Find out more about our students projects, in their own words.View Student Projects
Project Name: Puzzle Trouble
Student: Viet Do
This study is to demonstrate if it is possible for an educational game to be a more effective teaching tool than the traditional learning methods i.e. learning through pen and paper, tests and books etc. It explores the use of computer games as a supplement to traditional education, both in a school and further education environment. In order to meet the study's hypothesis, a first-person game called 'Puzzle Trouble' was produced using the Unreal Development Kit (UDK). The game itself specifically looks at teaching maths and physics. The study hopes to draw solid conclusions which show that the use of video games could be used academically and aid the future of children's education or in businesses, rather than being a distracting form of multimedia.
Project Name: Snow Jet Water Bottle
Student: David Hill
The Snow Jet Water Bottle is a mountaineering product that melts the abundant snow into drinking water, reducing the risk of dehydration for participants of alpine sports. The dangers of dehydration in this environment can prove fatal in the extreme conditions these sports present, and the participants have the constant need for a source of drinking water where there is none. This need was identified and the shortcomings of the current solution; stopping, melting snow and then carrying the water were clear. This insulated and robust bottle uses an integrated gas jet burner and refillable gas canister to convert the constantly available snow into a source of fresh drinking water, meaning the user can access the water at any point and mitigates any need to stop or carry large volumes.
Project Name: Night time companion
Student: Jamie Fleming
A fear of the dark affects many children at a young age, if this fear is not overcome, it can grow stronger in later years. Many parents use night lights in a child’s bedroom or hallways to help comfort their child, this however makes the fear worse because the child is not confronting the fear, they are merely allowing them to avoid the dark. The best method of allowing a child to overcome fears of the dark is to provide a way for them to control the dark. The Night time companion is a product designed to help young children overcome their fear of the dark. The companion provides comfort targeted at children 3 to 6 years of age. This is achieved by allowing the child a way of controlling and overcoming the darkness.
Project Name: iBeacon technology as a proximity navigation tool
Student: Andrei Leskovski
This project focuses on the implementation of iBeacon technology (Introduced by Apple in July 2013) to provide Bournemouth University visitors with an alternative method for indoor navigation. The application offers context-aware navigation on the site of the Festival of Design and Innovation. The information, (both visual and audio), changes on an iOS device depending on the user’s precise proximity to one of the hardware iBeacon signal transmitters within the FODI exhibition. Furthermore, iBeacon technology detects when a user’s iOS device enters or leaves the advertising range of hardware transmitters, pushing custom notifications to the device if it has an application installed. The development is done by using hardware beacons manufactured by Estimote. The development process of the project included a performance evaluation of hardware beacons within a variety of environments as well as an exploration as to how different transmitter settings affect the response of the system. The outcome of the evaluation demonstrates the performance linearity, signal interference cases and preferable setting for an optimal operational characteristics within different environments. The final stage of the project testing phase included an interaction of human test participants with the system.
Project Name: Audio Visual Illusions within Film
Student: Jedd Garnier
The aim of this research project was to undertake an investigation into audio-visual perceptions within film and specifically try to investigate and determine whether people can hear the difference between real orchestral music and pseudo orchestral sample music. This was done by writing and recording a new score and implementing them into scenes (between a minute and a minute-and-a-half long) from E.T and Romeo + Juliet (1996) while also creating a brand new sound design for the chosen stimulus.
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Recap - FoDI 2013
Every year, the festival showcases the designs, models and prototypes created by our students as their final year project.View Gallery