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Name of the object (Student name): 
Spimer (student: An-tonio Dell’Ava)
Introduction of the problem which problem this objecttry to solve?
Running alone is always difcult because there is no per
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ception of “the other” and time is not always the right fee
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dback.In fact, running is not only a quantitative action: it israther a qualitative act. People are mutually involvedwhen they run together. The sensomotor perseption of theothers’ movements are the same thing within our’s action.Spimer tries to simulate this engagment (similarly to “theclap“ for long jumpers).Description of the object/ functionality
 
a little egg (4cm x 6 cm x 2 cm) provides a sensomotor pre-setfeedback based on the rhythm. For everey step you should dothis module give you a vibration in your hand.An aGPS sensor allows this feedback. The provided feedbackis always relative to a particular track, thanks to the presen
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ce of an aGPS sensor.Futhermore there is an USB that connect Spimer with yourcomputer and share informations on web2.0 and rechargebattery. Due to big amount of energy needed by the vibrationsfeedback you have to recharge your spimer battery evrey tra
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ning: this is a good constrain that rememinds you to reviewan elastic wrap in orderto hold spimer in yourhand
a step sensor in
your shoes (likeNike+)a social network community onweb2.0 where you can share yourtrack and results. In this way youcan run with someone else also ifyou are separated by space andtime (if you set your leg lenght). Inthis way you can also discover newtracks, and organize little challen
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ges.
SPIMER
Prototyping and 3D Product Design -DAC 2008-2009
... last but not least a largeLED monitor, that tells youif you are running in rhythm(doing in the right numbersof stemps) and in time.
 
Prototyping:to prototype the wrap i cutmediacal textiles, whereas forthe spimer’s egg i tryto use the fab @ home 3dprinter, and i take the usbfrom a gadget.
 
Deployment:opv plpo
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