• Title/Summary/Keyword: LEGO block

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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.

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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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.

Proceeding patterns of block play, and differences on block play's quality and symbolic play' pretending elements (구성놀이 전개 유형, 연령, 성별에 따른 구성놀이 질 및 가작화에서의 차이)

  • Han, Suk Sil;Park, Ju Hee
    • Korean Journal of Human Ecology
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    • v.23 no.1
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    • pp.31-46
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    • 2014
  • This study investigated the proceeding patterns of constructive play with lego blocks, and the differences on the quality of constructive play and symbolic play's pretending elements. The subjects were 132 children at child care centers and kindergarten: 64 three-year-olds (36 boy, 28 girl) and 68 five-year-olds (32 boy, 36 girl). The study found three proceeding patterns in the constructive lego play. First, children engaged in constructive and symbolic play simultaneously, or they switched back and forth between symbolic and constructive play. This pattern was termed as "constructive and symbolic play simultaneously or alternatively"(type 3), and it was occurred most frequently. Secondly, children focused only on constructing structures. This pattern was termed as "constructive play only"(type 1), Thirdly, children engaged in symbolic play only after they completed building some structures. This pattern was named "symbolic play after constructive play"(type 2). The findings also indicated that children who were categorized as type 1 and 2 showed higher quality of constructive play and longer duration in play than children as type 3. Five-year-old children sustained play longer and showed higher quality in terms of elaboration, imagination, and variety (number of blocks, shape of blocks). Furthermore, children as type 3 showed a higher level of imaginative play than children as type 1 and 2, especially in terms of role, objet, and context of projection.

The Development of an Educational Robot and Scratch-based Programming

  • Lee, Young-Dae;Kang, Jeong-Jin;Lee, Kee-Young;Lee, Jun;Seo, Yongho
    • International journal of advanced smart convergence
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    • v.5 no.2
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    • pp.8-17
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    • 2016
  • Scratch-based programming has come to be known as an effective programming tool because of its graphic instruction modules, which are designed to be assembled like the famous LEGO building blocks. These building block-like structures allow users to more easily program applications without using other more difficult programming languages such as C or Java, which are text-based. Therefore, it poses a good opportunity for application in educational settings, especially in primary schools. This paper presents an effective approach to developing an educational robot for use in elementary schools. Furthermore, we present the method for scratch programming based on the external modules need for the implementation of robot motion. Lastly, we design a systematic curriculum, titled "Play with a Robot," and propose guidelines to using the educational programming language Scratch.

The Perception for Software Education of pre-Service Special Elementary Teacher (프로그래밍 도구에 따른 로봇활용수업 학습방안)

  • Kim, Se-min;Ryu, Chang-su;You, Kang-soo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.635-637
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    • 2016
  • The purpose of this study was to apply other programming tools such as robots parish. The robot was utilized for Lego Mindstorms NXT. Programming tools were used to block generic programming tools were used in the NXT-G, was used as a simulation programming tools MSRDS, mobile App Inventor is a programming tool (App Inventor). It can lead to interesting effects of learning and learning based on three programming tool above.

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Functional Modeling Methodology for CALS - IDEF0 Extension (CALS를 위한 기능모델링 방법론-IDEF0의 확장)

  • 김철한;우훈식;김중인;임동순
    • Proceedings of the CALSEC Conference
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    • 1997.11a
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    • pp.263-268
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    • 1997
  • Functional Modeling methodology, IDEF0 is widely used for modeling, analysis and description of enterprise system. The limitation of modeling components restricts applicability and give rise to confusion about model. In this paper, we propose new method to extend IDEF0. The first is adding modeling components which are semantic representations. In addition to ICOMs, we add the time and cost component which is required to execute the function. The second is tracing mechanism. When we need some information, we drive the functions related with the information by reverse tracing of the function which produces the information as a output and input. Through the tracing, we find out the bottleneck process or high cost process. Finally, we suggest the final decomposition level. We call the final decomposed function into unit function which has only one output data. We can combine and reconstruct some of functions because an unit function is similar to ‘lego block’. To reach the integrated system, the main problem to be solved is the integration of information produced by different functional subsystem. This can be resolved when the creation of data must be dependent on only one function. Through view integration of function output, we can guarantee the integrity of data.

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Functional Requirements about Modeling Methodology for CALS (CALS 구현을 위한 모델링 방법론의 기능조건)

  • 김철한;우훈식;김중인;임동순
    • The Journal of Society for e-Business Studies
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    • v.2 no.2
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    • pp.89-113
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    • 1997
  • Modeling methodology has been widely used for analysis and design of a information system. Specially, under the CALS environments, modeling approach is more important because the enterprise functions are inter-related and information sharing speeds up the business. In this paper, we suggest functional requirements about modeling methodology for CALS by surveying the IDEF0 and ARIS. The former is FIPS 183 and the latter is basic methodology of SAP/R3 which is world-wide ERP system. The proposed functional requirements include all semantics of IDEF0 and adds some features. The first is adding modeling components which are semantic representations. In addition to ICOMs, we add the time and cost component which is required to execute the function. The second is tracing mechanism. When we need some information, we drive the functions related with the information by reverse tracing of the function which produces the information as a output and input. Through the tracing, we find out the bottleneck process or high cost process. This approach guarantees the integrity of data by designating the data ownership. Finally, we suggest the final decomposition level. We call the final decomposed function into unit function which has only one output data. We can combine and reconstruct some of functions such as 'lego block' combination.

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Operation and Satisfaction of Physical Computing Classes Using MODI (MODI를 활용한 피지컬 컴퓨팅 수업 운영 및 만족도)

  • Seo, Eunsil
    • Journal of Engineering Education Research
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    • v.26 no.1
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    • pp.37-44
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    • 2023
  • Recently, the Internet of Things is attracting attention as an important key technology of the 4th Industrial Revolution, and SW education using physical computing is suggested as a good alternative to supplement the problems raised by beginners in programming education. Among the many teaching tools that can be used for physical computing education, MODI is a modular manufacturing tool that anyone can easily assemble like Lego. MODI is a teaching tool that can improve learners' achievement by linking a self-linked block-type code editor called MODI Studio to lay the foundation for programming in a relatively small amount of time and immediately check the results in person. In this paper, a physical computing education method using MODI was designed to be applied to basic programming courses for programming beginners and applied to after-school classes for middle school students. As a result, it was found that students' interest and satisfaction were much higher in physical computing classes using MODI than in text-based programming classes. It can be seen that physical computing education that allows beginners to see and feel the results in person is more effective than grammar-oriented text programming, and it can have a positive effect on improving basic programming skills by increasing students' participation.