娱乐装置机构的发展

Maria Katalina Bonilla-Ramírez, Karol Geraldinne Torres-Pachón, Stefany Puentes-Cantor, Karen Juliette Forero-Rubio, Y. Torres-Pérez, E. Y. Gómez-Pachón
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引用次数: 0

摘要

该项目的目标是设计和制造一种教学产品的机制,唤醒那些对马及其技能有亲和力的人的兴趣。它是为20至50岁的人设计的。考虑了人体工程学、功能、使用、美学、结构和机械方面的因素。此外,通过Working Model和SolidWorks软件对机构进行了验证,并对其进行了相应的静态和运动学计算。该项目的目的是设计一个赛马场形状的玩具,比赛中有两匹马,这些位移是由用户进行的曲柄运动产生的,这是通过使用极坐标进行运动学计算来确定的,最后我们开发了一个1-1比例的原型,在那里我们观察了运动速度,轨迹和执行活动所需的时间。我们得出的结论是,为了提高竞争力,有必要使用一系列齿轮,以降低速度和使马直线运动
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Development of mechanism for entertainment device
The objective of this project is based on the design and manufacture of a mechanism for a didactic product, awakening the interest of those who have affinity to horses and their skills. It is intended for people between 20 and 50 years old. Ergonomic, functional, use, aesthetic, structural and mechanical aspects were taken into account. In addition, the mechanisms were verified through the Working Model and SolidWorks software, with their corresponding static and kinematic calculations of the mechanism. The purpose of the project was to design a toy in the shape of a racecourse where there were two horses in competition, these displacements being generated by a crank movement exercised by the user, which was determined by kinematic calculations with the use of polar coordinates, finally we developed a prototype in scale 1-1 where we observed the speed of movement, the trajectory and the time it takes to carry out the activity. We conclude that for the development of competitiveness it is necessary to use a train of gears, which allowed the reduction of speed and the linear movement of the horse
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