Find out more about our students projects, in their own words.View Student Projects
Project Name: External Platform Lift for a Motorhome or Caravan
Student: Sam Freeman
There are a large number of assistive products on the market for those with disabilities, are old aged or are partially abled to help them around the home. However, there are no dedicated products to help an individual in their ‘home away from home’. The external platform lift has been designed to allow people with limited movement the ability to access their motorhome or caravan on their own and without assistance from others. The system is fully integrated with the motorhome or caravan and draws power from an on-board battery system and has integrated safety systems, such as a footplate safety switch and an inhibit switch which stops the motorhome from driving off whilst the lift is in its lowered position. The system comprises of 3 major parts; The folding footstep – a powered step that can be used in neutral position as a standard step or with the lifting system as a platform. The lift system - employing a scissor mechanism coupled with a linear actuator, the lift system raises and lowers the step/platform. Bespoke mounting bracketry – different models of motorhome require individual mounting bracketry however a universal alternative is available. Two versions of the product will be offered to the customer, the first is a complete kit with the lift, step and mounting bracketry. The second is an adaptor kit; the customer will use their existing step and only the lift and mounting bracketry will be supplied.
Project Name: Designing and manufacturing a 'GVA' Tactical Command Station.
Student: Alex Kay
This product is a 'Generic Vehicle Architecture' compliant tactical command station for use in military vehicles such as the Foxhound armored patrol vehicle.
Project Name: Current potential for Augmented Reality game development for Mobile Devices
Student: Titas Kibas
Augmented Reality has a wide range of potential uses, and with powerful mobile devices, a booming market for indie games and developments of AR tools, Augmented Reality has reached a stage where it can be used by a large majority of people with mobile devices. This project is a study into the advancement in research and development of Augmented Reality technology, how it has progressed and what AR can achieve with current hardware and hand held technology that is widely available to the public. The study concentrates on the availability of Augmented Reality development tools for smaller productions and companies. A look at the differences in design choices is briefly explored by using a commercial AR solution to develop a prototype to discover how accessible AR game development is for developers and to highlight the power of Augmented Reality as it is now.
Project Name: The effects of loud club environments on people's auditory systems
Student: Jack Lucas
My study investigates the sound levels within nightclubs and how these levels are affecting clubbers and DJs auditory systems. The project initially looked at UK hearing loss statistics, the various forms of hearing loss and the sound regulations in place for nightclubs. The project took SPL readings of a nightclub on various evenings, and used a Pure Tone Audiometry test that was developed using Max/MSP, to measure the frequency response of people’s hearing before & after attending a nightclub and to check whether the excessive noise exposure from these levels causes Noise-Induced Hearing Loss. The project also developed a mixing task for DJs to attempt after they had played a set in a club and then again once their hearing had returned to its natural state. The study found that nightclubs regularly exceed the legal sound level of a workplace by as much as 30dB and that this is causing a gradual loss of hearing to those who are not taking measures to protect their ears.
Project Name: Comparing CPU Optimised and GPU Optimised Physics Engines
Student: Nathan Newberry
For my project I looked at the improvements that could be found if a physics engine was developed for the GPU. For this, two physics engines were developed: one for the CPU using C++ and another for the GPU using Nvidia’s Compute Unified Device Architecture (CUDA). Video game developers prefer speed and stability over accuracy to realistic physical behaviours, so the physics engines were tested in these areas by measuring the update time, the variance in update time, and observing the motion of the objects within the simulation under different scenarios. After testing it was found that the GPU engine ran much faster than the CPU engine, and it was also more stable with a lower variance.
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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