• Title/Summary/Keyword: ARDUINO

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Social perception of the Arduino lecture as seen in big data (빅데이터 분석을 통한 아두이노 강의에 대한 사회적 인식)

  • Lee, Eunsang
    • Journal of The Korean Association of Information Education
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    • v.25 no.6
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    • pp.935-945
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    • 2021
  • The purpose of this study is to analyze the social perception of Arduino lecture using big data analysis method. For this purpose, data from January 2012 to May 2021 were collected using the Textom website as a keyword searched for 'arduino + lecture' in blogs, cafes, and news channels of NAVER website. The collected data was refined using the Textom website, and text mining analysis and semantic network analysis were performed by opening the Textom website, Ucinet 6, and Netdraw programs. As a result of text mining analysis such as frequency analysis, TF-IDF analysis, and degree centrality it was confirmed that 'education' and 'coding' were the top keywords. As a result of CONCOR analysis for semantic network analysis, four clusters can be identified: 'Arduino-related education', 'Physical computing-related lecture', 'Arduino special lecture', and 'GUI programming'. Through this study, it was possible to confirm various meaningful social perceptions of the general public in relation to Arduino lecture on the Internet. The results of this study will be used as data that provides meaningful implications for instructors preparing for Arduino lectures, researchers studying the subject, and policy makers who establish software education or coding education and related policies.

A Short Course Development and Analysis to Recognize Importance of Software for Youth using Arduino and App Inventor

  • Shim, Jooeun;Ko, Jooyoung;Shim, Jaechang
    • Journal of Multimedia Information System
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    • v.2 no.1
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    • pp.187-192
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    • 2015
  • The aim of this study was to develop and analyze a short course educating App Inventor and Arduino that showed the importance of software for youth. The course consists of a total of 10 missions for a 4 hour course divided into 2 parts, each 2 hours respectively. We conducted a basic course of Arduino for hardware and software, Processing for server programming, and App Inventor for programming for smartphones. The final mission was to send a signal to a server with a smartphone and to control light connected to a relay which passes Arduino connected with a server and serial communication. Participants completed 95% of missions, and we found the course had an educational effect for improving creativity and realization of software importance.

Arduino Based Smart Home System for the Elderly Living Alone (아두이노 기반의 독거노인을 위한 스마트홈 시스템)

  • Lee, In-Gu;Cho, Myeon-Gyun
    • IEMEK Journal of Embedded Systems and Applications
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    • v.10 no.5
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    • pp.307-315
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    • 2015
  • Recently, Smart Home System(SHS) is applied in order to provide comfort, energy efficient and better security to the residence. Thus, by introducing the SHS in the house of elderly people, it is possible to provide a convenient and safe life for old people especially living alone. This paper presents the design and implementation of a low cost but yet flexible and secure smart-phone based SHS. The design is based on inter-working between Arduino board with Bluetooth and Arduino board with Ethernet shield, and the home monitor/appliances are connected to the input/output ports of this board via sensors/relays. In addition, when the old man is put on an emergency, the proposed system will automatically notify it the family. Therefore, we have implemented an inexpensive and efficient SHS for the elderly living alone by inter-working smart phones, internet server and Arduino micro-controller.

Design of Electronic Drum Using Computer Communication Based on Arduino (아두이노에 기반한 컴퓨터 통신을 이용한 전자드럼 설계)

  • Kim, Seungmin;Yang, Jisoo;Lee, Seungjae;Kim, Jung Tae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.489-491
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    • 2013
  • In this paper, Electronic Drum based on Arduino and Processing language to communicate with a computer is implemented. First, we made a drum pad by using piezoelectric sensors. The drum pads prevent damage to the sensor and new mechanism was fabricated to mitigate the impact structure. Arduino connected to the pad, the sensor detects a signal when the shock sends it to Arduino. The received signal of Arduino sends a signal to the computer, and the signal received is stored in the computer to output sound of the drum. Through this structure, the micro-controller, the computer and communications technology can be combined and applicable to a many system.

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Curriculum for Basic Digital Logic Circuit Practices through Arduino Device Programming (아두이노 장치 프로그래밍을 통한 기초 디지털 논리 회로 실습 교육 과정)

  • Hur, Kyeong
    • Journal of Practical Engineering Education
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    • v.9 no.1
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    • pp.41-48
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    • 2017
  • In this paper, we proposed a method for digital logic circuit control, through arduino device programming with digital outputs, to design a curriculum for basic digital logic circuit practices. Curricula for arduino device programming and digital logic circuit are essentially practiced in engineering departments of colleges or high schools in South Korea. However, actual practice course lacks the experimental examples of digital logic circuit combined with arduino device programming. Furthermore, actual practice course lacks the curriculum in that students design and test their own digital logic circuits with the less cost than the oscilloscope. Therefore, to solve these problems in this paper, we proposed a curriculum for basic digital logic circuit practices during one semester. In this curriculum, students control and experiment their own digital logic circuits through arduino device programming with digital outputs.

A Study on the Development of LED Stage Costume Design Using Arduino LilyPad and Sound Sensor (아두이노 릴리패드와 사운드 센서를 이용한 LED 무대의상 디자인 개발 연구)

  • Na, Yoonhee;Tang, Chunxiao;Han, Rui;Kim, Sookjin
    • Journal of Fashion Business
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    • v.25 no.1
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    • pp.133-149
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    • 2021
  • This study presents a new fashion wearable product, a classical music stage costume design, using an Arduino LilyPad that can control light-emitting diodes(LEDs) and a sound sensor that can set an environmental range of LED light. As a theoretical background, LED fashion design research and stage costume design research status were reviewed, and Arduino LilyPads, sensors, LEDs, and batteries required for LED stage costume production were investigated. Based on prior research, the LED stage costume design for the soprano stage was presented in a three-step process of design planning, development, and production, and an actual prototype was produced. This process produced meaningful information and materials for making clothes with the added function of a wearable computer. In particular, fashion designers or fashion majors can easily access the Arduino LillyPad and use not only LEDs, but other light emitting materials. It is expected that it will be used as a basic material for the use of the Arduino LillyPad that can develop new creations that have been utilized.

Arduino Learning Content using Blender and Unity Engine (블렌더와 유니티 엔진을 이용한 아두이노 학습 콘텐츠 설계)

  • Lee, Min-Hye;Park, Hyuk-Gyu;Won, Dong-Hyun;Kang, Sun-kyung;Shin, Sung-yoon;Kang, Yun-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.386-388
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    • 2022
  • Recently, realistic contents using virtual reality and augmented reality are attracting attention as learning aids. 3D-based contents have the advantage of being able to observe and experience objects from various angles than 2D-based contents shown on a flat surface. In this paper, we propose a content design based on 3D model for Arduino learning in a virtual environment. The Arduino board and sensor were implemented using Blender, and a 3D-based simulator environment was constructed using the Unity engine. The proposed content uses the Arduino board and sensor implemented in 3D so that learners can easily experience the working principle of Arduino and the coding process.

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The Effect of STEAM Program using Arduino on Preservice Science Teachers' STEAM Core Competencies (아두이노를 활용한 STEAM 프로그램이 예비 과학교사의 융합인재 핵심역량에 미치는 영향)

  • Kim, Sun Young;Hyun, Yun Se
    • Journal of Science Education
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    • v.44 no.2
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    • pp.183-196
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    • 2020
  • This study explores the effects of STEAM program using Arduino on preservice science teachers toward their STEAM core competencies. The STEAM program using Arduino consists of four stages: presentation of situation, creative design, emotional touch, and evaluation. The preservice science teachers learned the theoretical backgrounds of STEAM and Arduino. Then, they were given the chance to think about an environmental issue, which is fine dust. The preservice teachers designed an air cleaner and a fine dust measuring instrument using Arduino. The preservice science teachers also produced the air cleaner and the measuring instrument using Arduino. They measured the level of fine dust in the classroom before and after the use of the air cleaner. That is, the preservice teachers experienced each stage of STEAM: seriousness of fine dust, design and production of the measuring instrument of fine dust and air cleaner, and evaluation of the effectiveness of air cleaner. Further, they reflected on their experiences of STEAM program using Arduino. The results indicate that these preservice science teachers statistically improved communication competency, problem-solving competency, gathering information competency, logical analytical thinking competency, and creativity competency. However, there were no statistical improvements on teamwork competency and self-development competency. This study suggests that experiencing STEAM program using Arduino is valuable for the preservice science teachers to develop STEAM core competencies and further implement STEAM program their science classes in the future.

Social awareness of Arduino and artificial intelligence using big data analysis

  • Eun-Sang, Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.189-199
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    • 2023
  • This study aimed to identify the development direction of Arduino-based boards relating to artificial intelligence based on social awareness identified using big data analytical methods. For the purpose, big data were extracted through the Textom website, focusing on keywords that included 'Arduino + artificial intelligence' and 'Arduino + AI', and these data were refined and analyzed using the Textom website and the UNICET program. In this study, big data analyses, including frequency analysis, TF-IDF analysis, Degree Centrality analysis, N-gram analysis, and CONCOR analysis, were performed. The analyses' results confirmed that keywords relating to education and coding education, keywords relating to making and experience based on Arduino, and keywords relating to programs were the main keywords used in Arduino- and artificial intelligence-related Internet documents, and clusters were formed based on these keywords confirmed. The social awareness of Arduino and artificial intelligence was evaluated, and the direction of board development was identified based on this social awareness. This study is meaningful in that it identified various factors of board development based on the general public's social awareness, which was evaluated using a big data analysis method. This study may serve as a point of reference for future researchers or developers wishing to understand user needs using big data analysis methods.

Convergence Education Modeling for Teaching Integration of IoT with 3D Printing Based on Manufacturing Chemical Product by Production Companies

  • Kim, Chigon;Park, Jong-Youel;Park, Dea-Woo
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.4
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    • pp.55-60
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    • 2020
  • This study aims to apply Arduino and 3D printing technology considered as a key subject in the age of 4th industrial revolution which is a step 1 for customizing and applying the process of production by chemical molding companies producing environment-friendly biodegradable packaging materials to the 3D printing teaching in universities. Step 3 is applied to IoT for Arduino application, and 3D printing technology is also used on the basis of teaching creative integrated human resource. Integration of Arduino with 3D printers is based on the assumption that middle- and high-school students can learn it step by step to higher levels and university students majoring or not majoring in computing science can also have computing skills for solving 3D printing-based problems. For IoT application in this study, the 3D printing technology is applied to the external shape of products for producing an Arduino-based lighting fixture. The applied 3D printing technology is further extended to teaching modeling of producing packaging materials by chemical product molding companies in the age of 4th industrial revolution.