Abstract-Robotic systems have a high potential for creative learning if they are flexible, accessible and engaging for the user in the experimental process of building and programming robots. In this paper we describe the Fable modular robotic system for creative learning which we develop to enable and motivate anyone to build and program their own robots. The Fable system consists of self-contained modules equipped with sensors and actuators, which users can use to easily assemble a wide range of robots in a matter of seconds. The robots are userprogrammable on several levels of abstraction ranging from a simple visual programming language to powerful conventional ones. This paper provides an overview of the design of Fable for different user groups and an evaluation of critical issues when we attempt to integrate the system into an everyday teaching context.
This paper describes a tangible interface, Playte, designed for children animating interactive robots. The system supports physical manipulation of behaviors represented by LEGO bricks and allows the user to record and train their own new behaviors. Our objective is to explore several modes of interaction, i.e. direct remote control, tangible programming, programming by demonstration, and programming by training, to learn the design principles for more accessible, engaging, and playful robots. We evaluate the system experimentally and report on key observations from play sessions. We conclude that Playte facilitates playful activities and is appropriate for the intended target group (age 6+). Further, we discuss lessons learned regarding pros and cons of the different supported interactions modes.
Abstract. This paper describes a voice sensor, suitable for modular robotic systems, which estimates the energy and fundamental frequency, F0, of the user's voice. Through a number of example applications and tests with children, we observe how the voice sensor facilitates playful interaction between children and two different robot configurations. In future work, we will investigate if such a system can motivate children to improve voice control and explore how to extend the sensor to detect emotions in the user's voice.
In this paper we propose The Play Grid, a model for systemizing different play types. The approach is psychological by nature and the actual Play Grid is based, therefore, on two pairs of fundamental and widely acknowledged distinguishing characteristics of the ego, namely: extraversion vs. introversion and agency vs. communion. The former pair concerns a person's orientation towards either inner or outer reality, while the latter has to do with orientation towards autonomy vs. being a part of something. When placing these pairs of characteristics on different axes and combining them, we arrive at the Play Grid. Thus, the model has four quadrants, each of them describing one of four play types: the Assembler, the Director, the Explorer, and the Improviser. It is our hope that the Play Grid can be a useful design tool for making entertainment products for children.
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