主軸任務 「智慧機械」考驗創意

每一次的主軸任務,都是佔最終成績的一大部分。相較去年的「戰爭博物館」,這次題目的創意成分又更高,而題目要求要在幫助人類社會的前提下,設計一種能移動,甚至有思想的機器,考驗小隊的機械思想與創意。

Each year, the main task requires imagination and creativity, and it stands for most of the final score. Unlike last year’s “Reflection of the War”, this year they have to design a moving machine, it can be a robot with thoughts or a nanometer-machine that can read mind. It can be all kind of usages.

智鐵的軸心人物劉格非教授表示,之所以會設計這個題目,是希望能讓小隊員反思現在機械的缺點,並且加以改善。像是手機方便了人類的生活,卻有部分的人被手機制約,在取得幫助和限制間的平衡點是設計的關鍵。講解題目時,他特別透漏,雖然展示的機器不能超過2*2*2立方公尺,但可以是任何大小的縮小或放大,可以小如奈米科技,也可以是一整棟房子的大小,不受任何空間限制。

“The reason we chose this topic is that we want the contestants to explore the defects of current machine, like smart phone. Smart phone may be convenient, but it also restricts human,” said Liu Ko-Fei, the professor of this competition. Based on the rules, the machine can’t be larger than 2*2*2 m3, but it can be the bigger or smaller form of your product. So  basically it’s no limit.

曾獲智鐵冠軍的林昱輝表示,「未來」這個詞時常被智鐵拿來當題目,對於未來的事我們無從得知,所以在設計時要跳脫框架,不能被現在的思想制約;而關主鄭皓元也表示製作大又精緻的物品較容易得到評審的青睞,發揮創意的同時也盡量不要製作評審也想的到的物品。

Lin Yu-Hui, the former champion team leader of IICC said that “the term ‘future ’often been used on the main mission. We don’t know everything in the future, so we have to think outside of our comfort zone.” Cheng Hao-Yuan, also a former champion said to the contestant “You have to make big and delicate stuff to gain the attention of the judges, and don’t think what the judges think.”

實際走訪各個小隊,每個都有不同的想法,有的是幫助老人及殘障的設計;有的是娛樂的收音機;有的是感應環境氣氛的家電物品;甚至有小隊設計出移動式麻將桌,聲稱可以讓人「走到哪,打到哪」,並且拉近人與人之間的關係。

We saw every team had their own thoughts. Some of them made products to help the elders and crippled person, some made entertaining machine to ease the pressure, some made things can detect human feelings, and there’s one team even design a Mahjong table that can move by itself. They claim that you can play Mahjong whenever and wherever you like, and through playing, it can also help human relationship.

主軸任務激盪小隊員的創意思考,無邊界的構思也讓這次的比賽更加刺激,評審也坦承,看了各個小隊的作品後,發覺許多設計在未來的可行性非常高,希望參賽者成為未來社會支柱,幫助人類。(記者王得翰、呂紹禾 /台大採訪報導)

Main mission can stimulate teams’ creativity. Thoughts without boundary made this game more exciting. One of the judges said that the machines they made are possible, and they hope they can count on the contestants to be the human future. (Reported by: Wangder, Shao-Ho. NTU)