• Title/Summary/Keyword: Lego Mindstorms

Search Result 28, Processing Time 0.03 seconds

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
    • /
    • v.13 no.6
    • /
    • pp.171-179
    • /
    • 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.

  • PDF

Implementation of SimMusic Language on Lego Mindstorms NXT (Lego Mindstorms NXT 상에서 SimMusic Language 구현)

  • Shin, Suyong Christina;Heo, Yujeong;Kim, Hyunsoo
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2016.10a
    • /
    • pp.8-9
    • /
    • 2016
  • 본 연구는 Lego Mindstorms NXT 상에서 음악을 재생할 수 있도록 하는 SimMusic language를 정의한다. 재생하고자 하는 악보는 SimMusic language로 작성되고, Lego Mindstorms NXT로 조립된 SimMusic player는 SimMusic 프로그램을 읽고 음악을 재생한다. SimMusic player를 통해 하나의 악보가 재생되는 일련의 과정은 컴퓨터 구조에서 프로그램이 수행되는 과정을 기반으로 구현되었기 때문에, 본 연구는 비전공자도 쉽게 컴퓨터 과학의 기초를 다질 수 있는 계기가 된다.

Development of Location Estimation and Navigation System of Mobile Robots Using USN and LEGO Mindstorms NXT (USN과 LEGO Mindstorms NXT를 이용한 이동로봇의 위치 인식과 주행 시스템 개발)

  • Park, Jong-Jin;Chun, Chang-Hi
    • Journal of Institute of Control, Robotics and Systems
    • /
    • v.16 no.3
    • /
    • pp.215-221
    • /
    • 2010
  • This paper introduces development of location estimation and navigation system of mobile robots using USN and LEGO Mindstorms NXT. Developed system includes location estimation, location and navigation information display and navigation control parts. It used ZigBee based USN which was built with CC2431 chip to locate blind node and implemented fuzzy model to improve ability of calculation of distances from reference nodes and location of mobile robots. This paper proposed combination method of location estimation using USN and encoder which is built in motors of mobile robots. Experimental results showed proposed method is superior to the method which used USN only in location estimation and navigating robots. Developed system can locate current position of mobile robots and monitor information from sensor nodes like temperature, humidity and send control signal to mobile robot to move.

Lego Mindstorms NXT Based Smart Home Security System Using Smartphone (스마트폰을 활용한 Lego Mindstorms NXT 기반의 스마트홈 보안 시스템)

  • Lee, Sang-Gon;Cha, Yeon-Soo;Jo, Joong-Hoon
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2012.07a
    • /
    • pp.281-283
    • /
    • 2012
  • 유비쿼터스(Ubiquitous)를 주제로 현대사회의 흐름을 반영한 스마트하고 편리한 시스템 구축을 목표로 한다. 현재 국내 스마트폰 사용자가 2천만명을 돌파하였고, 경제활동인구 2,500만명 중 80%가 스마트폰을 사용하고 있는 것으로 나타난다. 이러한 시대 흐름에 맞는 스마트폰을 활용한 편리함과 가정의 보안을 고려, Mindstorms NXT를 활용한 출입문 관리 시스템 및 Smart Home Security 시스템이다.

  • PDF

A Study on Development of Remote Control Robot Using WPAN Platform and LEGO Mindstorms NXT (WPAN Platform과 레고 마인드스톰 NXT를 이용한 원격제어 로봇 개발에 대한 연구)

  • Lee, Min-Cheol;Song, Young-Ho;Lee, Young-Chul;Kim, In-Hwan;Jeong, Gu-Min
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2009.04a
    • /
    • pp.961-964
    • /
    • 2009
  • 본 논문에서는 휴대폰과 LEGO Mindstorms NXT를 이용한 원격제어로봇 개발 모델을 제안하고 이를 기반으로 원격제어 로봇을 설계하였다. 제안하는 원격제어로봇 개발 방법은 LEGO Mindstorms NXT를 이용한 하드웨어 설계, 다양한 Tool을 이용한 소프트웨어 설계, Host System의 응용프로그램 개발로 구성되며, Host System으로는 WPAN Platform을 탑재한 휴대폰을, 통신 방식으로는 블루투스를 적용한다.

Measuring the Effectiveness of Teaching Introductory Programming Using LEGO Mindstorms Robots (레고 마인드스톰 로봇을 이용한 프로그래밍 입문 교육의 효과 측정)

  • Kim, Tae-Hee;Kang, Moon-Seol
    • Journal of Internet Computing and Services
    • /
    • v.11 no.4
    • /
    • pp.159-173
    • /
    • 2010
  • It is difficult for us to teach the introduction course of programming to beginners just starting their college life. What is particularly hard to do is to provide them with learning motivation so that the freshmen can be easily and rapidly adapted to programming work and to enhance their will to learn. In this paper, we suggest a method to apply LEGO Mindstorms robot to the introduction course of programming in purpose to allow programming beginners to be motivated and have higher will to learn so that they can receive programming education easily and joyfully. This paper attempts to find reasonable methods for improvement which can help programming beginners to be motivated and encouraged to learn in the course of C programming education and can facilitate learning effects as well, and conducts education using LEGO Mindstorms robot as a way to solve problems like students' low interest or will to learn. According to the result of providing the freshmen with the introduction course of C programming to which the suggested method was applied, it was found that their academic achievement in programming education enhanced through their increased motivation and will to learn programming. This result shows that students' interest, motivation, and will to learn the subject are statistically significant improvement through the course that employs LEGO Mindstorms robot.

Development of Curriculum Using ROBOTC-based LEGO MINDSTORMS NXT and Analysis of Its Educational Effects (ROBOTC기반 LEGO MINDSTORMS NXT 로봇을 이용한 교육과정 개발 및 교육효과 분석)

  • Lee, Kyung-Hee
    • The KIPS Transactions:PartA
    • /
    • v.18A no.5
    • /
    • pp.165-176
    • /
    • 2011
  • In this paper, we show how a curriculum using LEGO MINDSTORMS NXT robot based ROBOTC for undergraduate students has been developed, and we analyze the educational effect of the curriculum. The curriculum is composed of basic knowledge learning, practice with basic robots, practice with advanced robots, and creative design and implementation of robots. During the three year period since 2009, educational achievement has been analyzed by surveys for 6 classes, 94 students. According to the analysis, the curriculum has highly motivated the students and made them to achieve effectively our educational and academic goals. Also, we observe that the curriculum helped the students to improve their creativity and the problem solving skill, and that the students were autonomously and deeply involved in the homework and the term projects, which made them be very cooperative. Finally, the intensive practice with ROBOTC programming is shown to help students to improve their programming ability of C language.

Development and Application of STEAM Education Program Using the Lego Mindstorms Robot (레고 마인드스톰 로봇을 활용한 STEAM 교육 프로그램 개발 및 적용)

  • Choi, Jae-Hyeok;Choi, Ho-Meoyng;Park, Jongseok
    • Journal of Science Education
    • /
    • v.42 no.1
    • /
    • pp.1-11
    • /
    • 2018
  • STEAM program as integrating Science, Technology, Engineering, Arts, and Mathematics became essential part of secondary education and software education will be a required subject in secondary schools. In this study, we propose the application of the Lego mindstorms robotics programs for the developments of both STEAM and software educational materials. Our program consisting of five hours of classes is made based on the problem solving strategies. According to students' impression obtained after our program had been applied, our program appears to provide students opportunities for conceiving creative thinking and problem solving strategies. It also shows positive results for the application to the software and science educations as well as other extracurricular such as after school programs or programs for gifted students.