• Title/Summary/Keyword: 아두이노

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Implementation of Arduino Air Mouse for Sniper Simulator Game (저격 시뮬레이터 게임을 위한 아두이노 에어 마우스 구현)

  • Jang, Myeong-Soo;Sim, Young-Hoon;Lee, Woo-Beom
    • Journal of the Institute of Convergence Signal Processing
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    • v.17 no.2
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    • pp.61-66
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    • 2016
  • With the recent introduction of HMD devices, there is a growing interest in simulator games that are difficult to experience directly like a FPS, racing game. However, because these gaming require a large volume consol and a additive user manipulating devices for the more reality experience, most of these games are very expensive. Therefore, we propose the Arduino Air Mouse for a sniper simulator game, which maximizes realism and can be enjoyed with small volume and low cost devices. The implemented Arduino Air Mouse uses an acceleration sensor and gyro sensor. Specially, after this device was tested in the a sniper simulator game that is applied the ballistics in the Unity3D environment, the implemented game showed more reality.

Arduino Compatible Modular Kit Design for Educational Purpose (모듈 기반 교육용 아두이노 호환 키트 설계)

  • Heo, Gyeongyong;Jung, Jaewoo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.10
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    • pp.1371-1378
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    • 2018
  • With the curriculum revision by the ministry of education in 2015, informatics was required to be included in the secondary high school curriculum, and applied to elementary and high schools in order. In response to this trend, universities are also emphasizing programming education. Arduino is one of the famous tools for programming education, and the usefulness of it has been proven through various case studies. However, existing Arduino-based kits are not easy to use with limited hardware knowledge. It is also difficult to expand the kits in a way other than that given in the original design. In this paper, proposed is a new kit design that can solve the problems mentioned above. The proposed design is superior to existing ones in usability and scalability, and can be used in various ways according to the amount of prior knowledge. The proposed design is registered as a patent and development of a kit based on it is underway.

The Meta-Analysis on Effects of Arduino-Based Education for Secondary School Students (중·고등학생 대상 아두이노 활용 교육의 효과에 대한 메타분석)

  • Jang, Bong Seok
    • Journal of Industrial Convergence
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    • v.19 no.3
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    • pp.61-65
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    • 2021
  • This study aimed to analyze effects of Arduino-based education for secondary school students through meta-analysis. Prior studies including journal articles and theses were selected through rigorous review. The researcher calculated the overall effect size and effect sizes by categorical variables. Research findings are as follows. First, the total effect size of Arduino-based education was 0.537. Second, the effect sizes by type of dependent variables were the affective domain 0.849 and the cognitive domain 0.479. Third, the effect sizes by school level were the middle school 0.796 and the high school 0.474. Fourth, the effect sizes by subject areas were music 1.255, science 0.562, technology 0.443, and information 0.429. Fifth, the effect sizes by types of programming were the graphic-based programming 0.543 and the text-based programming 0.376.

Unified Programmer for AVR-Based Arduino-Compatible Boards (AVR 기반 아두이노 호환 보드를 위한 통합 프로그래머)

  • Heo, Gyeongyong;Ryu, Daewoo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.1
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    • pp.96-101
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    • 2021
  • Arduino is one of the open source microcontroller projects, and Arduino boards using AVR microcontrollers are commonly used. In general, AVR microcontrollers use ISP (In System Programming) upload, but in Arduino, serial upload through a bootloader is basically used, and a dedicated microcontroller is built into the board for this purpose. In order to use the ISP upload in Arduino, a dedicated upload device is required, which is not included in the Arduino board. In this paper, we propose a unified programmer that can handle ISP upload and serial upload through one dedicated microcontroller, and show that ISP and serial upload are possible using the unified programmer. In addition, the proposed unified programmer works as a USB-serial converter, supports serial communication with a computer, and it is also possible to burn the Arduino bootloader. All operations of the unified programmer can be confirmed through the experimental results.

PLC and Arduino CNC Control for Comparison of 2D Outputs (2D 출력물 비교를 위한 PLC와 아두이노 CNC 제어)

  • Cho, Hae-Jun;Kim, Kang-Ho;Jang, Hyun-Su;Jeon, Jong-Hwan;Lee, Seung-Dae
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.6
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    • pp.1295-1302
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    • 2021
  • As the market size of 3D printers increases, the precision of the printout and the speed of operation by the motor are very important issues. In this parer, G-code of each output was generated using a CURA program to compare whether the output of the PLC equipment is the same as that of the Arduino CNC. And after conversion to NC File, a pen was attached to each device to output a result to A4 paper. As a result, the output time was measured to be 1m 39s for PLC equipment and 2m 5s for Arduino CNC. In addition, it was confirmed that the 2D output was equally from the two equipments.

Case Study on Utilizing Arduino in Programming Education of Engineering (공학 프로그래밍 교육에 아두이노 활용 방안 사례 연구)

  • Park, Jang-Hyun;Kim, Seong-Hwan
    • Journal of IKEEE
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    • v.19 no.2
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    • pp.276-281
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    • 2015
  • Engineers increasingly rely on computers and their computer programming skills for their works. As a result, most engineering curricula have introduced a computer programming courses. However, students consider the subject to be unrelated to their core interests and often feel uncomfortable when learning to program for the first time. To overcome these difficulties, several studies have proposed the use of physical computing paradigm. This paradigm takes the computational concepts out of the PC screen and into the real world so that the student can interact with them. This paper proposes Arduino platform as a tool for attracting interest of the programming and reports the results of questionnaire survey analysis.

Arduino-based Heart Rate Device for Smart Healthcare (스마트 헬스케어를 위한 아두이노 기반의 심박 측정기 제작)

  • Shin, Chae-lynn;Cho, Young-bok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.104-105
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    • 2021
  • Along with the rapid development of ICT, health management is continuing based on various smart healthcare devices in an aging society and non-face-to-face era caused by COVID-19. In this paper, a heart rate monitor was manufactured using the DF Robot SEN0203 heart rate sensor based on Arduino so that you can check your health and maintain a healthy life by measuring the heart rate per minute in real time to support personalized health management. The device manufactured through this thesis can be used in various ways, such as a wristband or a smart watch.

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Implementation of an Arduino Compatible Modular Kit for Educational Purpose (모듈 기반 교육용 아두이노 호환 키트 제작)

  • Heo, Gyeongyong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.5
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    • pp.547-554
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    • 2019
  • With the curriculum revision in 2015, informatics for secondary high schools was designated as mandatory. As a result, there is an increasing interest in programming in elementary and junior high schools as well as in universities. Arduino is one of the famous tools for programming education, and the usefulness of it has been proven through various case studies. However, existing Arduino-based kits have hardware-dependent drawbacks such as complicated wiring, poor scalability, etc. To overcome these problems, we proposed a kit design, which has a module-based structure, can be extended through one common interface, and can be used for learning at various levels. In this paper, we describe the implementation details of FRUTO kit and a software to use it, which satisfies the proposed design criteria. FRUTO kit has been determined in its current form through several design changes, and is under pre-test before launching.

A Study On Implementation of Digital Traditional Play using Interaction Design Technique (인터랙션 디자인 기법을 이용한 디지털 전통놀이의 구현에 관한 연구)

  • Baek, Jeong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.01a
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    • pp.261-262
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    • 2013
  • 전통놀이는 전통문화의 일부분으로 옛날부터 민간에 의하여 전승되어 오는 놀이로서, 이를 후세에 전승시켜 유지보존하고 이어가는 것은 그 사회집단의 독특한 문화를 계승 발전시키는데 있어 매우 중요하다. 그러나 급격한 도시화와 세계화에 따른 정체불명의 미디어와 게임의 확산은 전통놀이 계승을 통한 전통문화의 보존을 방해하는 요인으로 작용하고 있다. 본 논문에서는 놀이 공간 확보의 어려움과 청소년들이 디지털 미디어 단말기의 선호에 따른 실외 및 집단놀이 활동의 외면 등, 전통놀이 확산의 장애 요인을 극복하기 위하여 최신의 인터랙션 미디어 제작기법을 활용한 전통놀이의 설계 및 구현 기법을 제안하였다. 특히, 정월대보름날에 행해지는 대표적인 전통놀이인 쥐불놀이 키트를 최근 부각되고 있는 아두이노 보드와 가속도 센서를 이용하여 제작하고 프로세싱으로 구현하는 사례를 제시하였다.

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