• Title/Summary/Keyword: Creative Robot

Search Result 98, Processing Time 0.023 seconds

Research on the Development of Big Data Analysis Tools for Engineering Education (공학교육 빅 데이터 분석 도구 개발 연구)

  • Kim, Younyoung;Kim, Jaehee
    • Journal of Engineering Education Research
    • /
    • v.26 no.4
    • /
    • pp.22-35
    • /
    • 2023
  • As information and communication technology has developed remarkably, it has become possible to analyze various types of large-volume data generated at a speed close to real time, and based on this, reliable value creation has become possible. Such big data analysis is becoming an important means of supporting decision-making based on scientific figures. The purpose of this study is to develop a big data analysis tool that can analyze large amounts of data generated through engineering education. The tasks of this study are as follows. First, a database is designed to store the information of entries in the National Creative Capstone Design Contest. Second, the pre-processing process is checked for analysis with big data analysis tools. Finally, analyze the data using the developed big data analysis tool. In this study, 1,784 works submitted to the National Creative Comprehensive Design Contest from 2014 to 2019 were analyzed. As a result of selecting the top 10 words through topic analysis, 'robot' ranked first from 2014 to 2019, and energy, drones, ultrasound, solar energy, and IoT appeared with high frequency. This result seems to reflect the current core topics and technology trends of the 4th Industrial Revolution. In addition, it seems that due to the nature of the Capstone Design Contest, students majoring in electrical/electronic, computer/information and communication engineering, mechanical engineering, and chemical/new materials engineering who can submit complete products for problem solving were selected. The significance of this study is that the results of this study can be used in the field of engineering education as basic data for the development of educational contents and teaching methods that reflect industry and technology trends. Furthermore, it is expected that the results of big data analysis related to engineering education can be used as a means of preparing preemptive countermeasures in establishing education policies that reflect social changes.

The Influence of Robot Education Using Magnetic Force on the Computational Thinking (자력을 활용한 로봇 교육이 컴퓨팅 사고력에 미치는 영향)

  • Lee, Jaeho;Kim, Hakmin
    • Journal of Creative Information Culture
    • /
    • v.5 no.3
    • /
    • pp.275-283
    • /
    • 2019
  • The fourth industrial revolution is emerging as the talk of the times. The industrial structure is changing greatly from the past, as well as the social scene, changing our daily lives. Especially, the importance of the software sector is growing. For students who have to live in this future society, computational thinking is a key capability. In order to achieve this goal, this study was carried out in the following steps. First, we organized a SW education convergence program based on life-oriented aspects. Second, the configured program was applied to the site to verify the effectiveness of computational thinking. The results of this study show that the experimental group has 32 points better than the pre-test, and the comparative group has about 2 points better. The statistical significance probability was a significant difference of .028. The results of this study may be used as a reference for the training of SW convergence education and future talent in the future.

Development and Application of STEAM Education Program Using the Lego Mindstorms Robot (레고 마인드스톰 로봇을 활용한 STEAM 교육 프로그램 개발 및 적용)

  • Choi, Jae-Hyeok;Choi, Ho-Meoyng;Park, Jongseok
    • Journal of Science Education
    • /
    • v.42 no.1
    • /
    • pp.1-11
    • /
    • 2018
  • STEAM program as integrating Science, Technology, Engineering, Arts, and Mathematics became essential part of secondary education and software education will be a required subject in secondary schools. In this study, we propose the application of the Lego mindstorms robotics programs for the developments of both STEAM and software educational materials. Our program consisting of five hours of classes is made based on the problem solving strategies. According to students' impression obtained after our program had been applied, our program appears to provide students opportunities for conceiving creative thinking and problem solving strategies. It also shows positive results for the application to the software and science educations as well as other extracurricular such as after school programs or programs for gifted students.

Development of Curriculum Using ROBOTC-based LEGO MINDSTORMS NXT and Analysis of Its Educational Effects (ROBOTC기반 LEGO MINDSTORMS NXT 로봇을 이용한 교육과정 개발 및 교육효과 분석)

  • Lee, Kyung-Hee
    • The KIPS Transactions:PartA
    • /
    • v.18A no.5
    • /
    • pp.165-176
    • /
    • 2011
  • In this paper, we show how a curriculum using LEGO MINDSTORMS NXT robot based ROBOTC for undergraduate students has been developed, and we analyze the educational effect of the curriculum. The curriculum is composed of basic knowledge learning, practice with basic robots, practice with advanced robots, and creative design and implementation of robots. During the three year period since 2009, educational achievement has been analyzed by surveys for 6 classes, 94 students. According to the analysis, the curriculum has highly motivated the students and made them to achieve effectively our educational and academic goals. Also, we observe that the curriculum helped the students to improve their creativity and the problem solving skill, and that the students were autonomously and deeply involved in the homework and the term projects, which made them be very cooperative. Finally, the intensive practice with ROBOTC programming is shown to help students to improve their programming ability of C language.

Development of roll bending process technology applied precision orthogonal feeding robot system (정밀 직교 피딩 로봇시스템 적용 롤 밴딩 공정 기술 개발)

  • Lim, Sang-Ho;Ahn, Sang-Jun;Yun, Gyeong-Yeol
    • Industry Promotion Research
    • /
    • v.7 no.4
    • /
    • pp.9-15
    • /
    • 2022
  • This study evaluated the automated system of the roll bending process, which is one of the difficult processes. In the past, 20 cartridges were produced per hour. but Automation changed it to a process that produces 50 pieces per hour. The average value of production was 57.6 pieces per hour, error of repeatability was 0.03 mm, average roll diameter error value was 0.49 mm, average alignment error value was 0.09 mm and average process lead time was 43.21 seconds. This paper presented specific evaluation methods such as productivity, repeatability, defect rate, alignment defect rate, and process lead time. It is thought that the contents performed in this study will be helpful in the verification of other automation systems in the future.

A Study of Make-up Artists and Character's Special Make-up Effects in the Twentieth Century's Films (20세기 영화 특수 분장사와 캐릭터 특수 분장 연구)

  • Chang Mee-Sook;Yang Sook-Hi
    • Journal of the Korean Society of Costume
    • /
    • v.55 no.6 s.96
    • /
    • pp.141-158
    • /
    • 2005
  • This study was motivated not only by the important role of the special make-up effects in films, but also by the prominent contributions created by make-up artists. The first objective was to study of Jack Pierce, Dick Smith, Tom Savini, Rick flake., and Stan Winston's impact in the most challenging and creative field of all make-up artistry. The second objective was to examine both affinities and differences in artistic styles as well as in make-up techniques through a comparative study of special make-up effects of horror and sci-fi movies in the 20th century films produced by Hollywood studios. The sci-fi films were designed to thrill the audience through the potential of futuristic ideas by fantastic special effects of futuristic creatures such as an extra-terrestrial, a mutant, a robot and a cyborg. In contrast, the horror films were designed to frighten the audience with more reliance on horrifying special effects including a vampire, a werewolf, a zombie and a psycho killer. Their features were shown in a common thread (masquerade, otherness and surrealism) as well as a number of different themes between horror and sci-fi films (transformation vs. extension, satanism vs. monstrosity, and primitivism vs. futurism).

Real-time Phoneme Recognition System Using Max Flow Matching (최대 흐름 정합을 이용한 실시간 음소인식 시스템 구현)

  • Lee, Sang-Yeob;Park, Seong-Won
    • Journal of Korea Game Society
    • /
    • v.12 no.1
    • /
    • pp.123-132
    • /
    • 2012
  • There are many of games using smart devices. Voice recognition is can be useful way for input. In the game, voice have to be quickly recognized, at the same time it have to be manipulated promptly as well. In this study, we developed the optimized real-time phoneme recognition using max flow matching that it can be efficiently used in the game field. Firstly, voice wavelength is transformed to FFT, secondly, transformed value is made by a graph in Z plane, thirdly, data is extracted in specific area, and then data is saved in database. After all the value is recognized using weighted bipartite max flow matching. This way would be useful method in game or robot field when researchers hope to recognize the fast voice recognition.

A C-Programming Learning Model Using a Line Tracer in Discretionary Activity Hours in Elementary Schools (초등학교 재량활동시간에 라인트레이서를 이용한 C프로그래밍 학습모형)

  • Moon, Wae-Shik
    • Journal of The Korean Association of Information Education
    • /
    • v.15 no.4
    • /
    • pp.603-612
    • /
    • 2011
  • This study suggested an educational curriculum(12 class periods) in order for higher level elementary school students to learn programming in discretionary activity hours using a line tracer and evaluated achievement level based on the outcome of learning by class period to assess the possibility of success. As a result, it could confirm that the programming learning using the line tracer was more excellent in creativity than the computer programming learning. In addition, it has been found that the programming learning method using the line tracer had a potential to be successful as a new creative tool that could replace the computer.

  • PDF

A Study on Visible Light Communication Indoor location of iGS Robot (가시광통신을 이용한 실내형 자율 주행 로봇의 위치 추정에 관한 연구)

  • Park, Ki-Hyun;Jo, Kyung-Hwa;Lee, Jang-Woo;Lee, Seung-Yup;Kim, Eung-Soo
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2015.10a
    • /
    • pp.377-378
    • /
    • 2015
  • 실내형 자율 주행 로봇에서의 가장 중요한 기술력은 IGS(indoor GPS System)라 할 수 있다. 재난로봇이나 정찰로봇, 경계로봇등 새로운 로봇의 영역이 늘어남에 따라 실내에서 로봇을 안전하게 구동시키는 연구가 활발히 진행되고 있다. 기존 GPS를 사용할 수 없는 실내에서, LED 조명으로 통신이 가능한 가시광통신은 실내위치 정보를 정밀히 파악하기에 적합하다. 이에 가시광통신을 이용하여 LED 조명별 기준위치를 파악하는 서로 다른 16진수의 데이터를 전송하고, 그 위치를 파악하여 LED 조명의 위치를 식별할 수 있음을 확인한다. 이러한 실험결과를 통하여 가시광통신을 이용해 실내형 자율 주행 로봇의 실내 위치 추정 시스템을 제안한다.

Fourth industrial revolution of Women's University Students and change of intelligent information technology

  • Hwang, Eui-Chul
    • Journal of the Korea Society of Computer and Information
    • /
    • v.24 no.11
    • /
    • pp.235-243
    • /
    • 2019
  • Universities are opening related majors and subjects to nurture the problem-solving fusion that businesses want. The time has come when rapid technological. On this thesis, we analyzed three years (2017-2019) of survey result of Women University students in order to figuring out and dealing with the change in 4th industrial revolution and intellectual information technology. It turns out that 1) there was an increase of interest in 4th industrial revolution from 59% in 2017 to 80% in 2019, 2) IoT, ICT, Artificial Intelligence, and Education Research System became top priority in technical strategy, 3)the prime keyword is AI, robot, job, 4)the expectation on increasing of the opportunity and the number of jobs in science technology field was 50%, 5)the importance of universities and companies was 50%, 80% each, 6) the information needed for science technology were educational discipline, change in future science, prospective future information in order, and 7)the most needed education were education on creativity, coding, cross-subject, engineering in order. In the era of the fourth industrial revolution, it is essential to expand the SW manpower base in various fields. University education, which should provide connectivity for super-fusion, should provide curriculum optimized for industrial demands such as, fusion and connected education, creative thinking, self-directed problem solving and etc.