109 resultados para Lego® Mindstorm™


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Permitida la difusión del código bajo los términos de la licencia BSD de tres cláusulas.

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Para los niños el juego es la manera más natural de aprender. Mediante el juego los niños interactúan con su entorno. Cuando se trata de niños con graves restricciones motoras esta interacción se ve limitada. Es por esta razón por la que intentamos poner los medios existentes a su disposición. Este proyecto muestra una interfaz persona-computador para manejar un robot Lego Mindstorm RCX en un entorno virtual proyectado sobre una superficie. En todo momento el sistema es capaz de determinar la posición del robot mediante un sensor Microsoft Kinect. Pretende ser el primer paso en la creación de una interfaz persona-computador para niños con restricciones motoras que ayude en su rehabilitación.

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Com o avanço no desenvolvimento e utilização de veículos e robôs autoequilibrantes, faz-se necessário a investigação de controladores capazes de atender os diversos desafios relacionados à utilização desses sistemas. Neste trabalho foi estudado o controle de equilíbrio e posição de um robô auto-equilibrante de duas rodas. O interesse particular nesta aplicação vem da sua estrutura e da riqueza de sua dinâmica física. Por ser um problema complexo e não trivial há grande interesse em avaliar os controladores inteligentes. A primeira parte da dissertação aborda o desenvolvimento de um controle clássico do tipo PID, para em seguida ser comparado com a implementação de dois tipos de controladores inteligentes: On-line Neuro Fuzzy Control (ONFC) e Proportional-Integral-Derivative Neural-Network (PIDNN). Também é apresentada a implementação dos controladores em uma plataforma de hardware, utilizando o kit LEGO Mindstorm, e numa plataforma de simulação utilizando o MATLAB-Simulink. Em seguida, dois estudos de casos são desenvolvidos visando comparar o desempenho dos controladores. O primeiro caso avalia o controle de equilíbrio e posição do robô auto-equilibrante de duas rodas sobre um terreno plano tendo como interesse observar o desempenho intrínseco do sistema sob ausência de fatores externos. O segundo caso estuda o controle de equilíbrio e posição do robô em terrenos irregulares visando investigar a resposta do sistema sob influência de condições adversas em seu ambiente. Finalmente, o desempenho de cada um dos controladores desenvolvidos é discutido, verificando-se resultados competitivos no controle do robô auto-equilibrante de duas rodas.

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Desde há alguns anos que vêm sendo desenvolvidas, em vários sítios do mundo, experiências com a utilização de Robots como uma ferramenta educativa, com especial incidência ao nível do Ensino Superior e em alguns casos no Ensino Básico ou Secundário. Neste trabalho de investigação pretende-se fazer uma análise crítica sobre o uso dos robots no ensino da programação nas disciplinas de Informática do Ensino Secundário e disciplina de Inteligência Artificial da Licenciatura do Curso de Engenharia Informática. Com o objectivo de usar o robot como mediador entre o aluno e o ensino da programação, identificamos os conteúdos programáticos das diversas disciplinas do Ensino Secundário e fizemos o levantamento de ferramentas e soluções tecnológicas existentes que pudessem ser aplicadas nas aulas. Como contributo desta investigação pretende-se: (i)disponibilizar uma série de problemas adequados aos vários conteúdos programáticos, para serem utilizados nas salas de aulas; (ii) criar e optimizar ferramentas, mais concretamente plataformas de programação, para os alunos resolverem os problemas através dos robots.

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En este Proyecto Fin de Carrera, se presenta un sistema de reconocimiento de gestos para teleoperar robots basado en el sensor Kinect. El proyecto se divide en dos partes, la primera relativa al diseño y evaluación de un sistema de reconocimiento de gestos basado en el sensor Kinect; y la segunda, relativa a la teleoperación de robots usando el sistema de reconocimiento de gestos desarrollado. En la primera parte, se enumeran las características y limitaciones del sensor Kinect. Posteriormente, se analiza la detección de movimiento y se presenta la máquina de estados propuesta para detectar el movimiento de un gesto. A continuación, se explican los posibles preprocesados de un esqueleto en 3 dimensiones para mejorar la detección de gestos y el algoritmo utilizado para la detección de gestos, el algoritmo de Alineamiento Temporal Dinámico (DTW). Por último, se expone con detalle el software desarrollado de reconocimiento y evaluación de gestos, el Evaluador de Gestos, y se realiza un análisis de varias evaluaciones realizadas con distintos perfiles de configuración donde se extraen las conclusiones de acierto, fiabilidad y precisión de cada configuración. En la segunda parte, se expone el sistema de teleoperación del robots y su integración con el evaluador de gestos: este sistema controla el robot Lego Mindstorm mediante la detección de gestos o el reconocimiento de voz. Por último, se exponen las conclusiones finales del proyecto.

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FIRST (For Inspiration and Recognition of Science and Technology) was initiated in the U.S. by accomplished inventor Dean Kamen in 1989. FIRST LEGO League (FLL) is one of the five competitions conducted by this organization. Dean’s vision was “to create a world where science and technology are celebrated……where young people dream of becoming science and technology heroes”. Each year FLL creates opportunities for young people aged 9-16 to engage in problem solving, teamwork and collaborative learning around a real-world theme. In the 2009/2010 season, more than 145,000 young people in over 50 countries participated in this competition. As they tackle the challenges; they construct and de-construct their own knowledge through hands-on engagement in a constructivist learning environment. The challenges are presented at least eight weeks before the competition. In most events the participants are judged in four categories - robot game, robot design, team project and team challenge. “Gracious professionalism” is an essential element of the competition. This paper compares and contrasts the FLL in China and Australia and presents some of the achievements of the event. It also highlights some of the models which have been adopted in the two countries to facilitate participation. The educational benefits of embedding the FLL will also be discussed.

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With the current curriculum focus on correlating classroom problem solving lessons to real-world contexts, are LEGO robotics an effective problem solving tool? This present study was designed to investigate this question and to ascertain what problem solving strategies primary students engaged with when working with LEGO robotics and whether the students were able to effectively relate their problem solving strategies to real-world contexts. The qualitative study involved 23 Grade 6 students participating in robotics activities. The study included data collected from researcher observations of student problem solving discussions, collected software programs, and data from a student completed questionnaire. Results from the study indicated that the robotic activities assisted students to reflect on the problem-solving decisions they made. The study also highlighted that the students were able to relate their problem solving strategies to real-world contexts. The study demonstrated that while LEGO robotics can be considered useful problem solving tools in the classroom, careful teacher scaffolding needs to be implemented in regards to correlating LEGO with authentic problem solving. Further research in regards to how teachers can best embed real-world contexts into effective robotics lessons is recommended.

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With the current curriculum focus on correlating classroom problem solving lessons to real-world contexts, are LEGO robotics an effective problem solving tool? This present study was designed to investigate this question and to ascertain what problem solving strategies primary students engaged with when working with LEGO robotics and whether the students were able to effectively relate their problem solving strategies to real-world contexts. The qualitative study involved 23 Grade 6 students participating in robotics activities at a Brisbane primary school. The study included data collected from researcher observations of student problem solving discussions, collected software programs, and data from a student completed questionnaire. Results from the study indicated that the robotic activities assisted students to reflect on the problem solving decisions they made. The study also highlighted that the students were able to relate their problem solving strategies to real-world contexts. The study demonstrated that while LEGO robotics can be considered useful problem solving tools in the classroom, careful teacher scaffolding needs to be implemented in regards to correlating LEGO with authentic problem solving. Further research in regards to how teachers can best embed realworld contexts into effective robotics lessons is recommended.

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Robotics is a valuable tool for engaging students in the hands-on application of science, technology, engineering, and mathematics (STEM) concepts. Robotics competitions such as FIRST LEGO League (FLL) can increase students’ interest in the STEM subjects and can foster their problem solving and teamwork skills. This paper reports on a study investigating students’ perceptions on the influence of participating in a FLL competition on their learning. The students completed questionnaires regarding their perceptions of their learning during the FLL challenge and were also interviewed to gain a deeper understanding of their questionnaire responses. The results show that the students were engaged with the FLL challenge and held positive views regarding their experience. The results also suggest that students involved with the FLL challenge improved their learning about real-world applications, problem solving, engagement, communication, and the application of the technology/engineering cycle.

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This paper contributes to conversations about the funding and quality of education research. The paper proceeds in two parts. Part I sets the context by presenting an historical analysis of funding allocations made to Education research through the ARC’s Discovery projects scheme between the years 2002 and 2014, and compares these trends to allocations made to another field within the Social, Behavioural and Economic Sciences assessment panel: Psychology and Cognitive Science. Part II highlights the consequences of underfunding education research by presenting evidence from an Australian Research Council Discovery project that is tracking the experiences of disaffected students who are referred to behaviour schools. The re-scoping decisions that became necessary and the incidental costs that accrue from complications that occur in the field are illustrated and discussed through vignettes of research with “ghosts” who don’t like school but who do like lollies, chess and Lego.

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Lego Mindstorms eta EV3ren arteko konektibitatea ahalbidetzeko driverraren garapena.