Academic literature on the topic 'LEGO MINDSTORMS'

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Journal articles on the topic "LEGO MINDSTORMS"

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David, David, and Sandy Kosasi. "Robot Scanner Gambar Menggunakan Intensitas Cahaya." Creative Information Technology Journal 1, no. 3 (April 2, 2015): 243. http://dx.doi.org/10.24076/citec.2014v1i3.25.

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Banyak teknologi robot yang dapat digunakan untuk meniru mesin-mesin dengan kemampuan digitalisasi. Salah satu teknologi robot yang terkenal sekarang adalah Lego Mindstorms NXT 2.0 dengan platform Mindstorm NXT-G. Pada Penelitian ini, dirakit dan dikodekan program sebuah robot scanner menggunakan intensitas cahaya. Metode yang digunakan adalah metode Mindstorms dengan robot Lego Minstorms NXT 2.0. Metode ini adalah metode sederhana yang terdiri dari empat tahapan yaitu mencari ide untuk robot, membangun robot, memprogram robot dan dokumentasi. Pemrograman robot dengan menggunakan bahasa pemrograman NXT-G digunakan untuk mendapatkan program yang bekerja terbaik. Pengujian V-model akan digunakan untuk menguji program utama. Robot yang dibuat dengan menggunakan Lego Mindstorms NXT 2.0 dapat melakukan scanning pada gambar dengan output pada Layar NXT Brick. Robot dapat membedakan warna berdasarkan intensitas cahaya yang dipantulkan. Sensor warna mendeteksi pantulan infra merah pada permukaan kertas yang berwarna dengan intensitas tertentu. Hasil pendeteksian disimpan dalam memory dan sebagai pusat kendali dari robot ini menggunakan NXT Brick yang sudah termasuk dalam paket LEGO MINDSTORMS NXT 2.0.A lot of Robot technology that can be used to act like machines with digital ability. Nowadays, one of the famous robot technology is Lego Mindstorms NXT 2.0 with Mindstorm NXT-G platform. In this research, created and coded by program, a scanner robot uses light intensity. Method that being used is Mindstorms method with Lego Mindstorms NXT 2.0. robot. This method is a simple method with four steps. They are find the idea for the robot, construct the robot, program the robot and documentation. Robot programming with NXT-G programming language is use to get the best working program. V-Model test will be use to test the main program. Robot that being created with Lego Mindstorms NXT 2.0 can do scanning to an image with output from the NXT brick screen. Robot can differentiate colors base on light intensity that has been reflected. Color censor detect infrared reflection at the colored paper surface with certain intensity. Result of the detection is being saved into memory and as the control center from this robot, it uses NXT brick that has been included in the LEGO MINDSTORMS NXT 2.0. package.
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Kovács, Lehel István. "Gesture-Driven LEGO robots." Acta Universitatis Sapientiae, Informatica 11, no. 1 (August 1, 2019): 80–94. http://dx.doi.org/10.2478/ausi-2019-0006.

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Abstract In this short survey and case study we want to present our research experience through the project developed by our team, that involves the building of a LEGO MINDSTORMS EV3 robotic arm and tracked robot car which mimics the motion of the human arm and legs. We used 3 interconnected LEGO MINDSTORMS EV3 bricks to reach the desired degrees of freedom. Using a Kinect sensor, the system detects the motion of the human user’s arm and creates the skeletal image of the arm. Coordinate geometry and different approximation methods are used to calculate the rotation angles between the bones connecting the joints. In our project the key is inverse kinematics, whitch makes use of the kinematics equations to determine the joint rotation parameters that provide a desired position for each of the robot’s end-effectors – arms and legs (wheels). The combined motion of the LEGO MINDSTORMS EV3 motors results in a complete robotic forward or backward motion and arm movement which is a perfect mimic of the human arm movement.
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Slinkin, D. A. "USING THE FREE PASCAL PROGRAMMING LANGUAGE AND THE RUBIROBOTLIB SOFTWARE LIBRARY TO CONTROL ROBOTS ON THE LEGO MINDSTORMS EV3 PLATFORM." Informatics in school, no. 7 (November 17, 2018): 8–12. http://dx.doi.org/10.32517/2221-1993-2018-17-7-8-12.

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The article examines the LEGO MINDSTORMS EV3 robotic platform, the advantages and disadvantages of LEGO MINDSTORMS Education EV3 development environment, the possibilities of programming a robot using alternative programming languages and thirdparty firmware. Particular attention is paid to the RubiRobot authoring project and the RubiRobotLib software library which allows developing programs for LEGO MINDSTORMS EV3 on the Free Pascal programming language.
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Kozlovskikh, M. E., O. I. Kutigin, and V. D. Slinkina. "SOFTWARE IMPLEMENTATION OF THE TASKS OF THE OPEN REGIONAL ROBOTICS CHALLENGE "FAIRYTALE TOURNAMENT"." Informatics in school, no. 10 (December 23, 2019): 20–30. http://dx.doi.org/10.32517/2221-1993-2019-18-10-20-30.

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The article presents some solutions to the tasks "Ilya Muromets" and "Goldfish" those were done by the participants of the open regional robotics challenge "Fairytale tournament". The tasks can be used while teaching robotics at school. Schoolchildren may have different levels of training. The design of the robot to solve the tasks done with LEGO MINDSTORMS NXT and LEGO MINDSTORMS EV3 is offered. The solutions are done in Lego MINDSTORMS Education EV3 graphical environment.
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Voštinár, Patrik. "MakeCode for Lego Mindstorms EV3." International Journal of Online and Biomedical Engineering (iJOE) 16, no. 14 (November 30, 2020): 42. http://dx.doi.org/10.3991/ijoe.v16i14.17069.

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Computer Science is nowadays very popular and requested in almost all companies. Many companies would like to have more IT professionals. Therefore we would like to motivate students from the beginning of their education to learn Computer Science, especially programming. There are many educational aids, which could be used for showing students, that programming is not so hard, as they think. The contribution describes our experience with using the online environment Microsoft MakeCode and the most popular educational robot Lego Mindstorms EV3 in an extracurricular activity for primary school children at Matej Bel University, Slovakia. In this paper, we present environment MakeCode and examples of tasks, which we are using for teaching programming in this environment.
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Chen, Jen Yang, Ter Feng Wu, Pu Sheng Tsai, and Kuang Yow Lian. "Indirect Adaptive Fuzzy Controller for LEGO Mindstorms NXT Two-Wheeled Robot." Applied Mechanics and Materials 278-280 (January 2013): 561–67. http://dx.doi.org/10.4028/www.scientific.net/amm.278-280.561.

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An indirect adaptive fuzzy controller is proposed to control the LEGO Mindstorms NXT Two-Wheeled robot in this paper. The dynamical model of the robot, LEGO Mindstorms NXT, is derived from Lagrange of kinetic and potential energies. Based on the developed model, two fuzzy systems are first used to approximate the grey functions in the developed model, and then the adaptive fuzzy controller is designed. Adaptation laws for the above fuzzy systems are derived from the Lyapunov stability analysis. According to the stability analysis, the developed control system guarantees that the system tracking performance and the error convergence can be assured in the closed-loop system. Finally, we apply the proposed fuzzy controller to balance the LEGO Mindstorms NXT two-wheeled robot.
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Takáč, Ondrej. "Výučba robotiky pomocou lego MINDSTORMS NXT." Edukacja – Technika – Informatyka 15, no. 1 (2016): 219–23. http://dx.doi.org/10.15584/eti.2016.1.31.

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Abdullah, Mohd Azman, Faiz Redza Ramli, and Chin Sheng Lim. "Railway Dynamics Analysis Using Lego Mindstorms." Applied Mechanics and Materials 465-466 (December 2013): 13–17. http://dx.doi.org/10.4028/www.scientific.net/amm.465-466.13.

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In recent years, the high speed railway vehicle dynamics performances have been studied and investigated in order to determine the ride comfort of the passengers. Most of the time, these researches were involving expensive and high end technology of data logging system to record and analyze the data. In this research, a low cost data logging system (Lego Mindstorms) is used to gather the data from accelerometer and gyro during experimentation. The study about the behaviour of railway vehicle in term of roll and vibrations at three perpendicular axes during running at the curve track is performed. Actual field run of railway vehicle data collection is performed on the available high speed railway vehicle operating from Kuala Lumpur International Airport (KLIA) to the Kuala Lumpur (KL) Sentral. The route selected consists of several curves which are important to study the dynamics performance of the vehicle. The results from experiment establishes the dynamics performances of the railway vehicle in term of passengers ride comfort. With the availability of the data logging system and sensors, the railway vehicle dynamics performance can be analyzed and monitored for future improvement of railway vehicle service and operation.
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Fernsler, Jonathan, Vincent Nguyen, Alison Wallum, Nicholas Benz, Matthew Hamlin, Jessica Pilgram, Hunter Vanderpoel, and Ryan Lau. "A LEGO Mindstorms Brewster angle microscope." American Journal of Physics 85, no. 9 (September 2017): 655–62. http://dx.doi.org/10.1119/1.4991387.

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Boogaarts, Martijn, Jonathan A. Daudelin, Brian L. Davis, Jim Kelly, David Levy, Lou Morris, Fay Rhodes, et al. "The LEGO Mindstorms NXT Idea Book." Ubiquity 2007, December (December 2007): 2. http://dx.doi.org/10.1145/1345073.1331943.

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Dissertations / Theses on the topic "LEGO MINDSTORMS"

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Tian, Yuan. "Simulation for LEGO Mindstorms robotics." Lincoln University, 2008. http://hdl.handle.net/10182/304.

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The LEGO® MINDSTORMS® toolkit can be used to help students learn basic programming and engineering concepts. Software that is widely used with LEGO MINDSTORMS is ROBOLAB, developed by Professor Chris Rogers from Tufts University, Boston, United States. It has been adopted in about 10,000 schools in the United States and other countries. It is used to program LEGO MINDSTORMS robotics in its icon-based programming environment. However, this software does not provide debug features for LEGO MINDSTORMS programs. Users cannot test the program before downloading it into LEGO robotics hardware. In this project, we develop a simulator for LEGO MINDSTORMS to simulate the motions of LEGO robotics in a virtual 3D environment. We use ODE (Open Dynamic Engine) and OpenGL, combined with ROBOLAB. The simulator allows users to test their ROBOLAB program before downloading it into the LEGO MINDSTORMS hardware. For users who do not have the hardware, they may use the simulator to learn ROBOLAB programming skills which may be tested and debugged using the simulator. The simulator can track and display program execution as the simulation runs. This helps users to learn and understand basic robotics programming concepts. An introduction to the overall structure and architecture of the simulator is given and is followed by a detailed description of each component in the system. This presents the techniques that are used to implement each feature of the simulator. The discussions based on several test results are then given. This leads to the conclusion that the simulator is able to accurately represent the actions of robots under certain assumptions and conditions.
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Gečas, Antanas. "Lego Mindstorms NXT roboto valdymas nuotoliniu būdu." Bachelor's thesis, Lithuanian Academic Libraries Network (LABT), 2012. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2012~D_20120702_125923-15810.

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Šis darbas analizuoja LEGO Mindsorms NXT 1.0 roboto konstrukciją bei jo nuotolinio valdymo galimybes. Robotas gali būti valdomas per Bluetooth bevielį ryšį, taigi valdymui bus naudojamas išmanusis telofonas su Android operacine sistema. Telefonas suteikia daug valdymo galimybių, tokių kaip liečiamas ekranas, kelių programų vykdymas vienu metu ir Bluetooth bevielis ryšys. Valdymo programa parašyta Java programavimo kalba. Ji leis valdyti visus tris roboto varikliukus (du iš jų naudojami roboto judėjimui, o trečias mechaninei rankai valdyti). Robotas turi keturis aplinkos jutiklius: lietimo, garso, šviesos ir atstumo. Sukurta programa leis gauti jutiklių duomnenis ir atvaizduoti juos ekrane: mygtuko būseną, garsą decibelais, šviesumą procentais ir atstumą centimetrais. Trečioji programos funkcija leis vykdyti programas, kurios įrašytos robote.
This work analyses LEGO Mindsorms NXT 1.0 robot construction and remote controlling possibilities. The robot can be controlled via Bluetooth wireless connection therefore we use smart phone with Android operating system as controlling device. It gives wide range of controlling opportunities including touch screen, multitasking and Bluetooth wireless connection. The controlling software is written in Java programming language. It allows controlling all tree servomotors (two of them will be uses for moving the robot and the third one “hand” actions). Robot has four environment sensors: touch, sound, light and distance. Created Android application allows reading data from it and to display it on screen: touch as action, sound in dB, light intensity in %, and distance in cm. The third function of created software is ability to run preinstalled programs within the robot.
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Gunten, Kaspar von. "Macrobot a framework for adaptive robots with lego mindstorms /." Zürich : ETH, Eidgenössische Technische Hochschule Zürich, Department of Information Science, Institute for Pervasive Computing, Information and Communication Group, 2002. http://e-collection.ethbib.ethz.ch/show?type=dipl&nr=83.

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Jaxne, Kristofer. "Control system for automated industry applied with LEGO Mindstorms." Thesis, Linköpings universitet, Fysik och elektroteknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-119952.

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Syftet med denna rapport är att redovisa ett examensarbete på kandidatnivå inom elektronik. Arbetet har syftat till att skapa en modell av en automatiserad industri i en liten skala. Modellen skulle vara enkel att använda för att visualisera hur automatisering fungerar i praktiken och hur ett styrsystem byggs. För att få ett bra genomförande och en verklighetstrogen modell studerades exempel från industrin och metoder för att optimera. Eftersom enkelhet var viktigt byggdes styrsystemet från grunden för att få full kontroll över systemet. En modell byggdes med LEGO® Mindstorms® som mekanisk grund och två robotar programmerades i C# att hantera ett orderflöde. Orderflödet styrdes från ett webbaserat användargränssnitt och kommunikationen hanterades genom en databas.
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Gustavsson, Jenny. "A school student laboratory using robotics Based on Lego Mindstorms." Thesis, KTH, Skolan för teknikvetenskap (SCI), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-93440.

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This report presents a thesis done at the programme Master of Science in Engineering and Education at KTH and SU. This project aims to create a laboratory work trying to inspire students for the technical subjects (mathematics, physics, technology and computer science) and is conducted at the department IfU at RWTH University in Aachen, Germany. It is a part of the project RoboScope, developed in Germany to inspire young people to study more engineering. This laboratory work uses Lego Mindstorms and the students should work with robotics. The laboratory work is based on a theme; the students will build a robot that can complete a specific task, a rescue task in a nuclear power plant. The new parts in the laboratory work “Rescue Work” involve more interactivity, higher degree of freedom, older students and the programming is made in Java. The laboratory work uses the model of Brall. Evaluation of the laboratory work has been done together with colleagues at IfU and a group of school students.
Denna rapport redovisar ett examensarbete gjort på programmet Civilingenjör och Lärare på KTH och SU. Examensarbetets syfte är att skapa en laboration för att försöka inspirera studenter till de tekniska ämnena (matematik, fysik, teknik och datavetenskap) och är genomfört vid institutionen IfU på universitetet RWTH i Aachen, Tyskland. Den är en del av ett projekt RoboScope, drivet i Tyskland för att inspirera fler elever till att studera till ingenjörer. Denna laboration använder sig av Lego Mindstorms och studenterna arbetar med robotik. Laborationen utgår från ett tema och studenterna ska bygga en robot som kan genomföra den specifika uppgiften de blir tilldelade. Uppgiften är en räddningsaktion i ett kärnkraftverk. De nya delarna i denna laboration involverar mer interaktivitet, högre frihetsgrader, äldre elever och programmeringen genomförs i Java. Laboration använder sig av modellen av Brall. En utvärdering är gjord tillsammans med kollegor på IfU och en grupp av studenter.
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YANG, GEPENG, and JONATHAN ADOLFSSON. "Modular Scaled Development Platform for Steering Algorithms using LEGO Mindstorms." Thesis, KTH, Skolan för industriell teknik och management (ITM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-263166.

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The topic of the thesis is to build physically similar systems to simulate behaviors of real-life heavy-duty vehicles using LEGO Mindstorms as hardware platform and Buckingham π theorem as theoretical basis for the parameter scaling. The thesis work includes software and hardware system design and theoretical research in order to prove a newly proposed concept: Using LEGO to build a scaled model of real-life vehicles with specific similar physical properties. To implement the work described above, scaled models were built with LEGO and a software and hardware system was developed for controlling the scaled model. Tests were performed both on real-life vehicles and scaled models. A generalized mathematical model for the vehicle was derived in order to interpret the behaviors of the vehicle in a scientific way. Then, test results of both real-life vehicles and the corresponding scaled model were compared with the mathematical model in order to investigate if they have similar behaviors. Finally it was concluded that the scaled model built with LEGO Mindstorms combined with Buckingham π theorem could calculate the speed and turning radius of the physically similar real-life vehicle with an average accuracy of 94.68% within low speed, conservatively speaking. For further investigation and research, similar research could be performed with higher speeds to generalize the conclusions and results.
Uppsatsen ämnar till att bygga ett fysiskt likvärdigt system, som simulerar beteendet av verkliga tunga fordon, med LEGO Mindstorms som hårdvaruplattform och med Buckingham П teoremet som teoretisk grund from skalning av parametrar. Arbetet inkluderar mjukvaru- och hårdvarusystemdesign samt teoretisk forskning för att kunna bevisa ett nyligen föreslaget koncept: Att använda LEGO för att bygga en skalad modell av verkliga fordon med specifika likartade fysiska egenskaper. För att implementera det ovan föreslagna arbetet, byggdes skalade modeller i LEGO samt ett kombinerat hård- och mjukvarusystem för att styra den skalade modellen. Tester utfördes på både riktiga lastbilar samt de skalade modellerna. För att kunna identifiera parametrar samt simulera och tyda fordonens beteende så adapterades en generell matematisk modell. Testresultaten för på verkliga samt motsvarande skalade modeller jämfördes med den matematiska modellen för att påvisa om beteendet är likartat. Till sist drogs slutsatsen att den skalade modellen bygg med LEGO Mindstorms och parameterskalad med hjälp av Buckingham П teoremet kunde beräkna skalningsfaktorn av hastighet samt svängradie för det fysiskt likartade fordonet med en tillförlitlighet på 94.68%, konservativt räknat. Detta gäller för låga hastigheter och som fortsatt forskning skulle en liknande studie med starkare och snabbare motorer genomföras för att generalisera slutsatserna och resultaten.
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Baylan, Ömer. "Extending Lego Mindstorms NXT Functionality Using Internet-Connected Android Device." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-22660.

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Souza, Kleber Marcio de. "Identificação e controle unidirecional em robôs móveis utilizandoKit Robótico Lego Mindstorms." Universidade Estadual de Londrina. Centro de Tecnologia e Urbanismo. Programa de Pós-Graduação em Engenharia Elétrica, 2014. http://www.bibliotecadigital.uel.br/document/?code=vtls000191362.

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Atualmente robôs móveis estão sendo usados em diversas aplicações como: vigilância e tarefas domésticas. Para execução das aplicações, o controle da locomoção torna-se essencial para evitar obstáculos e colisões. Geralmente os processos de controle são descritos por modelos matemáticos. O objetivo deste trabalho é identificar um modelo matemático do robô Lego Mindstorms NXT e desenvolver uma estratégia para o controle de distância unidirecional para este robô. Para isso, é necessário um modelo que relaciona a potência do motor com a distância de um objeto em movimento. Com base nessa premissa, uma identificação do sistema foi desenvolvida para a obtenção de um modelo matemático que represente o robô neste ponto de operação. Para identificação, a caixa de Ferramentas Identificação de Sistemas (System Identification Toolbox ), que integra o software Matlab foi utilizada. Essa ferramenta tem como utilidade construir modelos matemáticos de sistemas dinâmicos. O modelo matemático desenvolvido, é usado para o desenvolvimento de um controlador PID, que usa como critério de estabilidade o método de Routh-Hurwitz. Para testes reais desse controle, foi desenvolvido um algoritmo de controle que é utilizado juntamente com o Kit Robótico Lego Mindstorms NXT, que contém um controlador lógico programável conectado a vários componentes: sensor ultra-sônico, sensor de som, sensor de toque e servo-motores.
Nowadays, movable robots are being used in many applications such as: surveillance and home chores. For the execution of such applications, the locomotion control becomes essential to avoid obstacles and collisions. Usually, the processes of controlling are described by mathematical models. The objective of this paper is to identify a mathematical model of the Lego Mindstorms NXT robot and develop a strategy for the unidirectional distance control of this robot. For such thing, it is necessary a model which relates the engine power with the distance of an object in motion. Based on this premise, an identification of the system has been developed to obtain a mathematical model which represents the robot in this point of operation. For the identification, the System Identification Toolbox, which integrates the Matlab software, has been used. This tool has the use of building mathematical models of dynamic systems. The developed mathematical model is used on the development of a PID controller, which uses the Routh- Hurwitz method as a stability criterion. For real tests of this control, a control algorithm has been developed to be used together with the robotic kit Lego Mindstorms NXT, which contains a programmable logic controller connected to several components: ultrasonic sensor, sound sensor, touch sensor and servomotors.
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Lins, Alex Aguiar. "Lego mindstorms : uma abordagem alternativa e complementar para reabilitação de crianças com paralisia cerebral." Universidade de Fortaleza, 2017. http://dspace.unifor.br/handle/tede/104078.

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Made available in DSpace on 2019-03-30T00:23:23Z (GMT). No. of bitstreams: 0 Previous issue date: 2017-11-29
Cerebral palsy is an injury caused, in most cases, by the lack of oxygenation of the brain cells, occurring during the gestation period, at the time of delivery or after birth, still in the process of maturing the child's brain (up to 3 years of age), thus affecting motor function directly. There are several conventional treatments for the rehabilitation of these patients, often tiring and costly, thus causing disinterest in the continuity of treatment. In this sense, a study on the influence of the legomindstorm robot, as an alternative and complementary tool to the conventional treatment, on the motor coordination, the cognition, the memory and the attention level of the children, is proposed in this work in order to complement the activities performed in the Neuropsychomotor Rehabilitation program of the Occupational Therapy Nucleus of NAMI / UNIFOR. The interaction between the child and the robot occurs through a remote control application installed on a smartphone. In order to validate the proposed method, five children were submitted to sessions of activities with the robot for two months, monitoring the level of concentration in each activity through a brain wave sensor. During the activities, the children presented different levels of performance and evolution, being possible to verify a stimulation related to the motor and cognitive coordination, related to the level of attention. In addition, health professionals and responsible family members completed a questionnaire to assess the advantages and disadvantages of the proposed approach, making the application very promising and, consequently, accelerating the evolution of the clinical picture of each child. Therefore, it can be concluded that playful treatment using legomindstorm robot is an effective and very promising alternative and complementary tool for the rehabilitation of children with cerebral palsy. Keywords: Robotics. Lego. Remote Control. Cerebral palsy. Rehabilitation. Motor limitations. Brain stimulation. Cognitive stimulation. Motor stimulation. Functional activities.
Paralisia cerebral é uma lesão provocada, na maioria dos casos, pela falta de oxigenação das células cerebrais, ocorrida durante o período da gestação, no momento do parto ou após o nascimento, ainda no processo de amadurecimento do cérebro da criança (até 3 anos de idade), afetando, desse modo, diretamente a função motora. Existem diversos tratamentos convencionais para a reabilitação destes pacientes, sendo estes muitas vezes cansativos e onerosos, o que causa desinteresse na continuidade do tratamento. Neste sentido, é proposto, neste trabalho, um estudo sobre a influência do robô legomindstorm, como uma ferramenta alternativa e complementar ao tratamento convencional sobre a coordenação motora, a cognição, a memória e o nível de atenção das crianças, de modo a complementar as atividades realizadas no programa Reabilitação Neuropsicomotora do Núcleo de Terapia Ocupacional do NAMI/UNIFOR. A interação entre a criança e o robô ocorre por meio de um aplicativo de controle remoto instalado em um smartphone. Para validar o método proposto, cinco crianças foram submetidas às sessões de atividades com o robô durante dois meses, neste período, foi monitorado o nível de concentração em cada atividade através de um sensor de ondas cerebrais. Durante as atividades, as crianças apresentaram diferentes níveis de desempenho e evolução, sendo possível constatar uma estimulação relacionada à coordenação motora e cognitiva, relacionada ao nível de atenção. Além do mais, profissionais da área da saúde e familiares responsáveis preencheram um questionário para avaliar as vantagens e as desvantagens da abordagem proposta, tornando a aplicação bastante promissora e, consequentemente, acelerando a evolução do quadro clínico de cada criança. Portanto, pode-se concluir que o tratamento lúdico usando robô legomindstorm é uma ferramenta alternativa e complementar eficaz e bastante promissora para a reabilitação de crianças com paralisia cerebral. Palavras-chave: Robótica. Lego. Controle remoto. Paralisia cerebral. Reabilitação. Limitações motoras. Estimulação cerebral. Estimulação cognitiva. Estimulação motora. Atividades funcionais.
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Mitchell, Ashley C. "Modeling and Control of a Motor System Using the Lego EV3 Robot." Thesis, University of North Texas, 2015. https://digital.library.unt.edu/ark:/67531/metadc804943/.

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In this thesis, I present my work on the modeling and control of a motor system using the Lego EV3 robot. The overall goal is to apply introductory systems and controls engineering techniques for estimation and design to a real-world system. First I detail the setup of materials used in this research: the hardware used was the Lego EV3 robot; the software used was the Student 2014 version of Simulink; a wireless network was used to communicate between them using a Netgear WNA1100 wifi dongle. Next I explain the approaches used to model the robot’s motor system: from a description of the basic system components, to data collection through experimentation with a proportionally controlled feedback loop, to parameter estimation (through time-domain specification relationships, Matlab’s curve-fitting toolbox, and a formal least-squares parameter estimation), to the discovery of the effects of frictional disturbance and saturation, and finally to the selection and verification of the final model through comparisons of simulated step responses of the estimated models to the actual time response of the motor system. Next I explore three different types of controllers for use within the motor system: a proportional controller, a lead compensator, and a PID controller. I catalogue the design and performance results – both in simulation and on the real system – of each controller. One controller is then selected to be used within two Controls Systems Engineering final course projects, both involving the robot traveling along a predetermined route. The controller’s performance is analyzed to determine whether it improves upon the accumulation of error in the robot’s position when the projects are executed without control.
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Books on the topic "LEGO MINDSTORMS"

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Core Lego Mindstorms programming. Upper Saddle River, NJ: Prentice Hall, 2002.

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Rollins, Mark. Beginning LEGO MINDSTORMS EV3. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4302-6437-8.

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Trobaugh, James J., and Mannie Lowe. Winning LEGO MINDSTORMS Programming. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4537-7.

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Kelly, James Floyd. LEGO MINDSTORMS NXT 2.0. Berkeley, CA: Apress, 2009. http://dx.doi.org/10.1007/978-1-4302-2492-1.

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Programming Lego Mindstorms NXT. Burlington, MA: Syngress, 2008.

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J, Stouffer Peter, ed. LEGO Mindstorms for dummies. Foster City, CA: IDG, 2001.

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Hixon, Rena. Mindstorms. Ann Arbor, MI: Cherry Lake Publishing, 2016.

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Definitive guide to LEGO MINDSTORMS. 2nd ed. Berkeley, CA: Apress, 2003.

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Berns, Karsten, and Daniel Schmidt. Programmierung mit LEGO Mindstorms NXT. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-05470-9.

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Bell, Mark, and JAMES FLOYD KELLY. LEGO® MINDSTORMS® EV3. Berkeley, CA: Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-2262-1.

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Book chapters on the topic "LEGO MINDSTORMS"

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Newmarch, Jan. "Lego Mindstorms." In A Programmer’s Guide to Jini™ Technology, 295–322. Berkeley, CA: Apress, 2000. http://dx.doi.org/10.1007/978-1-4302-0860-0_17.

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Berns, Karsten, and Daniel Schmidt. "Das LEGO MINDSTORMS-System." In Programmierung mit LEGO Mindstorms NXT, 41–62. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-05470-9_4.

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Matsunami, Naohiro, Kumiko Tanaka-Ishii, Ian Frank, and Hitoshi Matsubara. "LEGO Mindstorms Cheerleading Robots." In Entertainment Computing, 199–206. Boston, MA: Springer US, 2003. http://dx.doi.org/10.1007/978-0-387-35660-0_24.

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Koch, Grady. "Connecting MINDSTORMS to a Smartphone." In The LEGO Arduino Cookbook, 191–222. Berkeley, CA: Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-6303-7_12.

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Rollins, Mark. "What’s New with LEGO MINDSTORMS EV3." In Beginning LEGO MINDSTORMS EV3, 1–27. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4302-6437-8_1.

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Rollins, Mark. "Creating a LEGO MINDSTORMS EV3 Vehicle." In Beginning LEGO MINDSTORMS EV3, 85–108. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4302-6437-8_3.

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Rollins, Mark. "The LEGO MINDSTORMS EV3 Robot Arm." In Beginning LEGO MINDSTORMS EV3, 199–224. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4302-6437-8_7.

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Kelly, James Floyd. "Turns and Tricks." In LEGO MINDSTORMS NXT 2.0, 1–8. Berkeley, CA: Apress, 2009. http://dx.doi.org/10.1007/978-1-4302-2492-1_1.

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Kelly, James Floyd. "RingTosser—Design and Planning." In LEGO MINDSTORMS NXT 2.0, 133–39. Berkeley, CA: Apress, 2009. http://dx.doi.org/10.1007/978-1-4302-2492-1_10.

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Kelly, James Floyd. "RingTosser—Build It." In LEGO MINDSTORMS NXT 2.0, 141–77. Berkeley, CA: Apress, 2009. http://dx.doi.org/10.1007/978-1-4302-2492-1_11.

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Conference papers on the topic "LEGO MINDSTORMS"

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Mohomed, Iqbal. "Self-driving Lego Mindstorms Robot." In Python in Science Conference. SciPy, 2012. http://dx.doi.org/10.25080/majora-54c7f2c8-006.

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Koller, Alexander, and Geert-Jan M. Kruijff. "Talking robots with LEGO MindStorms." In the 20th international conference. Morristown, NJ, USA: Association for Computational Linguistics, 2004. http://dx.doi.org/10.3115/1220355.1220404.

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Gressmann, Anne, Erica Weilemann, Dany Meyer, and Bianca Bergande. "Nao Robot vs. Lego Mindstorms." In Koli Calling '19: 19th Koli Calling International Conference on Computing Education Research. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3364510.3364512.

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Norton, Adam, and Holly Yanco. "Artbotics with lego mindstorms (abstract only)." In the 45th ACM technical symposium. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2538862.2539004.

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Rosillo, Nuria, F. Ruiz Vicente, Alberto Zapatera, and Nicolás Montes. "Proyectos STEAM con LEGO Mindstorms para educación primaria en España." In INNODOCT 2018. València: Editorial Universitat Politècnica de València, 2018. http://dx.doi.org/10.4995/inn2018.2018.8836.

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En el presente trabajo, se analiza como utilizar LEGO® MINDSTORMS® Education EV3 para proyectos STEAM enmarcados en el curriculum de educación de la ley LOMCE 2013. En nuestros trabajos anteriores se desarrolla e implementa una intervención propuesta a través de un proyecto de aprendizaje STEAM obtenido del análisis de la LOMCE y que utiliza la robótica educativa como una herramienta de enseñanza que incorpora diferentes elementos metodológicos como el aula inversa, y el aprendizaje basado en proyectos, así como el aprendizaje cooperativo. Tambien en nuestros trabajos anteriores se ha desarrollado una nueva plataforma educativa basada en el paquete Matlab Simulink para la enseñanza de robótica utilizando la plataforma Lego EV3. Esta plataforma permite desarrollar un entorno en tiempo real para enseñar inicialmente temas de robótica, programación y en general, temas de ingenieria. Por ello es utilizada actualmente en proyectos STEM Sin embargo, el uso de piezas LEGO le otorga la versatilidad de introducir la A de Arte. El presente artículo analiza como introducir la A a partir del uso de LEGO Mindstorm, lo que nos otorga una herramienta ideal para su uso en proyectos STEAM.
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Martinec, Dan, and Zdenek Hurak. "Vehicular platooning experiments with LEGO MINDSTORMS NXT." In Control (MSC). IEEE, 2011. http://dx.doi.org/10.1109/cca.2011.6044393.

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Barnes, David J. "Teaching introductory Java through LEGO MINDSTORMS models." In the 33rd SIGCSE technical symposium. New York, New York, USA: ACM Press, 2002. http://dx.doi.org/10.1145/563340.563397.

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Seung Han Kim and Jae Wook Jeon. "Programming LEGO mindstorms NXT with visual programming." In 2007 International Conference on Control, Automation and Systems. IEEE, 2007. http://dx.doi.org/10.1109/iccas.2007.4406778.

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Brigandi, Sean, Jennifer Field, and Yunfeng Wang. "A LEGO Mindstorms NXT based multirobot system." In 2010 IEEE/ASME International Conference on Advanced Intelligent Mechatronics (AIM). IEEE, 2010. http://dx.doi.org/10.1109/aim.2010.5695933.

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Shimamura, Keiichi, Takuya Asano, Kazuyoshi Yoshino, and Norikane Kanai. "Examination of Robots Simulation using LEGO MINDSTORMS." In 4th Asia International Symposium on Mechatronics. Singapore: Research Publishing Services, 2010. http://dx.doi.org/10.3850/978-981-08-7723-1_p238.

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Reports on the topic "LEGO MINDSTORMS"

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Seybold, Patricia. Lego Mindstorms NXT. Boston, MA: Patricia Seybold Group, March 2006. http://dx.doi.org/10.1571/cs3-16-06cc.

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