Stem/Steam Formula for Success
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Using Augmented Reality and Internet of Things for Control and Monitoring of Mechatronic Devices
electronics Article Using Augmented Reality and Internet of Things for Control and Monitoring of Mechatronic Devices Erich Stark 1, Erik Kuˇcera 2,* , Oto Haffner 2 , Peter Drahoš 2 and Roman Leskovský 2 1 Faculty of Informatics, Pan-European University, 851 05 Bratislava, Slovakia; [email protected] 2 Faculty of Electrical Engineering and Information Technology, Slovak University of Technology in Bratislava, 812 19 Bratislava, Slovakia; [email protected] (O.H.); [email protected] (P.D.); [email protected] (R.L.) * Correspondence: [email protected] Received: 19 July 2020; Accepted: 6 August 2020; Published: 7 August 2020 Abstract: At present, computer networks are no longer used to connect just personal computers. Smaller devices can connect to them even at the level of individual sensors and actuators. This trend is due to the development of modern microcontrollers and singleboard computers which can be easily connected to the global Internet. The result is a new paradigm—the Internet of Things (IoT) as an integral part of the Industry 4.0; without it, the vision of the fourth industrial revolution would not be possible. In the field of digital factories it is a natural successor of the machine-to-machine (M2M) communication. Presently, mechatronic systems in IoT networks are controlled and monitored via industrial HMI (human-machine interface) panels, console, web or mobile applications. Using these conventional control and monitoring methods of mechatronic systems within IoT networks, this method may be fully satisfactory for smaller rooms. Since the list of devices fits on one screen, we can monitor the status and control these devices almost immediately. -
Hirsh-Pasek Vita 2-21
Date: February, 2021 Kathryn A. Hirsh-Pasek, Ph.D. The Debra and Stanley Lefkowitz Distinguished Faculty Fellow Senior Fellow Brookings Institution Academic Address Department of Psychology Temple University Philadelphia, PA 19122 (215) 204-5243 [email protected] twitter: KathyandRo1 Education University of Pennsylvania, Ph.D., 1981 (Human Development/Psycholinguistics) University of Pittsburgh, B.S., 1975 (Psychology/Music) Manchester College at Oxford University, Non-degree, 1973-74 (Psychology/Music) Honors and Awards Placemaking Winner, the Real Play City Challenge, Playful Learning Landscapes, November 2020 AERA Fellow, April 2020 SIMMS/Mann Whole Child Award, October 2019 Fellow of the Cognitive Science Society, December 2018 IDEO Award for Innovation in Early Childhood Education, June 2018 Outstanding Public Communication for Education Research Award, AERA, 2018 Living Now Book Awards, Bronze Medal for Becoming Brilliant, 2017 Society for Research in Child Development Distinguished Scientific Contributions to Child Development Award, 2017 President, International Congress on Infant Studies, 2016-2018 APS James McKeen Cattell Fellow Award - “a lifetime of outstanding contributions to applied psychological research” – 2015 Distinguished Scientific Lecturer 2015- Annual award given by the Science Directorate program of the American Psychological Association, for three research scientists to speak at regional psychological association meetings. President, International Congress on Infant Studies – 2014-2016 NCECDTL Research to Practice Consortium Member 2016-present Academy of Education, Arts and Sciences Bammy Award Top 5 Finalist “Best Education Professor,” 2013 Bronfenbrenner Award for Lifetime Contribution to Developmental Psychology in the service of science and society. August 2011 Featured in Chronicle of Higher Education (February 20, 2011): The Case for play. Featured in the New York Times (January 5, 2011) Effort to Restore Children’s Play Gains Momentum (article on play and the Ultimate Block Party; most emailed article of the day). -
Masters of the Universe: Action Figures, Customization and Masculinity
MASTERS OF THE UNIVERSE: ACTION FIGURES, CUSTOMIZATION AND MASCULINITY Eric Sobel A Thesis Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of MASTER OF ARTS December 2018 Committee: Montana Miller, Advisor Esther Clinton Jeremy Wallach ii ABSTRACT Montana Miller, Advisor This thesis places action figures, as masculinely gendered playthings and rich intertexts, into a larger context that accounts for increased nostalgia and hyperacceleration. Employing an ethnographic approach, I turn my attention to the under-discussed adults who comprise the fandom. I examine ways that individuals interact with action figures creatively, divorced from children’s play, to produce subjective experiences, negotiate the inherently consumeristic nature of their fandom, and process the gender codes and social stigma associated with classic toylines. Toy customizers, for example, act as folk artists who value authenticity, but for many, mimicking mass-produced objects is a sign of one’s skill, as seen by those working in a style inspired by Masters of the Universe figures. However, while creativity is found in delicately manipulating familiar forms, the inherent toxic masculinity of the original action figures is explored to a degree that far exceeds that of the mass-produced toys of the 1980s. Collectors similarly complicate the use of action figures, as playfully created displays act as frames where fetishization is permissible. I argue that the fetishization of action figures is a stabilizing response to ever-changing trends, yet simultaneously operates within the complex web of intertexts of which action figures are invariably tied. To highlight the action figure’s evolving role in corporate hands, I examine retro-style Reaction figures as metacultural objects that evoke Star Wars figures of the late 1970s but, unlike Star Wars toys, discourage creativity, communicating through the familiar signs of pop culture to push the figure into a mental realm where official stories are narrowly interpreted. -
Vtech/Leapfrog Consumer Research
VTech/LeapFrog consumer research Summary report Prepared For: Competition & Markets Authority October 2016 James Hinde Research Director Rebecca Harris Senior Research Manager 3 Pavilion Lane, Strines, Stockport, Cheshire, SK6 7GH +44 (0)1663 767 857 Page 1 djsresearch.co.uk Contents Contents ..................................................................................................................... 2 Executive Summary ..................................................................................................... 3 Background & Methodology ........................................................................................... 5 Introduction ............................................................................................................. 5 Research Objectives .................................................................................................. 5 Sample .................................................................................................................... 6 Methodology ............................................................................................................. 7 Reporting ............................................................................................................... 10 Profile of participants .................................................................................................. 11 Purchase context, motivations and process ................................................................... 24 Diversion behaviour ................................................................................................... -
Toy Industry Product Categories
Definitions Document Toy Industry Product Categories Action Figures Action Figures, Playsets and Accessories Includes licensed and theme figures that have an action-based play pattern. Also includes clothing, vehicles, tools, weapons or play sets to be used with the action figure. Role Play (non-costume) Includes role play accessory items that are both action themed and generically themed. This category does not include dress-up or costume items, which have their own category. Arts and Crafts Chalk, Crayons, Markers Paints and Pencils Includes singles and sets of these items. (e.g., box of crayons, bucket of chalk). Reusable Compounds (e.g., Clay, Dough, Sand, etc.) and Kits Includes any reusable compound, or items that can be manipulated into creating an object. Some examples include dough, sand and clay. Also includes kits that are intended for use with reusable compounds. Design Kits and Supplies – Reusable Includes toys used for designing that have a reusable feature or extra accessories (e.g., extra paper). Examples include Etch-A-Sketch, Aquadoodle, Lite Brite, magnetic design boards, and electronic or digital design units. Includes items created on the toy themselves or toys that connect to a computer or tablet for designing / viewing. Design Kits and Supplies – Single Use Includes items used by a child to create art and sculpture projects. These items are all-inclusive kits and may contain supplies that are needed to create the project (e.g., crayons, paint, yarn). This category includes refills that are sold separately to coincide directly with the kits. Also includes children’s easels and paint-by-number sets. -
Dolltalk: a Computational Toy to Enhance Children's Creativity
Dolltalk: A computational toy to enhance children’s creativity Catherine Vaucelle Tristan Jehan MIT Media Laboratory MIT Media Laboratory Gesture and Narrative Language Group Hyperinstruments Group 20 Ames street, E15-320N 20 Ames street, E15- 445 Cambridge, MA 02139 USA Cambridge, MA 02139 USA +1 617 253 6096 +1 617 253 0095 [email protected] [email protected] ABSTRACT mat the child is playing and plays back related stories from This paper presents a novel approach and interface for peers, as appropriate. Research with Storymat has shown encouraging children to tell and act out original stories. that when children listened to and incorporated elements “Dolltalk” is a toy that simulates speech recognition by from their peer’s stories, their own became richer. Similar capturing the gestures and speech of a child. The toy then results were found with TellTale [5], a toy made of body plays back a child’s pretend-play speech in altered voices pieces of a caterpillar. Each body piece can record a representing the characters of the child’s story. Dolltalk’s sentence as well as an entire story. The child can put the tangible interface and ability to retell a child’s story may pieces together and hear the story organized in the order the enhance a child’s creativity in narrative elaboration. child has chosen. Keywords DESCRIPTION Tangible interface, toy, children, performance, perspective- Continuing in this vein of research, we have built Dolltalk taking, narrative elaboration, motion and speech detection to allow children to record their stories and hear them back with the same content but with different voices. -
Simulacra of Social Desire: Reflection on Collecting and the “Lost Toy Archive”
SIMON ORPANA siMulacrA oF soCiAl desire: reFleCtion on ColleCtinG And the “lost toy ArChive” In 2009, I started to construct an archive that records traces of the toys I collected and played with as a child. While most of these toys have been lost in various garage sales, moves and purges, I started to search out photographic records of my collections, and used these to evoke reflection regarding the role that toys have played in shaping my memories, identity and modes of relating to the world. Rather than simply amassing images, I started to make drawings of them in a sketchbook. This process was aided by my mother’s unearthing of a family photo album, spanning from the late seventies to the early eighties, which contained the originals of many of the images included in my archive. The act of re-drawing these images into my sketchbook expanded the microsecond of time captured in the photograph into a longer meditation through which details in the photos summoned memories and affect. This exercise challenged the abstract, spectacularized place the toys held in my adult imagination and placed the artifacts back into a context of 211 family, friends and personal history, offering a remedy to the “archive fever” SIMULACRA OF SOCIAL DESIRE that overtook me in early adulthood, when recollecting the physical toys I owned as a child became an obsessive preoccupation. The process by which the mass-produced toys of my youth were translated from mere simulacra into a meaningful personal narrative by employing the same logic of simulation is the general theme this paper explores. -
Designing a High-Resolution, LEGO-Based Microscope for an Educational Setting
bioRxiv preprint doi: https://doi.org/10.1101/2021.04.11.439311; this version posted April 11, 2021. The copyright holder for this preprint (which was not certified by peer review) is the author/funder, who has granted bioRxiv a license to display the preprint in perpetuity. It is made available under aCC-BY 4.0 International license. Designing a high-resolution, LEGO-based microscope for an educational setting Bart E. Vos1,2, Emil Betz Blesa, Timo Betz1,2* 1: Institute of Cell Biology, Center for Molecular Biology of Inflammation, Cells-in-Motion Cluster of Excellence, Münster University, Münster, Germany 2: Third Institute of Physics - Biophysics, Georg August University Göttingen, Göttingen, Germany * [email protected] Abstract Microscopy is an essential tool in many fields of science. However, due to their costs and fragility, the usage of microscopes is limited in classroom settings and nearly absent at home. In this article we present the construction of a microscope using LEGO® bricks and low-cost, easily available lenses. We demonstrate that the obtained magnification and resolution are sufficient to resolve micrometer-sized objects and proposea series of experiments that explore various biophysical principles. Finally, a study with students in the age range of 9 to 13 shows that the understanding of microscopy increases significantly after working with the LEGO microscope. Introduction The invention of microscopy in the seventeenth century by Antoni van Leeuwenhoek was the start of an era of research on the micro-world [1]. Although we know by now what the “little animals” are that he observed, the micro- and nano-world is an inexhaustible topic for biophysical research, and for that the (light) microscope is the instrument of choice. -
Everything You Need to Know. Everyone You Need to Reach
Sponsored by Everything You Need to Know. Everyone You Need to Reach. • Essentials for a school makerspace • Strategies to motivate students in science • How to inspire girls to pursue STEM • Personalizing learning with makerspaces • Why STEM and STEAM are critical for • It’s OK for students to struggle—here’s why the nation’s future • Using STEAM in storytelling Produced by eSchool Media | 2275 Research Blvd, Rockville, MD 20850 | 301.913.0115 | eSchoolNews.com What do a roboticist, architect, and engineer have in common? Your Classroom. At Kid Spark Education, we recognize educators are extremely busy. That’s why we make it easy to incorporate STEM activities into your classroom – even for the youngest Research students. Our progressive Pre-K through 8th grade STEM Backed program is designed to take the guesswork out of teaching science, technology, engineering and math – giving educators the confidence and tools they need to spark a fire in the next NGSS generation of leaders. Aligned Learn more about Kid Spark’s STEM program at www.KidSparkEducation.org Easy to Teach Ready to plan your STEM program? Contact Christine at [email protected] | 858.259.4413 233 A Street, Suite 800, San Diego, CA 92101 [email protected] | 858.259.4433 Guides About eSN Guides About eSchool News Guides We are excited to bring you the latest in the eSchool News Guides series. eSchool News Guides are full of resources, tips, trends, and insights from industry experts on a variety of topics that are essential to the classroom, school, and district. The February Guide, the eSchool News STEM, STEAM, & Makerspaces Guide, offers insight on the best approaches to STEM, STEAM, and makerspaces. -
1Q2017-Report Vf
robotics business review First Quarter TRANSACTIONS REPORT 2017 RoboticsBusinessReview.com AI, Self-Driving, Government Spending Big deals for Q1 2017 Leads Quarter, but Drones Falter Let’s look at the industries and companies By Jim Nash involved in about 100 recent automation transactions, as well as the largest deals. Every four to eight years, U.S. politics joins global economic and technology trends as Consumer and automotive development was a financial market influencer. Rarely has the most active area for robotics deals during this been truer than this year, as robotics the quarter by far, with about 30 financing businesses try to figure out -- tweet by Donald deals announced. In fact, the period’s biggest Trump tweet -- which shoe is next to drop in deal was Intel Corp.’s $15.3 billion purchase of Washington, D.C. Mobileye NV. The Israel-based machine-vision darling reportedly owns 70% of the market for Consider that investments and deal volume driver-assist and collision-avoidance systems could rise, perhaps dramatically, under the for cars. new administration. President Trump’s “America first” campaign promises could make Intel also took a 15% stake in Dutch-held transactions between domestic buyers and digital map services firm Here. Its real-time, sellers more attractive than those that cross cloud-based services are designed for use in U.S. borders. autonomous and semi-autonomous vehicles. As it is, deals of all kinds remained on hold Intel has declined to say what it paid, but through the first quarter of 2017 as executives executives did say that shares were purchased waited for the president’s promised radical tax from three indirect Here shareholders: Audi, reform, said Elizabeth Lim, a research editor at BMW, and Daimler. -
Christmas Bureau Distribution Toy Drive Wish List
CHRISTMAS BUREAU DISTRIBUTION TOY DRIVE WISH LIST Newborn - 2 Years VTech Pull and Sing Puppy Sassy Developmental Bumpy Ball Nuby Octopus Hoopla Bathtime Fun Toys, Purple Mega Bloks Caterpillar Lil' Dump Truck Fisher-Price Rock-a-Stack VTech Touch & Swipe Baby Phone VTech Baby Lil' Critters Moosical Beads Oball Shaker Baby Banana Infant Training Toothbrush and Teether, Yellow Fisher - Pri ce Rattle 'n Rock Maracas, Pink/Purple VTech Busy Learners Activity Cube VTech Musical Rhymes Book Bright Baby colors, abc, & numbers first words (First 100) Bright Starts Grab and Spin Rattle First 100 Words Mega Bloks 80-Piece Big Building Bag, Classic Sassy Wonder Wheel Activity Center First 100 Numbers The First Years Stack Up Cups Baby Einstein Take Along Tunes Musical Toy Nuby IcyBite Keys Teether - BPA Free Girls 2 - 5 Years Boys 2 - 5 Years Melissa & Doug Scratch Art Rainbow Mini Notes (125 ct) Fisher-Price Bright Beats Dance & Move BeatBox With Wooden Stylus Kids Bowling Play Set, Safe Foam Bowling Ball Toy LeapFrog Shapes And Sharing Picnic Basket Fisher-Price Rock-a-Stack and Baby's 1st Blocks Bundle Playkidz My First Purse Little Tikes T-Ball Set Play-Doh Sparkle Compound Collection Mega Bloks Block Scooping Wagon Building Set Red ALEX Toys Rub a Dub Princesses in the Tub VTech Busy Learners Activity Cube Lam Wooden Number Puzzle Board Toy Little Tikes Easy Score Basketball Set Puzzled Alphabet Raised Wooden Puzzle for Children Mega Bloks 80-Piece Big Building Bag Aurora World Fancy Pals Plush Pink Pet Carrier Purse with VTech Sit-to-Stand Learning Walker White Pony LEGO Juniors Batman & Superman vs. -
The Role of Play and Direct Instruction in Problem Solving in 3 to 5 Year Olds
THE ROLE OF PLAY AND DIRECT INSTRUCTION IN PROBLEM SOLVING IN 3 TO 5 YEAR OLDS Beverly Ann Keizer B. Ed. , University of British Columbia, 1971 1 A THESIS SUBMITTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF ARTS (EDUCATION) in the Faculty of Education @Beverly Ann Keizer 1983 SIMON FRASER UNIVERSITY March 1983 All rights reserved. This work may not be reproduced in whole or in part, by photocopy or other means, without permission of the author APPROVAL Name : Beverly Ann Keizer Degree : Master of Arts (Education) Title of Thesis: The Role of Play and Direct Instruction in Problem Solving in 3 to 5 Year Olds Examining Committee Chairman : Jack Martin Roger Gehlbach Senior Supervisor Ronald W. Marx Associate Professor Mary Janice partridge Research Evaluator Management of Change Research Project Children's Hospital Vancouver, B. C. External Examiner Date approved March 14, 1983 PARTIAL COPYRIGHT LICENSE I hereby grant to Simon Fraser University the right to lend my thesis, project or extended essay (the title of which is shown below) to users of the Simon Fraser University L ibrary, and to make part ial or single copies only for such users or in response to a request from the library of any other university, or other educational institution, on its own behalf or for one of its users. I further agree that permission for multiple copying of this work for scholarly purposes may be granted by me or the Dean of Graduate Studies. It is understood that copying or publication of this work for financial gain shall not be allowed without my written permission.