1,721,138 research outputs found

    JxLogo: A new Integrated Java-based Programming environment for Logo

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    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.

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    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

    How introducing Artificial Intelligent behaviours in Educational Robotics

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    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

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    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

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    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

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    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

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    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
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