• Title/Summary/Keyword: Robot Language

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The Effects of a Robot Based Programming Learning on Learners' Creative Problem Solving Potential (로봇 활용 프로그래밍 학습이 창의적 문제해결성향에 미치는 영향)

  • Lee, EunKyoung;Lee, YoungJun
    • 대한공업교육학회지
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    • v.33 no.2
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    • pp.120-136
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    • 2008
  • Using the tangible programming tools, which combines physical objects (e.g. robot) and educational programming language, may help to encourage learners' creative thinking as well as to enhance problem solving ability. That is, learners can have opportunities to simulate problem solving processes through the physical objects, such as robots. Therefore, they can minimize an fixation about problem solving process. These experience is effective to induce creative thinking that is useful to find new solutions and change environment actively. Therefore, we developed a robot based programming teaching and learning curriculum and implemented it in college level introductory programming courses. The result shows that the robot based programming learning has a positive effect in all three factors of learners' creative problem solving potential, especially in a cognitive factor. The cognitive factor includes general problem solving abilities as well as factors that explain creativity, such as divergent thinking, problem recognition, problem representation. These result means that the developed robot based programming teaching and learning curriculum give positive effect to creative problem solving abilities.

Development of Measurement System for Deflection of the Large-Size FPD (대면적 평판 디스플레이용 유리기판의 처짐 측정장치 개발)

  • Kim, Sook-Han;Kim, Tae-Sik;Lee, Eung-Ki
    • Journal of the Semiconductor & Display Technology
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    • v.7 no.4
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    • pp.1-5
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    • 2008
  • There is a need to enlarge the mother glass substrate in OLED to raise its productivity and to realize OLED TV. On the other hand, some difficulties may arise regarding the deflection of a large glass substrate during its handling operation due to its thinness $(0.5\sim0.7t)$, which is not even enough to allow it to stand its own mass. This thesis proposes a conceptual plan for the application of the clamping- and bending-end conditions to the glass substrate handler. To verify proposed plan, the non-contact 3 dimensional measuring instrument is developed. The composition of the 3 dimensional measuring instrument measures shape of the product using X-Y stage robot and laser distance sensor. X-Y stage robot and laser distance sensor are controlled by LabVIEW language. To calibrate measuring instrument, the direction conversion of the Euler angle was used. In order to confirm deflection of the glass substrate, the experiment was carried out at the bending end boundary condition and the proposed effect was verified.

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The Effect of Computational Thinking Ability Using Text-base vs Visual-base Programming Language On Robot Programming Learning (텍스트 기반과 비주얼 기반 로봇프로그래밍 교육이 정보과학적 사고 능력에 미치는 영향)

  • Seo, Sung-Won;Nam, Dong-Seok;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2010.07a
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    • pp.457-462
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    • 2010
  • 본 연구는 학습자의 인지발달 단계에 적합한 프로그래밍 언어를 활용하여 모든 학문의 기초 인지 능력인 학습자의 정보과학적 사고 능력을 향상에 미치는 효과를 검증하는 실험연구이다. 과중한 인지적 부담, 문법 위주 등 기존 프로그래밍 학습의 문제점을 보완하고자 등장한 교육용 로봇을 이용하여 실생활 문제해결의 정보과학적 사고능력 향상을 위한 텍스트기반 프로그래밍 언어(TPL)와 비주얼기반의 프로그래밍 언어(VPL) 중 인문계 고등학생의 인지발달 단계에 적합한 프로그래밍 언어에 대한 효과성을 분석하였다. 교육용 로봇 및 로봇 프로그래밍 언어에 대한 선행 연구를 통해 NXT Robot Educator 교육내용을 분석하고 각 단계에 적절한 실생활 과제를 추출하여 로봇 교육용 프로그램을 개발하고 적용하였다. 이 연구는 프로그래밍을 경험이 없는 인문계 고등학교 학생 집단을 선정하여 TPL과 VPL을 활용한 로봇 프로그래밍 수업을 20차시 실시한 후 두 집단 간의 정보과학적 사고능력 향상의 차이를 검증하였다.

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Case Study on Utilizing Arduino in Programming Education of Engineering (공학 프로그래밍 교육에 아두이노 활용 방안 사례 연구)

  • Park, Jang-Hyun;Kim, Seong-Hwan
    • Journal of IKEEE
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    • v.19 no.2
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    • pp.276-281
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    • 2015
  • Engineers increasingly rely on computers and their computer programming skills for their works. As a result, most engineering curricula have introduced a computer programming courses. However, students consider the subject to be unrelated to their core interests and often feel uncomfortable when learning to program for the first time. To overcome these difficulties, several studies have proposed the use of physical computing paradigm. This paradigm takes the computational concepts out of the PC screen and into the real world so that the student can interact with them. This paper proposes Arduino platform as a tool for attracting interest of the programming and reports the results of questionnaire survey analysis.

AN ABSTRACTION MODEL FOR IN-SITU SENSOR DATA USING SENSORML

  • Lee Yang Koo;Jung Young Jin;Park Mi;Kim Hak Cheol;Lee Chung Ho;Ryu Keun Ho
    • Proceedings of the KSRS Conference
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    • 2005.10a
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    • pp.337-340
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    • 2005
  • Context-awareness techniques in ubiquitous computing environment provide various services to users who need to get information via the analysis of collected information from sensors in a spatial area. Context-awareness has been increased in ubiquitous computing and is applied to many different applications such as disaster management system, intelligent robot system, transportation management system, shopping management system, and digital home service. Many researches have recently focused on services that provide the appropriate information, which are collected from Internet by different kinds of sensors, to users according to context of their surrounding environment. In this paper, we propose an abstraction model to manage the large-scale contextual information and their metadata which are collected from different kinds of in-situ sensors in a spatial area and are presented them on the web. This model is composed of the modules expressing functional elements of sensors using sensorML(Sensor Model Language) based on XML language and the modules managing contextual information, which is transmitted from the sensors.

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A Study On The Development Of a Home Networking System Using An Embedded Linux Board (임베디드 리눅스 보드를 이용한 홈 네트워킹 시스템 구현에 관한 연구)

  • Lee, Heon-Joo;Lee, Jong-Su;Choi, Kyung-Sam
    • Proceedings of the KIEE Conference
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    • 2003.11c
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    • pp.592-595
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    • 2003
  • In this paper, we have designed a Home Networking System using an embedded linux board. The system based on the World-Wide-Web is composed of three parts - a Server, a Client and a Simulator. The Home Networking Server is built in an embedded board using an embedded linux kernel. A web-server and Home Networking Server Seryice Demon programming with a Jaya-Language is included in the board. Clients can connect to the server board using a web-browser in the desktop computer, PDA or any other machines which include a web-browser. For this purpose, we made the client program using a Java-Applet. So, the clients who connect to the server for the control of the applications, download the class-file and execute the client-program in the web-browser. So, the clients don't need any other programs to control the applications from a remote place. The size of server board is very small (86.3$\times$74mm), which makes it very useful not only for the Home-Networking-System but also in many other fields, e.g., embedded robot control system, etc. Using an embedded board instead of a desktop computer is good for a simple network environment and it occupies only a small space to make the system.

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Study on improvement of graphic motion editor for sign language (수화 동작 그래픽 편집기 개선에 관한 연구)

  • Oh, Young-Joon;Park, Kwang-Hyun;Jang, Hyo-Young;Kim, Dae-Jin;Jung, Jin-Woo;Bien, Zeung-Nam
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.976-981
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    • 2006
  • 수화는 청각장애인이 사용하는 시각적인 언어이다. OpenGL 기반의 가상 현실 공간에서 수화 동작을 표현하기 위해서는 수화 동작 데이터를 삽입하고 수정하는 편집 프로그램이 필요하다. 하지만, 기존의 수화 동작 편집기는 수화를 잘 이해하지 못하는 일반 사용자가 손 모양을 정확하게 편집하거나 얼굴 표정을 표현하는데 어려움이 있다. 또한, 수화 사전에 포함되는 각 수화 단어의 데이터 수가 많기 때문에 이를 효율적으로 생성하고 저장하는 프로그램이 절실히 필요하다. 본 논문에서는 사용자의 편의성을 높이기 위해 수화 동작 그래픽 편집기를 개선하는 방법을 제안한다. 이를 위해 각 손 모양에 대해 21 개의 파라마터로 구성된 데이터를 손가락 별로 분류한 후, 손가락 고유 기호로 변환하고, 손 모양 이름과 일련 번호를 부여하여 손 모양 데이터를 얻었으며, 유사한 손 모양을 그룹으로 묶은 손 모양 그룹 데이터를 구성하여 손 모양 데이터 사전을 구축하였다. 구축된 손 모양 사전을 수화 동작 편집기에 적용함으로써 사용자는 손 모양 그룹과 손 모양 이름, 일련번호를 선택하여 손의 각 관절 움직임을 쉽게 편집할 수 있으며, 이를 가상현실 공간에서 움직여 볼 수 있다. 또한, 얼굴 표정과 안색을 편집할 수 있는 기능을 추가함으로써 수화 동작 중에 얼굴 표정을 쉽게 표현할 수 있도록 하였다.

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Control Technology Based on the Finger Recognition of Robot Cleaners (손가락 인식을 기반으로 한 로봇청소기 제어기술)

  • Yoo, Hyang-Joon;Mok, Seung-Su;Kim, Jun-Seo;Baek, Ji-A;Ko, Yun-Seok
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.1
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    • pp.139-146
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    • 2020
  • The disadvantage of the general robot cleaner is that it works only on the designated route, so it is impossible to clean the place outside the designated route. Therefore, in this study, the direction control methodology for searching the place other than the designated route based on the finger recognition technology was studied to compensate for the shortcomings of the existing cleaner. Raspberry Pi was used as the main controller and Open CV program was used to recognize the number of fingers. To verify the validity of the proposed methodology, a finger recognition algorithm was implemented using Python language, and as a result of adopting the Logitech C922, the success rate was 100% at 90cm and 70% at 110cm, respectively.

GARDIAN: Rule Based Modeling Validation for Concurrent Object Modeling and Architectural Design mEThod(COMET) (GARDIAN: 실시간 내장형 소프트웨어 개발 방법론에서의 룰 기반의 모델링 평가 및 지원도구)

  • Kim, Sun-Tae;Kim, Jin-Tae;Park, Soo-Yong
    • Journal of KIISE:Software and Applications
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    • v.34 no.8
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    • pp.721-730
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    • 2007
  • UML (Unified Modeling Language) is widely used to analyze and design target software. Developers also implement the target software based on the UML artifacts. However, it is difficult to validate whether the artifacts are generated to correspond to the modeling guidelines because the guidelines for UML modeling are described in natural language. This paper discusses rule based model checker focused on whether models are designed according to modeling methodology. We propose rules and their own checker, named GARDIAN, for UML model validation. The checkers are designed for COMET method for the real-time embedded system. We illustrate our checkers using Intelligent Robot system to validate our approach.

The Effects of a Robot Programming Instruction Using MSRDS VPL for the Problem Soling Ability (MSRDS VPL을 이용한 로봇 프로그래밍 학습이 문제해결능력에 미치는 효과)

  • Kim, Se-Min;Chung, Jong-In
    • Proceedings of the KAIS Fall Conference
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    • 2009.12a
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    • pp.144-147
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    • 2009
  • 본 연구에서는 21세기 지식정보사회에 학생들의 창의력 향상을 위하여 MSRDS에서 제공하는 에디터인 VPL(Visual Programming Language)를 이용한 로봇 프로그래밍 학습이 창의력에 미치는 효과를 연구하였다. VPL은 로봇 애플리케이션 개발을 프로그래머가 아닌 학생들도 쉽게 사용할 수 있도록 MSRDS에서 제공하는 프로그램이며, 이를 시뮬레이션과 연결시켜 로봇 하드웨어가 없이 손쉽게 학습을 할 수 있게 하였다. 이를 위하여 VPL에서 사용하는 기본 Activity를 이용하여 프로그래밍의 구문을 자연스럽게 학습할 수 있는 수업 내용을 개발하였으며, 연구 대상은 충청남도 B군에 위치한 B공고 3학년의 컴퓨터응용관련 학과 1개반을 대상으로 C언어를 이용한 기존의 마이크로 장비 프로그래밍 수업과 VPL을 이용한 로봇 프로그래밍 수업을 상호 비교하려고 한다. 이 연구에서는 VPL을 통하여 손 쉽게 프로그래밍을 하고 흥미가 유발되어 자신이 생각한 대로 로봇의 동작을 구현하는 과정에서 자연스럽게 문제해결능력이 신장된 것을 확인하고자 한다.

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