Making Things Move DIY Mechanisms for Inventors Hobbyists and Artists

Making Things Move DIY Mechanisms for Inventors  Hobbyists  and Artists

Turn your imaginative ideas into reality with help from this practical, inventive guide.

Author: Dustyn Roberts

Publisher: McGraw Hill Professional

ISBN: 0071741682

Category: Technology & Engineering

Page: 368

View: 948

Get Your Move On! In Making Things Move: DIY Mechanisms for Inventors, Hobbyists, and Artists, you'll learn how to successfully build moving mechanisms through non-technical explanations, examples, and do-it-yourself projects--from kinetic art installations to creative toys to energy-harvesting devices. Photographs, illustrations, screen shots, and images of 3D models are included for each project. This unique resource emphasizes using off-the-shelf components, readily available materials, and accessible fabrication techniques. Simple projects give you hands-on practice applying the skills covered in each chapter, and more complex projects at the end of the book incorporate topics from multiple chapters. Turn your imaginative ideas into reality with help from this practical, inventive guide. Discover how to: Find and select materials Fasten and join parts Measure force, friction, and torque Understand mechanical and electrical power, work, and energy Create and control motion Work with bearings, couplers, gears, screws, and springs Combine simple machines for work and fun Projects include: Rube Goldberg breakfast machine Mousetrap powered car DIY motor with magnet wire Motor direction and speed control Designing and fabricating spur gears Animated creations in paper An interactive rotating platform Small vertical axis wind turbine SADbot: the seasonally affected drawing robot Make Great Stuff! TAB, an imprint of McGraw-Hill Professional, is a leading publisher of DIY technology books for makers, hackers, and electronics hobbyists.
Categories: Technology & Engineering

Making Things Move DIY Mechanisms for Inventors Hobbyists and Artists

Making Things Move DIY Mechanisms for Inventors  Hobbyists  and Artists

I guarantee that you will gain a general understanding of mechanisms and save time, money, and frustration by avoiding mechanical design mistakes that lead to failure. Anyone can become a mechanism maker—even if you've never set foot in ...

Author: Dustyn Roberts

Publisher: McGraw Hill Professional

ISBN: 9780071741675

Category: Technology & Engineering

Page: 368

View: 199

Get Your Move On! In Making Things Move: DIY Mechanisms for Inventors, Hobbyists, and Artists, you'll learn how to successfully build moving mechanisms through non-technical explanations, examples, and do-it-yourself projects--from kinetic art installations to creative toys to energy-harvesting devices. Photographs, illustrations, screen shots, and images of 3D models are included for each project. This unique resource emphasizes using off-the-shelf components, readily available materials, and accessible fabrication techniques. Simple projects give you hands-on practice applying the skills covered in each chapter, and more complex projects at the end of the book incorporate topics from multiple chapters. Turn your imaginative ideas into reality with help from this practical, inventive guide. Discover how to: Find and select materials Fasten and join parts Measure force, friction, and torque Understand mechanical and electrical power, work, and energy Create and control motion Work with bearings, couplers, gears, screws, and springs Combine simple machines for work and fun Projects include: Rube Goldberg breakfast machine Mousetrap powered car DIY motor with magnet wire Motor direction and speed control Designing and fabricating spur gears Animated creations in paper An interactive rotating platform Small vertical axis wind turbine SADbot: the seasonally affected drawing robot Make Great Stuff! TAB, an imprint of McGraw-Hill Professional, is a leading publisher of DIY technology books for makers, hackers, and electronics hobbyists.
Categories: Technology & Engineering

Boost Your STEAM Program With Great Literature and Activities

Boost Your STEAM Program With Great Literature and Activities

... 17–18 “Maker Club Playbook,” 19 Maker Faire, 18 “Maker Faire: Why the Maker Movement Is Important to America's ... Are Creating and Using Makerspaces,” 16 Making Things Move: DIY Mechanisms for Inventors, Hobbyists, and Artists, ...

Author: Liz Knowles Ed.D.

Publisher: ABC-CLIO

ISBN: 9781440862519

Category: Language Arts & Disciplines

Page: 175

View: 377

You've created a STEAM program in your library, but how do you work literacy into the curriculum? With this collection of resource recommendations, direction for program development, and activities, you'll have students reading proficiently in no time. • Presents complementary annotated books and discussion questions to engage students in STEAM topics • Offers topical project and problem-solving activity ideas for students in the library makerspace • Provides research and additional resources for teachers and librarians to use in implementing successful STEAM programs
Categories: Language Arts & Disciplines

Adventures in Arduino

Adventures in Arduino

Build more things! •. Getting Started with Arduino by Massimo Banzi (Maker Media, Inc., 2011) ... Making Things Move: DIY Mechanisms for Inventors, Hobbyists, and Artists by Dustyn Roberts (McGraw-Hill, 2011) ...

Author: Becky Stewart

Publisher: John Wiley & Sons

ISBN: 9781118948477

Category: Computers

Page: 320

View: 229

Arduino programming for the absolute beginner, with project-based learning Adventures in Arduino is the beginner's guide to Arduino programming, designed specifically for 11-to 15-year olds who want to learn about Arduino, but don't know where to begin. Starting with the most basic concepts, this book coaches you through nine great projects that gradually build your skills as you experiment with electronics. The easy-to-follow design and clear, plain-English instructions make this book the ideal guide for the absolute beginner, geared toward those with no computing experience. Each chapter includes a video illuminating the material, giving you plenty of support on your journey to electronics programming. Arduino is a cheap, readily available hardware development platform based around an open source, programmable circuit board. Combining these chips with sensors and servos allows you to gain experience with prototyping as you build interactive electronic crafts to bring together data and even eTextiles. Adventures in Arduino gets you started on the path of scientists, programmers, and engineers, showing you the fun way to learn electronic programming and interaction design. Discover how and where to begin Arduino programming Develop the skills and confidence to tackle other projects Make the most of Arduino with basic programming concepts Work with hardware and software to create interactive electronic devices There's nothing like watching your design come to life and interact with the real world, and Arduino gives you the capability to do that time and again. The right knowledge combined with the right tools can create an unstoppable force of innovation, and your curiosity is the spark that ignites the flame. Adventures in Arduino gets you started on the right foot, but the path is totally up to you.
Categories: Computers

Computational Morphologies

Computational Morphologies

Form + code in design, art, and architecture. New York: Princeton Architectural Press. 13. Roberts, D. (2000). Making things move: DIY mechanisms for inventors, hobbyists, and artists. New York: Tab Books. 14. Terzidis, K. (2006).

Author: Michela Rossi

Publisher: Springer

ISBN: 9783319609195

Category: Technology & Engineering

Page: 234

View: 163

This book represents an invaluable and up-to-date international exchange of research, case studies and best practice to tackle the challenges of digital technology, computer-aided design, 3D modeling, prototyping machines and computational design. With contributions from leading experts in the field of industrial design and cultural heritage, it is split into three parts. The first part explores basic rules of design, design models and shape grammar, including the management of complex forms, and proves that innovative concepts may be derived from organic models using generative design. The second part then investigates responsive design, describing how to manage the changing morphologies of buildings through pre-programmed mechanisms of real-time response and feedback embedded in inhabitable spaces. Lastly, the third part focuses on digital heritage and its capability to increase the interaction and manipulation of object and concepts, ranging from augmented reality to modeling generative tools. The book gathers peer-reviewed papers presented at the eCAADe (Education and Research in Computer-Aided Architectural Design in Europe) Regional International Symposium, held in Milan, Italy, in 2015.
Categories: Technology & Engineering

Designing Objects in Motion

Designing Objects in Motion

Making Things Move: DIY Mechanisms for Inventors, Hobbyists, and Artists. London: McGraw-Hill. 46 James J. Gibson (1979). The Ecological Approach to Visual Perception. Boston, MA: Houghton Mifflin; William Gaver (1993).

Author: Kensho Miyoshi

Publisher: Birkhäuser

ISBN: 9783035621105

Category: Design

Page: 216

View: 676

The movement of designed objects is not just something purely functional but also triggers a wide range of sensations. A curtain swaying gently in the wind can cause the onlooker to feel easy and relaxed, as if it was he or she who is floating in the air. This imagined projection caused by the perception of moving objects is called "kinesthetic empathy". In this study, which followed on from a dissertation at the School of Design Research in London, the author investigates the esthetics of movement by documenting his own design-based learning and research process in terms of "research through design", using the experimental cooperation with puppet players as an example. He thereby creates a framework that allows designers to observe the esthetics of objects in motion as a trigger of feelings.
Categories: Design

3 D Engineering

3 D Engineering

Making Things Move: DIY Mechanisms for Inventors, Hobbyists, and Artists. Dustyn Roberts. McGraw-Hill Education, 2010. Music and Mathematics: From Pythagoras to Fractals. Edited by John Fauvel, Raymond Flood, and Robin Wilson.

Author: Vicki May

Publisher: Nomad Press

ISBN: 9781619303126

Category: Juvenile Nonfiction

Page: 128

View: 837

How did somebody come up with the idea for bridges, skyscrapers, helicopters, and nightlights? How did people figure out how to build them? In 3D Engineering: Design and Build Your Own Prototypes, young readers tackle real-life engineering problems by figuring out real-life solutions. Kids apply science and math skills to create prototypes for bridges, instruments, alarms, and more. Prototypes are preliminary models used by engineers—and kids—to evaluate ideas and to better understand how things work. Engineering design starts with an idea. How do we get to the other side of the river? How do we travel long distances in short times? Using a structured engineering design process, kids learn how to brainstorm, build a prototype, test a prototype, evaluate, and re-design. Projects include designing a cardboard chair to understand the stiffness of structural systems and designing and building a set of pan pipes to experiment with pitch and volume. Creating prototypes is a key step in the engineering design process and prototyping early in the design process generally results in better processes and products. 3D Engineering gives kids a chance to figure out many different prototypes, empowering them to discover the mechanics of the world we know.
Categories: Juvenile Nonfiction

Engineering

Engineering

Making Things Move: DIY Mechanisms for Inventors, Hobbyists, and Artists. Music and Mathematics: From Pythagoras to Fractals. Spinning. The Art of Construction: Projects and Principles for Beginning Engineers & Architects.

Author: Vicki V. May

Publisher: Nomad Press

ISBN: 9781619303430

Category: Juvenile Nonfiction

Page: 112

View: 729

What types of robots will the future bring? How do biomedical devices help patients? Have you ever wondered how your phone works? In Engineering: Cool Women Who Design, readers ages 9 to 12 meet three women who are working hard in the engineering field. Elsa Garmire has designed many devices that use lasers and light. Amy Kerdok designs medical and surgical devices. Anna Stork co-founded LuminAID Lab, a company that produces solar lighting products for the developing world and beyond. Engineering combines high-interest content with links to online primary sources and essential questions that further expand kids’ knowledge and understanding of a topic they come in contact with every day. Nomad Press books in the Girls in Science series supply a bridge between girls’ interests and their potential futures by investigating science careers and introducing women who have succeeded in science. Compelling stories of real-life engineers provide readers with role models that they can look toward as examples of how it can be done.
Categories: Juvenile Nonfiction

Women Inventors Who Changed the World

Women Inventors Who Changed the World

Making Things Move: DIY Mechanisms for Inventors, Hobbyists, and Artists. New York, NY: The McGraw-Hill Companies, 2011. Spengler, Kremena. An Illustrated Timeline of Inventions and Inventors. Mankato, MN: Picture Window Books, 2011.

Author: Sandra Braun

Publisher: The Rosen Publishing Group, Inc

ISBN: 9781448859962

Category: Juvenile Nonfiction

Page: 120

View: 589

Profiles eleven women through history whose inventions changed the face of the world, from Madam C.J. Walker's hair product industry to Stephanie Kwolek's Kevlar and Hedy Lamarr's breakthroughs in wireless communication.
Categories: Juvenile Nonfiction

Success with STEM

Success with STEM

... MarkGura IfIWere anEngineer (2011) American Society for Engineering Education (author and publisher) Introducing engineering to58year olds Making Things Move:DIY Mechanisms for Inventors, Hobbyists, and Artists (2011) Dustyn Roberts ...

Author: Sue Howarth

Publisher: Routledge

ISBN: 9781134739363

Category: Education

Page: 180

View: 972

Success with STEM is an essential resource, packed with advice and ideas to support and enthuse all those involved in the planning and delivery of STEM in the secondary school. It offers guidance on current issues and priority areas to help you make informed judgements about your own practice and argue for further support for your subject in school. It explains current initiatives to enhance STEM teaching and offers a wide range of practical activities to support exciting teaching and learning in and beyond the classroom. Illustrated with examples of successful projects in real schools, this friendly, inspiring book explores: Innovative teaching ideas to make lessons buzz Activities for successful practical work Sourcing additional funding Finding and making the most of the best resources STEM outside the classroom Setting-up and enhancing your own STEM club Getting involved in STEM competitions, fairs and festivals Promoting STEM careers and tackling stereotypes Health, safety and legal issues Examples of international projects An wide-ranging list of project and activity titles Enriched by the authors’ extensive experience and work with schools, Success with STEM is a rich compendium for all those who want to develop outstanding lessons and infuse a life-long interest in STEM learning in their students. The advice and guidance will be invaluable for all teachers, subject leaders, trainee teachers and NQTs.
Categories: Education