10,315 research outputs found

    Mobile Robotics

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    The book is a collection of ten scholarly articles and reports of experiences and perceptions concerning pedagogical practices with mobile robotics.“This work is funded by CIEd – Research Centre on Education, project UID/CED/01661/2019, Institute of Education, University of Minho, through national funds of FCT/MCTES-PT.

    Arts, Humanities, & Robotics in (STEAM) Education

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    O objetivo desta dissertação Ă© enfatizar a articulação de trĂȘs importantes temas que definem nosso presente e definirĂŁo nosso futuro - Artes e Humanidades, educação (STEAM) e RobĂłtica. Espera facilitar a preparação das geraçÔes futuras para a sociedade e economia do sĂ©culo XXI, bem como auxiliar na resolução de problemas de questĂ”es mundiais e minimizar os desafios colocados pela relação entre o homem e tecnologia complexa. O objetivo principal Ă© compreender a forma ideal de incluir o 'A' na educação STEAM (K-12) com RobĂłtica, tambĂ©m descobrindo como as escolas europeias estĂŁo a implementar STEAM (com ou sem RobĂłtica) e o que especialistas e profissionais nessas ĂĄreas tĂȘm a dizer sobre esses assuntos. Para alĂ©m da robusta revisĂŁo da literatura, dezasseis especialistas foram consultados, dez fizeram parte do mesmo painel no processo de questionĂĄrios do Delphi Method e os outros seis foram entrevistados segundo a Critical Incident Technique. Devido Ă  relevĂąncia dos temas em estudo, isto serĂĄ Ăștil para colegas investigadores e profissionais nestas trĂȘs ĂĄreas. À medida que avançamos para um futuro cada vez mais tecnolĂłgico para o qual nĂŁo parecemos estar preparados, o principal problema Ă© a dissonĂąncia entre as disciplinas escolares e a falta de aplicabilidade do seu conteĂșdo na vida real. As STEAM e o conhecimento transdisciplinar tĂȘm ganhado força nos Ășltimos anos e tĂȘm-se revelado como tĂ©cnicas educativas adequadas e bem-sucedidas. A articulação das Artes com as ĂĄreas STEM tem mostrado resultados notĂĄveis. Todas as ĂĄreas devem, desde que faça sentido, trabalhar juntas para fornecer aos alunos as ferramentas, o conhecimento e a educação certas para terem sucesso nĂŁo apenas na economia global e no mercado de trabalho do SĂ©culo XX, como tambĂ©m na vida.The purpose of this dissertation is to emphasise the articulation of three important themes that define our present and will define our future - Arts & Humanities, (STEAM) education, and Robotics. It hopes to facilitate the preparation of future generations for the 21st century society and economy, as well as to aid in the problem-solving of key world issues, and minimise the challenges posed by the relationship between men and complex technology. The main goal is to understand the ideal way of including the 'A' in STEAM (K-12) education with Robotics, by also figuring out how European schools are implementing STEAM (with or without Robotics) and what experts and practitioners in these areas have to say on these matters. In order to achieve such results, besides the robust literature review, sixteen experts were inquired, ten were part of the same panel on the Delphi Method questionnaire process, and the other six were interviewed according to the Critical Incident Technique. Due to the relevance of the study's themes, this will be useful and resourceful for both fellow researchers and practitioners in these three areas. As we go further into this evermore technological future for which we do not seem to be prepared for, the main problem is the dissonance between disciplines and the lack of their content's real-life applicability. STEAM and transdisciplinary knowledge have been gaining traction throughout the last years and have been proving themselves as suitable and successful educational techniques. The articulation between the Arts with the areas from STEM have proven to produce remarkable results. All areas must, while making sense, work together in order to provide students with the right tools, knowledge, and education to be successful not only in the global economy and job market of the 21st century, but in life too

    Robo-ethics design approach for cultural heritage: Case study - Robotics for museum purpose

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    The thesis shows the study behind the design process and the realization of the robotic solution for museum purposes called Virgil. The research started with the literature review on museums management and the critic analysis of signi cant digital experiences in the museum eld. Then, it continues analyzing the museum and its relation with the territory and the cultural heritage. From this preliminary analysis stage, signi cant issue related to museum management analysis comes out: nowadays many museum areas are not accessible to visitors because of issues related to security or architectural barriers. Make explorable these areas is one of the important topics in the cultural debate related to the visiting experience. This rst stage gave the knowledge to develop the outlines which brought to the realization of an ef cient service design then realized following robot ethical design values. One of the pillars of the robot ethical design is the necessity to involve all the stakeholders in the early project phases, for this reason, the second stage of the research was the study of the empathic relations between museum and visitors. In this phase, facilitator factors of this relation are de ned and transformed into guidelines for the product system performances. To perform this stage, it has been necessary create a relation between all the stakeholders of the project, which are: Politecnico di Torino, Tim (Telecom Italia Mobile) JOL CRAB research laboratory and Terre dei Savoia which is the association in charge of the Racconiggi’s Castle, the context scenario of the research. The third stage of the research, provided the realization of a prototype of the robot, in this stage telepresence robot piloted the Museum Guide it is used to show, in real time, the inaccessible areas of the museum enriched with multimedia contents. This stage concludes with the nal test user, from the test session feedback analysis, many of people want to drive themselves the robot. To give an answer to user feedback an interactive game has been developed. The game is based both on the robot ability to be driven by the visitors and also on the capacity of the robot to be used as a platform for the digital telling. To be effective, the whole experience it has been designed and tested with the support of high school students, which are one of the categories less interested in the traditional museum visit. This experience wants to demonstrate that the conscious and ethical use of the robotic device is effectively competitive, in term of performances, with the other solutions of digital visit: because it allows a more interactive digital experience in addition to the satisfaction of the physical visit at the museum

    Makers at School, Educational Robotics and Innovative Learning Environments

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    This open access book contains observations, outlines, and analyses of educational robotics methodologies and activities, and developments in the field of educational robotics emerging from the findings presented at FabLearn Italy 2019, the international conference that brought together researchers, teachers, educators and practitioners to discuss the principles of Making and educational robotics in formal, non-formal and informal education. The editors’ analysis of these extended versions of papers presented at FabLearn Italy 2019 highlight the latest findings on learning models based on Making and educational robotics. The authors investigate how innovative educational tools and methodologies can support a novel, more effective and more inclusive learner-centered approach to education. The following key topics are the focus of discussion: Makerspaces and Fab Labs in schools, a maker approach to teaching and learning; laboratory teaching and the maker approach, models, methods and instruments; curricular and non-curricular robotics in formal, non-formal and informal education; social and assistive robotics in education; the effect of innovative spaces and learning environments on the innovation of teaching, good practices and pilot projects

    Art and Medicine: A Collaborative Project Between Virginia Commonwealth University in Qatar and Weill Cornell Medicine in Qatar

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    Four faculty researchers, two from Virginia Commonwealth University in Qatar, and two from Weill Cornell Medicine in Qatar developed a one semester workshop-based course in Qatar exploring the connections between art and medicine in a contemporary context. Students (6 art / 6 medicine) were enrolled in the course. The course included presentations by clinicians, medical engineers, artists, computing engineers, an art historian, a graphic designer, a painter, and other experts from the fields of art, design, and medicine. To measure the student experience of interdisciplinarity, the faculty researchers employed a mixed methods approach involving psychometric tests and observational ethnography. Data instruments included pre- and post-course semi-structured audio interviews, pre-test / post-test psychometric instruments (Budner Scale and Torrance Tests of Creativity), observational field notes, self-reflective blogging, and videography. This book describes the course and the experience of the students. It also contains images of the interdisciplinary work they created for a culminating class exhibition. Finally, the book provides insight on how different fields in a Middle Eastern context can share critical /analytical thinking tools to refine their own professional practices

    Updating the art history curriculum: incorporating virtual and augmented reality technologies to improve interactivity and engagement

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    Master's Project (M.Ed.) University of Alaska Fairbanks, 2017This project investigates how the art history curricula in higher education can borrow from and incorporate emerging technologies currently being used in art museums. Many art museums are using augmented reality and virtual reality technologies to transform their visitors' experiences into experiences that are interactive and engaging. Art museums have historically offered static visitor experiences, which have been mirrored in the study of art. This project explores the current state of the art history classroom in higher education, which is historically a teacher-centered learning environment and the learning effects of that environment. The project then looks at how art museums are creating visitor-centered learning environments; specifically looking at how they are using reality technologies (virtual and augmented) to transition into digitally interactive learning environments that support various learning theories. Lastly, the project examines the learning benefits of such tools to see what could (and should) be implemented into the art history curricula at the higher education level and provides a sample section of a curriculum demonstrating what that implementation could look like. Art and art history are a crucial part of our culture and being able to successfully engage with it and learn from it enables the spread of our culture through digital means and of digital culture

    Ethic Reflections about Service Robotics, from Human Protection to Enhancement: Case Study on Cultural Heritage

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    In a vision of future implications of human‐robot interactions, it is vital to investigate how computer ethics and specifically roboethics could help to enhance human’s life. In this chapter, the role of design expertise will be emphasized by setting multiple disciplines into a constructive dialogue. The reflections will take into consideration different themes, such as acceptability and aesthetics, but above all the ability to generate value and meaning in different contexts. These contexts could find a description in the concept of human enhancement, connected through each other with the skills of the design research. The methodology of the design research will find applicability in the case study of Virgil, where a roboethic approach is contextualized into a cultural heritage field. In this field, it is shown how the ethical approach will bring a benefit to local communities, but at large to any social and cultural strategies involved in the stakeholders’ network

    Volume 2013 - Issue 1 - Winter, 2013

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    https://scholar.rose-hulman.edu/rose_echoes/1085/thumbnail.jp

    An exploratory study of AI participants' views on using AI in business hotels

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    This study presents a novel approach to exploring the viewpoints of AI bots regarding the utilization of AI in business hotels using thematic analysis. Interviews were conducted with AI bots serving as the subjects. The rationale for this approach is that AI bots have undergone extensive training using a wide range of data from different internet sources. Therefore, having an interview with an AI bot can be viewed as an interaction with an entity that embodies collective viewpoints and information derived from the internet. The study has unearthed crucial themes that offer invaluable insights to industry participants and policymakers, contributing to the expansion of existing literature by generating novel knowledge and fostering a comprehensive understanding. The pioneering approach of incorporating AI bots as participants in interviews opens up fresh avenues for future research endeavours and engenders discussions and debates concerning the use of AI bots as participants.N/
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