• Title/Summary/Keyword: 로봇 활용 놀이

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Analysis on Children Robot Interaction with Dramatic Playes for Better Augmented Reality (어린이 극놀이 증강현실감을 위한 아동로봇상호작용 분석)

  • Han, Jeong-Hye
    • Journal of Digital Contents Society
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    • v.17 no.6
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    • pp.531-536
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    • 2016
  • This study highlights the effectiveness of analyzing the feelings children have when interacting with robots in a dramatic play setting using augmented reality in Human Robot Interaction (HRI). Existing dramatic play activities using robots by QR-markers were edited, and their weaknesses have been corrected so that children could interact more effectively with robots. Additionally, children's levels of interest and engagement in dramatic play activities, the accuracy of robotic props, and the smartness of robots were analyzed throughout children's interactions during such activities using augmented reality. Younger participants were more likely to find robots interesting and intelligent, and participants with no previous experience with robots had relatively higher levels of interest in robots and tended to notice changes in robots' costumes.

Robot Hopscotch Game Using Mobile Robots (이동 로봇을 사용한 로봇 팔방 놀이)

  • Ko, Nak-Yong;Moon, Yong-Seon;Bae, Young-Chul
    • The Journal of the Korea institute of electronic communication sciences
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    • v.6 no.2
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    • pp.296-303
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    • 2011
  • This paper describes a game called the "robot hopscotch game" which uses mobile robots. In this game, a mobile robot moves on a board which consists of a number of square cells. This is similar to the usual hopscotch game in which a human player hops through a course on the ground. In the robot hopscotch game, each cell has a visual light communication unit. The unit sends identification signal and the robot which moves over the cell receives the signal for location recognition. In the game, a human player or a human operator competes with a robot or other human player on how accurately and fast they move to a goal location passing through the given way point cells. People played the game at the RoboWorld 2008 which was held at COEX Seoul, on 16th to 20th of October 2008. The replies to the questionnaire to the users show that users have interests on the game and expect further expansion of robot use though they are not in favor of the robot's outlook and they feel inconvenience on manipulation of the robot.

The Effect of Robot-Used Play through Appreciation of Picture Books on Children's Sequential Thinking (그림책 감상을 통한 로봇 활용 놀이가 유아의 순서적 사고에 미치는 영향)

  • An Ji Su;Nam Ki Won
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.357-365
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    • 2024
  • The purpose of this study is to investigate the effects of children's robot-based play on sequential thinking through appreciation of picture books. For this purpose, 15 children aged 5 years old in each kindergarten located in Seoul were selected and J kindergarten (experimental group) supported <Picture book appreciation robot play> and C kindergarten (comparison group) supported <Picture book appreciation free play>. In order to examine the difference in play experience between the two groups, the score data before and after play support was collected using the sequential thinking test tool, and the collected data were analyzed using SPSS 28.0 program to perform ANCOVA (Covariance Analysis). As a result, the experimental group that experienced robot-based play through picture book appreciation showed significant improvement in the total score of sequential thinking and the sub-areas of dynamics, behavior, and intention compared to the control group.The results of this study are valuable as a play study to discover the value of robots as a creative play medium led by young children and to promote sequential thinking ability, which is emphasized as the capacity of future society.

Design and Implementation of the ChamCham and WordChain Play Robot for Reduction of Symptoms of Depressive Disorder Patient (우울증 진단 환자의 증상 완화를 위한 참참참, 끝말잇기 놀이 로봇 설계 및 구현)

  • Eom, Hyun-Young;Seo, Dong-Yoon;Lee, Gyeong-Min;Lee, Seong-Ung;Choi, Ji-Hwan;Lee, Kang-Hee
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.561-566
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    • 2020
  • We propose to design and to implement a recreational and end - of - play robot for symptom relief in patients with depression. The main symptom of depression is the loss of interest and interest in life. The depression diagnosis patient confirms the emotional analysis revealed by his / her robot through the robot, and performs the greeting or ending play. After analyzing the emotions in the expressions after the play, the function of the embodying robot is confirmed by receiving the report. A simple play can not completely cure a patient with a diagnosis of depression, but it can contribute to symptom relief through gradual use. The design of the play-by-play robot is using Q.bo One, an open-source robot that can interact with Thecorpora. Q.bo One's system captures a user's face, takes a picture, passes the value to the Azure server, and checks the emotional analysis before and after the play with the accumulated data.Play is implemented in Rasubian, the OS of Q.bo One, using the programming language Python and interacting with external sensors. The purpose of this paper is to help the symptom relief of depressive patients in a relatively short time with a play robot.

A Study on the Meaning of Robot Play Experience of 5-Year-Old Children: Focused on free play and structured group activities (만 5세 유아의 로봇 놀이 경험의 의미연구: 자유놀이와 구조적 집단활동을 중심으로)

  • Lee, Hyo Ju;Nam, Ki Won
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.41-48
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    • 2022
  • The purpose of this study is to compare the meaning of the experience of robot play in the free play time of 5-year-old children in daycare centers with the experience of 5-year-old children in the structural group activities of teachers. To this end, a total of 32 children (15 in the experimental group and 17 in the comparative group) aged 5 were conducted for 1 hour three times a week for 10 weeks. Robots were supported as toys in the classroom of the experimental group, and children in the comparative group freely experienced robot exploration and play during free play time, and children in the comparative group learned the robot's functions and performed structural group activities based on the 2019 Revised Nuri Curriculum national-level curriculum. As a result of analyzing the difference between pre-test and post-test, the use of robots in free play showed a significant effect in creativity and fluency of children, and a significant effect in expression of pleasure in playability. These results suggest that robots are meaningful as play materials in early childhood education, which aims for infant-led free play, and that it is worth studying the robot experiences of children in these free situations in the future.

An analysis of the frequency and correlation of voluntary questioning of children in robot play - Focus on the elements of STEAM - (로봇놀이에서 나타난 유아들의 자발적 질문 빈도 및 상관관계 분석 -STEAM 요소를 중심으로-)

  • Nam, Ki Won;Lee, Eun Ji
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.385-392
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    • 2022
  • Our society, which has arrived in the 4th industrial revolution, emphasizes covergence education to cultivate creative convergence talents. Therefore, this study is to develop a convergence education program consistent with the direction of the 2019 revised Nuri course and to help teachers who want to implement convergence education. In order to achieve this purpose, in this study, voluntary questions that occurred in play using the educational robot 'Turtle' were classified as STEAM elements. After that, frequency analysis and correlation analysis were conducted. Therefore, this study is meaningful in collecting children's questions about the same robot by age, and it is valuable in establishing future convergence education directions by analyzing the correlation by STEAM elements.

Development of AI-based pet care robot system (AI기반 반려동물 돌봄 로봇 시스템 개발)

  • Min-Sung Kim;Jeong-Hwan Choi;Hyeon-Jae Yu;Byoung-Mo Koo;Jeong-Hwan Kwak;Hyung-Hoon Kim;Hyeon-Min Shim
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.149-150
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    • 2023
  • 반려동물이 혼자 있는 시간이 많아지면 분리불안, 우울증, 이식증 등 질병이 생기기 때문에 이것을 방지하기 위해 보호자가 외부에 있어도 혼자 있는 반려동물을 돌보기 위한 앱이다. 플러터로 다중플랫폼 앱을 개발하였고 기능에는 원격 조작, 건강 상태 진단, 자동 급식, 청소, 놀이, 실시간 모니터링 기능이 포함되어 있다. 아두이노와 통신을 위한 flutter Blue 패키지를 사용하였다. 반려동물 돌봄 로봇은 아두이노와 블루투스 모듈을 활용하여 스마트폰 앱에서 조작 가능한 Caterpillar 모바일 로봇을 활용하였다. 이 연구의 목적은 반려동물과 보호자에게 편의성 제공을 목표로 한다.

Development and Application of Unplugged Activity-centered Robot for Improving Creative Problem Solving Ability (창의적 문제해결력 신장을 위한 언플러그드 활동 중심 로봇 개발 및 적용)

  • Hong, Jiyeon;Kim, Yungsik
    • Journal of The Korean Association of Information Education
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    • v.23 no.5
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    • pp.441-449
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    • 2019
  • With the introduction of the 2015 revised curriculum, software education became mandatory in elementary school. The practical subject in the content for the software education consists of information ethics, algorithms, programming, and computer science. Especially, elementary school encourages the unplugged activities. Unplugged activities are preferred among the teachers in the education field as a teaching-learning method. However, those teachers pointed out that the lack of suitable unplugged activity materials was the biggest challenge. In addition, it was pointed out that the existing materials were not suitable for achievement standards, and there are many simple playing-oriented educations that are not linked to computing activities. In this study, we developed an unplugged activity-oriented robot that can be used for the elementary students to learn the basic control structure suggested in the achievement criteria SW education and to develop creative problem solving ability through various activities using sensors. The effectiveness was verified through the software class using the developed robot in this study.

The Development of Robot and Augmented Reality Based Contents and Instructional Model Supporting Childrens' Dramatic Play (로봇과 증강현실 기반의 유아 극놀이 콘텐츠 및 교수.학습 모형 개발)

  • Jo, Miheon;Han, Jeonghye;Hyun, Eunja
    • Journal of The Korean Association of Information Education
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    • v.17 no.4
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    • pp.421-432
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    • 2013
  • The purpose of this study is to develop contents and an instructional model that support children's dramatic play by integrating the robot and augmented reality technology. In order to support the dramatic play, the robot shows various facial expressions and actions, serves as a narrator and a sound manager, supports the simultaneous interaction by using the camera and recognizing the markers and children's motions, records children's activities as a photo and a video that can be used for further activities. The robot also uses a projector to allow children to directly interact with the video object. On the other hand, augmented reality offers a variety of character changes and props, and allows various effects of background and foreground. Also it allows natural interaction between the contents and children through the real-type interface, and provides the opportunities for the interaction between actors and audiences. Along with these, augmented reality provides an experience-based learning environment that induces a sensory immersion by allowing children to manipulate or choose the learning situation and experience the results. In addition, the instructional model supporting dramatic play consists of 4 stages(i.e., teachers' preparation, introducing and understanding a story, action plan and play, evaluation and wrapping up). At each stage, detailed activities to decide or proceed are suggested.

Concept and strategy of unplugged coding for young children based on computing thinking (컴퓨팅 사고력에 기초한 유아를 위한 언플러그드 코딩의 개념과 전략)

  • Kim, Dae-wook
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.1
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    • pp.297-303
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    • 2019
  • This study aims to investigate the characteristics, concepts, types, and strategies of unplugged coding for young children based on computing thinking. The key to unplugged coding for young children is computing thinking. Unplugged coding based on computing thinking for young children can be used to solve problems that can be encountered in everyday life through playing games based on logical thinking by positively utilizing algorithm boards, s-blocks, coding robots, and smart devices without using programs And find new ways to play. Types of unplugged coding for young children include direct input to smart devices, using coding robots with dedicated apps, practicing coding procedures using algorithms, and using hybrid methods. Strategies include understanding algorithms, drawing flowcharts, dividing into smaller parts, finding patterns, inserting, and predicting outcomes.