F1 Helmet

Our Task

Our group of four was challenged with 3D-modeling a personalized Formula 1 helmet that meets the basic standard requirements.  To prepare us for this task, we first followed a tutorial instructing us on how to model a different helmet for reference. The helmet has to support the highest degree of safety and comfort for the user. Since race-car drivers can reach speeds over 200 miles per hour, the helmet must be able to reduce some of the impact with its hard outer shell and special crushable foam on the inside. We performed this activity on Autodesk Fusion 360 and utilized some reference photos provided to us by Mr. Tronconi. 

Evidence

Here are some images of our 3D model. 

Here are the initial design sketches of our model. 

CLAB - Personalized 3D Helmet

Here is our report of all the material for our personalized helmet.

Content

ACCELERATION - A change in speed over a period of time; the higher the acceleration, the faster the change in speed. For example, if a car goes from 0 miles per hour (mph) to 60 mph in 2 seconds, it is a higher acceleration than if the car goes from 0 mph to 40 mph in 2 seconds. Acceleration is a rate of change of speed. If something is moving at constant speed, it is not accelerating.

COEFFICIENT OF FRICTION - The measurement of the level of friction embodied in a particular material. The formula is μ = f/N, where μ is the coefficient of friction, f, is the amount of force that resists motion, and N is the normal force. Normal force is the force at which one surface is being pushed into another.

CRUMPLE ZONES - Areas of an object designed to deform and crumple in an impact, as a means to absorb the energy of a collision. The fronts of most automobiles are designed as crumple zones to protect the passengers from frontal collisions.

DRAG - A term used in fluid dynamics that is sometimes referred to as air resistance or fluid resistance. Friction is one of multiple factors that influence the amount of drag encountered by a body moving through a fluid such as air or water.

INERTIA - When an object remains still or moves in a constant direction at a constant speed.

G FORCE - A force acting on a body as a result of acceleration or gravity, informally described in units of acceleration equal to one g.

FRICTION - A force that resists motion when two objects or surfaces come in contact.

FORCE - Influences that cause a change of movement, direction, or shape and causes masses to accelerate. When pressing on an object, you are exerting a force on it. Force is measured in units such as pounds or newtons. For instance, the weight of an object is the force on the object due to gravity (accelerating the object towards the center of the earth).

KINETIC FRICTION (or dynamic friction) - Occurs when two objects are moving relative to each other and rub together.

Reflection

The creation of this personalized helmet went relatively well for our group. We developed many important academic skills in order to successfully navigate the program and create something new. For example, we collaborated and worked off of each other's findings whenever the video tutorials did not align directly with the updated version of the website or with the device we were using. This made the process much quicker as we each didn't have to discover the correct methods on our own. Additionally, we practiced problem solving with the software when we wanted to implement a unique feature to our own helmet that hadn't previously been implemented. 

While we were able to build this helmet with all of the required features, there are a few areas in which we have room to improve. For instance, our group struggled initially with the timeline of this project since we waited too long to get started. Because of this, we did not end up finishing in time and had to work after the deadline to get the work done. Furthermore, we could improve on motivating each other to do the work instead of accepting that it would be late. This falls under the leadership and conscientious learning categories, which I will aim to improve in the future.