Conference Paper

Constructing with movement: kinematics

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Abstract

This paper describes Kinematics: a novel construction toy for children consisting of both active (shape-changing or rotating) and passive building blocks. In comparison to similar systems, the active components of Kinematics do not require programming or recording. This allows children to focus on reassembly and direct observation of the resulting movement from simple changes made to a constructed structure. The gameplay of Kinematics is similar to classic construction games; by re-combining different elements, one can assemble increasingly complex structures. The shape-changing/rotating feature of the active blocks results in movement of the whole structure. The geometric shapes of these blocks are cubes, cuboids, cylinders, and triangular prisms. Plug-and-socket connectors (TRRS jacks) hold the blocks together and are the pivot points for rotating. They also provide data and power lines. Through simply rotating a single element, or putting it in a different position within the structure, the child can directly and intuitively manipulate the resulting movement. We propose Kinematics as a playful, intuitive, and haptic way of learning about motion in the physical world.

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... The field has explored the potential of making objects physically dynamic. Both Topobo [30] and Kinematics [26] present playful toolkit, which allows the users to explore movement and physical change. Topobo [30] is a construction toolkit, consisting of a set of both passive and motorized building blocks, which have the ability to playback physical motion in 3D space. ...
... The elements can ben snapped together to construct dynamic biomorphic forms, which can be animated by pushing, pulling, and twisting the elements, and observe the motion repeatedly play back the motion. Kinematics [26] is a construction toy, which consist of both active and passive building blocks. Each block holds a specific functionality, e.g. ...
... Topobo is a system that supports children in exploring various physics concepts with manufactured primitives based on kinetic memory [26]. Similarly, Kinematics [22] allows children to assemble increasingly complex structures by recombing different predefined elements. This kit allows the children to learn via iterating and reassembling the constructed structure. ...
... Many researchers have explored different types of configurable robots for purposes such as smart machines capable of locomotion and transformation [20], educational tool kits that children can use to learn about programming [33], and simple toys [22]. These kits allow construction of robots using different materials like predefined plastic shapes [26], user manufactured plastic shapes [1], laser cut shapes [34] and a combination of craft and LEGO [28]. ...
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... Since digital augmentation pursues direct and tangible manipulation over physical entities, digitally augmented play can support this authoring of interaction rules by taking a tangible approach-using the physical entity's reconfiguration, for example. In prior works, the design of tangible construction kits was an excellent example of adopting this tangible approach, allowing children to learn basic programming and work with sensors and actuators (Kazemitabaar et al., 2017;Oschuetz et al., 2010). Also, this is in line with one of the design directions derived at the end of previous chapter, authoring of interaction as traditional constructive behaviors. ...
Thesis
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The recent emergence of digital technology offers new opportunities for children to show a surge of interest and engagement in digital play with the aid of interactive playthings embedded with electronic circuits and computing capabilities. However, the critical challenge, which is still not clear yet, is the need to explore whether and how this new play media can play a productive and positive role in inducing experiential outcomes of children’s play in physical, social, and imaginative aspects. To this end, this dissertation put a focus on digital augmentation technology as a means to transparently augment playtime while preserving physical experiences of traditional real-world play and at the same time utilizing advantages of variable digital technology. The dissertation proposed digitally augmented play as a new design approach of digital play and assumed that the approach would provoke children to have real-world imagination and cultivate physical, social, and creative experiences accordingly. I started by understanding the concept and cases regarding children, play, toys, and technology through the review of precedent works. Then, I conducted an empirical study by interviewing with parents and exploiting experience proto- types to understand how children adopt and use plaything with digital augmentation technology. Based on the findings, I presented several directions, factors, and properties for designing sys- tems in conjunction with digital augmentation technology, which guided me to develop two different prototypical cases. The first case was a tabletop system providing audiovisual aug- mentation on abstract-shaped toys per the selected play modes. Another case was developed as a wearable toy system with which children can experience on-body sound augmentation by exploring, selecting, generating, and transmitting sounds. The results of user investigation on each case revealed the effect of digitally augmented play on the exhibition of physical, social, and imaginative behaviors. The dissertation concluded by discussing implications and future possibilities of digitally augmented play through a comprehensive analysis of the findings. The obtained knowledge can help designers and engineers understand what specific design factors need attention while exploiting digital augmentation technology as an intervention for play and games. Furthermore, the verified effect of technology on children’s play in-forms parents and educators to make more informed decisions when incorporating playful and creative usage of new media to cultivate digital natives’ competencies.
... Both systems are used on top of a touchscreen such as a tabletop. Similar bricks, but without touchscreens, like the Modular Robotics Cubelets and Kinematics [37], directly embed functionalities allowing the creation of stand-alone robots. In this example, sensor and actuator bricks communicate to work together as a unit. ...
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... Several tools are available for building a kinetic mechanism with building blocks. Topobo [19], Cubement [3], Kinematics [16], and LINKKI [10] allow the user to create movement with a tangible kit. Our tool supports both the fabrication of custom assembly parts and the use of off-the-shelf mechanical parts for rapid fabrication. ...
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... [4,44]) and many other inspiring playful interactive objects and concepts. Topobo [ [39] and Kinematics [30] present playful toolkits allowing users to explore movement and physical change through passive and augmented building blocks. Ninja Track [19] presents a different approach to shape-changing toys, whereas the shape change is used to switch between two states of play. ...
... The form factor is constructed from existing units. Topobo [5] and Kinematics [6] are constructive toys that include both active and passive units. Instead of software interfaces, their movements can be recorded and replayed by manipulating the tangible parts. ...
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... Many researchers have explored different types of configurable robots for purposes such as smart machines capable of locomotion and transformation [19], educational tool kits that children can use to learn about programming [26], and simple toys [20]. These kits allow construction of robots using different materials such as predefined plastic shapes [2,23], user defined plastic shapes [1], laser cut shapes [27] and a combination of craft and LEGO [24]. ...
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... To fully exploit the use of building blocks as tangible user interfaces (TUIs) [12], Topobo [23] allows users to create 3D structures by assembling passive pieces with motor joints, and editing the structures' motions by direct input with kinetic motion as output. Kinematics [18] extends the Topobo concept by providing computational blocks to allow for editing movements without programming. Bosu [19] provides a toolkit for users to construct curve forms and structures. ...
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... Many researchers have explored different types of configurable robots for several purposes, such as smart machines capable of doing tasks that people cannot do [31], as an educational tool kit that children can use to learn about programming [14] or kinetic movement [20], and simply as toys [17]. These configurable robots can be switch between varying forms and behavior autonomously or by user control. ...
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Baukästen -Technisches Spielzeug vom Biedermeier bis zur Jahrtausendwende. VMA Verlag- Drei Lilien Edition
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