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Journal articles on the topic 'Edutainment Robots'

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1

Linert, J., and P. Kopacek. "Robots for Education (Edutainment)." IFAC-PapersOnLine 49, no. 29 (2016): 24–29. http://dx.doi.org/10.1016/j.ifacol.2016.11.065.

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2

Yorita, Akihiro, and Naoyuki Kubota. "Robot Assisted Instruction in Elementary School Based on Robot Theater." Journal of Robotics and Mechatronics 23, no. 5 (2011): 893–901. http://dx.doi.org/10.20965/jrm.2011.p0893.

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As the younger generation in Japan moves away from the sciences, the decreasing of scientific literacy is a concern, and the decreasing of communication skills is also a concern in the development of the information society. To enhance interest in science and technology, we gave classes using robots. Robot edutainment usually means a class in which students make robots, but we intended to improve communication skills by proposing a theater that uses robots. As a result, the proposed method showed an improvement in communication skills and in interest in science and technology.
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3

Stoian, Viorel, Mircea Nitulescu, and Cristina Pana. "Intelligent Live Environment Design with Assistive Robots for Vulnerable Persons." Solid State Phenomena 147-149 (January 2009): 86–94. http://dx.doi.org/10.4028/www.scientific.net/ssp.147-149.86.

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We present in this paper several ideas about the usability of the robotic arms and mobile robots as an assistive technology in a smart house where people with disabilities daily live. First, psychological and social aspects of smart home technology are presented and after that the modularity and standardization processes are discussed. Next we propose a smart house plan, equipped with a mobile robot which has a manipulator arm. This robotic system is used to help vulnerable persons, the handicapped men vehicle seat being equipped with a robotic arm which can manipulate objects by a hyper-redun
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4

Roesler, Eileen, Sophia C. Steinhaeusser, Birgit Lugrin, and Linda Onnasch. "The Influence of Visible Cables and Story Content on Perceived Autonomy in Social Human–Robot Interaction." Robotics 12, no. 1 (2022): 3. http://dx.doi.org/10.3390/robotics12010003.

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From teaching technical skills to telling bedtime stories, social robots support various edutainment tasks that require smooth communication. Previous studies often emphasized the importance of the autonomy of social robots for those tasks. However, the cabling of robots with power sources and/ or host computers is often required due to technical restrictions. However, it is currently unclear if the cabling of robots makes a difference in perceived autonomy. Therefore, this study examined the influence of visible cables in different tasks on the perception of a social robot. In an online surve
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5

Lee, Chang-Shing, Mei-Hui Wang, Yi-Lin Tsai, et al. "FML-Based Reinforcement Learning Agent with Fuzzy Ontology for Human-Robot Cooperative Edutainment." International Journal of Uncertainty, Fuzziness and Knowledge-Based Systems 28, no. 06 (2020): 1023–60. http://dx.doi.org/10.1142/s0218488520500440.

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The currently observed developments in Artificial Intelligence (AI) and its influence on different types of industries mean that human-robot cooperation is of special importance. Various types of robots have been applied to the so-called field of Edutainment, i.e., the field that combines education with entertainment. This paper introduces a novel fuzzy-based system for a human-robot cooperative Edutainment. This co-learning system includes a brain-computer interface (BCI) ontology model and a Fuzzy Markup Language (FML)-based Reinforcement Learning Agent (FRL-Agent). The proposed FRL-Agent is
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6

Terzagi, Yohanes, and Alvin Hadiwono. "PUSAT EDUKASI SAINS TUBUH DAN TEKNOLOGI." Jurnal Sains, Teknologi, Urban, Perancangan, Arsitektur (Stupa) 1, no. 2 (2020): 1623. http://dx.doi.org/10.24912/stupa.v1i2.4475.

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Millennial generation born in the era of technological revival is very influential on the attitude and nature of society. These influences make basic human needs also change functionally. One human need is learning, a way of learning that is different from the previous generation. Learning in this millennial era has used sophisticated and not monotonous technology. The system of delivering knowledge is starting to be more interesting and easier to understand by the millennial generation. The method used in this project is the metaphor of the concept of artificial body manufacture, which replac
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7

Takase, Noriko, Takahiro Takeda, Janos Botzheim, and Naoyuki Kubota. "Interaction, Communication, and Experience Design in Robot Edutainment." Abstracts of the international conference on advanced mechatronics : toward evolutionary fusion of IT and mechatronics : ICAM 2015.6 (2015): 159–60. http://dx.doi.org/10.1299/jsmeicam.2015.6.159.

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8

Kim, Jong-Cheol, and Hyun-Ho Kim. "An Edutainment Mon-E Robot for Young Children." Journal of Korea Robotics Society 6, no. 2 (2011): 147–55. http://dx.doi.org/10.7746/jkros.2011.6.2.147.

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9

Yoon, Taebok, and Eunsuk Na. "Research of intelligent rhythm service of edutainment humanoid robot." Journal of Korea Game Society 18, no. 4 (2018): 75–82. http://dx.doi.org/10.7583/jkgs.2018.18.4.75.

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10

Wang, An Ping, and Pau Lo Hsu. "The integration and realisation of the distributed edutainment biped humanoid robot." International Journal of Computer Applications in Technology 36, no. 2 (2009): 108. http://dx.doi.org/10.1504/ijcat.2009.027859.

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11

Na, Eun-Suk, and Tae-Bok Yoon. "A Study on with Interaction of Edutainment Humanoid Rhythmic Robot and Young Children." Journal of Future Early Childhood Education 28, no. 1 (2021): 103–26. http://dx.doi.org/10.22155/jfece.28.1.103.126.

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12

Youngcook Jun. "Formative Evaluation on Edutainment-based Robot AEEP Case conducted at a Philippino School." Teacher Education Research 53, no. 1 (2014): 77–93. http://dx.doi.org/10.15812/ter.53.1.201403.77.

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13

Ahmad, Hoirul Basori. "End-effector wheeled robotic arm gaming prototype for upper limb coordination control in home-based therapy." TELKOMNIKA Telecommunication, Computing, Electronics and Control 18, no. 4 (2020): 2080–86. https://doi.org/10.12928/TELKOMNIKA.v18i4.3775.

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The stroke patient will be having difficulty to control their upper limb, which causes their handling to become weak and unorganized. Conventional therapy designed to retrain the subject ability when it's losses due to stroke. As previous study concern that a subject with strong motivation and concentration of treatment tends to recover better than people who don't follow the program. This research focused on intensifying the training by providing user with wheel robotic arm to train their upper limb. User will be asked to do exercising on moving particular objects to another position
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14

Jabson, N. G., K.G. B. Leong, S. W. Licarte, G. M. S. Oblepias, E. M. J. Palomado, and E. .P. Dadios. "THE AUTONOMOUS GOLF PLAYING MICRO ROBOT: WITH GLOBAL VISION AND FUZZY LOGIC CONTROLLER." International Journal on Smart Sensing and Intelligent Systems 1, no. 4 (2017). https://doi.org/10.21307/ijssis-2017-323.

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This paper presents design concepts in developing an Autonomous Golf Playing Micro Robot. The robot moves autonomously using 2 DC motors controlled by a remote PC using fuzzy logic system. A servomotor is used for the motion of the putter in hitting the golf ball. A microcontroller is used to process the information sent by the computer through RF communication and drive the robot motors for appropriate motions. The robot plays golf` in a defined environment and avoids obstacles. A real golf ball with orange color is use during the game. The system utilizes global camera vision that serves as
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15

Kay, Louise, Silke Brandsen, Carmen Jacques, Francesca Stocco, and Lorenzo Giuseppe Zaffaroni. "Children’s Digital and Non-Digital Play Practices with Cozmo, the Toy Robot." M/C Journal 26, no. 2 (2023). http://dx.doi.org/10.5204/mcj.2943.

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Introduction This article reports on the emerging findings from a study undertaken as part of an international research collaboration (Australia, Belgium, Italy, UK; DP180103922) exploring the benefits and risks of the Internet of Toys (IoToys). IoToys builds upon technological innovations such as smartphone apps that remotely control home-based objects, and wearable technologies that measure sleep patterns and exercise regimes (Holloway and Green). Mascheroni and Holloway summarise the features of IoToys as entities that users can program, with human-toy interactivity, and which have network
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16

Jaunzems, Kelly, Carmen Jacques, Lelia Green, and Silke Brandsen. "“The <em>Internet of Life</em>”." M/C Journal 26, no. 2 (2023). http://dx.doi.org/10.5204/mcj.2954.

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Introduction Exploring the ways in which children merge education, play and connection in their digital device use, this article critiques the established definitions of the Internet of Things and the Internet of Toys and suggests an alternative. Using evidence emerging from The Internet of Toys: Benefits and Risks of Connected Toys for Children, we deconstruct these traditional terms, and advocate for a revised terminology. Such a reconsideration helps frame children’s use of digital devices and the important roles these play in children’s everyday lives. The Internet of Things is defined by
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