66 research outputs found
Comics, robots, fashion and programming: outlining the concept of actDresses
This paper concerns the design of physical languages for controlling and programming robotic consumer products. For this purpose we explore basic theories of semiotics represented in the two separate fields of comics and
fashion, and how these could be used as resources in the development of new physical languages. Based on these theories, the design concept of actDresses is defined, and supplemented by three example scenarios of how the concept can be used for controlling, programming, and
predicting the behaviour of robotic systems
Designing a new class of computational toys
Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2000.Includes bibliographical references (leaves 81-83).I introduce an educational toy, called curlybot, as the basis for a new class of toys aimed at children in their early stages of development - ages four and up. curlybot is an autonomous two-wheeled vehicle with embedded electronics that can records how it has been moved on any flat surface and then plays back that motion accurately and repeatedly. Children can use curlybot to gain a strong intuition for advanced mathematical and computational concepts, like differential geometry, through play outside a traditional computer. Preliminary studies show that children can create gestures quickly, allowing them to iterate on the patterns that emerge, and successfully understanding and solving problems with curlybot. Programming by demonstration in this context makes the educational ideas implicit in the design of curlybot accessible to young children. curlybot can also act as an expressive tool because of its ability to remember the intricacies of the original gestures: every pause, acceleration, and even the shaking in the hand is recorded and played.by Philipp A. Frei.S.M
The see-Puck
We present the see-Puck, a round display module that extends an open robot platform, the e-Puck. It holds 148 LEDs (light emitting diodes) to enable the presentation of eye-catching visual animated patterns, while keeping hardware costs and energy consumption at a minimum. The see-Puck was a result of a study of future robot applications, where relationship and interaction qualities found in owners of unusual pets (e.g. spiders, snakes, and lizards) were transferred to the robotic domain. In our first proof-of-concept application, humans and robots can engage in a playful open ended interaction. We argue that open interactive robot platforms such as the see-Puck point to opportunities not only in robotics but also future user interfaces and ubiquitous computing
Tangible user interfaces and social interaction in children with autism
Tangible User Interfaces (TUIs) offer the potential for new modes of social
interaction for children with Autism Spectrum Conditions (ASC). Familiar objects that
are embedded with digital technology may help children with autism understand the
actions of others by providing feedback that is logical and predictable. Objects that
move, playback sound or create sound – thus repeating programmed effects – offer an
exciting way for children to investigate objects and their effects.
This thesis presents three studies of children with autism interacting with objects
augmented with digital technology.
Study one looked at Topobo, a construction toy augmented with kinetic
memory. Children played with Topobo in groups of three of either Typically
Developing (TD) or ASC children. The children were given a construction task, and
were also allowed to play with the construction sets with no task. Topobo in the task
condition showed an overall significant effect for more onlooker, cooperative, parallel,
and less solitary behaviour. For ASC children significantly less solitary and more
parallel behaviour was recorded than other play states.
In study two, an Augmented Knights Castle (AKC) playset was presented to
children with ASC. The task condition was extended to allow children to configure the
playset with sound. A significant effect in a small sample was found for configuration of the AKC, leading to less solitary behaviour, and more cooperative behaviour.
Compared to non-digital play, the AKC showed reduction of solitary behaviour because
of augmentation. Qualitative analysis showed further differences in learning phase, user
content, behaviour oriented to other children, and system responsiveness.
Tangible musical blocks (‘d-touch’) in study three focused on the task. TD and
ASC children were presented with a guided/non-guided task in pairs, to isolate effects
of augmentation. Significant effects were found for an increase in cooperative symbolic
play in the guided condition, and more solitary functional play was found in the
unguided condition. Qualitative analysis highlighted differences in understanding
blocks and block representation, exploratory and expressive play, understanding of
shared space and understanding of the system.
These studies suggest that the structure of the task conducted with TUIs may be
an important factor for children’s use. When the task is undefined, play tends to lose
structure and the benefits of TUIs decline. Tangible technology needs to be used in an
appropriately structured manner with close coupling (the distance between digital
housing and digital effect), and works best when objects are presented in familiar form
Topobo : a 3-D constructive assembly system with kinetic memory
Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2004.Includes bibliographical references (p. 114-116).We introduce Topobo, a 3-D constructive assembly system em- bedded with kinetic memory, the ability to record and playback physical motion. Unique among modeling systems is Topobo's coincident physical input and output behaviors. By snapping together a combination of Passive (static) and Active (motorized) components, people can quickly assemble dynamic biomorphic forms like animals and skeletons, animate those forms by pushing, pulling, and twisting them, and observe the system repeatedly play back those motions. For example, a dog can be constructed and then taught to gesture and walk by twisting its body and legs. The dog will then repeat those movements and walk repeatedly. Our evaluation of Topobo in classrooms with children ages 5- 13 suggests that children develop affective relationships with Topobo creations and that their experimentation with Topobo allows them to learn about movement and animal locomotion through comparisons of their creations to their own bodies. Eighth grade science students' abilities to quickly develop various types of walking robots suggests that a tangible interface can support understanding how balance, leverage and gravity affect moving structures because the interface itself responds to the forces of nature that constrain such systems.by Hayes Solos Raffle.S.M
A 'benign addition'? Research on ICT and pre-school children
This paper reviews the international research evidence on the ways in which information and communication technologies (ICT) are used in both formal and informal pre-school settings. The review addresses the debate over the value and desirability of young children using computers and computational toys; the relationship of these technologies to a media environment which encompasses television, video, books and magazines; the literacies involved in using these media; and interface design and interactivity
Guide to build YOLO, a creativity-stimulating robot for children
YOLO is a non-anthropomorphic social robot designed to stimulate creativity in
children. This robot was envisioned to be used by children during free-play where they use the
robot as a character for the stories they create. During play, YOLO makes use of creativity
techniques that promote the creation of new story-lines. Therefore, the robot serves as a tool that
has the potential to stimulate creativity in children during the interaction. Particularly, YOLO
can stimulate divergent and convergent thinking for story creations. Additionally, YOLO can
have different personalities, providing it with socially intelligent and engaging behaviors. This
work provides open-source and open-access of YOLO's hardware. The design of the robot was
guided by psychological theories and models on creativity, design research including user-centered
design practices with children, and informed by expert working in the field of creativity. Specifically, we relied on established theories of personality to inform the social behavior of the robot, and on theories of creativity to design creativity stimulating behaviors. Our design decisions were then based on design fieldwork with children. The end product is a robot that communicates using non-verbal expressive modalities (lights and movements) equipped with sensors that detect the playful behaviors of children. YOLO has the potential to be used as a research tool for academic studies, and as a toy for the community to engage in personal fabrication. The overall bene t of this proposed hardware is that it is open-source, less expensive than existing ones, and one that children can build by themselves under expert supervision.info:eu-repo/semantics/publishedVersio
Tangible language for hands-on play and learning
Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2008.This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.Includes bibliographical references (p. 187-192).For over a century, educators and constructivist theorists have argued that children learn by actively forming and testing -- constructing -- theories about how the world works. Recent efforts in the design of "tangible user interfaces" (TUIs) for learning have sought to bring together interaction models like direct manipulation and pedagogical frameworks like constructivism to make new, often complex, ideas salient for young children. Tangible interfaces attempt to eliminate the distance between the computational and physical world by making behavior directly manipulable with one's hands. In the past, systems for children to model behavior have been either intuitive-but-simple (e.g. curlybot) or complex-but-abstract, (e.g. LEGO Mindstorms). In order to develop a system that supports a user's transition from intuitive-but-simple constructions to constructions that are complex-but-abstract, I draw upon constructivist educational theories, particularly Bruner's theories of how learning progresses through enactive then iconic and then symbolic representations. This thesis present an example system and set of design guidelines to create a class of tools that helps people transition from simple-but-intuitive exploration to abstract-and-flexible exploration. The Topobo system is designed to facilitate mental transitions between different representations of ideas, and between different tools. A modular approach, with an inherent grammar, helps people make such transitions. With Topobo, children use enactive knowledge, e.g. knowing how to walk, as the intellectual basis to understand a scientific domain, e.g. engineering and robot locomotion. Queens, backpacks, Remix and Robo add various abstractions to the system, and extend the tangible interface. Children use Topobo to transition from hands-on knowledge to theories that can be tested and reformulated, employing a combination of enactive, iconic and symbolic representations of ideas.by Hayes Solos Raffle.Ph.D
Every child a coder?: research challenges for a 5--18 programming curriculum
The current drive in many countries to teach computing, particularly programming, to all from an early age, has potential to empower and support children in creative and problem-solving tasks. However, there are a number of challenges in ensuring that computing curricula, tools and environments embody appropriate progression and engender motivation for the topic across the school years. This workshop will consider the key research challenges in learning coding throughout childhood, with contributions from developmental psychologists, educators, researchers of children's programming, and designers of developmentally appropriate technologies for children
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