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Technology Driven Innovation by Design: B-Smart / B-Fast

Authors

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Term

2. term

Publication year

2021

Submitted on

Pages

122

Abstract

This project, Technology Driven Innovation by Design, addresses health challenges during long-duration microgravity exposure, where muscles, bones, cardiovascular capacity, and especially the vestibular system are affected, while distance from home can threaten mental well-being. The problem definition asks how to create a product that supports obligatory training to strengthen the locomotor system and counteract the effects of microgravity on Mars. Using a technology-driven, design-led approach, the team proposes B-Fast: a gamified training system comprising a main unit, AR contact lenses, a vibration board, a gravity harness, and an app that together make required vestibular training fun, social, and motivating. Through face recognition and AR gameplay that challenges hand-eye coordination and balance, with levels that progressively raise pace and heart rate, users on Mars connect with friends and family on Earth via leagues, high scores, and challenges; an Earth version operates without the harness. The report outlines setup, user flow, and motivational mechanics and suggests reframing the approach for primary school learning experiences. This excerpt presents a concept and product design; empirical evaluation or findings are not included here.

Dette projekt, Technology Driven Innovation by Design, adresserer sundhedsudfordringer ved længerevarende ophold i mikrogravitation, hvor muskler, knogler, kredsløb og særligt det vestibulære system påvirkes, samtidig med at afstand til familie og venner kan udfordre den mentale trivsel. Problemformuleringen lyder: Hvordan skaber man et produkt, der understøtter den obligatoriske træning i at styrke lokomotionssystemet og dermed modvirke effekterne af mikrogravitation på Mars? Med en teknologidrevet, designledet tilgang præsenterer gruppen konceptet B-Fast: et gamificeret træningssystem bestående af hovedenhed, AR-kontaktlinser, vibrationsplade, tyngdesele og app, som tilsammen gør den krævede vestibulære træning sjov, social og motiverende. Gennem ansigtsgenkendelse og AR-spil, der udfordrer øje-hånd-koordination og balance, samt niveauer der gradvist øger tempo og puls, forbindes brugere på Mars med venner og familie på Jorden via ligaer, high scores og udfordringer; en version til Jorden fungerer uden selen. Rapporten skitserer opsætning, brugsforløb og motivationsmekanismer og foreslår, at tilgangen kan reframes til nye læringsoplevelser i grundskolen. Dette uddrag beskriver koncept- og produktdesignet; empirisk afprøvning eller resultater er ikke inkluderet her.

[This apstract has been generated with the help of AI directly from the project full text]

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