ABSTRACT
We present Remix and Robo, new composition and performance based tools for robotics control. Remix is a tangible interface used to sample, organize and manipulate gesturally-recorded robotic motions. Robo is a modified game controller used to capture robotic motions, adjust global motion parameters and execute motion recordings in real-time. Children use Remix and Robo to engage in (1) character design and (2) competitive endeavors with Topobo, a constructive assembly system with kinetic memory.
Our objective is to provide new entry paths into robotics learning. This paper overviews our design process and reports how users age 7-adult use Remix and Robo to engage in different kinds of performative activities. Whereas robotic design is typically rooted in engineering paradigms, with Remix and Robo users pursue cooperative and competitive social performances. Activities like character design and robot competitions introduce a social context that motivates learners to focus and reflect upon their understanding of the robotic manipulative itself.
- Ackermann, E. "Enactive Representations in Learning: Pretense, Models, and Machines." In Bliss, J., Light, P. and Saljo, R. eds. Learning Sites: Social and technological contexts for learning, Elsevier, 1999, 144--154.Google Scholar
- Ackermann, E. Perspective-taking and object construction: two keys to learning, in Kafai, Y. and Resnick, M. eds. Constructionism in practice: designing, thinking, and learning in a digital world, Lawrence Erlbaum, Mahwah, NJ, 1996, 25--35.Google Scholar
- Bell, John. Strings, Hands, Shadows: A Modern Puppet History. Detroit Institute of Arts (2000).Google Scholar
- Brosterman, N. Inventing Kindergarten. New York, Harry N. Adams, Inc, 1997.Google Scholar
- Fernaeus, Y. and Tholander, J. Finding Design Qualities in a Tangible Programming Space. CHI 2006. Google ScholarDigital Library
- Frei, P. curlybot: Designing a New Class of Computational Toys. Master's Thesis, Massachusetts Institute of Technology. 2000.Google Scholar
- Gardner, H. (1983). Frames of mind: The theory of multiple intelligences. New York: Basic Books.Google Scholar
- Ishii, H. and Ullmer, B. Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms. Proceedings of CHI 1997, ACM Press, (1997), 234--241. Google ScholarDigital Library
- LEGO Mindstorms. http://mindstorms.lego.com.Google Scholar
- Marshall, P., Price, S., and Rogers, Y. Conceptualising tangibles to support learning. Proceedings of Interaction Design and Children, Preston, England, July 1--3, pages 101--110. 2003 Google ScholarDigital Library
- Montessori, M. The Montessori Method. Translated from 1912 original by Anne George. New York: Schocken Books (1964).Google Scholar
- O'Malley, C. Fraser, D. "Literature Review in Learning with Tangible Technologies." NESTA Futurelab series. Report 12, 2005. http://www.nestafuturelab.org/research/reviews/reviews_11_and12/12_01.htmGoogle Scholar
- Papert, S. Mindstorms: Children Computers and Powerful Ideas. Cambridge, Massachusetts: Perseus Publishing, 1980. Google ScholarDigital Library
- Piaget, Jean. The Grasp of Consciousness. Cambridge: Harvard University Press, 1976.Google Scholar
- Raffle, H. Parkes, A. Ishii, H. Topobo: A Constructive Assembly System with Kinetic Memory. Proceedings of CHI 04. ACM Press, (2004), 869--877. Google ScholarDigital Library
- Raffle, H, Parkes, A. Ishii, H. "Beyond Record and Play. Backpacks: Tangible Modulators for kinetic Behavior." Proceedings of CHI 2006, ACM Press, (2006) 427--436. Google ScholarDigital Library
- Resnick, Martin, Berg, et al. Digital Manipulatives: New Toys to Think With. Paper Session, Proceedings of CHI 1998, ACM Press, (1998) 281--287. Google ScholarDigital Library
- Ryokai, K., Marti, S., Ishii, H. I/O Brush: Drawing with Everyday Objects as Ink, in Proceedings of CHI 04. Google ScholarDigital Library
- Suzuki, H., and Kato, H. "AlgoBlock: A Tangible Programming Language." In Proceedings of the 4th European Logo Conference, August 1993. pp. 297--303.Google Scholar
- Ullmer, B., and Ishii, H. (1999) MediaBlocks: Tangible interfaces for online media (video). In Extended Abstracts of Conference on Human Factors in Computing Systems (CHI1999). 31--32. ACM Press. Google ScholarDigital Library
- Wyeth, P. and Purchase, H. Tangible Programming Elements for Young Children. Extended abstracts of CHI 2002, ACM Press, (2002) 774--775. Google ScholarDigital Library
- Vygotsky, L. S. (1978). Mind in Society. Cambridge: Harvard University Press.Google Scholar
- Zuckerman O., Arida, S., and Resnick M. (2005). Extending Tangible Interfaces for Education: Digital Montessori-inspired Manipulatives. Proceedings of CHI 2005. Google ScholarDigital Library
Index Terms
- Remix and Robo: sampling, sequencing and real-time control of a tangible robotic construction system
Recommendations
Beyond record and play: backpacks: tangible modulators for kinetic behavior
CHI '06: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsDigital Manipulatives embed computation in familiar children's toys and provide means for children to design behavior. Some systems use "record and play" as a form of programming by demonstration that is intuitive and easy to learn. With others, ...
Topobo: a constructive assembly system with kinetic memory
CHI '04: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsWe introduce Topobo, a 3D constructive assembly system embedded with kinetic memory, the ability to record and playback physical motion. Unique among modeling systems is Topobo's coincident physical input and output behaviors. By snapping together a ...
Jabberstamp: embedding sound and voice in traditional drawings
IDC '07: Proceedings of the 6th international conference on Interaction design and childrenWe introduce Jabberstamp, the first tool that allows children to synthesize their drawings and voices. To use Jabberstamp, children create drawings, collages or paintings on normal paper. They press a special rubber stamp onto the page to record sounds ...
Comments