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By: Aisamuddin Afiq
Besides underground transportation system, locomotion also implemented in a personal transporter called Segway. It is a two wheel self-balancing personal vehicle that was introduced in 2001 and invented by Dean Kamen (Pinto, Kim, Lee & Han, 2012). This kind of transportation require user to stand on it. Segway has two wheels at both side. It have a handlebar for user to grab. The handlebar act as Segway navigator. Segway require its user to use the direction of their body leaning to control it while grabbing the handlebar. Leaning a bit forward while holding the Segway handlebar will make the Segway to move forward while leaning to either left or right will turn the Segway personal transporter direction. The control of this transportation might look a little complex, but it is more automated and efficient. User does not need to move their leg to move, same as the way user using a bike, but this Segway can let people to use it in a building since a bike is an outside transportation. When turn on, Segway has a self-balancing feature, to prevent their user from falling due to leaning body. The maintain balancing feature of Segway. This feature must implemented, or else the user might fall. In term of Segway fuel, it user rechargeable battery electrical energy. Optimal control is being implemented in Segway that could minimize weighted function of states and inputs so that it could reach desired performance of the control system (Babazadeh, Khiabani & Azmi, 2016). This implementation of optimal control could results in better Segway performances, where it show the balance between cost and speed response. Another form of Segway is the evolution of how the way Segway functioned, a ball Segway robot have been developed with a structure similar to car. It’s construction is similar like a wheel chair where user can sit in it to ride it (Ba, Lee, Back, Kim & Lee, 2016). It has a big single spherical tyre. This type of Segway enable the user to sit in it where this is a upgrade model of Segway.

References:
1. Babazadeh, R., Khiabani, A. G., & Azmi, H. (2016). Optimal control of segway personal transporter. 2016 4th International Conference on Control, Instrumentation, and Automation (ICCIA) (pp. 18-22). Qazvin, Iran.
2. Pinto, L. J., Kim, D. H., Lee, J. Y., & Han, C. S. (2012). Development of a Segway robot for an intelligent transport system. 2012 IEEE/SICE International Symposium on System Integration (SII) (pp. 710-715). Fukuoka, Japan.
3. Ba, P. D., Lee, S. G., Back, S., Kim, J. & Lee, M. K. (2016). Balancing and Translation Control of a Ball Segway That a Human Can Ride. 2016 16th International Conference on Control, Automation and Systems (ICCAS) (pp. 477-480). Gyeongju, Korea.

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By: Aisamuddin Afiq
The implementation of locomotive is important in transportation. One of the implementation of locomotion is in coal mine transportation system. This transportation is important not only by transporting any underground mine, but it can carry any easily movable machinery and other stuff. Current implementation for this underground transportation is by using hybrid electric drive system. A series of experiment and testing has been done by scientist to prove that the hybrid technology locomotive mine transportation system is better than the common mine transportation system. This transportation is using a hybrid technology where it enable a continuous transportation without causing much pollution. Besides that, using the hybrid technology in this locomotive coal mine transportation system is much more efficient and optimum in term of power and performance. Any coal mine enterprise would have adapting this technology since it is reliable, integrative, and high-efficiency underground transportation system (Bao, Yang, Ge, Yin, Chen & Luo, 2018). The design of this hybrid drive system technology is reasonable because it meet its purposes to be better than older technology.

References:
Bao, J., Yang, S., Ge, S., Yin, Y., Chen, C., & Luo, B. (2018). Design and experiments on a hybrid electric drive system for underground coal mine locomotives. 2018 IEEE International Conference on Mechatronics, Robotics and Automation (ICMRA) (pp. 117-121). Xuzhou, China.

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By: Abdul Al-Alim
Another way of how locomotion of robot is changing in today generation is the presence of a VoBiRo or known as Vocational Bipedal Robot Platform. According to Kuo, Chung-Hsien, Fahmizal and Shih-Lin Wu (2016) this kind of robot had attracted a lot of researchers because it is the most flexible form of a Walking robot. It mimics the movement of human either in an uneven environment, slope, stairs and even when approaching obstacles. Creation such as HuroEvolution, Darwin-OP and NAO are known in the size of a human kid-size. The principle of bipedal robot is generated by a cycloid function, sine, cosine, linear function or 3rd polynomials. VoBiRo in the other hand is a kid-size bipedal robot with 22 degrees of freedom and also the ability to play a robot-soccer like in a RoboCup competition. Bipedal robot is known to adapt a human like walking which suggested that it is divided into two phases which is single support phase (SSP) and double support phase (DSP). There are also robots which mimic other organisms such as water strider. The ability to mimic the movement is to be understood as the beginning of a new-found engineering. The latest discovery of robots is the ability to move on ground and water like a Basilisk Lizard. In order for the robot to move on the surface of water, a 6-foot robot was designed.

References:
Kuo, C. H., Zal, F. & Wu, S.L. (2016). Development of fuzzy logic controllers for controlling bipedal robot locomotion on uneven terrain with IMU feedbacks, 9(28).

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By: Abdul Al-Alim
According to Japan Science and Technology Agency, although robotics is use to promote science and engineering in education, most of the program prepared by the government funded agency merely providing a robot kit with instruction (Japan Science and Technology Agency, Nd). Gen Endo, Hiroya Yamada, Takeshi Aoki, and Shigeo Hirose had proposed (2013) proposed a new way of understanding locomotion in Robotic which is gliding locomotion. Gliding locomotion is understood as a kind of a communication mechanism between a large power with small velocity. The principle of gliding locomotion can be view in the movement of a snake. It is largely depended on the difference between two orthogonal reaction forces which gives necessary condition on propulsion and characterizes the property of propulsion represented by propulsive force and velocity. Gyotaro-III and Gyotaro-IIIa is a fish-like education robot which is use as a demonstration for primary and junior high school student in Japan. Those student experience first-hand on how to assemble a gliding locomotion robot. On the other hand, higher education student gets to assemble ACMEI a snake-like educational robot which involves soldering circuit. These educational robot help people to understand the basic concept of how gliding locomotion is differ from the traditional robotic locomotion.

References:
Japan Science and Technology Agency, Science Partnership project http://spp.jst.go.jp/

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By: Abdul Al-Alim
Robotic as we understand back when movies such as terminator or i-Robot popularizing the main stream, we conceptualize robots as a moving like human with the ability of super strength and immortality with the mind of a supercomputer. As it turn out, those technology are still far from reach whereby in order to create those kind of robot we need to master the basic of a robot which is the locomotion. Locomotion by definition of Margaret Rouse (2018) is the ability of someone or something to move from one place to another. Locomotion in Robotic is one of the pioneers in engineering. We are going to review four existing Locomotion in Robotic which could help us to understand how does locomotion applied and changing the Robotic world.
Robotic is a versatile study in engineering, computer science and education which usually involves large part of hands-on practices such as LEGO NXT, Bioloid, Nao or ThymoiII with each targeted to the study of robotics (Murphy, 2001). Common task that are studied such as moving the legged of the robot, Obstacle avoidance or movement through space while picking and placing object is implement because of the typical engineering nature and their easy analysis. Pedagogical principle is the learning through discovery. Student are asked to solve the presented problem independently whereby the teacher will act as a mentor to guide through the process rather than giving direct instructions. Through this type of learning, student is be able to discover new thing in terms of robotic on how does this object moves from point A to point B or how does locomotion involve in the movement of the robot.

References:
Murphy, R. R. (2001). Competing for a robotics education, 8(2), 44-55.
Floyd, S. & Sitti, M. (2008). Design and development of the lifting and propulsion mechanism for a biologically inspired water runner robot. IEEE Transaction on Robotics (pp. 698-709).

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By: Louis Razzell
Shared walk environment uses locomotion interface to share the sensations feels by an individual to other individuals. This sensation which is being experienced during voluntary or enforced walking. This shared walking environment helps individuals such as paralysed patients to walk according to the sensations generated by the treadmill which imitates the normal walking conditions during physiotherapy. For example, during rehabilitation, the therapist will move their legs and the planes, or the treadmill will trace the motion. The motion generated will be then being transferred to the patient’s leg which forces it to move. This task is vital in replacing the old style of rehabilitation in which the therapist had to use a lot of force and time to teach the correct technique of walking to the patients. This technology implies a real-time data tracing. Therefore, the therapist could adjust the patients motion just by monitoring them through live video. This new developed rehabilitation method are also effective whereby the patient need to force themselves to follow the motion generated by their therapist (Yano, Noma, Iwata, & Miyasato, 2000).

References:
Yano, H., Noma, H., Iwata, H., & Miyasato, T. (2000). Shared walk environment using locomotion interfaces. Proceedings of the 2000 ACM Conference on Computer Supported Cooperative Work  - CSCW ’00, 163–170. https://doi.org/10.1145/358916.358987

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By: Louis Razzell
Power Shoes is a wearable product which uses locomotion interface. This Power Shoes enables user to walk in arbitrary direction in a virtual environment. It functions by using two motors with flexible shafts. The invention of Power Shoes is used to replace the locomotion interface which makes use of motion floors which needs a bigger space and is bulky plus having a complex build. Power Shoes is also being used to present omni-directional walking to the user while maintaining the position of the user and indirectly solves the problems faced when using treadmill. The Power Shoes imitates active roller skating. It uses compact and lighter moving components to drive the shoe beneath the sole. As large amount of energy is needed to move the walker, therefore motors and batteries are needed. The motors and batteries however is being separated from the shoe component as it is heavy and being put in a backpack and need to be carry by the user (Iwata, Hiroaki, & Hiroshi, n.d.).

References:
Iwata, H., Hiroaki, Y., & Hiroshi, T. (n.d.). Powered Shoes, 1.

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By: Louis Razzell
The limbless and wheel-less robot is designed to imitate a snake which can be used to replace most wheeled vehicles which is used to perform vital tasks such as in hazardous environments such as environment which contains high radiation or toxicity. By having a wheel-less robot, the problems faced by wheeled vehicles such as mobility problems could be solved. This robot is being designed by having a morphological segment which is the vertebrae which is linked together by joints. These vertebrae are being supported by actuators which acts as muscles which enables the robot to rotate in vertical and horizontal manner. Therefore, the patterns of the locomotion need to be designed so that the robot can functions in a fast and accurate manner. The patterns which is vital in the mobility of the robot is the turning angles either for the horizontal or the vertical actuators (Tanev & Ray, 2005).

References:
Tanev, I., & Ray, T. (2005). Evolution of side-winding locomotion of simulated limbless, wheelless robots. Artificial Life and Robotics, 9(3), 117–122. https://doi.org/10.1007/s10015-004-0332-6

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By: Louis Razzell
Cleaning a high-rise building normally gives out difficulties to human especially cleaning services workers. The difficulties mainly come from as three-dimensional space such as stairs. Therefore, autonomous cleaning robots is used to solve this problem. This cleaning robot on the other hand face problems when it needs to climb up stairs and need turning motions to function correctly. The robot needs to be equipped with wheels or pair of legs to be able to climb up the stairs in tall buildings. This stair cleaning robot functions by rotating its body in an omni-directional manner. There are 2 motions involved in the locomotion of this robot which is cleaning motion and shifting motion. The cleaning motion is further divided into four basic motions namely parallel, wall-reflection, wall-following and spiral motions. On the other hand, the shifting motion is divided into 2 motions which is shift down motion and edge-following motion. Shift down motion is mainly used for the robot to shift down from one step to other steps and prevent the robot from falling. While the edge-following motion is used to gives the robot the ability to sense the edge of the stair and turn its posture to prevent from falling from the stair (Kakudou, Watanabe, & Nagai, 2013).

References:
Kakudou, T., Watanabe, K., & Nagai, I. (2013). Study on mobile mechanism of a climbing robot for stair cleaning: A translational locomotion mechanism and turning motion. Artificial Life and Robotics, 17(3–4), 400–404. https://doi.org/10.1007/s10015-012-0071-z

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By:Wan Muhammad Zhariff
As a conclusion, locomotion interaction is one of the most fundamental and elemental interactions in virtual reality approach for moving in the game which uses virtual reality environment, in which the movement of the user can results a lot of techniques (Hoermann, Whitton, & Lindeman, 2018). Therefore, locomotive interface is important when it is correlated with this new era’ video games to ensure the users, from young ages to elders, to experience the full performance of the video games content, interacting the virtual world environment the same as the reality environment. In the same way, players can extend their experience a lot in interacting with the video games, now and in the future, especially virtual reality video games because it need to be in line with the current technological development. As the current video game development keep arising, the video games will evolve even further, and eventually breaks the barrier of limitation user physical abilities to interact with the video games.

References:
Hoermann, S., Whitton, M. C., & Lindeman, R. W. (2018). LUTE : A locomotion usability test environment for virtual reality. 2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), 1–4.

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By: Wan Muhammad Zhariff
Next, applying Virtual Reality to the situation, there are some virtual reality games which rely and requires to track the user physical movement such as movement pace from user’s legs. However, there are some input such as sedentary input devices which may have real world and virtual perception incompatibility and leas to a sickness in using the game simulator (Jaccheri, Wang, Ask, Petersen, & Brend, 2017). For instance, a hoverboard locomotive interface, which is a motion-based control which uses a hoverboard as a base to detect the movement of the user. Thus, this device can help user to corporate the VR sickness as the input map well the first-person movement of the user in the real world and the virtual reality world (Jaccheri et al., 2017).

References:
Jaccheri, L., Wang, A. I., Ask, K., Petersen, S. A., & Brend, K. (2017). Women and computer games (workshops and tutorials). Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 10507 LNCS, 510–512. https://doi.org/10.1007/978-3-319-66715-7

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By: Wan Muhammad Zhariff
Computer games has various of application towards the interaction of the user. A lot of the games requires input of mouse and keyboard combinate. However, if the user failed using the keyboard and mouse input as may require to perform different task in real time, it will create an interaction barrier between the user and the game (Vickers et al., 2013). Therefore, it needs to include using eye detection of locomotive interface because it is sensitive. One of the examples of using the locomotion interface is the eye-gaze interaction, where the user use eye gazing to become an input pointing device. Moreover, the approach of using this locomotive interface is including the usage of the locomotion and the camera to keep track on the eye movement.

References:
Vickers, S., Istance, H., & Hyrskykari, A. (2013). Performing locomotion tasks in immersive computer games with an adapted eye-tracking interface. ACM Transactions on Accessible Computing, 5(1), 1–33. https://doi.org/10.1145/2514856

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By: Wan Muhammad Zhariff
Virtual reality gaming is often being associated with locomotion interface. This is because virtual reality, which is an interactive virtual world generated digitally by the computers, can make the user to immerse deeper into computer simulation when it is paired with locomotive interface, whether the virtual reality world is similar to the real-world environment or it is a fantasy world. One of the examples of device which applies and using both virtual reality and locomotion interface is immersive virtual reality gaming in a seated position, where the seat is physically occupied with seat cushion sensor device that has pressure sensors, which can detect user’s sitting pressure. This device can help people, including the elder user and user which has physical handicap as the sensors are not attached to the user’s body (Ohshima, Shibata, Edamoto, & Tatewaki, 2016).

References:
Ohshima, T., Shibata, R., Edamoto, H., & Tatewaki, N. (2016). Virtual ISU: Locomotion interface for immersive VR experience in seated position. SIGGRAPH ASIA 2016 Posters on - SA ’16, 2, 1–2. https://doi.org/10.1145/3005274.3005302

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By: Wan Muhammad Zhariff
In this modern day, video game developer of big companies around the world, create latest video games on different platforms based on development of technology that we have today. Unfortunately, there are some video game users, in which we called players, has physical disabilities since child birth or from an accident, seems to have a limit on how they interact with the games, including using classic computer input such as mouse and keyboard (Vickers, Istance, & Hyrskykari, 2013). Therefore, it will slowly lead to creating active user participation video games, which is one of promising technology which can enhance on how user interact with games. The users who want to play these games must be socially and physically active in order to interact with the game. In this case, locomotive interface is needed because it can act as a human controller instead of using basic computer input.

References:
Vickers, S., Istance, H., & Hyrskykari, A. (2013). Performing locomotion tasks in immersive computer games with an adapted eye-tracking interface. ACM Transactions on Accessible Computing, 5(1), 1–33. https://doi.org/10.1145/2514856

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By: Ardi Rozaimi
Rehabilitation need locomotion as it is very useful for both the patients and the medical staffs. Patients are able to improve their condition by training using the locomotive technology. Medical staffs are also able keep the data and the performance of the patients. With the help of this technology, the wearable technology is wear by patients to get movement and muscle activity. Their study was combined with monitoring systemic responses when the clinical assessment required combining motor activities and cardio-respiratory data such as in the clinical management of patients with chronic obstructive pulmonary disease (Moy, Mentzer and Reilly, 2003). Another advancement from the locomotive technology is that it can provide virtual environment to the patients. This increase the field of view for the patients as well as improving the mood of the patients. By providing a virtual reality technology, it give the simulation of patients carrying out their rehabilitation process in another environment rather than a closed space. Virtual reality describes a computer-generated scenario (a virtual world) with which the user can interact in 3 dimensions so that the user feels that he or she is part of the scene (Sherman and Craig, 2002).

References:
1. Moy, M., Mentzer, S., & Reilly, J. (2003). Ambulatory monitoring of cumulative free-living activity. IEEE Engineering In Medicine And Biology Magazine, 22(3), 89-95. doi: 10.1109/memb.2003.1213631

2. Sherman, W., & Craig, A. (2003). Understanding Virtual Reality—Interface, Application, and Design. Presence: Teleoperators And Virtual Environments, 12(4), 441-442. doi: 10.1162/105474603322391668

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By: Ardi Rozaimi
Another implementation of locomotion used in medical is a biofeedback cycling training. Most of the usage of this technology involve patients that suffer from stroke. The most common and widely recognized deficit caused by stroke is motor impairment, which typically affects one side of the body, contralateral to the brain hemisphere where the lesion occurs (Simona et. al, 2011). This effort is for the patients to get their walking ability again because stroke affect the lower limb of the patients’ body. The recovery of walking ability is considered the most important objective of the lower limb rehabilitation of individuals after stroke (Dickstein, 2008). This implementation of technology is important as it helps the patients with their difficulties such as the stability of their balance, the muscle fragility caused by lack of muscle usage and movement coordination, as they are not able to move. The rehabilitation method used is by using the concept of cycling in a static position to help with their balance, movement and muscle growth. The method of cycling is better for the patients as it prevent problem of balance as it can be done from the wheelchair and are considered a cheap alternative for rehabilitation.

References:
Dickstein, R. (2008). Rehabilitation of Gait Speed After Stroke: A Critical Review of Intervention Approaches. Neurorehabilitation And Neural Repair, 22(6), 649-660. doi: 10.1177/1545968308315997

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By: Ardi Rozaimi
Rehabilitation Engineering Research Centers (RERCs) helps to improve patients with disability, with the combination of medicine, engineering and related science. Research shows that the number of middle aged and older adults living with disabilities will grow significantly as the US population ages rapidly (Steinmetz, 2006). RERCs aims to provide a way for them to exercise as the number of people with disability will increase. People with disability is considered as the least active population in the society. The multiple barriers to physical activity experienced by people with disabilities reduce their likelihood of acquiring and practicing regular physical activity routines (Carrol et. al, 2014).  In order to help them to exercise and keeping them healthy, RERCs try to propose a suitable way for them considering their limitations and the limit of what they can do. This is important for the patients with disability because their lack of exercise and health declination may cause them to suffer more threatening health disease. By using the standards supported by the American Section of the International Association for Testing Materials (ASTM), specially designed fitness equipment are made in accordance to the type of disability. The exercise technology developed allow disabled patients to do type of exercise suitable with their disability with the assistance of an online coach that is also implemented in the equipment to help them with their exercise regime.

References:
1. Steinmetz, E. (2006). Americans with disabilities: 2002. U.S. Department of Commerce Economics and Statistics Administratio. (pp. 1-33). Retrieved from https://www.census.gov/sipp/p70s/p70-107.pdf

2. Carrol, D. D., Courtney-long, E. A., Stevens, A. C., Sloan, M. L., Lullo, C., & Visser, S. N. (2014). Vital signs: disability and physical activity-United States, 2009-2012. MMWR Morb Mortal Wkly Rep.

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By: Ardi Rozaimi
Locomotion has been implemented in medical for the past couple of years to help patients overcome their difficulties. Locomotion is used by positioning patients on a platform that allow patients to move around but staying at the same place. Sensors are also used to detect the movement of the patient’s body movement. Other than that, head mounted device or screen  visualization can also be used to give the simulation to the patients as if they are at another place. This implementation of technology is mostly used for rehabilitation for the patients. Likely to be complementary to outcome measures, the use of wearable systems in the clinical management of individuals undergoing rehabilitation is very attractive because it provides the opportunity of recording quantitative data in the settings that matter the most, i.e. the home and the community (Bonato, 2005).

References:
Bonato, P. (2005). Advances in wearable technology and applications in physical medicine and rehabilitation. Journal Of Neuroengineering And Rehabilitation. doi: 10.1186/1743-0003-2-2

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By: Amirul Azuan
c)    What is the example for locomotion interface and how it is used?

The goal was to make the user feels immersed in the virtual word or in other words, to provide realistic movement (walking, running, etc) on the virtual world. As an example, The Joyman, an interface dedicated to the navigation in virtual worlds. It is based on the metaphor of a” human-scale joy stick”. By leaning in the corresponding direction, the user controls the virtual locomotion. Another example related to this field was adaptive treadmill which focuses on the movement that involves the simulation of the physical act of walking. By walking forward on the treadmill, the user is moving forward in the virtual world but the user is in the same position as start.

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By: Amirul Azuan
a)   What is ‘Locomotion’?

Locomotion is defined as the act or power of moving from place to place. Locomotion was derived from Latin word loco which is defined as "from a place" and motionem which was defined as "motion, a moving." (Harper, 2010). Locomotion interfaces are energy-extractive devices that simulate unrestrained human mobility such as walking and running for virtual reality. Locomotion interfaces overcome limitations of using joysticks, keyboards, mouse, etc for manoeuvring / navigating through the virtual world.

b)   How does locomotion interface function?

Different types of locomotion interfaces are surveyed and most of the locomotion interfaces involve the way of human walking on the normal ground. Locomotion interface may be defined similarly to haptic interface, as the way to delivered the simulated locomotion environment was based on normal locomotion.  Some locomotion interface that might be delivered are as the following; -

1.    Motion.

User should be able to walk or run forward or backward at any speed.  When accelerating to a run, a user does not typically experience an inertial force because the locomotion interface keeps the body stationary with respect to the ground.

2.    Turning.

User should be able to change the direction of walking arbitrarily.

3.    Obstacles.

Human can’t walk through real walls and users also shouldn’t be able to walk through virtual walls.  Wall constraints could be enforced merely by braking the locomotion interface, but certain devices display hitting a wall more directly to the body.

In a general word, locomotion interface works by translating the user movement in real world to the virtual environment based on certain constraints to make the user feels the real walking situation in the virtual world.

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By: Amirul Azuan
Traveling through a virtual environment is the definition of motion interface Motion interfaces are categorized as active or passive. This paper will focus only on active motion. Active motion interfaces are known as locomotion interfaces, which refers to interfaces involving the human body/legs/feet and to natural or induced locomotion which require self-propulsion by a user. Human use legs in walking as the meaning of locomotion, but a human-powered vehicle like a bicycle may be involved in which the bicycle served as locomotion interfaces.  The objective of this paper is to review, analyse and classify existing literature in the works that used locomotive based system since there are little systematically review on literatures in locomotive. This systematic review investigates research trends and identifies related method, framework and sample of research in this area.

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We get another kind of food prize... Junkfood... Tq Team Wild Blue

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We realize the food was...

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After tasting food...

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Get ready to taste food

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All 4 participant were volunteers only from our team...!!! The activity was to taste food...

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Presentation about Locomotive Interface (vs Ohana) part 7

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Presentation about Locomotive Interface (vs Ohana) part 7

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The champ for our Kahoot! Congratulations!!

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Presentation about Locomotive Interface (vs Ohana) part 6

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Presentation about Locomotive Interface (vs Ohana) part 6

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Number 2 for our Kahoot!

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Presentation about Locomotive Interface (vs Ohana) part 5

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Presentation about Locomotive Interface (vs Ohana) part 5

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Number 3 for our Kahoot!

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Presentation about Locomotive Interface (vs Ohana) part 4

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Presentation about Locomotive Interface (vs Ohana) part 4

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Presentation about Locomotive Interface (vs Ohana) part 3

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Presentation about Locomotive Interface (vs Ohana) part 3

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Presentation about Locomotive Interface (vs Ohana) part 2

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Presentation about Locomotive Interface (vs Ohana) part 2

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Presentation about Locomovite Interface (vs Ohana) 

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Presentation about Locomovite Interface (vs Ohana) 

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Our team representative for other team's activity (pt.2)

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Our team representative for other team's activity (pt.2)

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And he win!

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Our team representative for other team's activity

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Our team representative for other team's activity

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Vision :
To be the top MIT group in the class

Mission:
Completing and accomplishing task given successfully at a given time

Motto:
Never stop until the end of the road

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The artist behind the scene, Aisamuddin Afiq

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The description of the logo by Alim

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Vision and mission by Zhariff

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Sketching by Louis as Ardi taking the pics

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(25 September 2018)

1. Abdul Al-Alim bin Ismail
51031
51031@siswa.unimas.my
0143913509

2. Wan Muhammad Zhariff bin
Wan Nazarudin
51010
51010@siswa.unimas.my
0103913394

3. Mohd Ardi Rozaimi bin Daichang
50633
50633@siswa.unimas.my
0105941195

4. Louis Razzell anak Diger
50576
50576@siswa.unimas.my
0128581530

5. Muhammad Aisamuddin Afiq bin
Bolkiah
50658
50658@siswa.unimas.my
0103652873

6. Amirul Azuan bin Sidek
51187
51187@siswa.unimas.my
019-9794386