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Locomotion Design of Artificial Creatures in Edutainment

  • Kyohei Toyoda
  • Takamichi Yuasa
  • Toshio Nakamura
  • Kentaro Onishi
  • Shunshuke Ozawa
  • Kunihiro Yamada
Part of the Smart Innovation, Systems and Technologies book series (SIST, volume 14)

Abstract

This paper discusses a methodology for project-based learning (PBL) for edutainment using locomotion robots. The aim of PBL is to develop a locomotion robot as a new shape of artificial creature not existing in the natural world, and to design new locomotion patterns. Therefore, the PBL is composed of two steps; (1) Students conduct conceptual design of artificial creatures, and (2) Students develop hardware design and locomotion generation based on the conceptual design. This paper introduces two examples of development of locomotion robots. Based on their experience on problems and troubles in the trial and error through the development of locomotion robots, the students learn the relationship between the shape and locomotion patterns, the tradeoff the stability and high-speed locomotion, and the difficulty of problem solving.

Keywords

Conceptual Design Forward Movement Reference Trajectory Locomotion Pattern Locomotion Generation 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Copyright information

© Springer-Verlag Berlin Heidelberg 2012

Authors and Affiliations

  • Kyohei Toyoda
    • 1
  • Takamichi Yuasa
    • 1
  • Toshio Nakamura
    • 1
  • Kentaro Onishi
    • 1
  • Shunshuke Ozawa
    • 1
  • Kunihiro Yamada
    • 1
  1. 1.TokyoJapan

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