Second (or maybe third?) life for electronics: sustainability ideas at VILNIUS TECH "LinkMenu fabrikas"

December 18, 2024
Sometimes, the inspiration to create something new can lie in the old, forgotten things. This is what VILNIUS TECH Faculty of Electronics first-year electronics engineering student and our intern, Vilius Rudgalvis, discovered when he decided to revive an electric scooter that had been gathering dust for years. This vehicle has a special history – it was created in 2016 by Ricardas Lescinskas, a member of the VILNIUS TECH "LinkMenu fabrikas" team. At that time, electric scooters were just beginning to make their way into the market – there was no "Bolt" or other electric scooter-sharing services, and the scooter itself was made from used parts and hand-welded.

2016 innovation – the electric scooter

In one of the year's news stories, we found the full history of the scooter: "The idea of creating such a vehicle came up very simply – I was thinking about a convenient mode of transportation to get to work. Since I had some free time in the summer, I dedicated it for the implementation of this project. After one charge, it can travel up to 50 kilometers – so it's more than enough for several round trips to work. The electric scooter is perfectly adapted to our terrain, as, for example, it's not an easy climb up Vilnius' Seskine hill by bike. This vehicle has large, comfortable wheels, which makes it easy to ride around the streets of big cities," said Ricardas Lescinskas, a member of the VILNIUS TECH "LinkMenu fabrikas" team at the time. When asked about mass production, Ricardas mentioned that with growing interest, it could be a real possibility. However, he couldn't answer what the price of this product would be on the market at that time.

Second (or perhaps third?) life of the scooter

As electric scooters and their sharing services became popular, the scooter created by Ricardas became a nice story, however, it remained sitting in electronics workshops. After a few years, in 2024, the scooter was revived, and its second (or maybe third?) life is now in the hands of its new owner, Vilius.

Vilius, what caught your eye about the scooter?

"Getting from Sauletekis to Linkmenu Street isn't very convenient by public transport. That motivated me to look for a solution to make my daily commute easier. When I saw this unique, but unused scooter, I thought: could I repair it and adapt it for my needs? I decided to give it a try – I fixed it up, updated it, and made sure it would be practical and durable, even on rainy days. That's when the mudguards appeared – a very useful detail not only for the scooter but also for keeping my trousers clean!" says the intern.

In the electronics workshop – like in a candy store

When asked how he feels working in the workshop, Vilius smiles and says, "I feel like I'm in a candy store – it’s full of interesting projects that just need a final touch. Some are waiting to be finished, while others make me want to take them apart and reuse the parts for something even more exciting. It's important not to let potential go to waste!"

What's more important: creating something new or bringing something old back to life?

"Although it's often more cost-effective to simply replace a thing with a new one, the ability to repair and reduce consumption is very important. Even with advancing technologies, the ability to fix and adapt old things shouldn’t be dismissed."
 

Galerija

Related news

When ideas become virtual worlds: the synergy of creativity and technology at the BLON festival
When ideas become virtual worlds: the synergy of creativity and technology at the BLON festival
This year at the festival, lecturers and students from the Department of Graphical Systems represented the university with an interactive exhibition titled "VILNIUS TECH: Synergy of Creativity and Technology." Additionally, Bachelor's students in Multimedia and Computer Design and Master's students in Digital Animation Technologies presented their work to visitors and creative industry professionals. Some of them even became speakers in the official BLON educational programme. "In the Multimedia and Computer Design study programme, we follow a simple principle: students' practical assignments must be created not just for grading, but in a way that allows them to be showcased publicly. At the BLON Festival, students present their projects to a real audience, answer questions from visitors and industry professionals, and receive direct feedback. This develops not only their professional skills but also their communication abilities, helping them integrate into the industry more smoothly. For the industry, meanwhile, it is an opportunity to evaluate the students' practical abilities and determine if their skills align with company needs," says Assoc. Prof. Dr. R. Semėnas, Technical Artist and Vice-Dean for Alumni and Partnerships at the VILNIUS TECH Faculty of Fundamental Sciences. Technologies Could Not Only Be Seen but Also Experienced Running for four days at the Klaipėda Culture Factory, the VILNIUS TECH interactive exhibition became a space where visitors could not only see the works created by students but also try out modern creative technologies themselves. Virtual reality, video mapping, 3D graphics, and interactive projects provided a closer look at how technology is used in creating animation, video games, and virtual reality content. The exhibition featured course projects and final theses by Bachelor's students in Multimedia and Computer Design and Master's students in Digital Animation Technologies. To showcase them, virtual reality workstations were set up using Meta Quest headsets, a video mapping system, and other technical equipment dedicated to creative projects. This allowed visitors not only to observe the final results but also to gain a better understanding of the technological side of creating these projects.   Students: Not Just Festival Participants, but Also Speakers One of the most important highlights of VILNIUS TECH's participation in the BLON Festival was the students' involvement in its official programme. Elžbieta Poliakova spoke about the possibilities of stylized lighting in CGI animation; Sabina Mamedova presented the application of woodcut-style animation in a VR 360 project; Jovilė Gečaitė examined the rotoscoping method in animation; and Anastasija Aušra Simaškaitė shared her experience in applying hybrid animation techniques. The educational programme was also enriched by presentations from VILNIUS TECH lecturers and specialists: Dr. Tomas Mitkus presented the map of the Lithuanian animation industry in 2026 and examined the role of generative AI in European animation, while Assoc. Prof. Dr. Rokas Semėnas spoke about the training of technical artists at VILNIUS TECH.   Creative Technologies: From Study Projects to Professional Careers Participation in BLON also reveals the broader direction of training technical artists: when animation, sound, graphics, and interactive content merge into a single project, a creator can no longer rely on knowledge from just one field. Alongside artistic and creative skills, technological proficiency—the ability to understand the project's platform and technical limitations—is becoming increasingly important. Soft skills, especially the ability to present one's work to different audiences, are equally crucial. "During the event, students have to briefly pitch their work multiple times and communicate clearly with various people who ask different questions and have different communication styles. This process significantly contributes to the development of students' soft skills and a smoother transition into the industry," emphasizes R. Semėnas. The VILNIUS TECH exhibition was visited by over 400 people, including schoolchildren, their parents, teachers, lecturers, and professionals from the Lithuanian and international animation and gaming industries. Conversations went beyond just presenting study programmes: visitors were interested in the VILNIUS TECH students' projects, their creation process, the technologies used, and professional opportunities in the animation and video game sectors.
More