• Title/Summary/Keyword: Smart toy

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Implementation of Humanoid Toy using Arduino (아두이노를 이용한 휴머노이드 장난감의 구현)

  • Park, Cha-Hun;Choi, Myeong-Rak;Tae, Mun-Gyu;Kim, Young-Dea
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.293-294
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    • 2018
  • 본 과제는 Arduino를 이용한 휴머노이드 로봇으로써 놀이의 방식은 NFC리더기로 카드에 미리 저장 되어있는 로봇의 행동 모양을 인식시킨 후 스마트폰을 이용하여 로봇을 조종하여 그 행동과 일치하면 성공하여 아이에게 성취감을 준다. 메인부는 Arduino MEGA ADK 를 이용하였고 서보모터를 다중제어 하기 위해 서보모터 다중제어 모듈인 PCA9685를 이용했고 부족한 전력을 보충하기 위해 6V의 전력을 추가했다. 통신은 블루투스 모듈인 HC-06 을 이용하였고 NFC모듈인 RFID모듈을 이용한다. 로봇 프레임은 3D 프린터를 이용하여 자체제작 하였으며 현재는 상체만 움직이는 로봇을 계획 중 인데 점차 개선하여 하체까지 움직일 수 있도록 할 예정입니다.

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Smart Building Block Toys using Internet of Things Technology

  • Jang, Sung Hee;Nam, Ki Won;Jung, Yong Gyu
    • International Journal of Advanced Culture Technology
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    • v.4 no.2
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    • pp.34-37
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    • 2016
  • Internet was once used to link ideas, then people and now it is starting to connect all things. IoT constitutes a good paradigm to enable people to design and modify things, and then share their designs and modifications. Through the internet, things nowadays are able to exchange raw data and information, thus enabling the development of a new class of interconnected smart objects. Smart building block toy systema are a newly proposed concept that combines internet technology into educational blocks. It is composed of the IoT environment that has attracted attention recently. In this paper, we design a system using starUML, one of the program development tools in the system design process. Educational content can be shared to learners via the proposed service of the IoT, while also being interesting for young child learners.

Device and Contents development for children applying Mixed Reality Technology - Based on Children's toy 'Smart Car' (혼합현실을 활용한 어린이용 디바이스와 콘텐츠 개발 - 어린이 완구 '스마트카' 개발을 중심으로 -)

  • Kong, Soo-Kyung
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.339-348
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    • 2016
  • While the development of digital media has positive aspects of knowledge enlargement and a new communication channel, it also demonstrates a lot of unexpected defects, such as personal isolation, addiction, obsession or Attention Deficit Hyperactivity. Thus, the author considers it is urgent to develop the contents specifically designed for children in this new digital environment and would like to propose the combined Children's device and contents using the new concept of Mixed Reality. The Mixed Reality that mixes real world and virtual world provides the opportunity that can experience the new concept of play education by using touchable interface of children's real life toy cars together with the virtual world in the smart phones. This Mixed Reality that is extended from sole senses will lead the children to develop the concentration, sense of reality and imagination and also to experience the enlarged play and education concept.

Young Children's Use of Trait Similarity Information to Make Inference of Others

  • Yoo, Seung Heon
    • Child Studies in Asia-Pacific Contexts
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    • v.5 no.2
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    • pp.83-94
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    • 2015
  • The purpose of this study was to understand the influence of personality trait information on young children's perception of initial attraction in peer relationships. The sample consisted of 90 children of three to five years of age in South Korea. Children were presented with an inductive inference task where they had to make inference of a target character's preference on novel-play and prosocial act based on trait labels (smart-not smart, outgoing-shy, nice-mean) and perceptual (toy) similarity information of two test characters. Children showed difference in their use of trait information depending on the perceptual similarity information, trait valence, and inference question with age. This result provides initial support that not only do young children understand the significance of trait in peer attraction but also know when trait label is more informative to use to infer others depending on the situation.

Cases Analysis in Smart, Connected Toys Based on the Characteristics of ICBM Technologies (ICBM 기술 특성 기반 스마트, 커넥티드 완구의 사례 분석)

  • Jeon, Bienil;Park, Jae Wan
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.9
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    • pp.27-35
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    • 2016
  • Today, with the advance of Information and communication technology, 'Smart, connected' toys, which apply technologies related to IoT (Internet of Things) to traditional toys, are emerging and rapidly growing. This research aims to analyze the tendencies and limitations of smart, connected toys through exploring the representative cases of smart, connected toys based on characteristics of ICBM (Internet of Things, Cloud, Big-data, and Mobile) technology. For this study, we begin by understanding literature research about smart, connected toys and ICBM technology. Then, we extracted the characteristics of ICBM technology for connecting physical and digital environments through investigating cases to which ICBM technologies are applied. Based on the extracted characteristics, the case studies of smart, connected toys were conducted. In this research, we explore the level of ICBM technology application and limitation to smart, connected toys. We expect this research will contribute to providing guidelines for developing smart, connected toys based on the characteristics of the latest technology.

A Study of Smart IT convergence Framework applying a Lego-typed Sensor Module (레고형 센서 모듈을 활용한 스마트 IT 융합 프레임워크에 관한 연구)

  • Park, Jung-min;Kim, Hye-Young
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.87-96
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    • 2016
  • As use of Internet increase, IoT(Internet Of Things), a interaction between connected devices, is widely used throughout industrial area. In this paper, we discussed what to consider when planning framework for contents using user's mobile devices and various sensors in IoT environment and suggest related techniques. Also, using the techniques suggested in this paper, we showed the prototype of the framework. Finally, we showed the possibility of games in the IoT environment by creating game in the IoT environment.

Robot-based Coding Education System with Step by Step Software Training

  • Lee, Jun;Seo, Yong-Ho
    • International journal of advanced smart convergence
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    • v.8 no.4
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    • pp.147-153
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    • 2019
  • Recently, the perception of software education, which had been considered as a field of education for programmers in this field, is changing in response to recent changes with the trend of 4th industrial revolution. Major counties competitively invest in software education and the target age group for software education is also on the decline. However, the traditional text-based programing languages such as JAVA and Python, have a high entry barrier. To address the shortcoming, a variety of methods have been recently proposed for the effective software education for kindergarten and elementary school student. In this paper, we propose a robot-based coding education system with steps for coding education for effective software education. The proposed method is divided into three stages, depending on the level of the student being trained in the software coding education to interact with robots. The proposed stages consists of unplugged coding using a remote control, coding using a graphic-based programming language and text- based coding. We conducted an experiment with performing separate missions while providing propoer tutorials for each stage to verify the effectiveness of the proposed software education system.

A Milli-Scale Double-sided Crawling Robot (양면 주행이 가능한 소형 12족 주행 로봇)

  • Kim, Sung-Hyun;Jung, Gwang-Pil
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.4
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    • pp.356-361
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    • 2020
  • This paper presents a lightweight milli-scale crawling robot that can crawl on both sides, which was inspired by the movement of insects. This robot has an excellent ability to overcome obstacles, such as the narrow gaps and the rough terrain. In addition, the robot can crawl steadily and rapidly through triangular alternation, such as ants or cockroaches. The process of smart composite microstructures (SCM) was employed to make a lightweight robot structure. The SCM process replaced the conventional mechanical parts with flexure joints and composite links, which allows the weight of the robot to be reduced. In addition, the robot structure was robust against external impacts owing to the compliance of the constituent materials. Using the SCM process, the robot weighed only 32g with twelve legs in total on both sides. The robot showed a crawling speed of 0.52m/s on the front side and 0.42m/s on the backside.

Development of Smart Toy Application Using Autometically Separated Blocks (자동분리 블록을 이용한 스마트 토이 응용의 구현)

  • Cho, Dae-Soo;Kim, Won-Chan;Lee, Ki-Yoek;Son, Won-Sock;Kim, Chang-Min
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.389-390
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    • 2013
  • 본 논문에서는 블록 놀이의 질적 향상을 위한다. 일반 블록 완구의 해결하지 못한 문제점인 조립과 완성으로 즐거움이 끝나고 분리시의 지루함을 해결하기위한 블록 자동분리 시스템에 관한 것으로, 좀 더 구체적으로는 블록을 이용하여 물체를 완성시키는 것에서 더 나아가 자동분리 블록의 외부에 부착된 마커를 스마트 폰을 이용하여 인식하고, 인식된 마커에 해당하는 영상을 스마트 폰을 통해 보며 미션을 수행하여 흥미를 유발시키고, 미션 완료 후 블록을 자동 분리 시키기 위한 블록 자동분리 시스템에 관한 것이다. 특히, 블록에 분리장치를 구성함으로써 스마트 폰과의 통신에 의해 분리장치가 동작하여 블록을 자동으로 분리 가능하도록 하여 물체를 완성 후 분리 시에 느끼는 지루함을 최소화하고, 흥미를 극대화시킬 수 있도록 한다.

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A Study on Smart toy service platform based on Cloud Service (클라우드 서비스 기반의 스마트 토이 서비스 플랫폼 설계에 대한 연구)

  • Lee, Myeongsoo;Kim, Dongmin
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.11a
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    • pp.1120-1122
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    • 2017
  • IoT(Internet of Things) 기술이 접목 된 스마트 완구는 다양한 센서의 결합으로 점차 고도 지능화 되며 더 많은 서비스를 제공하고 있다. 스마트 완구는 단일 서비스 제공에서 다중 사용자 간 데이터 교환 기술로 발전하여 상호 작용을 위한 서비스 연구도 함께 이루어지고 있다. 이를 위해 국내 통신 망을 이용한 스마트 완구 서비스 플랫폼이 출시되는 등의 다양한 연구가 이루어지고 있으나 사용자 입장에서의 상호 교감 및 콘텐츠 서비스 기술에는 다소 부족한 내용이 있다. 이에 본 연구에서는 클라우드 서비스를 기반으로 스마트 완구를 이용하는 이용자 간의 상호 교감형 커뮤니케이션을 지원하기 위한 스마트 완구의 서비스 플랫폼을 설계하는 내용을 기술한다.