THYMIO PROGRAMMING A D V E N T U R E Real and digital world combined in a unique gamified learning experience involving robotics and augmented reality 1 THYMIO PROGRAMMING ADVENTURE SUMMARY At Maker Faire in Rome children will be able to experiment a unique game combining robotics and augmented reality into an incomparable gamified learning experience to discover programming. The use of the Thymio robot combined with the tablet allows interactions through the game that has never been explored. Using an Android tablet and an open source Visual Programming Interface, kids will have to solve increasingly complex puzzles by programming the educational robot Thymio, making it interacting with tangible 3D markers that create a virtual world through the tablet. Throughout the story, the player helps Thymio get back to earth from a parallel fantastic world. This give kids a sense of attachment to the robot as a motivation for creativity. The player progresses in the story by fulfilling missions and acquiring programming features. Players interact not only through the digital world but also with tangible markers that are detected both by the robot and the tablet. The game even reacts according to the user’s movements. Virtual and real world are then blended seamlessly into a rich gaming experience. 2 THYMIO PROGRAMMING ADVENTURE GOAL We want to show that learning programming can be intuitive, fun and accessible to anyone, even for a 6 year old. Thanks to a powerful yet easy-to-use interface and the first mix between tangible interactive robot and Augmented Reality, we created a unique gamified learning experience to discover programming. VA LU E This project will provide a fully open-source AR library, that is using state-of-the-art techniques. The project is based on open source educational robots designed and produced from the ground up with the goal to support teaching and inspire the students starting from the early age (6+). The Thymio project is already well implanted as well in schools as among families. Today, we add a completely new brick to this adventure by connecting it to the Augmented Reality universe. Children now have a much more powerful tool to visualise and understand what programming means. Being open source, the project has the potential to attract developers, researchers and be implemented at low cost by the educational agencies, associations and families worldwide. S O C I A L I M PAC T 15’000 Thymio robots are already spread around the world. Half of them are in schools and are used to teach programming, to raise awareness of children towards technology or to trigger scientific curiosity and reflexion. The other half has been bought by families willing to discover programming, to give children the right tools to understand the world in which they live and to spend quality time between adults and children, learning from each others. 3 THYMIO PROGRAMMING ADVENTURE Through THYMIO PROGRAMMING ADVENTURE, we will bring a unique combination of adventure, problem solving and learning programming as a breathtaking tutorial. By providing interactions between players, this project will develop sociality in children. In summary, this project will stimulate hard skills and soft skills, helping children to become better actors of our digital world. PROJECT All programming blocks are also accessible in a free-play mode where kids can express their creativity without limits. The project is composed of a tangible robot, an Augmented Reality universe and an app binding them together . Thymio is a small programmable robot developed for education. Its goal is to allow everyone, whatever their age, to understand programming. By bringing a tangible reaction to an abstract program, it serves as an anchor in the real world and facilitate the understanding of programming concepts. Moreover, it is a proven strong motivation tool. Let it on a table for a minute, everyone’s curiosity will be tickled. We created an Augmented Reality universe with two goals: creating a gamified experience and developing tools to help understanding programming. Indeed, it’s easy to use AR to display intern state of the robot or even the real-time execution of a program, allowing the core concepts of programming to be better understood by the users. These two universes are bound together thanks to an intuitive Android app. Based on the successful Visual Programming Language of Thymio (VPL), this new app unlocks a new level of complexity in a very accessible way. Each function block will be progressively unlocked during the missions and bonus blocks can be obtained as achievements. EVENTS/ SENSORS FINITE STATE MACHINE ACTIONS/ ACTUATORS 4 THYMIO PROGRAMMING ADVENTURE STORY Levigo, the fantastic virtual world The game is setup on a parallel levitating world called Levigo. It is made of islands floating on gas geysers, showing a variety of environments mixing technology and nature. A code virus has spread all over this world causing machines to malfunction. Sentient creatures evolved in Levigo and learnt how to use them. One of these creatures, Ada, becomes Thymio companion helping it through its quest. Levigo has been built using an open source engine for Augmented Reality developed during this project. 5 THYMIO PROGRAMMING ADVENTURE ADA CHARACTER SOCIAL HUMAN INTERACTION Together with creativity and fun, the game provides also support for safe social interaction. Kids will be able to share their own programs and function blocks with their friends. They can also take snapshots of Thymio during the missions in the fantastic world of Levigo, creating a journal of their quest and bringing it back to earth! VISUAL PROGRAM & SNAPSHOT SHARING MEASURE O F I M PAC T The Thymio project is open-source and gather a great community of users, developers, schools and researchers. The community already studied the impact of the educational aspects of the project through research papers and will continue to do so. The projects linked to schools, such as the book “1, 2, 3… codez !” from the fondation “La main à la pâte”, are great opportunities to gather feedback from teachers and to measure the impact of the Thymio project. We will continue conducting projects in this domain to make sure that Thymio really brings something to the society. 6 THYMIO PROGRAMMING ADVENTURE B AC KG R O U N D Thymio is a small educational robot designed for children by EPFL, ETHZ, écal and Mobsya. Thymio is the result of several iterations of development and tests with thousands of children since 2010. Then, a community of partners such as INIRIA Bordeaux, Weizmann Institute of Science or the fundation “La main à la pâte” brought their help in the creation of educational material or software upgrades. Thymio is the heart of a community of teachers, families, fans and research centers. Dozens of scientific studies have been done, validating its educational benefits. T E C H N I C A L D E TA I L S Thymio is extremely rich in terms of sensors and actuators. Infrared proximity sensors, 3-axis accelerometer, touch buttons, motors, 39 LED and more. It is also extremely robust and resists to fall. It has been designed to be used by children. 1 SENSORS 2 ACTUATORS ACCESSORIES 2 1 1 CAPACITIVE TOUCH BOTTONS (5) 1 SPEAKER 2 BATTERY LEVEL LI-PO 2 39 LED 3 PROXIMITY SENSORS (2-BACK) 4 MICROPHONE 5 INFRARED REMOTE CONTROL RECEIVER 6 THREE AXIS ACCELEROMETER 7 PROXIMITY SENSORS (5-FRONT) 8 GROUND SENSORS (2-FRONT) 9 TEMPERATURE SENSOR 3 WIRELESS INTERIOR MODULE (OPT.) 3 2 PENCIL SUPPORT 3 MICRO USB CONNECTION 4 MEMORY CARD SLOT 1 SPEED CONTROLLED WHEELS (2) 1 1 4 3 2 1 8 5 2 1 5 HOOK FOR TRAILER3 6 4 LEGO© ATTACHMENT 7 RESET BUTTON 3 5 8 USB WIRELESS (OPT.) 8 1 2 4 2 1 6 5 1 3 6 6 4 6 3 7 7 5 9 3 4 5 6 2 8 6 7 8 6 THYMIO PROGRAMMING ADVENTURE 6 7 7 9 3 ASEBA Aseba is an open-source software framework designed to enable novices to program robots easily. It is composed of a Visual Programming Language, a Blockly® IDE and a script-based programming language. Aseba and Thymio evolve with the child, allowing her-him to always go further into programming concepts. The programming interface designed for THYMIO PROGRAMMING ADVENTURE is inspired by those which compose Aseba but brings a new horizon of possibilities with easy-to-program state machines. Visual Programming Language Blockly® IDE Script-based programming language 8 THYMIO PROGRAMMING ADVENTURE 3D AUGMENTED REALITY ENGINE For this project, we developped an open-source AR tracking library for natural markers and Thymio tracker, that we hooked into Qt3D to provide a full AR experience. R E S S O U R C E S I N V O LV E D & EFFORT SPENT In order to create THYMIO PROGRAMMING ADVENTURE, we invested 4 wo-man years of effort with a team composed of: A Post-doc computer scientist as project leader (0.9) A digital artist (0.8) An interaction designer (0.5) A research engineer (0.5) A Post-doc specialised in Augmented Reality (1) An engineer on the Mobsya side (0.3) This effort doesn’t count hours of reviews by advisors and consultants in game design or from leading universities. 9 THYMIO PROGRAMMING ADVENTURE What we need to make the next step We are looking for partners and supporters to help us transforming this project into a product. This means completing all levels of the game, implementing more blocks including AR ones, adding a simple mode to the programming interface, adding vanity blocks to improve gamification, programing social features, testing and validating that the system works on a broad range of platforms. Maker Faire Rome 2016 will be the first world wide stage for this unique project. ECONOMIC S U S TA I N A B I L I T Y Thymio programming adventure is an open-source project. It is currently in heavy technical development and is lead by Stéphane Magnenat. The future development of this project relies on different partners such as the Thymio community, EPFL, ETHZ and Mobsya. Every partner will bring a contribution in terms of development, industrialisation, testing or funding. Mobsya association is the entity that manages the industrial and commercial aspects of the Thymio project. Its role inside the community is to bring good quality product to Thymio users through a network of international distributors. Mobsya currently employs 6 people. It was born in 2010 and sold the very first Thymio robot in 2011. Since then, and with a strong acceleration since the summer 2014, Mobsya sold 15’000 Thymio robots and accessories. Mobsya currently co-develops new products such as the Wireless Thymio that came 10 THYMIO PROGRAMMING ADVENTURE on the market in February 2016, allowing people to program Thymio without having to plug a USB cable and an activity kit, following a measured market need. THYMIO PROGRAMMING ADVENTURE will bring a unique product on the market and will be promoted, produced and distributed by Mobsya. The business model around this project will consist of selling the robots and accessories such as 2 or 3D markers that will include new Augmented Reality features. Moreover, Augmented Reality objects, animations and games could be sold directly through the app. TEAM A team of skilled engineers, talented artists and education experts has been gathered to bring this experience to reality. Born at the Robotics Lab at EPFL where the Thymio robot was conceived, our multidisciplinary team is currently working on the development of the game. 11 Stéphane Magnenat Project leader Martin Voelkle Software engineer Ramiz Morina Digital artist Maria María Beltran UX & game design Ph.D. in Mobile Robotics. Founder of Mobsya, producing Thymio. His research focuses on computer-science education among others. Software craftsman with a M.Sc in Computer Science. Founder of Sampla, a consulting programming company. Master in Game Art and illustration, his skills range from 2d drawing to 3d modelling, texturing and animation in the context of video games and comics. Interaction designer, she specializes in user experiences mixing digital and tangible worlds. Christophe Barraud Marketing & Scriptwriting Amaury Dame Vision expert Pablo Márquez Neila Vision expert Master in Microengineering with specialization in robotics. CEO of Mobsya and independent writer. Ph.D. in computer vision and autonomous robotics, his research now also focus on machine learning. Ph.D. in Artificial Intelligence specialised in Computer Vision. Currently working as a post-doctoral researcher in CVLab at EPFL. THYMIO PROGRAMMING ADVENTURE TEAM Advisors and consultants 12 Michael Huber Storytelling and gamification advisor Francesco Mondada Scientific Advisor Moti Ben-Ari Education consultant Morgane Chevalier Education consultant With a prolific background in feature films, his stories all share a wit and a magical touch that blur the lines of reality and fantasy. PhD. Professor at the Robotic Systems Laboratory of EPFL. Author of more than 100 publications in the field of robotics. Professor in the Department of Science Teaching of the Weizmann Institute of Science. He received the ACM/SIGCSE Award for Outstanding Contributions to Computer Science Education. Teacher and specialist in multimedia educational engineering. Conducting a PHD thesis about acceptation and usage of robots by teachers. THYMIO PROGRAMMING ADVENTURE BRINGING YOU ROBOTS FOR EDUCATION Stéphane Magnenat [email protected] EPFL - STI - IMT - LSRO Station 9 CH-1015 Lausanne Switzerland Association Mobsya [email protected] Chemin du Closel 5 1020 Renens Switzerland Phone: +41 (0)32 511 64 93
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