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2018 XIII Technologies Applied to Electronics Teaching Conference (TAEE)最新文献

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Programming natural interfaces through the combination of smart phone sensors 通过智能手机传感器的组合编程自然界面
Pub Date : 2018-06-01 DOI: 10.1109/TAEE.2018.8475974
J. Hernández-Aceituno, Isabel Sanchez-Berriel
One of the most striking aspects of learning how to program smart phone applications is the possibility of producing interfaces based on motion and basic human physical skills, instead of bing limited to the usage of keyboards and mice. The present work describes a series of practical exercises, designed to provide students with the required skills to access and process the information generated by smart phone sensors, and to combine them to create natural interfaces.
学习如何编写智能手机应用程序的一个最引人注目的方面是,有可能根据动作和人类基本的身体技能来制作界面,而不是局限于键盘和鼠标的使用。目前的工作描述了一系列的实践练习,旨在为学生提供所需的技能来访问和处理智能手机传感器产生的信息,并将它们组合起来创建自然界面。
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引用次数: 0
Software Defined Radio: From Theory to Real World Communications 软件定义无线电:从理论到现实世界通信
Pub Date : 2018-06-01 DOI: 10.1109/TAEE.2018.8476109
V. González-Barbone, P. Belzarena, Federico Larroca
Bridging the gap from theory to real-world, hands- on experience is an always present challenge in Education. The advent of computers allowed for simulation, a halfway step from theory into practice. In Telecommunications Engineering, Software Defined Radio allows students to design and test wireless equipment in real communication by means of a personal computer connected to a simple, low cost, generic radiofrequency device. The paradigm has changed the approach to wireless equipment and communications protocols design across industry and academia. In Education, it has succeeded in providing students with an experience very similar, if not equal, to what they will face in their professional lives. This approach resulted in a deeper understanding and better ability development than was possible through simulation, since several communication problems (such as those related to radiofrequency propagation) are very difficult to model realistically. Moreover, this approach has proved to be strongly motivating for students, who design systems through a graphical interface by interconnecting blocks with specific functionality, but can later experience the results in real communications. This article describes our teaching experience and lessons learned with Software Defined Radio for Engineering Education. We used GNU Radio, an open and free software framework, complemented with GNU Wireless Network, an extension of our design to support data communications. The paradigm involved both graduate and undergraduate courses in Wireless Communication with strong lab content, undergraduate projects, early research training, and several master thesis.
弥合理论与现实之间的差距,实践经验是教育中始终存在的挑战。计算机的出现使模拟成为可能,这是从理论到实践的中间步骤。在电信工程中,软件无线电允许学生设计和测试实际通信中的无线设备,通过个人计算机连接到一个简单,低成本,通用的射频设备。该范式改变了工业界和学术界无线设备和通信协议设计的方法。在教育方面,它成功地为学生提供了一种与他们在职业生涯中所面临的情况非常相似的体验,如果不是完全相同的话。由于一些通信问题(例如与射频传播相关的问题)很难实际地建模,因此这种方法比通过模拟可能产生更深入的理解和更好的能力发展。此外,这种方法已被证明对学生具有强烈的激励作用,他们通过图形界面通过连接具有特定功能的块来设计系统,但稍后可以在实际通信中体验结果。本文介绍了我们在软件定义无线电工程教育中的教学经验和教训。我们使用GNU Radio,一个开放和自由的软件框架,补充了GNU无线网络,这是我们设计的一个扩展,以支持数据通信。该模式包括无线通信的研究生和本科生课程,包括丰富的实验内容、本科生项目、早期研究训练和几篇硕士论文。
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引用次数: 4
Challenge based education: an approach to innovation through multidisciplinary teams of students using Design Thinking 以挑战为基础的教育:一种通过多学科学生团队运用设计思维进行创新的方法
Pub Date : 2018-06-01 DOI: 10.1109/TAEE.2018.8476051
Guido Charosky, Luciana Leveratto, L. Hassi, K. Papageorgiou, J. Ramos-Castro, R. Bragós
This work aims to describe and discuss the benefits and learning outcomes detected along four iterations of a learning experience carried out by three institutions: ESADE Business School, IED Istituto Europeo di Design and the Telecom Engineering School of UPC, Universitat Politècnica de Catalunya. Mixed teams of students from the three institutions face open innovation challenges with societal interest through Design Thinking. This study is focused on the learning outcomes of engineering students, compared to the ones obtained by Telecom engineering students that follow standard project-based courses. The students spend 3-4 weeks at IdeaSquare, a creative environment created at CERN Meyrin site in Switzerland, where they can consult and interact with scientists and knowledge transfer experts about possible applications and uses of CERN technologies in the student’s proposed solutions. One example of a prototyped solution is a low-cost sensor-based system to detect malfunction in water wells in Africa, which uses SMS-based communication and cloud-based solutions to manage wells repairs. As a result, the ICT engineering students increase their awareness of user needs and the relevance of the problems to focus on when tackling a complex challenge. They also increase their ability to ideate more disruptive and high-impact solutions thanks to their understanding of the "big picture" based on their interactions with design and business students.
这项工作旨在描述和讨论通过三家机构开展的学习经验的四次迭代所检测到的好处和学习成果:ESADE商学院,IED欧洲设计学院和UPC电信工程学院,加泰罗尼亚政治大学。来自三所院校的学生组成的混合团队通过设计思维,面对具有社会利益的开放式创新挑战。本研究的重点是工程专业学生的学习成果,比较电信工程专业学生遵循标准项目课程的学习成果。学生们将在IdeaSquare度过3-4周的时间。IdeaSquare是欧洲核子研究中心(CERN)在瑞士迈林(Meyrin)基地创建的一个创意环境。在这里,他们可以与科学家和知识转移专家就CERN技术在学生提出的解决方案中的可能应用和使用进行咨询和互动。一个原型解决方案的例子是一种基于传感器的低成本系统,用于检测非洲水井的故障,该系统使用基于短信的通信和基于云的解决方案来管理水井的维修。因此,资讯及通讯科技工程专业的学生在处理复杂的挑战时,会提高他们对用户需求的认识,以及关注问题的相关性。通过与设计和商科学生的互动,他们对“大局”的理解也提高了他们构思更具颠覆性和高影响力解决方案的能力。
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引用次数: 18
Crumble as an educational tool to introduce robotics 作为介绍机器人技术的教育工具
Pub Date : 2018-06-01 DOI: 10.1109/TAEE.2018.8476054
Pedro Plaza, Germán Carro, Manuel Blázquez, E. Sancristóbal, M. Castro, Félix García-Loro, Javier Muñoz
The aim of this paper is to introduce the use of Crumble, an emerging tool, to guide the introduction to educational robotics as the second step in introducing students to robotics. Robotics requires various skills such as systems thinking, programming mentality, active learning, mathematics, science, judgment and decision making, good communication, technological design, complex problem solving and persistence. These skills can be easily developed using Crumble. The results of the educational robotics course demonstrate how children with previous Scratch programming experience, but no physical robot experience can continue the learning process through classroom experiences. The result of this work shows that it is better to adapt the difficulty to each of the children. Finally, it is important to combine theory and practice in order to include fun tasks intertwined with the challenges of applying theory to problem solving.
本文的目的是介绍使用的崩溃,一个新兴的工具,以指导教育机器人的介绍作为第二步,向学生介绍机器人。机器人需要各种技能,如系统思维、编程思维、主动学习、数学、科学、判断和决策、良好的沟通、技术设计、复杂问题的解决和毅力。这些技能可以很容易地发展使用崩溃。教育机器人课程的结果展示了以前有Scratch编程经验,但没有物理机器人经验的孩子如何通过课堂体验继续学习过程。这项工作的结果表明,最好为每个孩子调整难度。最后,将理论与实践结合起来是很重要的,这样才能将有趣的任务与应用理论解决问题的挑战交织在一起。
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引用次数: 13
MasterEngineer: A Game-based technique in Power Electronics and Drives Teaching 主工程师:基于游戏的电力电子与驱动教学技术
Pub Date : 2018-06-01 DOI: 10.1109/TAEE.2018.8476027
M. Durán, I. Gonzalez, P. Garcia-Entrambasaguas, J. J. Aciego, A. Gonzalez, N. Rios
Power electronics and drives have increased their presence at industry both in renewable energies, power systems and electric traction. For this reason, future electrical engineers need to acquire advanced competences in this field. Although chalk-and-board and slides can be used at degree and master level, the inclusion of game-based activities improve the motivation and life-long learning of students. This paper presents a newly design game to deeply understand the different arrangements and performance of power converter and electric machines. The game-based approach favors the acquisition of cross competences and promotes technical discussion and exposition abilities.
电力电子和驱动系统在可再生能源、电力系统和电力牵引等行业的应用越来越广泛。因此,未来的电气工程师需要在这一领域获得先进的能力。虽然粉笔和幻灯片可以在学位和硕士级别使用,但包含基于游戏的活动可以提高学生的动机和终身学习。本文提出了一种新的设计游戏,以深入了解功率变换器和电机的不同布置和性能。基于游戏的方法有利于交叉能力的获得,并促进技术讨论和阐述能力。
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引用次数: 2
Teaching opportunities in measurements of magnetic field 磁场测量的教学机会
Pub Date : 2018-06-01 DOI: 10.1109/TAEE.2018.8476069
David Aguilera Jiménez, Pablo Garrido Sánchez, A. Aranda
The measurement of magnetic fields is a complex activity, which can be of significant didactical value. The interference of the numerous sources of magnetic field around the measuring site requires a deep understanding of the fundaments of electronic instrumentation and the particularities of the measurement of magnetic fields. The proposed experimental set-up, which makes use of a 3-axes magnetometer controlled from an Arduino board, also gives the students the chance to practice embedded programming.
磁场的测量是一项复杂的活动,具有重要的教学价值。测量现场周围众多磁场源的干扰需要深入了解电子仪器的基础和磁场测量的特殊性。该实验装置利用Arduino板控制的3轴磁力计,也为学生提供了练习嵌入式编程的机会。
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引用次数: 0
Synergy LEGO Mindstorms – Arduino: Taking advantage of both platforms 协同乐高头脑风暴- Arduino:利用两个平台
Pub Date : 2018-06-01 DOI: 10.1109/TAEE.2018.8476011
Emilio Fernández Moreno, Julio Pastor-Mendoza
The most used platforms in technology, programming and robotics learning in secondary schools are LEGO Mindstorms and Arduino. LEGO´S Robotic platforms are distinguished for their simplicity in programming and mechanical assembly, whereas the high price of components is their main drawback. Available sensors and actuators for Arduino are inexpensive, but they are difficult to integrate in a multifunctional mechanical structure. This paper analyses the advantages and disadvantages of the use of the LEGO Mindstorms and Arduino platforms in teaching and presents two alternatives to integrate both worlds taking advantage of each one of them: in the first one, LEGO Mindstorms controls sensors and actuators of commercial nature, even getting to stablish a master-slave communication with Arduino; in the second, Arduino is in charge of controlling the peripherals of LEGO Mindstorms.
在中学的技术、编程和机器人学习中,使用最多的平台是LEGO Mindstorms和Arduino。乐高的机器人平台以其编程和机械装配的简单性而著称,而部件的高价格是其主要缺点。Arduino可用的传感器和致动器价格低廉,但它们难以集成到多功能机械结构中。本文分析了LEGO Mindstorms和Arduino平台在教学中的优缺点,并提出了两种利用各自优势将两者结合起来的方案:第一种方案是LEGO Mindstorms控制商业性质的传感器和执行器,甚至与Arduino建立主从通信;第二部分,Arduino负责控制LEGO Mindstorms的外围设备。
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引用次数: 2
Design of a Low-Cost Robotic Arm controlled by Surface EMG Sensors 表面肌电传感器控制的低成本机械臂设计
Pub Date : 2018-06-01 DOI: 10.1109/TAEE.2018.8476126
J. S. Artal-Sevil, A. Acón, J. Montanes, J. Domínguez
The purpose of this paper has been the construction of a low cost robotic prosthesis and its control through the Arduino platform. The implementation of EMG/ECG electromyographic surface sensors has allowed to develop the control of the robotic arm in a simple and effective way. The system has sought to simulate the natural movements of the arm and hand. The EMG sensors serve as a bridge to detect the small electrical pulses produced by muscle activity and transform them into an analog signal that the microprocessor is capable of interpreting. Nowadays, the imminent advances related to robotics and modern control techniques have caused these disciplines of knowledge to be used as an educational complement in basic and higher education. On the other hand, the 3D printing technique has facilitated the modeling of the robotic prosthesis. Final Year Project (TFG) or Final Master Project (TFM), constitutes an academic activity that allows to evaluate in detail the different competences acquired by the students during their university education period. Develop and implement advanced control strategies in robotic elements, by remote or local control, is a clear example of academic work that causes extra motivation in science, technology and engineering students. This paper presents a novel and current electronic application such as the construction of a bionic prosthesis. At the same time, the different details related to its implementation have been discussed. The results obtained have also been obtained.
本文的目的是通过Arduino平台构建一个低成本的机器人假体并对其进行控制。EMG/ECG肌电图表面传感器的实现使机械臂的控制以一种简单有效的方式发展。该系统试图模拟手臂和手的自然运动。肌电图传感器充当桥梁,检测肌肉活动产生的小电脉冲,并将其转换为微处理器能够解释的模拟信号。如今,与机器人技术和现代控制技术相关的迫在眉睫的进步已经使这些知识学科被用作基础教育和高等教育的教育补充。另一方面,3D打印技术为机器人假肢的建模提供了便利。Final Year Project (TFG)或Final Master Project (TFM)是一项学术活动,可以详细评估学生在大学教育期间获得的不同能力。通过远程或本地控制,开发和实施机器人元件的高级控制策略,是学术工作的一个明显例子,它会给科学、技术和工程专业的学生带来额外的动力。本文介绍了一种新颖的电子应用,如仿生假肢的构建。同时,对其实施的不同细节进行了讨论。得到的结果也得到了。
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引用次数: 5
An approach to Inclusive Education in Electronic Engineering Through Serious Games 通过严肃游戏进行电子工程全纳教育的方法
Pub Date : 2018-06-01 DOI: 10.1109/TAEE.2018.8476110
Ángel Jaramillo-Alcázar, Carlos Guaita, Jorge L. Rosero, S. Luján-Mora
The development of video games has had a great growth in recent years. Also, serious games have positioned themselves as a tool that support the learning process of students. Students from electronic engineering are not the exception. However, video games of this type do not usually consider accessibility parameters in their design and those for electronic engineering are not the exception. On the other hand, several educational institutions use mobile devices in their classrooms for a more didactic learning and to achieve better learning outcomes. This article proposes a mobile serious game that addresses some basic principles of electrical circuits. Also, it incorporates accessibility features for students who have hearing or visual disabilities. Experiments were carried out with people with these types of disabilities to validate their accessibility and they were evaluated to verify their level of learning. Finally, the results obtained were analyzed in order to improve the video game.
近年来,电子游戏的发展有了很大的增长。此外,严肃游戏将自己定位为支持学生学习过程的工具。电子工程专业的学生也不例外。然而,这类电子游戏通常不会在设计中考虑易用性参数,电子工程类游戏也不例外。另一方面,一些教育机构在课堂上使用移动设备,以实现更具说教性的学习,并取得更好的学习成果。本文提出了一款解决电路基本原理的手机严肃游戏。此外,它还为有听力或视力障碍的学生提供了无障碍功能。研究人员对这些类型的残疾人进行了实验,以验证他们的可及性,并对他们进行了评估,以验证他们的学习水平。最后,对所得结果进行了分析,以期对视频游戏进行改进。
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引用次数: 3
TAEE 2018 TOC
Pub Date : 2018-06-01 DOI: 10.1109/taee.2018.8476044
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引用次数: 0
期刊
2018 XIII Technologies Applied to Electronics Teaching Conference (TAEE)
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