TY - GEN
T1 - Personalizing homemade bots with plug & play AI for STEAM education
AU - Narahara, Taro
AU - Kobayashi, Yoshihiro
N1 - Publisher Copyright:
© 2018 Association for Computing Machinery.
PY - 2018/12/4
Y1 - 2018/12/4
N2 - In this study, we propose a new framework for hands-on educational modules to introduce ideas in AI and robotics casually, quickly, and effectively in one package for beginners of all ages in STEAM fields. Today, courses on introductory robotics are found everywhere, from K-12 summer camps to adult continuing education. However, most of them are limited to learning basic skills on sensor-actuator interactions due to their limited time and can rarely introduce what recent exciting AI can do, such as image recognition. As a case study to demonstrate the idea of the framework, an educational module to create a toy car with a camera controlled by Raspberry Pi is introduced. Our approach uses both physical and digital environments. Participants experience running their toy cars on a physical track using a convolutional neural network (CNN) trained based on how participants drive cars in a virtual game. The tested idea can be extensible as a framework to many other examples of robotics projects and can make ideas of AI and robotics more accessible to everyone. A proposed AI model is trained to assimilate the participant's game-play style in a VR environment which will be later re-enacted by the physical robot assembled by participants. Through this approach, we intend to demonstrate the AI's ability to personalize things and hope to stimulate participants' curiosity and motivation to learn.
AB - In this study, we propose a new framework for hands-on educational modules to introduce ideas in AI and robotics casually, quickly, and effectively in one package for beginners of all ages in STEAM fields. Today, courses on introductory robotics are found everywhere, from K-12 summer camps to adult continuing education. However, most of them are limited to learning basic skills on sensor-actuator interactions due to their limited time and can rarely introduce what recent exciting AI can do, such as image recognition. As a case study to demonstrate the idea of the framework, an educational module to create a toy car with a camera controlled by Raspberry Pi is introduced. Our approach uses both physical and digital environments. Participants experience running their toy cars on a physical track using a convolutional neural network (CNN) trained based on how participants drive cars in a virtual game. The tested idea can be extensible as a framework to many other examples of robotics projects and can make ideas of AI and robotics more accessible to everyone. A proposed AI model is trained to assimilate the participant's game-play style in a VR environment which will be later re-enacted by the physical robot assembled by participants. Through this approach, we intend to demonstrate the AI's ability to personalize things and hope to stimulate participants' curiosity and motivation to learn.
KW - AI
KW - Adult education
KW - K-12
KW - Machine learning
KW - Physical computing
KW - Robotics education
UR - http://www.scopus.com/inward/record.url?scp=85060547754&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85060547754&partnerID=8YFLogxK
U2 - 10.1145/3283254.3283270
DO - 10.1145/3283254.3283270
M3 - Conference contribution
AN - SCOPUS:85060547754
T3 - SIGGRAPH Asia 2018 Technical Briefs, SA 2018
BT - SIGGRAPH Asia 2018 Technical Briefs, SA 2018
PB - Association for Computing Machinery, Inc
T2 - SIGGRAPH Asia 2018 Technical Briefs - International Conference on Computer Graphics and Interactive Techniques, SA 2018
Y2 - 4 December 2018 through 7 December 2018
ER -