• Title/Summary/Keyword: LEGO

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Reinforcement Learning-based Approach for Lego Puzzle Generation (강화학습을 이용한 레고 퍼즐 생성 기술 개발)

  • Park, Cheolseong;Yang, Heekyung;Min, Kyungha
    • Journal of Korea Game Society
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    • v.20 no.3
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    • pp.15-24
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    • 2020
  • We present a reinforcement learning-based framework for generating 2D Lego puzzle from input pixel art images. We devise heuristics for a proper Lego puzzle as stability and efficiency. We also design a DQN structure and train it to maximize the heuristics of 2D Lego puzzle. In legorization stage, we complete the layout of Lego puzzle by adding a Lego brick to the input image using the trained DQN. During this process, we devise a region of interest to reduce the computational loads of the legorization. Using this approach, our framework can present a very high resolutional Lego puzzle.

Analysis of LEGO Mindstorm Activity Levels Based on the Van Hiele Levels of Development in Geometry (Van Hiele 기하 학습 수준 이론에 따른 LEGO 마인드스톰 활동 수준 분석)

  • Rim, Haemee;Choi, Inseo
    • Journal of the Korean School Mathematics Society
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    • v.22 no.3
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    • pp.257-275
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    • 2019
  • Technology-based convergence education is being emphasized for students in the era of the fourth industrial revolution. In math education, students need to increase their capabilities in the future by having them experience mathematical problems using robots and sensors, a key technology in the era of the fourth industrial revolution. To this end, it is necessary to present educational uses for educational robots in relation to math and curriculum from a 'mathematics education perspective' and analyze its educational use in relation to the mathematics and curriculum, considering the role of mathematics at the base of the process of exploring real-world phenomena and solving problems. Based on the analysis of Van Hiele levels of development in geometry and the LOGO activity level of Olson et al.(1987), this study analyzed and presented the level of LEGO Mindstorm activity, a representative educational Robot capable of collecting and analyzing data and programming in the form of block language, in the first to fourth level.

LEGO House Multi Interaction Space Collaboration (레고하우스 : 멀티 인터렉션 공간에서의 협업)

  • Irawati, Sylvia;Ahn, Sang-Chul;Ahn, Jong-Gil;Kim, Jin-Wook;Ko, Hee-Dong
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.481-486
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    • 2008
  • Recent advanced interlace technologies allow the user to interact with different spaces such as Virtual Reality (VR), Augmented Reality (AR) and Ubiquitous Computing (UC) spaces. Here, we present a LEGO House application, a collaborative application which involves multi interaction spaces -VR, AR and UC spaces. The LEGO House application is built based on the VARU framework which is designed for enabling the prototyping of a tangible space application. The application is about an interior design. One user is located in the combined AR and UC space and interacts with the AR LEGO house and the physical smart devices. The other users interact with the virtual LEGO house but they share the same environment, the LEGO house. Therefore, they can collaborate together as they are co-located.

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A Case Study of Introduction to Engineering Design Course using LEGO MINDSTORM NXT (LEGO MINDSTORM NXT를 이용한 공학설계입문 운영사례)

  • Yi, Kang
    • Journal of Engineering Education Research
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    • v.12 no.2
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    • pp.83-88
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    • 2009
  • In this paper the author proposes a case study of a freshmen introduction to engineering design course ing LEGO Mindstorm NXT and analyzes the survey results of the course. The diffilculties are that this course should provide various aspects of design experiences to the students while not requiring the major knowledge and skills and it should attract the students to the engineering major. According to our case study LEGO mindstorm can be a good solution to this problem. The design experience with LEGO Mindstorm NXT provides students with various aspects of design experiences including defining problem, finding constraints and functions, exploring design space, and performing preliminary design, as well as fun. This paper also provides a project list that can be used for freshmen design experience including soccer game robots, line tracer, and vacuum cleaner etc.

Study on Image Processing Algorithm Education Based on Web Camera and LEGO Mindstorms (웹 카메라와 LEGO Mindstorms를 활용한 영상 처리 알고리즘의 교육에 관한 연구)

  • Kim, Sung-Young;Hwang, Jun-Ha
    • Journal of Engineering Education Research
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    • v.13 no.6
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    • pp.171-179
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    • 2010
  • In this paper, we describe a case study of a new lab. project that improves efficiency for education and interest on learning in image processing and pattern recognition related subjects by using LEGO Mindstorms. In addition we verify the validity with analysis of the practical application. LEGO Mindstorms is already used in many educational institution of several countries since about 10 years ago and various case studies have been published. The use of LEGO Mindstorms is generally positive but the negative comments about this exist. The main cause of negative opinion is from unpredictability. The unpredictability from mainly analog characteristics of robot can degrade the effective learning. The describing lab. project suppresses occurrence of unpredictability by minimizing dependence on robots. Students can concentrate on learning the related algorithms by minimizing the learning content and further consideration.

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A Study on Selection of Effective Engineering Design Problem based on LEGO Mindstorm NXT for Basic Design Education (레고 마인드스톰 NXT를 활용한 기초설계 교과목에서의 효과적인 공학설계과제 선정방안 연구)

  • Shin, Youn-Soon;Sohn, Dai-Geun;Lee, Kyung-Ho;Hong, Sung-Ho;Lee, Kangwoo;Jung, Jin-Woo
    • Journal of Engineering Education Research
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    • v.19 no.2
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    • pp.60-69
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    • 2016
  • This paper deals with the selection method of effective engineering design problem based on LEGO Mindstorm NXT for basic design education. By YouTube case study of various LEGO-based engineering designs for olympic sports, performance criteria have been developed including programming complexity, structural complexity, sensor/actuator complexity and variety of game operation. Programming complexity includes range of programming code length and possible program variety. Structural complexity includes variety of structural elements such as length, shape, weight, and volume to overcome design restrictions. Sensor/actuator complexity includes variety of sensor used and number of possible actuator assemblies. Variety of game operation includes game complexity and required creativity to make LEGO robots. Based on these performance criteria, four representative sports were selected as the candidates for effective engineering design problem. Finally, feasibility and attributes of each candidate were verified by real implementation examples.

A Study on the Fundamental Performance of a Lego Block System for Road Recovery (도로복구를 위한 레고식 차도블록 시스템의 기초성능에 관한 연구)

  • Lim, Sunwoo
    • Journal of the Society of Disaster Information
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    • v.13 no.2
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    • pp.191-198
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    • 2017
  • Lego block system forms a temporary pavement area using the assembled structure block in the road excavation work for the maintenance and installation of facilities. This system was developed for a safe passage of vehicles and pedestrians. A study on the fundamental performance of a lego block system was performed through material quality, sliding resistance and compression tests. And compaction performance of ground on the road was reviewed and evaluated through field tests. As a result, a lego block system for road recovery showed the excellent performance and compaction effect.

A study on the Posture control of a two-wheeled mobile robot (양바퀴 이동로봇의 자세제어에 대한 연구)

  • Joo, Jin-Hwa
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.10 no.6
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    • pp.587-593
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    • 2017
  • In this paper, we propose a method to solve the difficulties in constructing an environment capable of practical training on the theoretical contents of robot control field. We make a two-wheeled mobile robot with Segway structure using LEGO block. In order to demonstrate the validity of using the developed robot as a practical application of advanced control theory of robotics education such as dynamic system and nonlinear system, the robot takes a stable posture while balancing the change of gravity during running. The results of the experiment are shown. By presenting the results, the robots made using the LEGO block are used for practical training of advanced control theory of robotics. It can be used as a tool.

Lego Dacta를 이용한 프로그래밍 학습모형 개발을 위한 이론적 고찰

  • Kim, Tae-Wan;Yoo, In-Hwan
    • 한국정보교육학회:학술대회논문집
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    • 2004.08a
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    • pp.216-225
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    • 2004
  • 프로그래밍은 문제해결의 한 유형으로 학습자의 인지기술과 논리적 사고력을 향상시킬 수 있다. 컴퓨터 교육에 있어서 프로그래밍 교육이 중요한 위치를 차지해야 함에도 불구하고 초등학교에서는 거의 지도가 되지 않고 있다. 이에 본 연구는 구성주의적 교육 도구로써 많은 장점을 지닌 Lego Dacta를 이용하여 초등학생들이 쉽고, 즐겁게 프로그래밍을 할 수 있는 수업모형을 제시하고자 한다. 다양한 문제를 통한 단계적 문제 해결과정으로써의 Lego Dacta 학습모형을 제시하여 학교현장에서 적용할 수 있는 방안을 분석하였다.

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Learning C Language Using Robots

  • Kim, Seung-Han;Jeon, Jae-Wook
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.119-122
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    • 2005
  • Lego company created a set called Robotic Invention System as a kind of Mindstorm set. This system helps to understand the technology of both robot and programming language. It also improves creativeness by building and controlling the robot we make. This paper will introduce basic idea of controlling the RCX(Programmable Lego Block) in C language. Also, this paper will show different idea of teaching C language by using other types of robots.

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