAL CHAPTER TAKEAWAYS Action Plan – Tunnel Vision .docxherbertwilson5999
PERSONAL CHAPTER TAKEAWAYS
Action Plan – Tunnel Vision
Take a few minutes and complete this Action Plan about Tunnel Vision.
Tunnel Vision
Self-Handicap
What is the
Situation
Trigger Impact on Others What to Do/When
Changing your
mindsets
___Expedient
___Avoiding
___Apprehension
___Self-Deception
___Deliberate Action________
___Self-efficacy_____________
___Face it _________________
___Look & Listen___________
Get beyond linear
thinking
___Expedient
___Avoiding
___Apprehension
___Self-Deception
___Deliberate Action________
___Self-efficacy_____________
___Face it _________________
___Look & Listen___________
Learn to juggle
projects
___Expedient
___Avoiding
___Apprehension
___Self-Deception
___Deliberate Action________
___Self-efficacy_____________
___Face it _________________
___Look & Listen___________
Think long-term. ___Expedient
___Avoiding
___Apprehension
___Self-Deception
___Deliberate Action________
___Self-efficacy_____________
___Face it _________________
___Look & Listen___________
View situations
from different
perspectives
___Expedient
___Avoiding
___Apprehension
___Self-Deception
___Deliberate Action________
___Self-efficacy_____________
___Face it _________________
___Look & Listen___________
Practice conceptual
thinking
___Expedient
___Avoiding
___Apprehension
___Self-Deception
___Deliberate Action________
___Self-efficacy_____________
___Face it _________________
___Look & Listen___________
Engage in “what-if”
thinking
___Expedient
___Avoiding
___Apprehension
___Self-Deception
___Deliberate Action________
___Self-efficacy_____________
___Face it _________________
___Look & Listen___________
Create a map of the
variables for a
project
and their
interactions
___Expedient
___Avoiding
___Apprehension
___Self-Deception
___Deliberate Action________
___Self-efficacy_____________
___Face it _________________
___Look & Listen___________
Analyze group
influences on
your thinking
___Expedient
___Avoiding
___Apprehension
___Self-Deception
___Deliberate Action________
___Self-efficacy_____________
___Face it _________________
___Look & Listen___________
Choose a problem
to work on
when you have free
moments
___Expedient
___Avoiding
___Apprehension
___Self-Deception
___Deliberate Action________
___Self-efficacy_____________
___Face it _________________
___Look & Listen___________
Better Prioritizing
___Expedient
___Avoiding
___Apprehension
___Self-Deception
___Deliberate Action________
___Self-efficacy_____________
___Face it _________________
___Look & Listen___________
Deal with
procrastination
___Expedient
___Avoiding
___Apprehension
___Self-Deception
___Deliberate Action________
___Self-efficacy_____________
___Face it _________________
___Look & Listen___________
Ignoring people
after you get your
way
___Expedient .
What are the five stages of team development Describe each stage an.pdfbirajdar2
What are the five stages of team development? Describe each stage and how that might appear in
a healthcare setting.
Solution
What are the five stages of team development? Describe each stage and how that might appear in
a healthcare setting.
Answer :
Team Development :
Improvement of the efficiency of work team, by developing objective & function amplification
and interpersonal processes.
Following are the stages of Team development.
Step 1: Forming : Team Formation as per the skills
Step 2: Storming : Discussions on views , thoughts , ideas of each team member
Step 3: Norming : To decide the work & to take a decision
Step 4: Performing : Here actual work starts
Step 5: Adjourning :This is the end step of a project , where team leader ensure about the
completeness of a project.
--------------------------------------------------------------------------------------------------------------------
--------------------------------------------------
Application
Team Development in Health care sector :
5 to 6 years back the issues of Swine Flue disease in India was very hot.This diseases was arising
in rainy seasons , because of the Wet & moisture atmosphere.At that moment there were no
vaccinations available. At that moment this diseases was attacking to so many people.
For that disease the famous institute in India , Syram Institute Pvt.Ltd (SIPL), this institute had
developed the Vaccination on this Swine Flu disease.
For preparing this vaccinations they gone through following stages of team development.
Step 1: Forming :
SIPL found a team from well background medical history .All were professional executive.They
were very much aware about the swine Flu diseases.
Step 2: Storming :
After forming a team , each & every individuals prospectus is being taken into account.
Dissolution , Analysis on thoughts , ideas were done for successful execution.
Step 3: Norming :
In this step this has been decided to produce vaccinations as a medicine for this diseases.
Vaccinations is being designed , tested ,achieved results .Finally hand over for mass productions.
Step 4: Performing :
In this stage millions of vaccinations are produced and made available time to time for patients
within time.
Step 5: Adjourning :
They completed this project successfully & made available this project to market in next year.At
the same time they are maintaining the changes in vaccinations time to time..
How to-become-fit-lose-weight-and-increase-strength leaked-report_2021DIMITRISLABOS2
Here is how to become fit, lose weight and increase your strength. A workout that fits the needs of the many, but includes a solution for those that cannot follow the workout as well!
Project delivery is a robust application called the ADAPTATION and PERSONALIZED FITNESS APP. which will provide three main modules for users to use. First, users can do exercise wherever they like by using the Exercise section where it contains different types of exercises and exercises that can help them and help them live a healthier life.However, a healthy lifestyle cannot be done entirely with exercise because the role of diet is also very important. Users will be able to keep track of what they have eaten and eat the right foods by looking at the statistics related to their bodies in the diet category. Finally, users can do yoga at home.Basically, all of the above activities are intended to help users stay away from serious illnesses so that they can enjoy a healthier life with their loved ones. For a clearer picture of fitness apps, there is a fitness app updated for this project which is Runtastic Running and Fitness. Therefore, the life cycle model of repetition and multiplication is adopted in this project in order to determine the feasibility. Few needs cycles, design and implementation phases will pass while other features will be added to the application up to the project. Mayank Sharma Dixit | Mohammad Shad | Arman Tyagi | Abdul Qadir | Mr. Dev Baloni "Adaptive & Personalized Fitness App" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Special Issue | International Conference on Advances in Engineering, Science and Technology - 2021 , May 2021, URL: https://www.ijtsrd.com/papers/ijtsrd42460.pdf Paper URL : https://www.ijtsrd.com/engineering/computer-engineering/42460/adaptive-and-personalized-fitness-app/mayank-sharma-dixit
Podium is a unique social network with fashion at its centre. It is a rendez-vous point for stylists and advice seekers where both can mutually make better fashion decisions.
CODE allows for collaboration in the retail industry by bringing self expression and customization to the customer. The ability to create and or have a say in your favorite retailers upcoming line is what will redefine how we interact and view retail.
Potateque is a network of automated silo-shops for unpacked potato which ensures an enjoyable access to wide potato assortment and improves national food security.
E-mergency is a service that includes medically trained volunteers in the current emergency system. It reduces the time of arrival for first aid and helps to better understand the emergency situation.
Blinkie is a communication platform that was developed to help people cope with cold and dark northern winters. It brightens the day by helping people to start conversations trough shared interests.
Slack (or Teams) Automation for Bonterra Impact Management (fka Social Soluti...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on the notifications, alerts, and approval requests using Slack for Bonterra Impact Management. The solutions covered in this webinar can also be deployed for Microsoft Teams.
Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
2. Contents
1. Aim of the project .............................................................................................................. 4
2. Process................................................................................................................................ 5
2.1. Defining the target group ............................................................................................ 5
2.2. Defining the problem................................................................................................... 5
2.3. Market research .......................................................................................................... 8
2.4. Principle ....................................................................................................................... 9
2.5. Generating ideas ........................................................................................................ 10
2.5.1. Introduction........................................................................................................ 10
2.5.2. Chair legs ............................................................................................................ 10
2.5.3. Elastic part .......................................................................................................... 11
2.5.4. Seat ..................................................................................................................... 12
2.5.5. Chair height regulation ....................................................................................... 13
2.5.6. Electronics .......................................................................................................... 14
3. Concept ............................................................................................................................ 15
3.1. Overview .................................................................................................................... 15
3.2. Legs ............................................................................................................................ 16
3.3. Height adjustment ..................................................................................................... 17
3.4. Seat ............................................................................................................................ 17
3.5. Elastic part ................................................................................................................. 18
3.6. Electronics.................................................................................................................. 18
3.6.1. Sensors ............................................................................................................... 18
3.6.2. Bluetooth connectivity ....................................................................................... 19
3.6.3. Mini USB connectivity ........................................................................................ 19
3.6.4. Battery ................................................................................................................ 20
3
3. 1. Aim of the project
The aim of the project is to look for new solutions for PERSONAL TRAINING EQUIPMENT for
ordinary people with their body, mind and space in mind. In this case the project is not
looking for the specific needs of professional sportsmen nor professional gyms. Instead is
looking for different user groups and their needs in homes, workplaces, spas or public parks.
These new solutions should address real life and real user problems, finding so possibilities
for sustainable business ideas. As concepts these new solutions should try to make a step
further from current solutions and products available on the market. These steps further
should stand either on the new technological possibilities, addressing formerly unnoticed
new user groups and their needs or new possibilities emerging from changing habits, trends
or value systems. But most importantly these ideas should offer real new value to users.
The process of reaching the final concept is shown on the figure 1.
Finding the target group/
I
Market research
II Defining the problem
Market research for
III problem
IV Principle and testing
V Generating ideas
Evaluating + choice of
VI
ideas
Concept
Figure 1. Process to concept
4
4. 2. Process
2.1. Defining the target group
Three main groups of users were analyzed to understand, where is the necessity for a new
equipment. The table 1 contains the results of the analysis.
Table 1. Results of the analysis
Men Women Children (age=…14)
Home Big choice of Big choice of No choice, use adult
equipment equipment equipment
Gym Big choice of Big choice of Not allowed till 12, use
equipment equipment adult equipment
Aerobics Not as a aerobics target Big choice of No choice, use adult
equipment equipment
From the table it can be seen, that adults have big choice of equipment, where they can
choose from. Some of these training equipments are designed so they can be also used by
children. But it is hard to find something designed especially for younger target group.
Children in certain age do not focus on their muscular development if they are not asked to
do it by doctors and they have no good opportunities to train necessary muscle groups
easily, because of the poor training equipment. But it must be understood, that children
actually also have necessity to train to prevent diseases caused by poor muscle
development.
As the hole was seen in the choice of equipment for young people, then it was decided to
focus on children as a target group. The target group was decided to be aged 7…10. The
reason for choosing this age group is explained in next paragraphs. From the giga map, in
figure 5, it can be seen the bigger and deeper research about the problem and target
group.
2.2. Defining the problem
Analyzing the children training necessity and habits, it was understood that the biggest
problem is about the posture. Posture is affected by the deformation of spine and diseases
caused by this. This in turn is caused by the different bad habits, which make core muscles
weak or damaged.
Spine deformation can be inborn as well as acquired during the lifetime. Mostly it is acquired
because of the wrong habits and the biggest risk group is children. What younger age it
appears the bigger the progress of risk is. Due to children everyday activities and habits, 95
% of preschoolers already have some kind of posture problem.
5
5. It is important to deal with this problem at the very beginning, because once someone has a
scoliosis it is not possible to get rid of it. The only thing that can be done is to prevent it from
going worse.
Figure 2. Core muscles
Figure 3. Spine deformation
In figure 2, it can be seen core muscles, which are the most important muscle group for
spine. These muscles are attached tightly to spine and if they are unevenly developed, then
the spine or posture problems may start developing.
In figure 3, it can be seen spine deformation, which is already more serious disease. Once
the deformation has developed, it can only be prevented from getting worse. It cannot be
liquidated.
The reason for spine deformation seriousness is that the posture is not
the only thing, which can be affected. All organs are attached to it as well
and the amount of organs, which are as well effected can be seen in figure
4.
There are exercises and products to prevent it, but why not to start doing
it before the problem has appeared.
The aim of the project is to prevent posture and spine problems as well
deformation by children everyday activities. As playing video games is
getting more popular in younger age group and children sit most of the
day, it is decided to focus on improving the condition while sitting and Figure 4. Organs
playing. attached to spine
6
7. 2.3. Market research
In market research, it was focused on existing video games and other products, which
purpose is to liven playing video games. The result for this subject is shown in table 2.
Table 2. Market research results
Product Usage Effect
Can be moved every side To alive the experience
without effect to the and improve posture
game problems
To alive the experience,
Move body to move improve posture
game characters problems and make
children move more
To alive the experience,
Move body to move improve posture
game characters problems and make
children move more
From the market research it can be seen, that the problem is actual and there is already
some great solutions. To take a closer look, the solutions already existing are actually
considering the fact, that the games make a big part in children lives and the playing has
been made more active and live as possible.
8
8. But what is missing?
If the Wii and X-box Kinetic let children to participate as actively in games as it is possible,
there are still games, which cannot be played only using body movements in free air. There
are some opportunities, but then the effect to health isn’t maximal.
So it can be concluded, that the hole in the market is not the game itself, but there is an
extra console missing, which would expand the opportunities to make playing video games
with as maximum effect as possible.
2.4. Principle
To take into account the previous facts, the idea was to offer a chair-console, which needs to
be controlled by user and same time give an improving effect to him.
Without a bigger discussion, it was decided that the principle is going to be previous: The
concept will be made of the product, where a children must sit to play a game. The game will
be leaded by the movements, which child makes on the product and the movements should
have an effect on the core muscle training, which helps to improve the balance between
muscles and posture problems.
After a discussion about the principle it was decided, that it is going to be a chair, which has
an elastic part, that lets the chair be moved by a user. The principle needed to be tested.
Information about the testing is written down in the figure 6.
Making a Mock-up shown in the picture
mock-up
After 5 minutes of moving the
mock-up with hips, while sitting on
Human it, there was possible to feel
testing tiredness of the core muscles
The principle worked, as it was
Analyzing
moveable with hips while sitting on
the
it and after moving it for 5 minutes,
results
the tiredness of muscles was felt
Figure 7. Testing the Mock-up
To take the information in the figure into consideration, it can be concluded that the
principle is proved and works as hoped.
9
9. 2.5. Generating ideas
2.5.1. Introduction
After the principle was proven, next step was generating ideas. Ideas for different parts of
concept were generated separately and the fitting to the whole concept was also analyzed.
The preparatory work (testing, theoretical analysis, consult with specialists) helped to
determine the criteria for the chair, which were the points to consider in the process of
generating ideas.
Criteria for details are written in each part’s chapter and the general criteria for chair are
written in figure 8.
Light weight Minimum height 405mm
Compact Maximum height 460mm
Seat helps to hold right
spine position
? Possible to bend chair
with hips
Bending chair makes
strain in core muscles
Figure 8. Criteria for chair
2.5.2. Chair legs
The criteria for chair legs were following:
- Stable
- As light as possible
- Not disturbing the action
The ideas are shown in the figure 9 with their pros and cons.
10
10. :
+Stable +Stable +Stable
+Needs less material +Needs less material
- Needs much material
+Light +Light
- Heavy weight
+Better look +Better look
- Takes lots of space
+Compact
- Takes lots of space - Disturb the action
+Does not disturb the
- Disturbs the action
action
Figure 9. Choice of chair legs
In the figure, there can be seen star-leg, plate- leg and three- leg ideas. Pros can be
understood as points, why a certain idea was thought as potential and cons can be
understood as reasons, why the idea was voted out.
According to the figure, the idea of three-leg chair was the best from these three ideas as its
design is comfortable for user and the legs would not be on the way. Three-leg chair offers
enough stability, which is actually almost the same as six-leg chair. Three leg needs user’s
own legs, but not for better stability but for better playing posture, which also maximizes the
effect for user.
2.5.3. Elastic part
Criteria for elastic part were following:
- Lets chair to be bent by movement of a user
- Enough elastic to be moveable
- Fatigues slowly
- Good strength properties
- Makes enough strain in core muscles, while moving
- Bends as much as necessary to determine strain
The ideas for elastic part are shown in the figure 10.
11
11. +Bendable +Bendable +Bendable
+Gives strain in core +Better brace +Choice of material
muscles while playing +Balance each other’s +Better fatigue proper-
fatiguing ties are possible to ge-
- Bad fatigue properties +Gives strain in spine nerate
- Maintenance while playing +Less maintenance
- Smaller choice of +Gives better strain in
properties - Spring’s maintenance core muscle’s action
-
- Little maintenance
Figure 10. Choice of elastic part
In the figure there can be seen spring, spring with rubber joint and filled rubber join.
According to figure 10, the best solution is filled joint made from strong rubber with enough
elastic and necessary fatigue properties. The chosen idea is better than others, because the
fatigue properties are better than in spring. Today it is possible mould very strong and
lasting rubber joints, even the softness is very easily elective. Because of that, the choice
came quite easily. The extra value that appears in this choice is the necessity of less
maintenance.
2.5.4. Seat
Criteria for seat were following:
- Suitable for children aged 7…10
- Seat shape lets spine to go right position
- Seat shape lets user exert force equably
The ideas for seat are shown in the figure 11.
12
12. +Pushes the spine in +Pushes the spine in
right position right position
+Comfortable to sit on +Comfortable to sit on
+Comfortable to move
- Obstacles while moving
+More comfortable for
- Uncomfortable for girls
girls
Figure 11. Choice of seats
From the figure, there can be seen saddle principle and large bicycle seat. From the figure 11
it is possible to conclude, that the most convenience choice was the mix of saddle principle
and big bicycle seat. As the saddle principle would have too much obstacles, then the best
properties are gotten when taking positive point from both and mixing them. The result was
a seat, which have enough space to sit on and good shape to push spine in right position.
2.5.5. Chair height regulation
Criteria for chair height regulation were following:
- Minimum height is 405 mm
- Maximum height is 460 mm
- As light as possible
- Safe
- Easy to understand
- Easy to use
The ideas for chair height regulation are shown in the figure 12.
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13. +Comfortable +Small
+Long-lasting
- Takes lots of space
- More maintenance - Less comfortable
- Standard dimensions - Little maintenance
-
Figure 12. Choice of height regulation
From the figure 12, it can be seen, that both thoughts have cons. As gas-cylinder has
standard dimensions, it was hard to make it more narrow, which was needed. As the second
thought gives more freedom in choosing the dimension, because it can be made strong
enough so it would not need much maintenance, it is chosen to be used in concept.
2.5.6. Electronics
From the electronics, there were three main points, which needed solution. The first one
was connectivity to the game, second was the data communication between the chair and
game and last one was the supply of chair.
There was no big discussion, as the topics were studied and the best choices were sorted out
almost immediately.
Connectivity was solved with standard USB- cable system, so it would be connective to
bigger group of game consoles and it is better to get. When it should get damaged, user can
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14. very easily use another same cable, because many computer and technical machinery use
the same standard USB-system.
In data communication part, it was decided to use sensors in the seat part. The chosen
sensor was 3-Axis Gyroscope Module. The information runs through USB-cable or if not
connected with cable, then via Bluetooth.
The supply problem was thought to be solved by battery or electricity. The final choice was
to use battery, which can be charged via USB- cable and chair can be used on battery as well
while charging.
3. Concept
3.1. Overview
The concept is a gaming device
compatible to consoles like Sony Play
Station, X-Box. These consoles are
chosen, because they have infrared
camera sensor, which makes using
chair maximally possible. It is
designed to be a playing and a
training device for improving core
muscles during the game process. As
most of the people during the game
get very excited, the efficiency of the
device is made as high as possible
and the motivation for core muscle
training is doubled by not even
understanding that the user is
training them. Figure 13. Chair concept
The concept is a chair, which works as a console. It is used to control the game. To control a
game, user must sit on it and use hips as well core muscles to move it. While moving it and
playing a game, very important muscle groups are trained. To have right spine position, the
chair seat is made with special curves and console have a infra-red camera that fixes the
lenght of top of the hear to hips. When reaching out from the fixed points, the game will
reminds user to sit straightly otherwise, it will affect game. The concept principle is shown in
figure 14.
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15. Figure 14. Concept principle
The chair is built up by using chair legs, adjustment system, seat and rubber joint, which
ables the chair to be bent. To have an information transportation between the chair and a
game, there are used USB cables, that gives opportunity to have a quick and comfortable
connection, and sensors, that read the movements of user. If the cables are not used, the
information is sent vie Bluetooth.
3.2. Legs
Back legs and front leg have different
height, because force would be divided
equally then. With users legs the force
from front is bigger than from back and
to balance it, the back legs are higher
and have a bigger angle between
central axis. Such measurements help
to avoid pushing the chair upside down.
Chair is completely stable, when user is
sitting there. This is to have a bigger
effect on user.
Chair-leg is made of plastics.
Figure 15. Chair-leg
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16. 3.3. Height adjustment
Chair height adjustment is mechanical and
very easy to use. As it is closed system, it
does not reflect any danger to the user. It
consists of two cylindrical tubes, where
one fits and moves inside another. The
one which moves inside another, has
openings in different height level, which
able to choose the right height. Other
tube has one opening, which has a
stopper and fixes the chosen height.
The system is very easily usable and
understandable. It has only tube, which
needs to be moved by hand and the
stopper that must be pushed to fix the
level of height. Figure 16. Height adjustment
Adjustment shaft is made of plastics.
3.4. Seat
Seat has been made as a mix of big
bicycle seat and saddle principle.
Saddle principle reflects the shape of
the saddle, which moves spine to the
right position. So the seat has
designed comfortably large, so user
could sit there and move it without
obstacles and it also has a curves in
its shape, that let the spine be in
right position while sitting on it and
playing.
Such approach helps to train core
muscles more equally and train
children sitting posture as well
habits. Figure 17. Seat
Seat is made of plastic and covered with textile
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17. 3.5. Elastic part
Elastic part makes bending the chair
and same time training effect
possible. As the chair’s main point is
training effect, then the elastic part
can be thought to be most important
part of the chair.
It is designed so it would bend
enough and would not be too easy to
move, so it would cause a strain in
muscles. The fatigue properties are
chosen, so it would not need much of
maintenance and the initial quality
would stay long.
Elastic part is made of polyurethane
and attached to other details with
bolts.
Figure 18. Elastic part
3.6. Electronics
3.6.1. Sensors
There are used positioning sensors, because
one of the features of our project is that it
works as a gaming console remote control.
The Parallax 3-Axis Gyroscope Module -
L3G4200D is a low power 3-axis angular rate
sensor featuring which is used in the project
for movement control. Raw measured
angular rate and temperature data are
accessed from the selectable digital interface
(I2C or SPI). The module features a small
package design and has an easy to access its Figure 19. Place of sensors
interface with a mounting hole for quick connectivity to project. It is designed for use with a
large variety of batteries/adapters with different voltage requirements.
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18. The sensor module is shown in figure 20.
Features:
- Three selectable scales: 250/500/2000
deg/sec
- High shock survivability
- Embedded temperature sensor -40 to +85 °C
- Embedded power-down and sleep mode
- 16 bit-rate value data output
- 8- bit temperature data output
- 3-axis angular rate sensor
- Power requirements: 2,7...6,5 V
- Supply current 6,1 mA
Figure 20. Sensor module
3.6.2. Bluetooth connectivity
SPBT2532C2.AT Bluetooth™ Micro-Sized Module- For establishing a wireless bridge between
the device and gaming console or PC it is used small sized (10mm x 13mm) Bluetooth
module. The figure of bluetooth module can be seen in figure 20.
The parameter for Bluetooth module are
following:
- Bluetooth® specification compliant V2.1
- Output power class-2
- Transmission rate up to 2Mbps with EDR
- Adaptive frequency hopping (AFH)
- Efficient and flexible support for WLAN
coexistence in collocated scenario
- Memory: 256 Kbytes Flash memory & 48
Kbytes RAM memory
- 3.3V to 4,2V single supply voltage
Figure 20. Bluetooth module
3.6.3. Mini USB connectivity
As the product is meant to be a gaming device, it has to be connected to the gaming console
or PC. The table 3 gives an overview of the types of compatible gaming consoles, type of
connection and charging opportunity.
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19. During the gaming process via mini USB port gaming device is being charged within 1,5 hours
and therefore can be disconnected from the gaming console/PC. Then the device will be
automatically redirected to the Bluetooth connection and can be used for at least 10 gaming
hours on the integrated Lion battery.
Table 3. Connectivity
Type of console Type of connection Charging
Sony Play Station USB/Bluetooth USB
X-Box USB/Bluetooth USB
3.6.4. Battery
The battery gives opportunity to play without charging. As it was mentioned before, that if
the USB- cable is not connected to the video game console, it is not charging and the
information runs trough Bluetooth. This is the time, when long-lasting battery is needed the
most.
Because of the battery, it was decided to leave out vibrating feedback in chair, which would
vibrate if game crashes or something else happens in the game. With further development it
could be considered to add this extra.
The information about the battery is following:
- Battery voltage: 4.2V
- Battery capacity: 1800mAh
- Battery lifetime: approx. 10h
In the figure 21, it is seen where all the electronics is exactly placed.
Figure 21. Locations of electronics
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