Deliverable D4.1 (Ver5) Architecture Analysis and Design
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Possibilities of Simulating Robot Generations in Public Education
Possibilities of Simulating Robot Generations in Public Education ABONYI-TÓTH Andor Abstract. An important part of teaching robotics is describing different robot generations, which represent the characteristic stages of technological development. These generations are also identifiable in case of educational robots. The categories refer to the tasks and problems which can be solved with a given robot. However, the development of robot generations can also be presented to students with the help of algorithmization and coding tasks which simulate the behaviour of robots in a programming environment. These activities can prepare students to work with real educational robots or complement the activities they do with them. This article summarizes the opportunities and advantages of the simulation of robot generations, and shows a concrete example of their implementation. Keywords: Robotics, Robot Generations, Simulation, Scratch, RoboMind, VEXcode VR, Virtual Robotics Toolkit, MakeCode for LEGO MINDSTORMS Education EV3 1. Introduction When introducing students to robotics, it is worth assessing the existing knowledge children have about the topic. For that, first we have to define the equipment which children perceive as robots. It can be done in a brainstorming session when we collect the robots they know of and mention some tasks those robots can perform. [1] In these sessions, students often mention everyday objects (e.g. robot vacuum cleaners, robot lawn mowers, humanoid toy robots, industrial robots in an assembly plant, etc.) and fictional robots existing only in films and books (e.g. shape-shifting robots, doctor robots, combat robots). Of course, it is worth clarifying which robots actually exist, and which aspects of fictional robots are rooted in reality. -
CAIS Author Template
Indonesian Journal of Informatics Education Research Paper ISSN: 2549-0389 The Use of Robomind Application in Problem Based Learning Model to Enhance Student’s Understanding in the Conceptual Programming Algorithm Anggun Nofitasari Informatics Education Department, Faculty of Teacher Training and Education, Sebelas Maret University [email protected] Rosihan Ari Yuana Dwi Maryono Informatics Education Department,Faculty of Teacher Informatics Education Department, Faculty of Teacher Training and Education,Sebelas Maret University Training and Education,Sebelas Maret University Abstract: The purpose of this research was to improve understanding of basic programming algorithms concept of class X TKJ 1 SMK N 1 Banyudono on Basic Programming lesson using robomind application through Problem Based Learning model. This research was a Classroom Action Research, with research subjects were 33 students of class X TKJ 1 SMK N 1 Banyudono. This research was started by identifying the problems occured in the classroom. Then, we designed actions to solve the problem in a cycle of actions. In this research, the actions were done in two cycles. Each cycle consists of planning, implementation, observation and reflection. Data was collected by observation of the learning activities in the classroom and comprehension tests after each cycle. Analysis of the data was performed using quantitative and qualitative analysis interactive technique. The results showed that the implementation of the Problem Based Learning model using media assistance robomind applications could enhance students' understanding of the program algorithm. It is shown by the completeness of comprehension tests on pre-cycle 37.5%, 44.8% in the first cycle, and 93.3% in the second cycle. -
Teaching Saudi Children How to Code
INTERNATIONAL JOURNAL OF EDUCATIONAL TECHNOLOGY Meccawy, M. (2017). Raising a programmer: Teaching Saudi children how to Code. International Journal of Educational Technology, 4(2), 56-65. OPEN IJET Original Paper ACCESS Journal homepage: http://educationaltechnology.net/ijet/ Raising a programmer: Teaching Saudi children how to code Maram Meccawy* Faculty of Computer Science & Information Technology, King Abdulaziz University, Saudi Arabia KEYWORDS A B S T R A C T Programming Teaching computer coding to children from a young age provides with them a Arab children competitive advantage for the future in a continually changing workplace. Programming IT strengthens logical and critical thinking as well as problem solving skills, which lead to Software creative solutions for today’s problems. The Little Programmer is an application for E-learning mobile devices that introduces the basic programming concepts to Arab children aged Mobile learning (8-12) years. It aims to develop a sense of coding and its importance among those Visualization children. User trials results showed that the application was helpful and allowed its users Interactive interface to identify the concepts of computer programming with immense curiosity. Moreover, it showed that linking difficult or newer concepts to familiar entities and objects through visualization can facilitate the learner to grasp innovative knowledge. Introduction Technology has enforced a great influence on the daily practices. Many individuals utilize various technologies to improve their lifestyle. IT specialists employ functional tools for performing differential activities efficiently. The basic aim of this study is to identify the awareness level of computer programming among youngsters in Saudi Arabia. Individuals, who are sanctified with creative ideas and possess the necessary technical skills to transform their ideas into reality, have made a great fortune over the last two decades in the IT industry. -
Minibloq.V0.81.Beta.Usermanual.SP.20120522
Minibloq.v0.81.Beta.UserManual.SP.20120522 | Minibloq v0.81.Beta Manual del usuario Minibloq.v0.81.Beta.UserManual.SP.20120522 A u t o r Julián U. da Silva Gillig Copyright y licencias Copyright (c) 2011-2012 Julián U. da Silva Gillig. Todos los derechos reservados. http://minibloq.org Este documento se distribuye bajo la licencia RobotGroup-Multiplo Pacifist License (RMPL), ya sea en la versión 1.0 de la licencia, o (a criterio del usuario) cualquier versión posterior. La última versión de esta licencia se puede descargar de http://minibloq.org. Marcas / Trademarks Atmel® and AVR® are registered trademarks or trademarks of Atmel Corporation or its subsidiaries, in the US and/or other countries." ARM® is a trademark of ARM Limited. RobotGroup® es una marca registrada de Mónica J. Paves Palacios. robótica para la acción® es una marca registrada de Mónica J. Paves Palacios. Multiplo® es una marca registrada de Mónica J. Paves Palacios y Julián U. da Silva Gillig. Windows® is a registered trademark of Microsoft Corporation in the United States and other countries. ArduinoTM is a registered trademak of the Arduino Team (http://arduino.cc). Otros productos, nombres de firmas o empresas, marcas o "brand names" son marcas registradas o "trademarks" de sus respectivos propietarios. Cualquier omisión es no intencional. Descargo de responsabilidad / Disclaimer Los autores hacen el mayor esfuerzo posible por garantizar la exactitud de la información presentada en este documento. Sin embargo, los autores no se responsabilizan por los errores o las inexactitudes que puedan aparecer en el mismo. La información contenida en este documento está sujeta a cambios sin previo aviso. -
“Hour of Code”: a Case Study
Information Systems Education Journal (ISEDJ) 16 (1) ISSN: 1545-679X February 2018 __________________________________________________________________________________________________________________________ “Hour of Code”: A Case Study Jie Du [email protected] Grand Valley State University Allendale, MI, 49401, USA Hayden Wimmer [email protected] Georgia Southern University Statesboro, GA, 30460, USA Roy Rada [email protected] University of Maryland Baltimore County Baltimore, MD, 21250, USA Abstract This study investigates the delivery of the “Hour of Code” tutorials to college students. The college students who participated in this study were surveyed about their opinion of the Hour of Code. First, the students’ comments were discussed. Next, a content analysis of the offered tutorials highlights their reliance on visual programming in stylized languages with continual feedback in gaming contexts. Difficulties in delivery stem in part from the poor organization of tutorials from Code.org which makes it difficult to locate suitable tutorials. Based on the analysis of the students’ comments and the content analysis of the “Hour of Code” tutorials, the authors suggest that a deeper alignment of marketing, teaching organizations, and content providers would help sustain the type of initiative exemplified by the Hour of Code. Keywords: Advocacy, Hour of Code, code.org, online tutorials, introductory computer programming, survey, literature review. 1. INTRODUCTION year-round funding (Crutchfield et al., 2011). Such conclusions about historical continuity, Much has been written about efforts to spread personnel training, and funding have been re- computer science education. The difficulties that discovered time and again as crucial to education. students face in learning to program have been Many other pre-conditions for a successful studied by Kinnunen and Simon (2012). -
Engagement Taxonomy for Introductory Programming Tools
Vilnius university Institute of Data Science and Digital Technologies L I T H U A N I A INFORMATICS ENGINEERING (T007) MODELING THE SYSTEM FOR INTERACTIVE TASKS DEVELOPMENT: ENGAGEMENT TAXONOMY FOR INTRODUCTORY PROGRAMMING TOOLS Tomas Šiaulys October 2020 Technical Report DMSTI-DS-T007-20-08 VU Institute of Data Science and Digital Technologies, Akademijos str. 4, Vilnius LT-08412, Lithuania www.mii.lt Abstract One of the main ideas behind these introductory programming environments is introducing basic programming concepts more effectively by incorporating different visualization strategies. There have been attempts to classify introductory programming tools, however, certain critical aspects have not yet been discussed within the existing classifications, especially those related to user engagement in the programming environment. In this paper we introduce an engagement taxonomy for introductory programming tools (ETIP) built on a concept of engagement taxonomy for software visualization and previous classifications of programming learning tools. The new taxonomy is then used to inclusively review introductory programming environments for secondary education used today. Our review illustrates how majority of introductory programming tools do not fully explore the ways visualizations could help with tackling the problems of beginner programming comprehension. This report includes excerpts from the paper to be presented at the ISSEP 2020 conference. Keywords: Introductory programming, software visualization, engagement taxonomy DMSTI-DS-T007-20-08 -
“Diseño Y Montaje De Un Prototipo Para El Control Automatizado Del
“Diseño y montaje de un prototipo para el control automatizado del sistema de riego por canales en el Área de Yamburara (Vilcabamba) haciendo uso de hardware y software open source” “Tesis previa a la Obtención del título de Ingeniero en Sistemas” Autor: Pablo Geovanny Ortega Kirby Director: Ing. Mario Andrés Palma Jaramillo, Mg.Sc Loja-Ecuador 2015 Diseño y montaje de un prototipo para el control automatizado del sistema de riego por canales Certificación del Director Ing. Mario Andrés Palma Jaramillo, Mg.Sc DOCENTE DE LA CARRERA DE INGENIERÍA EN SISTEMAS CERTIFICA: Que el egresado Pablo Geovanny Ortega Kirby autor del presente trabajo de titulación, cuyo tema versa sobre ―DISEÑO Y MONTAJE DE UN PROTOTIPO PARA EL CONTROL AUTOMATIZADO DEL SISTEMA DE RIEGO POR CANALES EN EL ÁREA DE YAMBURARA (VILCABAMBA) HACIENDO USO DE HARDWARE Y SOFTWARE OPEN SOURCE‖, ha sido dirigido, orientado y discutido bajo mi asesoramiento y reúne a satisfacción los requisitos exigidos en una investigación de este nivel por lo cual autorizo su presentación y sustentación. Loja, 18 Mayo de 2015 DIRECTOR DEL TRABAJO DE TITULACIÓN ii Diseño y montaje de un prototipo para el control automatizado del sistema de riego por canales Autoría Yo PABLO GEOVANNY ORTEGA KIRBY declaro ser autor del presente trabajo de tesis y eximo expresamente a la Universidad Nacional de Loja y a sus representantes jurídicos de posibles reclamos o acciones legales, por el contenido de la misma. Adicionalmente acepto y autorizo a la Universidad Nacional de Loja, la publicación de mi tesis en el Repositorio Institucional-Biblioteca Virtual. Autor: Pablo Geovanny Ortega Kirby. -
A Survey on Visual Programming Languages in Internet of Things
Hindawi Scientific Programming Volume 2017, Article ID 1231430, 6 pages https://doi.org/10.1155/2017/1231430 Review Article A Survey on Visual Programming Languages in Internet of Things Partha Pratim Ray Department of Computer Applications, Sikkim University, Gangtok, Sikkim 737102, India Correspondence should be addressed to Partha Pratim Ray; [email protected] Received 31 October 2016; Accepted 19 February 2017; Published 8 March 2017 Academic Editor: Alok Mishra Copyright © 2017 Partha Pratim Ray. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. Visual programming has transformed the art of programming in recent years. Several organizations are in race to develop novel ideas to run visual programming in multiple domains with Internet of Things. IoT, being the most emerging area of computing, needs substantial contribution from the visual programming paradigm for its technological propagation. This paper surveys visual programming languages being served for application development, especially in Internet of Things field. 13 such languages are visited from several popular research-electronic databases (e.g., IEEE Xplore, Science Direct, Springer Link, Google Scholar, Web of Science, and Postscapes) and compared under four key attributes such as programming environment, license, project repository, and platform supports. Grouped into two segments, open source and proprietary platform, these visual languages pertain few crucial challenges that have been elaborated in this literature. The main goal of this paper is to present existing VPLs per their parametric proforma to enable na¨ıve developers and researchers in the field of IoT to choose appropriate variant of VPL for particular type of application. -
Moving Beyond Syntax: Lessons from 20 Years of Blocks Programing in Agentsheets
Moving Beyond Syntax: Lessons from 20 Years of Blocks Programing in AgentSheets Alexander Repenning University of Colorado Boulder, Colorado 80309 [email protected] School of Education University of Applied Sciences and Arts Northwestern Switzerland (PH FHNW) Brugg-Windisch, Switzerland [email protected] Abstract The blocks programming community has been preoccupied the “compute prime numbers” using C++ and Emacs activity with identifying syntactic obstacles that keep novices from learning which, by the vast majority of kids, is considered to be hard to program. Unfortunately, this focus is now holding back research and boring. In the upper right corner is the elusive holy grail of from systematically investigating various technological affordances Computer Science education providing activities that are easy, that can make programming more accessible. Employing approaches or at least accessible, and exciting. This journey started in the from program analysis, program visualization, and real-time lower left corner and is gradually moving towards the upper interfaces can push blocks programming beyond syntax towards the support of semantics and even pragmatics. Syntactic support could right corner. The path of this journey is not straight. It includes be compared to checking spelling and grammar in word processing. setbacks and detours. Also, while progress has been made, the Spell checking is relatively simple to implement and immediately journey is far from over. useful, but provides essentially no support to create meaningful text. Over the last 25 years, I have worked to empower students to create their own games, simulations, and robots. In this time I have explored, combined, and evaluated a number of programming paradigms. -
Programación Gráfica De Arduino Que Está a Punto De Terminarse Y Que Facilitará Mucho La Programación De La Tarjeta
Entornos Gráficos para la Programación Plataforma Open Hardware Arduino José Manuel Ruiz Gutiérrez Noviembre 2011 Ver1.0 Entornos Gráficos de Programación para la Plataforma Arduino. José Manuel Ruiz Gutiérrez Ver1.0 Índice 1. Entornos de monitorización esclavos. 1.1. Etoys (Squeak) 1.2. S4A (Scratch) 1.3. Labview 1.4. Firefly 1.5. MyOpenLab 2. Entornos de programación autónomos 2.1. Minibloq 2.2. Ardublock 2.3. Amici 2.4. ModKit 2.5. VirtualBreadBoard 3. Otros entornos 3.1. Fritzing 4. Apéndice 5 de Noviembre de 2011 Versión de Documento: V1.0 José Manuel Ruiz Gutiérrez [email protected] Blog de referencia: http://josemanuelruizgutierrez.blogspot.com/ 2 Entornos Gráficos de Programación para la Plataforma Arduino. José Manuel Ruiz Gutiérrez Ver1.0 1.- Entornos de monitorización esclavos. 1.1 ARDUINO + Etoys Etoys (Squeak) http://tecnodacta.com.ar/gira/projects/physical-etoys Physical Etoys: Control de Arduino desde Etoys (Squeak) Descripción. Physical Etoys es una herramienta de programación visual que une el mundo virtual de las computadoras con el mundo físico, con el programa se puede programar fácilmente los objetos del mundo real (por ejemplo, robots) para realizar tareas de interés, o se pueden mover objetos gráficos en la pantalla a través de variables recogidas del mundo físico. Todo es tan sencillo como coger algunos objetos de la paleta que representan los distintos elementos tanto de control de la tarjeta Arduino como otros auxiliares para dibujar o representar valores en la pantalla y unirlos en un “puzle2 que finalmente permitirá la realización de una aplicación de “visualización y/o control”. -
Journal of Visual Languages and Sentient Systems
Journal of Visual Languages and Sentient Systems Editor-in-Chief Shi-Kuo Chang, University of Pittsburgh, USA Co-Editors-in-Chief Gennaro Costagliola, University of Salerno, Italy Paolo Nesi, University of Florence, Italy Gem Stapleton, University of Brighton, UK Franklyn Turbak, Wellesley College, USA An Open Access Journal published by KSI Research Inc. 156 Park Square Lane, Pittsburgh, PA 15238 USA i VLSS Editorial Board Tim Arndt, Cleveland State University, USA Alan F. Blackwell, University of Cambridge, United Kingdom Paolo Bottoni, University of Rome, Italy Francesco Colace, Univeristy of Salerno, Italy Maria Francesca Costabile, University of Bari, Italy Philip T. Cox, Dalhousie University, Canada Martin Erwig, Oregon State University, USA Vittorio Fuccella, University of Salerno, Italy Angela Guercio, Kent State University, USA Erland Jungert, Swedish Defence Research Establishment, Sweden Kamen Kanev, Shizuoka University, Japan Robert Laurini, University of Lyon, France Jennifer Leopold, Missouri University of Science & Technology, USA Mark Minas, University of Munich, Germany Brad A. Myers, Carnegie Mellon University, USA Joseph J. Pfeiffer, Jr., New Mexico State University, USA Genny Tortora, University of Salerno, Italy Kang Zhang, University of Texas at Dallas, USA Copyright ⓒ 2017 by KSI Research Inc. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior -
Vysoké Učení Technické V Brně Webové Rozhraní
VYSOKÉ UČENÍ TECHNICKÉ V BRNĚ BRNO UNIVERSITY OF TECHNOLOGY FAKULTA INFORMAČNÍCH TECHNOLOGIÍ FACULTY OF INFORMATION TECHNOLOGY ÚSTAV POČÍTAČOVÉ GRAFIKY A MULTIMÉDIÍ DEPARTMENT OF COMPUTER GRAPHICS AND MULTIMEDIA WEBOVÉ ROZHRANÍ PRO VIZUÁLNÍ PROGRAMO- VÁNÍ ROBOTA WEB USER INTERFACE FOR VISUAL PROGRAMING OF ROBOTIC TASKS BAKALÁŘSKÁ PRÁCE BACHELOR’S THESIS AUTOR PRÁCE ŠTĚPÁN VÍCH AUTHOR VEDOUCÍ PRÁCE Ing. MICHAL KAPINUS SUPERVISOR BRNO 2019 Vysoké učení technické v Brně Fakulta informačních technologií Ústav počítačové grafiky a multimédií (UPGM) Akademický rok 2018/2019 Zadání bakalářské práce Student: Vích Štěpán Program: Informační technologie Název: Webové rozhraní pro vizuální programování robota Web User Interface for Visual Programing of Robotic Tasks Kategorie: Uživatelská rozhraní Zadání: 1. Prostudujte dostupné prostředky pro vizuální programování. Zaměřte se na nástroje určené pro vývoj robotických aplikací. 2. Seznamte se s frameworkem ROS a experimentální platformou ARTable vyvíjenou na naší fakultě. 3. Vyberte vhodné metody a nástroje a navrhněte uživatelské rozhraní, které umožní vizuální programování robotických úloh. 4. Navržené rozhraní implementujte a integrujte do robotického systému ARTable. 5. Proveďte experimenty, demonstrujte a diskutujte vlastnosti vašeho řešení. 6. Vytvořte stručný plakát nebo video prezentující vaši bakalářskou práci, její cíle a výsledky. Literatura: Dle pokynů vedoucího. Pro udělení zápočtu za první semestr je požadováno: Splnění prvních tří bodů zadání. Podrobné závazné pokyny pro vypracování práce viz http://www.fit.vutbr.cz/info/szz/ Vedoucí práce: Kapinus Michal, Ing. Vedoucí ústavu: Černocký Jan, doc. Dr. Ing. Datum zadání: 1. listopadu 2018 Datum odevzdání: 15. května 2019 Datum schválení: 1. listopadu 2018 Zadání bakalářské práce/21994/2018/xvichs00 Strana 1 z 1 Powered by TCPDF (www.tcpdf.org) Abstrakt Tato bakalářská práce se zabývá vývojem, návrhem a testováním webového uživatelské rozhraní.