1,721,138 research outputs found
JxLogo: A new Integrated Java-based Programming environment for Logo
The paper presents a new programming environment for Logo, developed in Java, where procedures are compiled in-line directly into Java bytecode: this brings forward all advantages of portability, hot-spot optimisation, availability of huge libraries, integration with the Web and with other Java-based or native code systems, without loosing the traditional powerful interpreter orientation. New Logo primitives, written in Java, are added in form of class bytecode, without recompiling the entire system. The environment includes an experimental 2D GUI, a graphical-to-Logo generator, and a multithreading debugger. A distributed application to control the LEGO Mindstorms RCX is also shortly presented
The hedgehog: how to integrate robotics in natural science scenarios.
This paper discusses a robotic-enhanced experience of two 2nd grade classes contextualized in a natural science scenario. The robotic experience is supported by using virtual environments like Scratch. This follows and enlarges a similar experience with the same two classes designed in the previous year
Editorial: Special issue “Teaching robotics, teaching with robotics”
Editorial of the special issu
How introducing Artificial Intelligent behaviours in Educational Robotics
This paper presents a didactical experience using an Artificial Neural Network on a LEGO Mindstorms
NXT robot. Artificial Intelligence is an advanced topic with a broad variety of application fields and
robotics is one of the most promising both for practical effectiveness and future developments.
Robotics particularly attracts pupils but they get even more interested if the robot can show a certain
degree of automatic learning. Educational robotics is a new subject where teachers and researchers
are involved in providing methodological and practical frameworks to develop robotic-enhanced
project-based activities to support in a new way the teaching/learning of scientific and non-scientific
disciplines at different levels. The presented experience deals with a simplified version of the Optical
Recognition of Characters using standard sensors and firmware on the NXT and the NXC
programming language. The user gives a command to the robot on a small stripe of white paper in
form of a handwritten sequence of black/empty squares. Each command learnt during a training phase
by an Hopfield Neural Network implemented in the robot program, is associated with a simple motion
of the robot. This work was made in the framework of European TERECoP (Teacher Education on
Robotics-Enhanced Constructivist Pedagogical Methods) project aimed to define a curriculum for
teacher training on educational robotics
From the Logo Turtle to the Tiny Robot Turtle: practical and pedagogical issues
This work proposes a teaching method, which attempts pedagogical utilization of educational robotics, in the form of an interdisciplinary assembly project, in the secondary/high school education. The work in question is part of a program training pupils on how to program a robot to behave as a Logo Turtle. The pupils involved construct and program that robot with the use of a LEGO MINDSTORMS NXT set. The knowledge areas involved are those of Technology, Informatics and Mathematics
Educational Robotics from high-schoolto Master of Science
This paper presents the design of educational robotics activities at
Master level based on the experience developed at secondary school level. The
used educational approach is the constructionist theory, in which the robot is
the sharable object triggering the learning challenge. All educational activities
uses the same robot, i.e. the LEGO NXT robot. How this platform and the
constructionist approach can be used as a tool for learning advanced concepts of
robotics is shown, presenting both a university guidance activity and the
introductory laboratory of a Robotics Msc course. The results of a questionnaire
provide evaluation criteria to examine the achieved positive effects
Automatic Verification for a class of distributed systems
The paper presents a new analysis method for a class of concurrent systems which are formed of several interacting components with the same structure. The model for these systems is composed of a control process and a set of homogeneous user processes. The control and user processes are modeled by finite labeled state transition systems which interact by means of enabling functions and triggering mechanisms. Based on this structure, an analysis method is presented which allows system properties, derived by reachability analysis for a finite number of user processes, to be generalized to an arbitrary number of user processes. A procedure for the automatic verification of properties such as mutual exclusion and absence of deadlocks is presented and is then used to provide for the first time a fully automated verification of the Lamport's fast mutual exclusion algorithm
An object oriented approach in building an environment for simulation and analysis based on timed Petri nets with multiple execution policies
The paper describes a programming environment based on the timed Petri net paradigm with generally distributed transition firing times and with several execution policies. The user interaction is supported by a X Window-based graphical interface. The graphical editor, which allows both bottom-up and top-down modeling, is based on a hierarchy (toolkit) of graphical objects (widgets). A discrete-event simulator is provided: it is composed by a set of basic simulation objects assembled from the model description. A simulator prototype has been developed using the C++ programming language
BookOnLine: un'applicazione di Commercio Elettronico nel settore della prenotazione alberghiera
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