When bored, sad or unhappy, many tend to gravitate toward a mobile device. A quick text or snapchat to a friend has been shown to improve ones mood immediately. Such tendencies have resulted in unexpected implications, such as individuals developing addictive habits when it comes to the use of mobile devices. Receiving a text or Instagram like is thought to release dopamine and other feel-good hormones into the brain, leaving many dependent on their mobile devices for happiness.
iSlith is a toy which aims to demonstrate this idea in a way young children will understand. I am making a snake which, when slithered, dispenses a piece of candy to young children . Presumably, this device will introduce ideas of the danger and appeal of immediate gratification when it comes to the use of smartphones. Candy is used to represent this concept because it is universally enjoyed by children although they are constantly preached about its unhealthiness from older individuals. Through conversation children could think critically about the appeal and challenges of a toy which gives a reward for a simple interaction. Meanwhile, parents could explore how their children react individually to a device which simulates a situation which will exist in their near future. Being the most primal members of the human race, children's reactions could provide much information on how instant gratification can affect reward circuits in the brains of children opposed to adults. In result, a conclusion could be drawn as to whether or not cell phone addiction is a result of nature or nurture.
iSlith was created using a flex sensor, taped to one of the joints and a servo which rotates when prompted to release the candy. The candy is in a slanted tube which allows an easy release, while a programmed Arduino controls the sensor and servo. The body of the snake was crafted with a laser cutter with each peice loosely screwed together, allowing flexibility and movement throughout.
My final project turned out to be almost fully functional, although I did hit some road blocks. Since my idea changed so much, timing for completing the intricate final aspects of this project proved difficult. I did assemble all the correct objects needed but It was difficult to create an ear piece that would constantly work and attach to different size and shaped ears. On another note, the ribbon was difficult to attach, but after printing with wood, it was almost working when wrapped around one ear, and strained to the other ear for tightness to stay on.
The virtual reality helmet consists of a helmet that allows its wearer to experience a virtual reality. It is like you were in a dream while awake. It is as you were stuck in your phone and had to decide where to go. It is like being in a bubble in another planet. Your body is in the real world but your head's at space.It is similar to VR Headset. The Virtual reality helmet is an example of how engaged we are in our phones. Young adults are so focused that they forget where they are and who they are with. It is very similar to the helmet in the way of keeping you apart from reality. The helmet is primarily made of cardboard. Its cool features are, self opening visor, speakers and light. To make the environment more real. I was inspired by all the pics my family sent from my home country Chile. They sent pics of barbecues, the family beach house, family reunions, birthdays and so on. It was really heartbreaking to not be able to be there. So i created The helmet which could produce sounds and music from Chile. It felt as if I was there.