• Title/Summary/Keyword: LEGO Mindstorm

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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.

Development of Experimental Mobile Robots for Robotics Engineering Education by Using LEGO MINDSTORM (이동로봇을 중심으로 LEGO MINDSTORM을 응용한 로봇공학 교육용 실습 로봇개발)

  • Park, June-Hyung;Jung, Seul
    • The Journal of Korea Robotics Society
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    • v.7 no.2
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    • pp.57-64
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    • 2012
  • This paper introduces several mobile robots developed by using LEGO MIDSTORM for experimental studies of robotics engineering education. The first mobile robot is the line tracer robot that tracks a line, which is a prototype of wheel-driven mobile robots. Ultra violet sensors are used to detect and follow the line. The second robot system is a two-wheel balancing robot that is somewhat nonlinear and complex. For the robot to balance, a gyro sensor is used to detect a balancing angle and PD control is used. The last robot system is a combined system of a line tracer and a two-wheel balancing robot. Sensor filtering and control algorithms are tested through experimental studies.

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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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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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.

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.

Development of Guide Service Network Robot System using NXT Mindstorm (NXT Mindstorm을 이용한 길안내 네트워크 로봇 시스템 개발)

  • Kim, Hyung-Sun;Lee, Young-Woo;Kim, Chi-Su;Lim, Jae-Hyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2007.11a
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    • pp.860-862
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    • 2007
  • 최근 IT분야에서는 URC(Ubiqutious Robotic Companion)라는 새로운 개념의 로봇 시스템에 대한 연구가 이루어지고 있다. 본 논문에서는 NXT Mindstorm을 이용한 길안내 네트워크 로봇 시스템을 제안한다. LEGO brick을 이용해 이동 가능한 로봇을 제작하고 RFID 시스템을 장착한다. 로봇의 이동은 네트워크 서버를 통해 NXT Mindstorm으로 직접 전달하여 제어한다. 또한 로봇의 경로이탈이 발생하면 RFID 리더는 Tag의 정보를 읽어 네트워크 서버로 전달하며, 네트워크 서버는 전달받은 데이터 처리 후 NXT Mindstorm으로 명령을 전달하여 제어한다.

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Implementation of Educational Two-wheel Inverted Pendulum Robot using NXT Mindstorm (NXT Mindstorm을 이용한 교육용 이륜 도립진자 로봇 제작)

  • Jung, Bo Hwan
    • Journal of the Institute of Electronics and Information Engineers
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    • v.54 no.7
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    • pp.127-132
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    • 2017
  • In this paper, we propose a controller gain based on model based design and implement the two-wheel inverted pendulum type robot using NXT Lego and RobotC language. Two-wheel inverted pendulum robot consists of NXT mindstorm, servo DC motor with encoder, gyro sensor, and accelerometer sensor. We measurement wheel angle using bulit-in encoder and calculate wheel angle speed using moving average method. Gyro measures body angular velocity and accelerometer measures body pitch angle. We calculate body angle with complementary filter using gyro and accelerometer sensor. The control gain is a weighted value for wheel angle, wheel angular velocity, body pitch angle, and body pich angular velocity, respectively. We experiment and observe the effect of two-wheel inverted pendulum with respect to change of control gains.

Implementation of the reading assistance system using mobile device (모바일 장치를 이용한 독서 보조 시스템 구현)

  • Youn, Je-sik;Seo, Eun-Hee;Park, Su-hyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.317-319
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    • 2009
  • The physical disabled are using various types of assistive devices and reading assistance device is have been researched and development. After all reading assistance device which being marketed present for the physical disabled's features is simply limited to turing the page. In this paper, Implemented prototype model of the reading assistance device for the physical disabled that is have designed to modify to improve the success rate of turing page and conjunction with mobile devices such as PDA to provide more convenient and useful features. And not only for the disabled then take a look at Universal design concept of view of the tool can be useful the public also.

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A Hand Gesture-based Remote Control of Robot (손 제스처 기반의 로봇 원격제어)

  • Choi, Kyung-Mook;Na, Yong-Gil;Chae, Seung-Byeong;Jung, Kyeong-Hoon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.11a
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    • pp.196-199
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    • 2010
  • 본 논문에서는 영상처리 기능을 통해 손 제스처를 인식하는 알고리즘을 개발하고 이를 활용하여 로봇의 움직임을 원격으로 제어하는 시스템을 구현하였다. 전체 시스템은 손 영상을 획득하는 카메라, 영상처리를 수행하는 컴퓨터, 그리고 LEGO Mindstorm 로봇으로 구성되며, 컴퓨터와 로봇 사이의 통신은 Mindstorm에 내장된 블루투스 기능을 사용하였다. 카메라에서 획득한 영상에서 사람의 손에 해당하는 영역만을 추출하기 위해 먼저 컬러 필터링을 수행하였으며 영상의 신뢰성을 향상시키기 위해 잡음을 제거하는 보정 작업을 거친다. 그리고 무게중심 연산을 통해 손의 중심점을 추정하고 이로부터 일정 거리에 있는 손가락 영역을 추출한다. 마지막으로 펼쳐진 손가락 개수를 구하고 그 개수에 따라 미리 설정된 명령을 로봇에 전송한다. 실험을 통해 조명 상태가 양호하고 배경이 복잡하지 않은 대부분의 환경에서 로봇 원격제어가 성공적으로 이루어짐을 확인하였다.

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