This paper introduces ContaBat, an attachable device for a cricket bat that provides important performance metrics like ball-bat impact location, rotation due to impact, and impact force which could be used by players, coaches and fans to gain insights about their performance. Of the metrics mentioned, obtaining the impact location is the most novel feature and is the focus of this paper. Piezo-electric sensors placed at the back of the bat are used to record pressure measurements due to impact and utilize time difference of arrival techniques (TDOA) to pinpoint the impact location. For further product realization and development, it was essential to create a prototype. The prototype was instrumental in providing testing conditions that could simulate a real-world environment, identifying the limitations of the data acquisition methods used, evaluating the usability of the product, and helping future researchers envision the final form of the product and the impact it could create before commercializing the product. The results of the algorithms showed that the accuracy of the methods used resulted in the impact location being within 0.002 m of the hit spot, with the percentage error being higher towards the edges of the bat than the middle. This paper will discuss in detail the data acquisition and data analysis methods used to measure impact location on a cricket bat, the design considerations while creating the prototype, and the insights gained from prototyping.
Nicholas Jubelt is a Junior in electrical engineering technology at Purdue University. Outside of class, he mostly helps gather and analyze data with graduate students in engineering education. He works to make engineering a more diverse field. Nicholas is passionate about his work, and really enjoys working with pre-college students who may be interested in studying engineering. To gather interest in engineering, he works with modern technology, such as 3D printers, laser cutters, vinyl cutters and more. He envisions a world where engineering does not have one predominant face, but rather the faces of millions around the world. Miss Avneet Hira, Purdue University, West LafayetteAvneet is a doctoral student in the School of Engineering Education at Purdue University. Her research interests include K-12 education and first year engineering in the light of the engineering design process, and inclusion of digital fabrication labs into classrooms. Her current work at the FACE lab is on the use of classroom Makerspaces for an interest-based framework of engineering design. She is also interested in cross-cultural work in engineering education to promote access and equity. She holds a B.E. in Aeronautical Engineering and is presently completing her M.S. in Aerospace Systems Engineering.Dr. Morgan M. Hynes, Purdue University, West Lafayette Dr. Morgan Hynes is an Assistant Professor in the School of Engineering Education at Purdue University and Director of the FACE Lab research group at Purdue. In his research, Hynes explores the use of engineering to integrate academic subjects in K-12 classrooms. Specific research interests include design metacognition among learners of all ages; the knowledge base for teaching K-12 STEM through engineering; the relationships among the attitudes, beliefs, motivation, cognitive skills, and engineering skills of K-16 engineering learners; and teaching engineering. In this paper, we discuss a game developed in a Maker Space designed to embody the ideas of broadening contexts and participation in engineering. The goals of this game is to showcase the humanistic side of engineering by facilitating a thought experiment how human motivation and interest can be used to solve our society's problems. Staying true to the aforementioned aspects of making (i.e. learning and expression) players of the game would get to learn about different aspects of engineering, and at the same time be able to color their end products with their personal expressions.All players will work with a game kit which allows them to create a story of how an engineer would use an engineering habit of mind, personal interest and engineering discipline to solve an International or National. Game pieces made in our fabrication lab will represent with each element and will be figured together by participants to represent their "human engineer." As players complete their products, they will write a brief story of their engineer and will be encouraged to tweet/Facebook with a particular hash tag to initiate and fuel conversati...
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