Simulators in Educational Robotics: a Review
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An Exploratory Study of a Robotics Educational Platform On
AN EXPLORATORY STUDY OF A ROBOTICS EDUCATIONAL PLATFORM ON STEM CAREER INTERESTS IN MIDDLE SCHOOL STUDENTS by TRACY BARGER HINTON MARGARET L. RICE, COMMITTEE CHAIR ANGELA BENSON ROBERT MAYBEN REBECCA ODOM-BARTEL VIVIAN WRIGHT A DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of Educational Leadership, Policy, and Technology Studies in the Graduate School of The University of Alabama TUSCALOOSA, ALABAMA 2017 Copyright Tracy Barger Hinton 2017 ALL RIGHTS RESERVED ABSTRACT With the large expected growth in STEM-related careers in American industries, there are not enough graduates to fill these positions (United States Department of Labor, 2015). Increased efforts are being made to reform STEM education from early childhood to college level studies, mainly through increased efforts to incorporate new technologies and project-based learning activities (Hegedorn & Purnamasari, 2012). At the middle school level, a robotics educational platform can be a worthwhile activity that provides hands-on learning as students learn basic programming and engineering skills (Grubbs, 2013). Based on the popularity of LEGO toys, LEGO Education developed an engaging and effective way to learn about computer programming and basic engineering concepts (Welch & Huffman, 2011). LEGO MINDSTORMS offers a project-based learning environment that engages students in real-life, problem-solving challenges. The purpose of this qualitative study was to investigate the instructional use of a robotics educational curriculum on middle school students’ attitudes toward and interests in STEM and their experiences with LEGO Robotics activities. Participants included 23 seventh grade students who were enrolled in a Career Cluster Technologies I class in a suburban middle school. -
Modular Open Robots Simulation Engine: MORSE
Modular Open Robots Simulation Engine: MORSE Gilberto Echeverria and Nicolas Lassabe and Arnaud Degroote and Severin´ Lemaignan Abstract— This paper presents MORSE, a new open–source robotics simulator. MORSE provides several features of interest to robotics projects: it relies on a component-based architecture to simulate sensors, actuators and robots; it is flexible, able to specify simulations at variable levels of abstraction according to the systems being tested; it is capable of representing a large variety of heterogeneous robots and full 3D environments (aerial, ground, maritime); and it is designed to allow simu- lations of multiple robots systems. MORSE uses a “Software- (a) A mobile robot in an indoor scene (b) A helicopter and two mobile in-the-Loop” philosophy, i.e. it gives the possibility to evaluate ground robots outdoors the algorithms embedded in the software architecture of the robot within which they are to be integrated. Still, MORSE Fig. 1: Screenshots of the MORSE simulator. is independent of any robot architecture or communication framework (middleware). MORSE is built on top of Blender, using its powerful features and extending its functionality through Python scripts. sensor or path planning for a particular kinematic system Simulations are executed on Blender’s Game Engine mode, [3], [4], [5]; such simulators are highly specialised (“Unitary which provides a realistic graphical display of the simulated Simulation”). On the other hand, some applications require environments and allows exploiting the reputed Bullet physics a more general simulator that can allow the evaluation of engine. This paper presents the conception principles of the simulator and some use–case illustrations. -
A Modular, Reconfigurable Mold for a Soft Robotic Gripper Design Activity
ORIGINAL RESEARCH published: 26 September 2017 doi: 10.3389/frobt.2017.00046 A Modular, reconfigurable Mold for a Soft Robotic Gripper Design Activity Jiawei Zhang1, Andrew Jackson2,3, Nathan Mentzer2,3 and Rebecca Kramer1,4* 1 School of Mechanical Engineering, Purdue University, West Lafayette, IN, United States, 2 Polytechnic Institute, Purdue University, West Lafayette, IN, United States, 3 College of Education, Purdue University, West Lafayette, IN, United States, 4 Department of Mechanical Engineering and Materials Science, Yale University, New Haven, CT, United States Soft robotics is an emerging field with strong potential to serve as an educational tool due to its advantages such as low costs and shallow learning curves. In this paper, we introduce a modular and reconfigurable mold for flexible design of pneumatic soft robotic grippers. By using simple assembly kits, students at all levels are able to design and construct soft robotic grippers that vary in function and performance. The process of constructing the modular mold enables students to understand how design choices impact system performance. Our unique modular mold allows students to select the number and length of fingers in a gripper, as well as to adjust the internal geometry of the pneumatic actuator cavity, which dictates how and where bending of a finger occurs. In addition, the mold may be deconstructed and reconfigured, which allows for fast iterative design and lowers material costs (since a new mold does not need to be made Edited by: Matteo Cianchetti, to implement a design change). We further demonstrate the feasibility of the modular Sant’Anna School of Advanced mold by implementing it in a soft robot design activity in classrooms and showing a Studies, Italy sufficiently high rate of student success in designing and constructing a functional soft Reviewed by: Gursel ALICI, robotic gripper. -
Using Robotics to Enhance Active Learning in Mathematics: a Multi-Scenario Study
mathematics Article Using Robotics to Enhance Active Learning in Mathematics: A Multi-Scenario Study Edgar Lopez-Caudana 1,* , Maria Soledad Ramirez-Montoya 2, Sandra Martínez-Pérez 3 and Guillermo Rodríguez-Abitia 4 1 Tecnologico de Monterrey, School of Engineering and Sciences, Mexico City 14380, Mexico 2 Tecnologico de Monterrey, School of Humanities and Education, Monterrey 64849, Mexico; [email protected] 3 Department of Didactics and Educational Organization, Faculty of Education, University of Barcelona, 08035 Barcelona, Spain; [email protected] 4 General Direction of Computing and Information and Communications Technologies, Universidad Nacional Autónoma de México, Mexico City 04510, Mexico; [email protected] * Correspondence: [email protected] Received: 31 October 2020; Accepted: 27 November 2020; Published: 4 December 2020 Abstract: The use of technology, which is linked to active learning strategies, can contribute to better outcomes in Mathematics education. We analyse the conditions that are necessary for achieving an effective learning of Mathematics, aided by a robotic platform. Within this framework, the question raised was “What are the conditions that promote effective active math learning with robotic support?” Interventions at different educational scenarios were carried in order to explore three educational levels: elementary, secondary, and high school. Qualitative and quantitative analyses were performed, comparing the control and treatment groups for all scenarios through examinations, direct observations, and testimonials. The findings point to three key conditions: level, motivation, and teacher training. The obtained results show a very favourable impact on the attention and motivation of the students, and they allow for establishing the conditions that need to be met for an effective relationship between the teacher and the technological tool, so that better learning outcomes in Mathematics are more likely to be obtained. -
Player-Stage Based Simulator for Simultaneous Multi-Robot Exploration and Terrain Coverage Problem
International Journal of Artificial Intelligence & Applications (IJAIA), Vol.2, No.4, October 2011 PLAYER -STAGE BASED SIMULATOR FOR SIMULTANEOUS MULTI -ROBOT EXPLORATION AND TERRAIN COVERAGE PROBLEM K.S. Senthilkumar and K. K. Bharadwaj School of Computer and Systems Sciences Jawaharlal Nehru University, New Delhi 110067 [email protected], [email protected] ABSTRACT One of the possible ways of offering assistance without risking additional human lives during hazardous situations is by deploying a robot team, equipped with various sensors and actuators. Working with intelligent robotics requires a large investment in both money and time. There is a general purpose, open source simulator called Player/Stage, which provides a hardware abstraction layer to several popular robot platforms, and is commonly used by robotics community in research and university teaching, today. This simulator tends to be very simple and task-specific. Player, which is a distributed device server for robots, sensors and actuators, can control either a real or simulated robot thus allowing direct application of developed algorithms to real-life scenarios. Hence, we believe that Player/Stage, when coupled with robust hardware, is a viable paradigm for our Simultaneous MSTC(S-MSTC) algorithm. This paper gives details of our experience in running Player/Stage during the implementation of our online S-MSTC algorithm for multi-robot being implemented in C++ and we use Player/Stage middleware for validation and testing. In addition, the experience with Player/Stage can help us to do research in more complicated situations. KEYWORDS Multi-robot, Exploration, Terrain Coverage, Player/Stage Simulator 1. INTRODUCTION In recent past, there has been an increasing interest in the software side of robotics such as simulators. -
Robot Block-Based Programming
Robot Block-Based Programming Teaching children how to program an interactive robot using a block-based programming language Robin van der Wal Jannelie de Vries Luka Miljak Marcel Kuipers Bachelor's Thesis Computer Science Delft University of Technology 1 This report is under embargo from July 2017 until February 2018 Delft University of Technology Bachelor end project Robot Block-based Programming Final Report Authors: Robin van der Wal Luka Miljak Jannelie de Vries Marcel Kuipers July 5, 2017 Bachelor Project Committee Coach name: Koen Hindriks Client name: Joost Broekens Cordinator name: Ir. O.W. Visser Abstract Robots play an increasingly large role in society and some material already exists that allows children to program robots in elementary school. However, this material often neglects the interactive capabilities of modern robots. The aim of this project is to teach children how to write interactive programs for a robot. For this purpose, a NAO robot is used, which is a humanoid robot with advanced features. Children can use a web interface to create programs in a Block-Based Programming Language, which is then sent and processed by the robot in an intelligent manner, using an agent-based sys- tem. Over the course of ten weeks, based on research done in the first two weeks, a web interface and an intelligent agent were developed. The BlocklyKids lan- guage implements many concepts you would expect from a programming lan- guage. Using these concepts, children can solve exercises that are presented to them in the web interface. Testing BlocklyKids in the classroom helped in the development of the product. -
Robots in Education: New Trends and Challenges from the Japanese Market
Themes in Science & Technology Education, 6(1), 51-62, 2013 Robots in education: New trends and challenges from the Japanese market Fransiska Basoeki1, Fabio Dalla Libera2, Emanuele Menegatti2 , Michele Moro2 [email protected], [email protected], [email protected], [email protected] 1 Department of System Innovation, Osaka University, Suita, Osaka, 565-0871 Japan 2 Department of Information Engineering, University of Padova, Italy Abstract. The paper introduces and compares the use of current robotics kits developed by different companies in Japan for education purposes. These kits are targeted to a large audience: from primary school students, to university students and also up to adult lifelong learning. We selected company and kits that are most successful in the Japanese market. Unfortunately, most information regarding the technical specifications, the practical usages, and the actual educational activities carried out with these kits are currently available in Japanese only. The main motivation behind this paper is to give non-Japanese speakers interested in educational robotics an overview of the use of educational kits in Japan. The paper is completed by a short description of a new pseudo-natural language we propose for effectively programming one of the presented robots, the educational humanoid Robovie-X. Keywords: educational robot kits, humanoid robots, wheeled robots, education Introduction With the advance of technology, robotics have been successfully used and integrated into different sectors of our life. Industrial robot arms almost completely replaced the manual workload. Service robots, such as Roomba, serve as home helpers in the households, dusting the house automatically. Also in the field of entertainment, many robots have also been developed, the robot dog AIBO provides a successful example of this. -
An Edutainment Robotics Survey Henrik Hautop Lund Jacob Nielsen
In Proceedings of the Third International Symposium on Human and Artificial Intelligence Systems: The Dynamic Systems Approach for Embodiment and Sociality, Fukui, Dec 6-7, 2002 (HART2002). An Edutainment Robotics Survey Henrik Hautop Lund Jacob Nielsen Maersk Mc-Kinney Moller Institute for Production Technology University of Southern Denmark, Campusvej 55, 5230 Odense M., Denmark [email protected] [email protected] www.adaptronics.dk Abstract. In this survey, we describe different categories of edutainment robots. We classify these in robots with no interaction, with limited interaction, and extensive interaction possibilities. A non-exhaustive market survey shows that there are numerous edutainment robots in all categories, and psychological considerations suggest that the systems with extensive interaction and construction possibilities may provide advantages, in some cases. In order to explore these categories, we made development for all three categories and describe the experiments briefly. 1 Introduction The term "edutainment" is a gathering of the words education and entertainment, and has been around for about 10 years. The general concept of edutainment is to make learning fun, based on the philosophy that children learn faster when playing their way to knowledge. Originally the term edutainment was invented with regards to educative computer programs, but the term certainly covers almost every toy that have been around for as long as children have been playing, as playing in itself is an educative act. Most of the robotic games for children were developed by putting emphasis on an educational approach, in which the children are allowed to learn about technology in Piaget’s manner. However, we find that it is not enough just to promote this kind of learning. -
Modelling, Simulation and Control of a Humanoid Robot
Heriot-Watt University School of Engineering and Physical Sciences M odelling, Simulation and control of a humanoid robot Inserting a pin to a hole using DARWINOP Group members: Roshenac Mitchell, Markus Lampert, Nurgaliyev Shakh- Izat, Samir Mammadov, Hugo Sardinha, Waqar Khadas Table of Contents 1 Introduction .................................................................................................................... 4 1.1 System overview .................................................................................................................. 4 1.2 Specification ........................................................................................................................ 5 2 Robot design and simulation ........................................................................................... 5 2.1 The Robotics Simulators ....................................................................................................... 6 2.1.1 Webot Robot Simulator .......................................................................................................... 6 2.1.2 Features .................................................................................................................................. 7 2.2 Technical information .......................................................................................................... 7 2.3 The Robotics World .............................................................................................................. 7 2.4 Simulation with the control of -
A Camera-Realistic Robotics Simulator for Cinematographic Purposes
2020 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS) October 25-29, 2020, Las Vegas, NV, USA (Virtual) CinemAirSim: A Camera-Realistic Robotics Simulator for Cinematographic Purposes Pablo Pueyo, Eric Cristofalo, Eduardo Montijano, and Mac Schwager Abstract— Unmanned Aerial Vehicles (UAVs) are becoming increasingly popular in the film and entertainment industries, in part because of their maneuverability and perspectives they en- able. While there exists methods for controlling the position and orientation of the drones for visibility, other artistic elements of the filming process, such as focal blur, remain unexplored in the robotics community. The lack of cinematographic robotics solutions is partly due to the cost associated with the cameras and devices used in the filming industry, but also because state- of-the-art photo-realistic robotics simulators only utilize a full in-focus pinhole camera model which does not incorporate these desired artistic attributes. To overcome this, the main contribution of this work is to endow the well-known drone simulator, AirSim, with a cinematic camera as well as extend its API to control all of its parameters in real time, including various filming lenses and common cinematographic properties. Fig. 1. CinemAirSim allows to simulate a cinematic camera inside AirSim. In this paper, we detail the implementation of our AirSim Users can control lens parameters like the focal length, focus distance or modification, CinemAirSim, present examples that illustrate aperture, in real time. The figure shows a reproduction of a scene from “The the potential of the new tool, and highlight the new research Revenant”. We illustrate the filming drone (top left), the current camera opportunities that the use of cinematic cameras can bring to parameters (top right), the movie frame (bottom left) and simulated frame research in robotics and control. -
ORCA - a Physics-Based Robotics Simulation Environment That Supports Distributed Systems Development
Journal of Software Engineering for Robotics 5(2), September 2014, 13-24 ISSN: 2035-3928 ORCA - a physics-based robotics simulation environment that supports distributed systems development E. Hourdakis1 G. Chliveros1 P. Trahanias1;2 1 Institute of Computer Science, Foundation for Research and Technology, Greece 2 Department of Computer Science, University of Crete, Greece Abstract—Physics-based simulation is becoming an indispensable tool in robotics research, since it enables the evaluation of algorithms in silico, even when the actual robot is not available. Due to this, it is considered a standard practice, prior to any deployment on hardware platforms, and an important part of the development activities in large-scale projects. To cope with this role, simulators must address additional issues related to large-scale model development, including multi-modal processing, provisions for algorithmic integration, and fast, scalable graphics. In the current paper we present ORCA, a versatile, physics-based robotics simulator that integrates a server and a simulation environment into one package. This type of architecture makes the sharing of resources a seamless task, promotes code re-use, and facilitates the integration of individual software modules. To demonstrate the software’s applicability, we discuss three different use-cases, in which ORCA was used at the heart of their development efforts. Index Terms—Physics simulation, robotics, sensor modeling, graphics, distributed processing. 1 INTRODUCTION starting to claim an increased share of the development activ- ities in robotics, which can involve large-scale and integrated UE to the upsurge in processing power, physics engines systems. As such, they must consider issues related to the and CAD modeling software, robotic simulators are D distributed nature of software workflow, for example the ability increasingly being used as a cost-free alternative to actual to facilitate algorithmic integration or process several complex robotic platforms [1], [2]. -
Design of a Low-Cost Unmanned Surface Vehicle for Swarm Robotics Research in Laboratory Environments
DESIGN OF A LOW-COST UNMANNED SURFACE VEHICLE FOR SWARM ROBOTICS RESEARCH IN LABORATORY ENVIRONMENTS by c Calvin Gregory A thesis submitted to the School of Graduate Studies in partial fulfilment of the requirements for the degree of Master of Engineering Faculty of Engineering and Applied Science Memorial University of Newfoundland October 2020 St. John's Newfoundland Abstract Swarm robotics is the study of groups of simple, typically inexpensive agents working collaboratively toward a common goal. Such systems offer several benefits over single- robot solutions: they are flexible, scalable, and robust to the failure of individual agents. The majority of existing work in this field has focused on robots operating in terrestrial environments but the benefits of swarm systems extend to applications in the marine domain as well. The current scarcity of marine robotics platforms suitable for swarm research is detrimental to progress in this field. Of the few that exist, no publicly available unmanned surface vehicles can operate in a laboratory environment; an indoor tank of water where the vessels, temperature, lighting, etc. can be observed and controlled at all times. Laboratory testing is a common intermediate step in the hardware validation of algorithms. This thesis details the design of the microUSV: a small, inexpensive, laboratory-based platform developed to fill this gap. The microUSV system was validated by performing laboratory testing of two algo- rithms: a waypoint-following controller and orbital retrieval. The waypoint-following controller was a simple PI controller implementation which corrects a vessel's speed and heading to seek predetermined goal positions. The orbital retrieval algorithm is a novel method for a swarm of unmanned surface vehicles to gather floating marine contaminants such as plastics.