• Title/Summary/Keyword: LEGO

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A Study of Design and Implementation for Remote Monitoring and Control System based on Environment of Real-Time Prototyping development (실시간 프로토타이핑 개발 환경 기반의 원격 감시 및 제어 시스템 설계 및 구현에 관한 연구)

  • 김종일;이정배;박병관;이영란
    • Proceedings of the IEEK Conference
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    • 2003.11b
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    • pp.187-190
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    • 2003
  • This thesis is dealing with conveyer remote monitoring and control system for shoes process formed by client/server, which is based on Web. Modules for watching and controlling images in a remote by client is manufactured under JAVA, and conveyer server for real-time controlling is founded on RTLinux. And device driver and APIs are developed based on it. Through both manufacturing these software and LEGO-based prototyping, it would present the real-time conveyer controlling system founded on Web to be applied to industrial spots.

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AN INTERACTIVE BUILDING MODELING SYSTEM BASED ON THE LEGO CONCEPT

  • Chen, Sheng-Yi;Lin, Cong-Kai;Tai, Wen-Kai
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.128-135
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    • 2009
  • In this paper, we proposed an interactive GUI (Graphical User Interface) system to model buildings with an editable script. Our system also provides probabilistic finite-state machine (PFSM) to define the relationships of sub-models with transformation matrices and transition probabilities for constructing new novel building models automatically. User can not only get various building models by PFSM but also adjust the probabilities of sub-models from PFSM to get desired building models. As shown in the results, the various and vivid building models can be constructed easily and quickly for non-expert users. Besides, user can also edit the script file which is provided by our system to modify the properties directly.

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An Application of Virtual Reality in E-learning based LEGO-Like Brick Assembling

  • Tran, Van Thanh;Kim, Dongho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.783-786
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    • 2016
  • E-learning is a new teaching model nowadays, and Virtual Reality (VR) technology is reported that the use of virtual reality as an education tool can increase student interests, understanding, and creative learning because of encouraging students to learn by exploring and interacting with the information on the virtual environment. Besides that, LEGOs have long been the favorite of many children. LEGOs provide a mechanism to understand and do for many concepts from spatial relationships to robotics platforms. In this paper, we present a virtual reality application based on the assembly of LEGO-Like bricks to increase math and science learning by improving spatial thinking. It not only encourages students to pursue careers in science, technology, engineering, or mathematics but also enhances learner's ability to analyze and solve problems. The application is built by Processing 2.0 as the easier programming language which is a top-down approach to build the 3D interactive program.

Proceeding patterns of block play, and differences on block play's quality and symbolic play' pretending elements (구성놀이 전개 유형, 연령, 성별에 따른 구성놀이 질 및 가작화에서의 차이)

  • Han, Suk Sil;Park, Ju Hee
    • Korean Journal of Human Ecology
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    • v.23 no.1
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    • pp.31-46
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    • 2014
  • This study investigated the proceeding patterns of constructive play with lego blocks, and the differences on the quality of constructive play and symbolic play's pretending elements. The subjects were 132 children at child care centers and kindergarten: 64 three-year-olds (36 boy, 28 girl) and 68 five-year-olds (32 boy, 36 girl). The study found three proceeding patterns in the constructive lego play. First, children engaged in constructive and symbolic play simultaneously, or they switched back and forth between symbolic and constructive play. This pattern was termed as "constructive and symbolic play simultaneously or alternatively"(type 3), and it was occurred most frequently. Secondly, children focused only on constructing structures. This pattern was termed as "constructive play only"(type 1), Thirdly, children engaged in symbolic play only after they completed building some structures. This pattern was named "symbolic play after constructive play"(type 2). The findings also indicated that children who were categorized as type 1 and 2 showed higher quality of constructive play and longer duration in play than children as type 3. Five-year-old children sustained play longer and showed higher quality in terms of elaboration, imagination, and variety (number of blocks, shape of blocks). Furthermore, children as type 3 showed a higher level of imaginative play than children as type 1 and 2, especially in terms of role, objet, and context of projection.

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
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    • v.42 no.1
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    • pp.1-11
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    • 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 AND EVALUATION OF A PHANTOM FOR MULTI-PURPOSE DOSIMETRY IN INTENSITY-MODULATED RADIATION THERAPY

  • Jeong, Hae-Sun;Han, Young-Yih;Kum, O-Yeon;Kim, Chan-Hyeong;Park, Joo-Hwan
    • Nuclear Engineering and Technology
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    • v.43 no.4
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    • pp.399-404
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    • 2011
  • A LEGO-type multi-purpose dosimetry phantom was developed for intensity-modulated radiation therapy (IMRT), which requires various types of challenging dosimetry. Polystyrene, polyethylene, polytetrafluoroethylene (PTFE), and polyurethane foam (PU-F) were selected to represent muscle, fat, bone, and lung tissue, respectively, after considering the relevant mass densities, elemental compositions, effective atomic numbers, and photon interaction coefficients. The phantom, which is composed of numerous small pieces that are similar to LEGO blocks, provides dose and dose distribution measurements in homogeneous and heterogeneous media. The phantom includes dosimeter holders for several types of dosimeters that are frequently used in IMRT dosimetry. An ion chamber and a diode detector were used to test dosimetry in heterogeneous media under radiation fields of various sizes. The data that were measured using these dosimeters were in disagreement when the field sizes were smaller than $1.5{\times}1.5\;cm^2$ for polystyrene and PTFE, or smaller than $3{\times}3\;cm^2$ for an air cavity. The discrepancy was as large as 41% for the air cavity when the field size was $0.7{\times}0.7\;cm^2$, highlighting one of the challenges of IMRT small field dosimetry. The LEGO-type phantom is also very useful for two-dimensional dosimetry analysis, which elucidates the electronic dis-equilibrium phenomena on or near the heterogeneity boundaries.

A Study of Programming Language Class with Lego NXT Robot for University of Education Students - Centered on Maze Problem - (레고 NXT 로봇을 활용한 예비교사의 프로그래밍 언어 수업 방안 - 미로 찾기 문제를 중심으로 -)

  • Hong, Ki-Cheon
    • Journal of The Korean Association of Information Education
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    • v.13 no.1
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    • pp.69-76
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    • 2009
  • This paper proposes a teaching plan of programming language class for university of education students amusingly with LEGO Mindstorms NXT robot. The goal of class is not fragmentary knowledge acquirement but problem-solving of maze. This robot communicates with GUI named NXT-G installed in computer via USB. GUI is not text-based but icon-based programming tool. This paper designs a semester with 3 steps such as beginner, intermediate, high-rank. Beginner step is consists of learning of basic functions such as GUI usage and several sensors of robot. Intermediate step is consists of solving of maze problem with low complexity. High-rank step is consists of solving maze problem with medium and high complexity. All maze problem-solving have 3 process with algorithm, flowchart, and programming with stack.

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Associative Interactive play Contents for Infant Imagination (유아 상상력을 위한 연상 인터렉티브 놀이 콘텐츠)

  • Jang, Eun-Jung;Lim, Chan
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.1
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    • pp.371-376
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    • 2019
  • Creative thinking appears even before it is expressed in language, and its existence is revealed through emotion, intuition, image and body feeling before logic or linguistics rules work. In this study, Lego is intended to present experimental child interactive content that is applied with a computer vision based on image processing techniques. In the case of infants, the main purpose of this content is the development of hand muscles and the ability to implement imagination. The purpose of the analysis algorithm of the OpenCV library and the image processing using the 'VVVV' that is implemented as a 'Node' in the midst of perceptual changes in image processing technology that are representative of object recognition, and the objective is to use a webcam to film, recognize, derive results that match the analysis and produce interactive content that is completed by the user participating. Research shows what Lego children have made, and children can create things themselves and develop creativity. Furthermore, we expect to be able to infer a diverse and individualistic person's thinking based on more data.

A Design and Implementation of Remote Monitoring and Control Environments Using 3-Dimensional Camera Multimedia System Based on RTLinux (RTLinux기반의 3차원 입체 카메라 멀티미디어 시스템을 이용한 원격 감시 및 제어 환경 설계 및 구현)

  • Lee Jeong-Bae;Choi Gil-Lim;Kim Tae-Gyun;Kim Sam-Ryong
    • Journal of Korea Multimedia Society
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    • v.7 no.10
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    • pp.1412-1420
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    • 2004
  • This thesis is dealing with conveyer remote monitoring and control system for shoes process formed by client/server, which is based on Web. Modules for watching and controlling images in a remote by client is manufactured under JAVA, and conveyer server for real-time controlling is founded on RTLinux. And device driver and APIs are developed based on it. Through both manufacturing these software and LEGO-based prototyping, it would present the real-time conveyer controlling system founded on Web and 3-dimensional stereo camera to be applied to industrial spots.

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Platform Strategies and Software Development Strategies in the era of Web Platform (웹의 플랫폼화에 따른 플랫폼 및 소프트웨어개발 전략)

  • Baek, Young-Nahn
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2007.05a
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    • pp.101-110
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    • 2007
  • Current strategic trends in service distribution and software development in response to Web as a platform represent a paradoxical concurrent pursuit of 'economy of scale' and 'service'. From the software perspective, the major novel elements of the Web 2.0 era are Web as a platform and the emergence of long-tail service enabling web sites to function as an independent distribution channel. The current study analyzed the platform strategy for establishing a community of interactive developer and customers taking the issue of economy of scale into consideration. Software industry should face the new reality and utilize the open source community for cost minimization and securing customer base. Furthermore, Lego-style software development should be adopted for maintaining cost-competitiveness in customized software development.

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