Turtle Robot
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Turtle Robot
Turtles are a class of educational robots designed originally in the late 1940s (largely under the auspices of researcher William Grey Walter) and used in computer science and mechanical engineering training. These devices are traditionally built low to the ground with a roughly hemispheric (sometimes transparent) shell and a power train capable of a very small turning radius. The robots are often equipped with sensor devices which aid in avoiding obstacles and, if the robot is sufficiently sophisticated, allow it some perception of its environment. Turtle robots are commercially available and are common projects for robotics hobbyists. Turtle robots are closely associated with the work of Seymour Papert and the common use of the Logo programming language in computer education of the 1980s. Turtles specifically designed for use with Logo systems often come with pen mechanisms allowing the programmer to create a design on a large sheet of paper. The original Logo turtle, buil ...
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Turtle Draw
Turtles are an order of reptiles known as Testudines, characterized by a special shell developed mainly from their ribs. Modern turtles are divided into two major groups, the Pleurodira (side necked turtles) and Cryptodira (hidden necked turtles), which differ in the way the head retracts. There are 360 living and recently extinct species of turtles, including land-dwelling tortoises and freshwater terrapins. They are found on most continents, some islands and, in the case of sea turtles, much of the ocean. Like other amniotes (reptiles, birds, and mammals) they breathe air and do not lay eggs underwater, although many species live in or around water. Turtle shells are made mostly of bone; the upper part is the domed carapace, while the underside is the flatter plastron or belly-plate. Its outer surface is covered in scales made of keratin, the material of hair, horns, and claws. The carapace bones develop from ribs that grow sideways and develop into broad flat ...
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IRobot Create
iRobot Create is a hobbyist robot manufactured by iRobot that was introduced in 2007 and based on their Roomba vacuum cleaning platform. The iRobot Create is explicitly designed for robotics development and improves the experience beyond simply hacking the Roomba. The Create replaces its Roomba predecessor's vacuum cleaner hardware with a cargo bay that also houses a DB-9 port providing serial communication, digital input & output, analog input & output, and an electric power supply. The Create also has a 7-pin Mini-DIN serial port through which sensor data can be read and motor commands can be issued using the iRobot Roomba Open Interface (ROI) protocol. The platform accepts virtually all accessories designed for iRobot's second generation Roomba 400 Series domestic robots and can also be programmed with the addition of iRobot's own Command Module (a microcontroller with a USB connector and four DE-9 expansion ports). , the Command Module is no longer being sold. In 2014, ...
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1940s Robots
Year 194 ( CXCIV) was a common year starting on Tuesday (link will display the full calendar) of the Julian calendar. At the time, it was known as the Year of the Consulship of Septimius and Septimius (or, less frequently, year 947 ''Ab urbe condita''). The denomination 194 for this year has been used since the early medieval period, when the Anno Domini calendar era became the prevalent method in Europe for naming years. Events By place Roman Empire * Emperor Septimius Severus and Decimus Clodius Septimius Albinus Caesar become Roman Consuls. * Battle of Issus: Septimius Severus marches with his army (12 legions) to Cilicia, and defeats Pescennius Niger, Roman governor of Syria. Pescennius retreats to Antioch, and is executed by Severus' troops. * Septimius Severus besieges Byzantium (194–196); the city walls suffer extensive damage. Asia * Battle of Yan Province: Warlords Cao Cao and Lü Bu fight for control over Yan Province; the battle lasts for ove ...
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Educational Robots
Education is a purposeful activity directed at achieving certain aims, such as transmitting knowledge or fostering skills and character traits. These aims may include the development of understanding, rationality, kindness, and honesty. Various researchers emphasize the role of critical thinking in order to distinguish education from indoctrination. Some theorists require that education results in an improvement of the student while others prefer a value-neutral definition of the term. In a slightly different sense, education may also refer, not to the process, but to the product of this process: the mental states and dispositions possessed by educated people. Education originated as the transmission of cultural heritage from one generation to the next. Today, educational goals increasingly encompass new ideas such as the liberation of learners, skills needed for modern society, empathy, and complex vocational skills. Types of education are commonly divided into formal, ...
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Hobbyist Robots
A hobby is considered to be a regular activity that is done for enjoyment, typically during one's leisure time. Hobbies include collecting themed items and objects, engaging in creative and artistic pursuits, playing sports, or pursuing other amusements. Participation in hobbies encourages acquiring substantial skills and knowledge in that area. A list of hobbies changes with renewed interests and developing fashions, making it diverse and lengthy. Hobbies tend to follow trends in society, for example stamp collecting was popular during the nineteenth and twentieth centuries as postal systems were the main means of communication, while video games are more popular nowadays following technological advances. The advancing production and technology of the nineteenth century provided workers with more leisure time to engage in hobbies. Because of this, the efforts of people investing in hobbies has increased with time. Hobbyists may be identified under three sub-categories: ''c ...
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Historical Robots
History (derived ) is the systematic study and the documentation of the human activity. The time period of event before the History of writing#Inventions of writing, invention of writing systems is considered prehistory. "History" is an umbrella term comprising past events as well as the memory, discovery, collection, organization, presentation, and interpretation of these events. Historians seek knowledge of the past using historical sources such as written documents, oral accounts, art and material artifacts, and ecological markers. History is not complete and still has debatable mysteries. History is also an Discipline (academia), academic discipline which uses narrative to describe, examine, question, and analyze past events, and investigate their patterns of cause and effect. Historians often debate which narrative best explains an event, as well as the significance of different causes and effects. Historians also debate the historiography, nature of history as an end in ...
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Analog Computer
An analog computer or analogue computer is a type of computer that uses the continuous variation aspect of physical phenomena such as electrical, mechanical, or hydraulic quantities (''analog signals'') to model the problem being solved. In contrast, digital computers represent varying quantities symbolically and by discrete values of both time and amplitude (digital signals). Analog computers can have a very wide range of complexity. Slide rules and nomograms are the simplest, while naval gunfire control computers and large hybrid digital/analog computers were among the most complicated. Complex mechanisms for process control and protective relays used analog computation to perform control and protective functions. Analog computers were widely used in scientific and industrial applications even after the advent of digital computers, because at the time they were typically much faster, but they started to become obsolete as early as the 1950s and 1960s, although they remaine ...
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Unicycle Cart
The term unicycle is often used in robotics and control theory to mean a generalised cart or car moving in a two-dimensional world; these are also often called "unicycle-like" or "unicycle-type" vehicles. This usage is distinct from the literal sense of " one wheeled robot bicycle". These theoretical vehicles are typically shown as having two parallel driven wheels, one mounted on each side of their centre, and (presumably) some sort of offset castor to maintain balance; although in general they could be any vehicle capable of simultaneous arbitrary rotation and translation. An alternative realization uses a single driven wheel with steering, and a pair of idler wheels to give balance and allow a steering torque to be applied. A physically realisable unicycle, in this sense, is a nonholonomic system. This is a system in which a return to the original internal (wheel) configuration does not guarantee return to the original system (unicycle) position. In other words, the syste ...
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Graham Nelson
Graham A. Nelson (born 1968) is a British mathematician, poet, and the creator of the Inform design system for creating interactive fiction (IF) games. He has authored several IF games, including ''Curses'' (1993) and ''Jigsaw'' (1995). Education In 1994, Nelson received a Ph.D. in mathematics from the University of Oxford under the supervision of Simon Donaldson. Writing Nelson co-edited ''Oxford Poetry'' and in 1997 received an Eric Gregory Award from the Society of Authors for his poetry. he was managing editor of Legenda, the imprint of the Modern Humanities Research Association ( MHRA). Interactive fiction Nelson is the creator of the Inform design system for creating interactive fiction (IF) games. He has also authored several IF games, including ''Curses'' (1993) and ''Jigsaw'' (1995), using the experience of writing ''Curses'' in particular to expand the range of verbs that Inform is capable of understanding. Personal life Nelson is married to IF writer Emily Short. ...
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Interactive Fiction
'' Interactive fiction, often abbreviated IF, is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives, either in the form of interactive narratives or interactive narrations. These works can also be understood as a form of video game, either in the form of an adventure game or role-playing game. In common usage, the term refers to text adventures, a type of adventure game where the entire interface can be " text-only", however, graphical text adventures still fall under the text adventure category if the main way to interact with the game is by typing text. Some users of the term distinguish between interactive fiction, known as "Puzzle-free", that focuses on narrative, and "text adventures" that focus on puzzles. Due to their text-only nature, they sidestepped the problem of writing for widely divergent graphics architectures. This feature meant that i ...
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Curses (computer Game)
''Curses'' is an interactive fiction computer game created by Graham Nelson in 1993. Appearing in the beginning of the non-commercial era of interactive fiction, it is considered one of the milestones of the genre. Writing for ''The New York Times'', Edward Rothstein described the game as "acclaimed." Plot The player plays the part of the current owner of Meldrew Hall. In the course of searching the attic for an old tourist map of Paris, the protagonist steps into a surreal adventure to uncover a centuries-old curse that has been placed on the Meldrew family. The goal of the game is to find the missing map, and thus annul the curse. Development ''Curses'' was originally developed on an Acorn Archimedes using Acorn C/C++, before Nelson moved to his Inform programming language, which was simultaneously released. It was the first non-test game developed in the language. It is distributed without charge as a Z-Code executable. The Inform source code is not publicly available. ...
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Player Project
The Player Project (formerly the Player/Stage Project) is a project to create free software for research into robotics and sensor systems. Its components include the ''Player'' network server and the ''Stage'' robot platform simulators. Although accurate statistics are hard to obtain, Player is one of the most popular open-source robot interfaces in research and post-secondary education. Most of the major intelligent robotics journals and conferences regularly publish papers featuring real and simulated robot experiments using Player and Stage. Overview The Player Project is an umbrella under which two robotics-related software projects are currently developed. These include the Player networked robotics server, and the Stage 2D robot simulation environment. The project was founded in 2000 by Brian Gerkey, Richard Vaughan and Andrew Howard at the University of Southern California at Los Angeles, and is widely used in robotics research and education. It releases its software un ...
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