skip to main content
10.1145/1297277.1297295acmotherconferencesArticle/Chapter ViewAbstractPublication PagesidcConference Proceedingsconference-collections
Article

Remix and Robo: sampling, sequencing and real-time control of a tangible robotic construction system

Published:06 June 2007Publication History

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.

References

  1. 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 ScholarGoogle Scholar
  2. 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 ScholarGoogle Scholar
  3. Bell, John. Strings, Hands, Shadows: A Modern Puppet History. Detroit Institute of Arts (2000).Google ScholarGoogle Scholar
  4. Brosterman, N. Inventing Kindergarten. New York, Harry N. Adams, Inc, 1997.Google ScholarGoogle Scholar
  5. Fernaeus, Y. and Tholander, J. Finding Design Qualities in a Tangible Programming Space. CHI 2006. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Frei, P. curlybot: Designing a New Class of Computational Toys. Master's Thesis, Massachusetts Institute of Technology. 2000.Google ScholarGoogle Scholar
  7. Gardner, H. (1983). Frames of mind: The theory of multiple intelligences. New York: Basic Books.Google ScholarGoogle Scholar
  8. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  9. LEGO Mindstorms. http://mindstorms.lego.com.Google ScholarGoogle Scholar
  10. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  11. Montessori, M. The Montessori Method. Translated from 1912 original by Anne George. New York: Schocken Books (1964).Google ScholarGoogle Scholar
  12. 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 ScholarGoogle Scholar
  13. Papert, S. Mindstorms: Children Computers and Powerful Ideas. Cambridge, Massachusetts: Perseus Publishing, 1980. Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. Piaget, Jean. The Grasp of Consciousness. Cambridge: Harvard University Press, 1976.Google ScholarGoogle Scholar
  15. Raffle, H. Parkes, A. Ishii, H. Topobo: A Constructive Assembly System with Kinetic Memory. Proceedings of CHI 04. ACM Press, (2004), 869--877. Google ScholarGoogle ScholarDigital LibraryDigital Library
  16. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  17. Resnick, Martin, Berg, et al. Digital Manipulatives: New Toys to Think With. Paper Session, Proceedings of CHI 1998, ACM Press, (1998) 281--287. Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. Ryokai, K., Marti, S., Ishii, H. I/O Brush: Drawing with Everyday Objects as Ink, in Proceedings of CHI 04. Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. Suzuki, H., and Kato, H. "AlgoBlock: A Tangible Programming Language." In Proceedings of the 4th European Logo Conference, August 1993. pp. 297--303.Google ScholarGoogle Scholar
  20. 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 ScholarGoogle ScholarDigital LibraryDigital Library
  21. Wyeth, P. and Purchase, H. Tangible Programming Elements for Young Children. Extended abstracts of CHI 2002, ACM Press, (2002) 774--775. Google ScholarGoogle ScholarDigital LibraryDigital Library
  22. Vygotsky, L. S. (1978). Mind in Society. Cambridge: Harvard University Press.Google ScholarGoogle Scholar
  23. Zuckerman O., Arida, S., and Resnick M. (2005). Extending Tangible Interfaces for Education: Digital Montessori-inspired Manipulatives. Proceedings of CHI 2005. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. Remix and Robo: sampling, sequencing and real-time control of a tangible robotic construction system

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in
    • Published in

      cover image ACM Other conferences
      IDC '07: Proceedings of the 6th international conference on Interaction design and children
      June 2007
      222 pages
      ISBN:9781595937476
      DOI:10.1145/1297277

      Copyright © 2007 ACM

      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 6 June 2007

      Permissions

      Request permissions about this article.

      Request Permissions

      Check for updates

      Qualifiers

      • Article

      Acceptance Rates

      Overall Acceptance Rate172of578submissions,30%

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader