3,248 research outputs found

    Block-Based Development of Mobile Learning Experiences for the Internet of Things

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    The Internet of Things enables experts of given domains to create smart user experiences for interacting with the environment. However, development of such experiences requires strong programming skills, which are challenging to develop for non-technical users. This paper presents several extensions to the block-based programming language used in App Inventor to make the creation of mobile apps for smart learning experiences less challenging. Such apps are used to process and graphically represent data streams from sensors by applying map-reduce operations. A workshop with students without previous experience with Internet of Things (IoT) and mobile app programming was conducted to evaluate the propositions. As a result, students were able to create small IoT apps that ingest, process and visually represent data in a simpler form as using App Inventor's standard features. Besides, an experimental study was carried out in a mobile app development course with academics of diverse disciplines. Results showed it was faster and easier for novice programmers to develop the proposed app using new stream processing blocks.Spanish National Research Agency (AEI) - ERDF fund

    Characterizing Visual Programming Approaches for End-User Developers: A Systematic Review

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    Recently many researches have explored the potential of visual programming in robotics, the Internet of Things (IoT), and education. However, there is a lack of studies that analyze the recent evidence-based visual programming approaches that are applied in several domains. This study presents a systematic review to understand, compare, and reflect on recent visual programming approaches using twelve dimensions: visual programming classification, interaction style, target users, domain, platform, empirical evaluation type, test participants\u27 type, number of test participants, test participants\u27 programming skills, evaluation methods, evaluation measures, and accessibility of visual programming tools. The results show that most of the selected articles discussed tools that target IoT and education, while other fields such as data science, robotics are emerging. Further, most tools use abstractions to hide implementation details and use similar interaction styles. The predominant platforms for the tools are web and mobile, while desktop-based tools are on the decline. Only a few tools were evaluated with a formal experiment, whilst the remaining ones were evaluated with evaluation studies or informal feedback. Most tools were evaluated with students with little to no programming skills. There is a lack of emphasis on usability principles in the design stage of the tools. Additionally, only one of the tools was evaluated for expressiveness. Other areas for exploration include supporting end users throughout the life cycle of applications created with the tools, studying the impact of tutorials on improving learnability, and exploring the potential of machine learning to improve debugging solutions developed with visual programming. © 2013 IEEE

    Characterizing Visual Programming Approaches for End-User Developers: A Systematic Review

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    Recently many researches have explored the potential of visual programming in robotics, the Internet of Things (IoT), and education. However, there is a lack of studies that analyze the recent evidence-based visual programming approaches that are applied in several domains. This study presents a systematic review to understand, compare, and reflect on recent visual programming approaches using twelve dimensions: visual programming classification, interaction style, target users, domain, platform, empirical evaluation type, test participants’ type, number of test participants, test participants’ programming skills, evaluation methods, evaluation measures, and accessibility of visual programming tools. The results show that most of the selected articles discussed tools that target IoT and education, while other fields such as data science, robotics are emerging. Further, most tools use abstractions to hide implementation details and use similar interaction styles. The predominant platforms for the tools are web and mobile, while desktop-based tools are on the decline. Only a few tools were evaluated with a formal experiment, whilst the remaining ones were evaluated with evaluation studies or informal feedback. Most tools were evaluated with students with little to no programming skills. There is a lack of emphasis on usability principles in the design stage of the tools. Additionally, only one of the tools was evaluated for expressiveness. Other areas for exploration include supporting end users throughout the life cycle of applications created with the tools, studying the impact of tutorials on improving learnability, and exploring the potential of machine learning to improve debugging solutions developed with visual programming

    OPEB: Open Physical Environment Benchmark for Artificial Intelligence

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    Artificial Intelligence methods to solve continuous- control tasks have made significant progress in recent years. However, these algorithms have important limitations and still need significant improvement to be used in industry and real- world applications. This means that this area is still in an active research phase. To involve a large number of research groups, standard benchmarks are needed to evaluate and compare proposed algorithms. In this paper, we propose a physical environment benchmark framework to facilitate collaborative research in this area by enabling different research groups to integrate their designed benchmarks in a unified cloud-based repository and also share their actual implemented benchmarks via the cloud. We demonstrate the proposed framework using an actual implementation of the classical mountain-car example and present the results obtained using a Reinforcement Learning algorithm.Comment: Accepted in 3rd IEEE International Forum on Research and Technologies for Society and Industry 201

    The Penetration of Internet of Things in Robotics: Towards a Web of Robotic Things

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    As the Internet of Things (IoT) penetrates different domains and application areas, it has recently entered also the world of robotics. Robotics constitutes a modern and fast-evolving technology, increasingly being used in industrial, commercial and domestic settings. IoT, together with the Web of Things (WoT) could provide many benefits to robotic systems. Some of the benefits of IoT in robotics have been discussed in related work. This paper moves one step further, studying the actual current use of IoT in robotics, through various real-world examples encountered through a bibliographic research. The paper also examines the potential ofWoT, together with robotic systems, investigating which concepts, characteristics, architectures, hardware, software and communication methods of IoT are used in existing robotic systems, which sensors and actions are incorporated in IoT-based robots, as well as in which application areas. Finally, the current application of WoT in robotics is examined and discussed

    Designing experiments using digital fabrication in structural dynamics

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    In engineering, traditional approaches aimed at teaching concepts of dynamics to engineering students include the study of a dense yet sequential theoretical development of proofs and exercises. Structural dynamics are seldom taught experimentally in laboratories since these facilities should be provided with expensive equipment such as wave generators, data-acquisition systems, and heavily wired deployments with sensors. In this paper, the design of an experimental experience in the classroom based upon digital fabrication and modeling tools related to structural dynamics is presented. In particular, all experimental deployments are conceived with low-cost, open-source equipment. The hardware includes Arduino-based open-source electronics whereas the software is based upon object-oriented open-source codes for the development of physical simulations. The set of experiments and the physical simulations are reproducible and scalable in classroom-based environments.Peer ReviewedPostprint (author's final draft

    Analysis of Single Board Architectures Integrating Sensors Technologies

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    Development boards, Single-Board Computers (SBCs) and Single-Board Microcontrollers (SBMs) integrating sensors and communication technologies have become a very popular and interesting solution in the last decade. They are of interest for their simplicity, versatility, adaptability, ease of use and prototyping, which allow them to serve as a starting point for projects and as reference for all kinds of designs. In this sense, there are innumerable applications integrating sensors and communication technologies where they are increasingly used, including robotics, domotics, testing and measurement, Do-It-Yourself (DIY) projects, Internet of Things (IoT) devices in the home or workplace and science, technology, engineering, educational and also academic world for STEAM (Science, Technology, Engineering and Mathematics) skills. The interest in single-board architectures and their applications have caused that all electronics manufacturers currently develop low-cost single board platform solutions. In this paper we realized an analysis of the most important topics related with single-board architectures integrating sensors. We analyze the most popular platforms based on characteristics as: cost, processing capacity, integrated processing technology and opensource license, as well as power consumption (mA@V), reliability (%), programming flexibility, support availability and electronics utilities. For evaluation, an experimental framework has been designed and implemented with six sensors (temperature, humidity, CO2/TVOC, pressure, ambient light and CO) and different data storage and monitoring options: locally on a µSD (Micro Secure Digital), on a Cloud Server, on a Web Server or on a Mobile ApplicationThis research was partially supported by the Centro Científico Tecnológico de Huelva (CCTH), University of Huelv

    EUD-MARS: End-User Development of Model-Driven Adaptive Robotics Software Systems

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    Empowering end-users to program robots is becoming more significant. Introducing software engineering principles into end-user programming could improve the quality of the developed software applications. For example, model-driven development improves technology independence and adaptive systems act upon changes in their context of use. However, end-users need to apply such principles in a non-daunting manner and without incurring a steep learning curve. This paper presents EUD-MARS that aims to provide end-users with a simple approach for developing model-driven adaptive robotics software. End-users include people like hobbyists and students who are not professional programmers but are interested in programming robots. EUD-MARS supports robots like hobby drones and educational humanoids that are available for end-users. It offers a tool for software developers and another one for end-users. We evaluated EUD-MARS from three perspectives. First, we used EUD-MARS to program different types of robots and assessed its visual programming language against existing design principles. Second, we asked software developers to use EUD-MARS to configure robots and obtained their feedback on strengths and points for improvement. Third, we observed how end-users explain and develop EUD-MARS programs, and obtained their feedback mainly on understandability, ease of programming, and desirability. These evaluations yielded positive indications of EUD-MARS

    Development of IoT applications in civil engineering classrooms using mobile devices

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    This is the peer reviewed version of the following article: [Chacón R, Posada H, Toledo Á, Gouveia M. Development of IoT applications in civil engineering classrooms using mobile devices. Comput Appl Eng Educ. 2018;26:1769–1781. https://doi.org/10.1002/cae.21985], which has been published in final form at https://doi.org/10.1002/cae.21985. This article may be used for non-commercial purposes in accordance with Wiley Terms and Conditions for Self-ArchivingThis paper presents academic efforts aimed at integrating methodologies associated with the use of mobile devices, the potential of the Internet of Things (IoT), and the role of experimental education in civil engineering. This integration is developed by encompassing the use of sensors, microcontrollers, civil engineering problems, app development, and fabrication. The proposal provides an explorative way of approaching the numerous possibilities that arise in civil engineering when it comes to IoT, automation, monitoring, and control of civil engineering processes. The used tools represent accessible and affordable ways for application in classrooms and in educational laboratories for beginners. The initial explorative approach implies the fusion of three realms: (i) the phenomenology and mathematics of varied civil engineering problems; (ii) the systematic use of digital fabrication technologies and electronic prototyping platforms; and (iii) the creative and visual way of developing codes provided by block-based development platforms. This integration of perspectives is an attempt of approaching civil engineering mathematics to technology and arts with a rigorous scientific approach. A set of different examples is presented with the corresponding findings in educational terms. These examples are developed in a constructive, scaffolding-based way and may contribute as a potential alternative in the development of open-source teaching labs in civil engineering schools.Peer ReviewedPostprint (author's final draft
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