I n this article, we present the design, development, and characterization of a biomimetic robotic fish remotely controlled by an iDevice application (app) for use in informal science education. By leveraging robots, biomimicry, and iDevices, we seek to establish an engaging and unique experience for free-choice learners visiting aquariums, zoos, museums, and other public venues. The robotic fish incorporates a three-degree-of-freedom tail along with a combined pitch and buoyancy control system, allowing for high maneuverability in an underwater three-dimensional (3-D) space. The iDevice app implements three modes of control that offer a vividly colored, intuitive, and user-friendly theme to enhance the user experience when controlling the biomimetic robotic fish. In particular, the implemented modes vary in the degree of autonomy of the robotic fish, from fully autonomous to remotely controlled. A series of tests are conducted to assess the performance of the robotic fish and the interactive control modes. Finally, a usability study on elementary school students is performed to learn about students' perception of the platform and the various control modes.
Robotic Fish ExhibitsTechnology facilitates learning and expression in both academic and nonacademic environments [1], [2]. In particular, the use of robotics in university-level classes and museums has been shown to effectively excite and educate students and free-choice learners [3], [4]. In the context of underwater robotics, various robotic fish have been developed and displayed for the entertainment and education of the general public in exhibits at aquariums [5], expositions [6], and water gardens [7]. Although these robots have generated considerable interest from onlookers, none of the exhibits offered opportunities for people to directly interact with the robotic fish.Interactivity in exhibits is a crucial part of science learning in informal settings, whereby interactive components are recognized to improve subject retention and enhance both sociability and curiosity in participants [8], [9]. To this end, smart devices have become increasingly popular as a tool for enhancing education through the use of interactive applications [10], [11]. Young participants have been shown to prefer the use of smart devices over traditional mediums, and better educational outcomes are attained with this growing technology [12]. To actively engage participants, museums, galleries,