I. Introduction
In sophomore year of college, I was disqualified from a taekwondo tournament and left the team shortly afterwards. An unfortunate event that ultimately left me somewhat bitter towards the sport for years to come. Since then, I have taken pride in my “rebellious” actions that got me booted from the team. Today, I celebrate this misfortune by presentingΒ The Disqualifier.
The purpose of the Disqualifier is in its name: to get the wearer disqualified under any and all tournaments endorsing hand-to-hand, foot-to-foot, or other forms of unarmed combat. The mechanisms are simple. The device propels an artificial fist forward, then retracts it (unless it is fully powered, in which case the fist will “follow through” and not retract).
Originally, my plan was to do a leg-mounted device: a shin-guard that can propel the foot into a kicking motion, that would then be up to the user to guide and connect to the target. However, if you refer to my ninth and tenth posts of this course, I elucidate as to why this idea “sparked less joy” for me. Further, the change in design was also caused partially by catharsis: the affiliations I have with the other martial arts has primarily consisted of my disqualification from various tournaments (what we fighters call getting DQ’ed) and the repeated instances of what we fighters colloquially refer to as “getting our ass whooped.”
The very first martial art I have done was dambe: a Hausa sport originating from Nigeria. The sport consists of using one arm as the “spear” and the other as the “shield,” encouraging fighters to only strike with one hand. Given that I had done this sport so young that I forget any unfortunate afflictions, this martial art has only positive memories. As such, I iterated on my design to a different style of fighting.
Figure 1: Two dambe fighters competing (Mafua)
II. Aesthetic Direction
I conformed my design to the cyberpunk aesthetic: particularly the theme of tech-wear pertinent in the genre. Characterized by sharp accents and sleek incorporation of technology in the wearer, cyberpunk felt almost too perfect of a fit for my design. As such, mid-development, I decided to explore different aesthetics that could fit my design and I developed a concept I callΒ sparpunk.Β
Figure 2: Cyberpunk tech-wear (White)
Sparpunk is an aesthetic rooted in the precision, pageantry, and spirit of organized combat sports. Drawing influence from displays like The Legend of Korra’s pro-bending matches, it fuses disciplined athleticism with the symbolism of cultural representation. In a Sparpunk world, fighters are more than athletesβtheyβre champions of nations, ideologies, or philosophies, clashing under stadium lights in displays of power and grace. The style emphasizes clean, padded gear, team insignias, and tournament spectacle, offering a vision where sport becomes a narrative of identity, unity, and controlled rivalry. What seemed and still seems to be a perfect aesthetic direction.
Figure 3: Representation of “sparpunk” from Legend of KorraΒ (DiMartino)
III. Conceptual Inspiration
The reimagined design draws direct inspiration from Doomfist, a character from Overwatch. Doomfist wields a massive, powered gauntlet in a high-tech, combat-forward world. I wanted my device to echo that energy while still maintaining the visual plausibility of a combat sport accessoryβequal parts visual flair and cheeky plausible deniability.
Figure 4: Doomfist from Overwatch (Marshall)
IV. Working Principles and Models
The 3D design was drafted for the shin-guard component, so was most of the drafting. The device works with a double-acting pneumatic actuator, meaning that pneumatics are the primary working principle behind my artifact. However, it also incorporates electromechanical parts such as a solenoid, ergonomic/biomechanical design considerations, and the “rule of cool.”
Figure 5: Pneumatic cylinder cross section (Amazon)
Breaking into the pneumatic principles, a double acting pneumatic cylinder uses air to push or pull a cylinder. If the air flows through one port and out the other, it will extend. When the flows are reversed (in the previous out and out the previous in) the device retracts. To ensure airtight connections to my pneumatic parts, I used valves wrapped in teflon tape and recommended 1/4in tubing.
Figure 6: Teflon wrapped valve opening
The micro-solenoid is a device that protrudes or retracts a metal rod depending on the polarity of the electricity applied to it. Using this device and a 9V battery, I was able to connect the pre-made solenoid kit to the actuator and control the rate of actuation and retraction.
Figure 7: Micro-solenoid diagram (Industries)
Biomechanics considerations were my main reason to switch from a shin guard to a gauntlet. In another class, me and my team analyzed the density adaptation of the tibia bone to repeated loading due to a muay thai-style kick. The impact resistance of the electronics, and the pneumatic tube to sustain these forces/deformations would be difficult. Therefore for ease of production, I reaffirmed the decision to make my device a gauntlet.
Figure 8: Tibia deformation/density gradient after repeated loads/kicks
VI. Performance and Testing
Initial testing focused on ensuring pneumatic functionality. Using a handheld compressor, I delivered airflow into the cylinder. When active, the compressor triggered piston retraction. Activating the solenoid reversed the airflow, firing the punch.
Figure 9: Testing setup with the pneumatic actuator and solenoid
Troubleshooting proved challengingβparticularly an unexpected air leak that occurred when the battery was connected. I suspect a safety valve or voltage mismatch as the culprit. While it limited full control of retraction, it simplified overall operation.
A key milestone was the assembly test, confirming that all mechanical and electronic components fit and operated as expected.
VII. Conclusions and Future Work
Figure 10: Full Assembled Artifact
I accomplished all of my goals with this design within the budget I set out for myself. Section 9 of the United States Taekwondo (USATKD) organization details that metallic articles and hard objects are not permitted on contestants in engaging in the match (USATKD). With this documentation, I have assured myself that the Disqualifier lives up to its name.
In future iterations, Iβd like to improve the control circuit, reduce air leaks, and experiment with spring-assisted actuation for added punch. Whether or not it sees a tournament floor again, this project stands as a celebration of rule-breaking creativity and a playful challenge to combat sport orthodoxy.
References:
Amazon.com. (n.d.-a). https://www.amazon.com/Tailonz-Pneumaitc-Cylinder-Connector-MAL25x100/dp/B082WW5S2V
DiMartino, M. D., & Konietzko, B. (2012). The Spirit of Competition. The Legend of Korra. episode, Nickelodeon .
Industries, A. (n.d.). Mini push-pull solenoid – 5v. adafruit industries blog RSS. https://www.adafruit.com/product/2776
Mafua, J. (2020, April 12). Dambe: The nigerian combat sport with worldwide aspirations. BBC Sport. https://www.bbc.com/sport/football/52185587
Marshall, C. (2017, August 15). Is Doomfist Op?. Polygon. https://www.polygon.com/2017/8/15/16151644/doomfist-win-rates-op-rocket-punch
USATKD competition rules. USA Taekwondo. (n.d.). https://www.usatkd.org/usatkd-competition-rules
White cyberpunk Oni Mask. Techwear. (n.d.). https://techwear-outfits.com/products/white-cyberpunk-oni-mask
2 Comments. Leave new
Hello Nile,
This project is fantastic. The technical accomplishment you made by creating a pneumatic gauntlet is probably the most impressive I have seen in this class. I am interested in seeing it function and am very excited to see it at the expo. How hard is the punch for the pneumatic arm? Also, I enjoyed the references you made to other places that use a robotic arm throughout the post.
Hi Nile, this project is AWESOME. I love the tongue-in-cheek approach to an otherwise unfortunate event (getting disqualified), and I appreciate how cathartic a project like this could be. It looks fantastic, and fits the Cyberpunk aesthetic so well. I love that you referenced Legend of Korra as well! What is something that you would like to improve on or add if you were to remake this project?