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Learning by DesignTM
(Ongoing Project) - guided by
Janet Kolodner
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Children learn best when
they try out things with their own hands i.e. by doing. based on
this idea, we are trying to teach basic concepts of physics to
middle school children. The children get to build hovercrafts
virtually using our software (Jacket's
Garage) and learn about
forces, friction and properties of air (that it can actually move
things!). They then get to build mini-hovercrafts using artifacts
provided by us and thus
try out the design they had built in the previous stage. The next stage is
to document their observations in the online journal (available in
the software). They try to provide reasons for why something is
happening (like - Why is the hovercraft moving faster on the smooth
surface as compared to the rough surface?). At every stage proper
scaffolding is provided so that the children learn the concepts right and
are able to improve their mental model.
It was realized in the last couple of sessions
that providing real world examples (videos, simulations, etc.) while
the children are building things helps clarify a lot of their doubts
in a much better way and also helps them build a very good mental
model of the task. They are able to draw abstractions from the real
world examples and implement ideas in their mini-hovercrafts. I am
currently creating the 'Case Library' which will have all these
examples along with scientific explanations of the underlying
physics. This Library would be integrated with the existing software
so that the children can refer to the examples as and when they need
during their design process. This would encourage them to think like
the professionals (in the real world examples) and also help them
connect what they are doing to something that's actually out there
and working! |
Social Learning of Object
Affordances in robots - guided by
Andrea Thomaz
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In this Human-Robot Interaction
project we studied the role of a social partner in learning affordances. We
used an upper torso humanoid having 8 degrees of freedom (created
out of parts from the Bioloid Robotics Kit) for this project. The
context of the study was that Bioloid try to learn the
affordances of objects by playing with them. It was to do this under two
different conditions: social and non-social. In the first case, it
interacted with a teacher who had control
on the objects with which Bioloid was playing with. In the second case, Bioloid
had no teacher and it had to learn by itself. We
compared the differences in learning under the two conditions and we
investigated the ways people tried to teach object affordances to
a robot.
Conclusion: Learning with
and without teacher are different but both scenarios afford unique
learning opportunities and have their own set of advantages. In
social learning, i.e. when people (or teacher) make things happen,
learning progresses at a faster pace as compared to non-social
learning.
Bioloid playing with a round object |
Investigating age-related
differences in the effect of robot emotions on attitudes - guided by
Dan Fisk and
Wendy Rogers
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This project investigated the
effect of robot "emotions" on attitudes by measuring the performance
of younger and older adults in a lego-building task. We used
iCat to assess (via questionnaire)
the effect of robot "emotions" on the participants attitudes toward
the robot.
I programmed the iCat to express various emotions and developed an interface which
was used for getting the required data during the study.
Different
iCat emotions |
Electronic Learning
Communities - guided by
Amy Bruckman
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ELC research is inspired by
an educational theory called Constructionism - the idea that people
learn best when they are making something that is personally
meaningful to them. Traditional research on constructionist learning
tends to focus on individuals. ELC lab research studies how
communities of learners can motivate and support one another's
learning experiences.
I am developing an application that will allow the user to build
objects (e.g.: house, car, computer, etc.) from scratch using
customizable building blocks of various shapes, sizes and colors. It
would also allow the user to play around with images and make funny
modifications (like make a moustache on a friend's photograph). The
target user group are teenagers and anybody else who might be using
Facebook and has interest in using the application. |
Aware Chair -
guided by
Melody M. Jackson
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The Aware Chair (in the
Brain Research Lab) integrates research in Direct Brain
Interfaces with intelligent, content-aware communication,
environmental control, and navigation systems that will make brain
signal control easier for people with severe physical disabilities.
I am studying existing environments and
controls which can be used with a powered obstacle avoidance
wheel-chair. |
Tackling Childhood Obesity
with Technology - guided by
Bruce Walker
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This semester long project
addresses the widespread problem of obesity in children. The best
ways to help children attain and maintain a healthy weight is
through physical activity and nutritious eating habits. Our team
came up with three very diverse design alternatives that directly
addresses at least one of these issues. Finally, we prototyped and
user tested one of the designs. (Find out more about the designs,
technical issues etc...) |
Family Message Center -
guided by
Bruce Walker
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The idea behind this project
is to develop a message center that could be used by a busy family
to communicate, across time and across space. Some questions
answered by this design include location of the device in the house,
remote access, type of messaging supported and modalities &
interactions needed to support the requirement. (Find out more
about target users, design decisions etc...) |
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