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The aim of this paper is to support the idea that not only the robots behaviours, but also development/experience of the participant matters, when teaching a robot. The results presented encourage us to look more closer in the interplay between teacher and learners perspective to create the robots behaviour for a natural interaction. The results, therefore, provide both insights into individual differences...
Computing in schools has gained momentum in the last two years resulting in GCSEs in Computing and teachers looking to up skill from Digital Literacy (ICT). For many students the subject of computer science concerns software code but writing code can be challenging, due to specific requirements on syntax and spelling with new ways of thinking required. Not only do many undergraduate students lack...
Our current students belong to a new generation that lives with Internet, uses computers, and plays video games as natural skills. For that generation, education based on traditional classes is difficult. In this contribution, we propose learning RADAR fundamentals by using video games. The newly designed game is described, and has been tested by a group of students. Their learning results are promising...
Aim of this paper is to present a radio communication system that can be easily integrated in an emergency communication network, which is able to relay analog and digital data. Implementation of a multiprocessor radio network controller, based on the FPGA technology, is the main goal of this project. This configuration allows a multiple possibilities of communication: APRS data transmission and analogue...
This article is dedicated to way of implementation the overall strategy development capabilities to the application developed robotic soccer team SjF TU Robotics. Choice the overall strategy, the user can set up the basic behavior of the system. According to the master agent described in this Policy affects the behavior of players' agents in various situations. Just this level of choice it affects...
Robots will be more and more present in our daily life. Even if we guess that they will help us doing our tasks, their future roles remain unclear. Thus, it is important to explore how robots implicitly influence people, in order to design their future roles. This paper investigates human's behaviors in three game conditions: game with a robot alone, a tablet alone, and both robot and tablet. Results...
This work presents the development of a wireless control system for a robotic vehicle, which performs various measurements to verify compliance with the 7600 Law. The system is controlled using the Wii Remote, which sends signals to the robotic vehicle through an application, where they are interpreted and translated into instructions that allow movement of the robot and the control and data acquisition...
Technology skills are critical for workforce readiness and are a key predictor of job success. What does it mean to be workforce ready? To answer this question, definitions of workforce readiness and methods used to measure it are examined. Application of these definitions and methods reveals substantial gaps in the national level of work force readiness. These gaps are manifest when students leave...
Promoting inclusion of underrepresented groups in computing and technology fields remains a critical issue in computing education. Gender, ethnicity, and socioeconomic background are all key factors that limit access to technology and have lasting impacts on students and their career choices. This paper reports a new effort to broaden participation in computing, focused on recruitment and retention,...
In several research areas, e.g. in the field of human-robot interaction, ratings or questionnaires are applied using offline and online methods. An argument for the use of online methods is the efficiency. By using the Internet, data can be collected much faster than in an offline experiment and the administration effort is very low. The goal of our study was to find out, if there is a difference...
In recent years, much research has been devoted to the construction of public-private key pairs; on the other hand, few have synthesized the visualization of the producer-consumer problem. Given the current status of efficient archetypes, leading analysts famously desires the emulation of congestion control, which embodies the key principles of hardware and architecture. In our research, we concentrate...
Children really enjoy painting. Painting is not only full of fun but also beneficial for children to further develop their physical skills (e.g., hand eye coordination, fine motor skills, and gross motor skills), express their creativity, boost their self-confidence, etc. On the other hand, storytelling is also a joyful and educational activity for children. In this paper, we develop an interactive...
Student competitions are widespread across all academic disciplines, and are often touted as a means to motivate and educate students. Competitions may be internal within a single class or course, or vie school against school as regional, national, or international competitions and exist at all levels including 9–12 grades. These competitions have different formats and focuses such as vulnerability...
This paper describes a radio frequency identification (RFID) and sonar-guided tour guide robot, CATE (Central's Automated Tour Experience). The portable terminal unit is an embedded system equipped with an RFID reader for localization, and sonar and IR sensors for obstacle detection and avoidance. CATE can guide the visitor through a predefined tour of the building, or create a new route on-the-fly...
This paper investigates children preferences regarding tangible and graphical tools for introductory programming. The study makes use of the PROTEAS (PROgramming TangiblE Activity System) kit, an ensemble including one graphical and two tangible programming tools. The kit was designed to operate as a user friendly introductory programming tool even for children of pre-school age. Using the tangible...
The advances made in both Human Computer Interfaces (HCIs) and in Mixed Reality (MR) systems during the past decade have opened the gates to countless new applications in fields ranging from applied science to fine arts. In fact, computers have evolved from boxes with which it was possible to interact solely using mice, keyboards and monitors, to become devices that permeate and intersect with the...
In our study, we will look at how the substantial context-embedded authentic tasks had been done under a high-interactive gaming structure in classroom basis. We analyzed the difference of intrinsic motivation (enjoyment, perceived competence, pressure, etc) and learning effectiveness between team players and individual players in the game-based learning environments.
We investigate the use of care-receiving robot (CRR) for the purpose of supporting childhood education. In contrast to the conventional teaching agents that are designed to play the role of human teachers or caregivers, the robot here receives cares from children. We hypothesize that by using this CRR, we may construct a new educational framework whose goal is to promote children's spontaneous learning...
A 2 × 2 between-subjects experiment was conducted to examine the effects of the type of artificial agent (robot vs. computer) and the role of the agent (ally vs. enemy) on people's perceptions and evaluations of the agent when playing a video game. Participants perceived that playing the game with a robot was more enjoyable and easier than playing with a computer. Regardless of the agent type, participants...
Regarding the future usage of social robots in workplace scenarios, we addressed the question of potential mere robotic presence effects on human performance. Applying the experimental social facilitation paradigm in social robotics, we compared task performance of 106 participants on easy and complex cognitive and motoric tasks across three presence groups (alone vs. human present vs. robot present)...
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