Virtual reality and adaptive learning could soon become essential additions to the modern teachers’ toolkit. With games becoming more realistic than ever before, Greenwich University’s senior lecturer in disruptive technologies saw the perfect opportunity for innovation.
Dr Ioannis Paraskevopolous has been awarded a £30,000 industrial fellowship by the Royal Academy of Engineering and has teamed up with leading science and engineering company, Qinetiq, to bring his interactive learning experience to life. The Collective Innovative Training Environment, or xCITE as he calls it, is the digital classroom of the future.
Sean Gallagher is a senior additive manufacture development engineer at BAE Systems and a QEPrize Ambassador. We spoke to him to find out a little more about what additive manufacturing really is, and how it can revolutionise design and engineering in the world of aerospace.
What is additive manufacturing and how does it help?
Additive manufacture, or 3D printing, is still a relatively new technology, which has grown massively in the last decade. The growing availability of new metallic and plastic materials continues to develop the scope of the technology, and therefore the impact it can have.
Whilst still supporting modelling and rapid prototyping to help us speed up design development, we can now start to develop products which are more fit for purpose. These can be made quicker, are lighter and often cheaper than conventional methods would allow. All of this means we can be more adaptable to meet our customer’s needs, using a technology that allows us to be more responsive and affordable than ever before.
On the 12 January 2010, a catastrophic earthquake struck the Caribbean island of Hispaniola; its epicentre just 16 miles outside Haiti’s capital, Port-au-Prince. Over the following week, more than 52 aftershocks rumbled across the country, laying waste to more than a quarter of a million homes and taking the lives of an estimated 160,000 people.
In a bid to add their expertise to the effort, a pair of design graduates from Chicago set about creating a product to assist the post-disaster relief operations. With the primary survival needs of food, water and shelter already in hand, their thoughts turned to the night-time dangers that haunted the cities of emergency tents. With this came their solution; LuminAID.
When it comes to building, an awful lot of material goes to waste, both at the birth and death of a project. In fact, the construction industry sends millions of tonnes of waste to landfill every year, at a huge cost to itself.
In addition to this, new laws mean that by 2020 70% of all construction and demolition waste in UK must be recycled, while none will be allowed to go to landfill. This, coupled with the cost of waste disposal, has set the construction industry on the hunt for materials that are both good for the environment and good for their bottom lines.
Dr Sam Chapman and his spin-out KENOTEQ think they have the solution to just such a problem.
SafetyNet Technologies’ primary goal is to design and build devices that increase the selectivity of commercial fishing practices. By being more selective with the fish caught, the industry becomes more sustainable. Light, which has been of interest to the fishing gear technology community since the 1970s, can be used as a tool to achieve this.
SafetyNet Technologies builds sophisticated LED systems that enables experimentation into how light can segregate between ages and species of fish. We then apply this knowledge to create simple sets of lights that help commercial crews catch the right fish.
This year’s iconic QEPrize trophy was selected from thousands of entries to the Create the Trophy competition. Open for the first time in 2017 to an international audience, we received an unprecedented number of entries from 32 countries worldwide.
The winning entry was designed by 15-year-old Samuel Bentley, from Wales, who took his inspiration from the highest Welsh peak, Snowdon.
Who hasn’t played with building blocks when they were kids? There is no doubt that the castles, vehicles and miniature cities of our childhoods were the stuff of legend.
Yet games of this nature—those that enable you to design, construct and even problem-solve—are more than mere playthings. They stimulate motor skills and hand-eye coordination, they promote analytical thinking, and they encourage creativity through invention.
On Wednesday 1 February, we will be unveiling the winning design of the 2017 Create the Trophy competition. The top entry will then be 3D printed by BAE Systems and transformed into the iconic QEPrize trophy, to be presented to the winners of the Queen Elizabeth Prize for Engineering at Buckingham Palace later this year.
For the first time ever, this year’s contest was open to entries from all around the world, and we were blown away by the number and quality of the submissions. Entrants from 32 countries worldwide took part in the competition, giving the judges thousands of trophies to choose from. The expert panel of judges, led by Science Museum director Ian Blatchford, were then tasked with whittling the ten best designs down to just one winner.