Design of Teaching Platform for Visual Programming of Industrial Robot Based on PBL and Multimedia

Author(s):  
Peng Cheng
2021 ◽  
Vol 123 ◽  
pp. 01020
Author(s):  
Lei Cheng ◽  
Shichao Guo ◽  
Jin Wu

China’s robot virtual experiment simulation education experiment teaching service platform was successfully constructed, it is an important pioneer and demonstrator of virtual experiment teaching. It is combined with the superior subject resources of the Robot Engineering major of Wuhan University of Science and Technology. This paper explains the necessity of cross-object interactive robot simulation experiment teaching. The experimental project of the industrial robot simulation module is combined with the teaching of related courses, the teaching system of the cross-object interactive robot virtual simulation experiment teaching platform is analysed. It is proposed that the virtual simulation platform can play a good role in innovating teaching resources in universities and cultivating innovative and entrepreneurial talents in universities.


2019 ◽  
pp. 55-58
Author(s):  
A. S. Putina

The article discusses the problems of organizing group work in education, in particular, group work in the Scratch visual programming environment, where it is possible to use tools that help in teamwork — Backpack, Remix, Scratch Studio. An example of creating a project by a group of students is given.


2020 ◽  
Vol 4 (2) ◽  
pp. 48-55
Author(s):  
A. S. Jamaludin ◽  
M. N. M. Razali ◽  
N. Jasman ◽  
A. N. A. Ghafar ◽  
M. A. Hadi

The gripper is the most important part in an industrial robot. It is related with the environment around the robot. Today, the industrial robot grippers have to be tuned and custom made for each application by engineers, by searching to get the desired repeatability and behaviour. Vacuum suction is one of the grippers in Watch Case Press Production (WCPP) and a mechanism to improve the efficiency of the manufacturing procedure. Pick and place are the important process for the annealing process. Thus, by implementing vacuum suction gripper, the process of pick and place can be improved. The purpose of vacuum gripper other than design vacuum suction mechanism is to compare the effectiveness of vacuum suction gripper with the conventional pick and place gripper. Vacuum suction gripper is a mechanism to transport part and which later sequencing, eliminating and reducing the activities required to complete the process. Throughout this study, the process pick and place became more effective, the impact on the production of annealing process is faster. The vacuum suction gripper can pick all part at the production which will lower the loss of the productivity. In conclusion, vacuum suction gripper reduces the cycle time about 20%. Vacuum suction gripper can help lower the cycle time of a machine and allow more frequent process in order to increase the production flexibility.


2010 ◽  
Vol 130 (3) ◽  
pp. 375-384
Author(s):  
Satoru Kumagai ◽  
Toshimasa Miyazaki ◽  
Kiyoshi Ohishi

2014 ◽  
Vol 5 (2) ◽  
pp. 778-789
Author(s):  
Hassan Nouri Al-Obaidi ◽  
Ali A. Rashead Al-Azawy

Current research presents a visual-computational tool to design and investigate round electrostatic lenses in sense of analysis procedure. The finite elements methods is adopted to find the electrostatic potential in the lens region. Laplace’s equation is first replaced by a certain functional which physically represent the electric energy stored in the electric field. This functional is then minimized at each mesh point with respect to the nearest eight ones. This minimization process is proved to be entirely equivalent to solving Laplace’s equation. The requirement that the functional being minimized is then yields a set of nine point equations which inter relate the potentials at adjacent mesh points. Finally this set of equations is solved to find the electrostatic potential at each mesh point in the region of the lens under consideration. The procedure steps mention above are coded to program written in visual basic. Hence an interface tool for analyzing and designing electrostatic lenses has been built up. Designing results proved that the introduced tools has an excellent outputs in comparison with the others written in not visual programming languages. Furthermore it easier for researchers and designer to use such a tool over their counterpart ones.


Author(s):  
Marek Vagas

Urgency of the research. Automated workplaces are growing up in present, especially with implementation of industrial robots with feasibility of various dispositions, where safety and risk assessment is considered as most important issues. Target setting. The protection of workers must be at the first place, therefore safety and risk assessment at automated workplaces is most important problematic, which had presented in this article Actual scientific researches and issues analysis. Actual research is much more focused at standard workplaces without industrial robots. So, missing of information from the field of automated workplaces in connection with various dispositions can be considered as added value of article. Uninvestigated parts of general matters defining. Despite to lot of general safety instructions in this area, still is missed clear view only at automated workplace with industrial robots. The research objective. The aim of article is to provide general instructions directly from the field of automated workplaces The statement of basic materials. For success realization of automated workplace is good to have a helping hand and orientation requirements needed for risk assessment at the workplace. Conclusions. The results published in this article increase the awareness and information of such automated workplaces, together with industrial robots. In addition, presented general steps and requirements helps persons for better realization of these types of workplaces, where major role takes an industrial robot. Our proposed solution can be considered as relevant base for risk assessment such workplaces with safety fences or light barriers.


Author(s):  
Josué Rafael Sánchez-Lerma ◽  
Luis Armando Torres-Rico ◽  
Héctor Huerta-Gámez ◽  
Ismael Ruiz-López

This paper proposes the development of the methodology to be carried out for the metal joining process through the GMAW welding process in the Fanuc LR Mate 200iD industrial robot. The parameters or properties were considered for the application to be as efficient as possible, such parameters as speed of application, characteristics of the filler material, gas to be used as welding protection. The GMAW welding process can be applied semiautomatically using a hand gun, in which the electrode is fed by a coil, or an automatic form that includes automated equipment or robots. The advantages and disadvantages of the GMAW welding process applied in a manual and automated way were commented. The mechanical properties of the materials to which said welding can be applied were investigated; The materials with which this type of welding can be worked are the high strength materials, which are used in the automotive industry, for the forming of sheet metal. To know the properties of the material, destructive tests were carried out on the test material to be used, as well as the mechanical properties of the welding.


ROBOT ◽  
2011 ◽  
Vol 33 (3) ◽  
pp. 299-302 ◽  
Author(s):  
Yi WANG ◽  
Changjie LIU ◽  
Xueyou YANG ◽  
Shenghua YE

Author(s):  
Claire Johnson

Game Maker is widely used in UK secondary schools, yet under-researched in that context. This paper presents the findings of a qualitative case study that explores how authoring computer games using Game Maker can support the learning of basic programming concepts in a mainstream UK secondary setting.  The research draws on the learning theory of constructionism, which asserts the importance of pupils using computers as ‘building material’ to create digital artefacts (Papert, 1980; Harel and Papert, 1991), and considers the extent to which a constructionist approach is suitable for introducing basic programming concepts within a contemporary, game authoring context.  The research was conducted in a high achieving comprehensive school in South East England. Twenty-two pupils (12 boys; 10 girls; 13-14 years old) completed a unit of work in computer game authoring over an eight-week (16 x 50 minute lessons) period. In planning and developing their games, they worked in self-selected pairs, apart from two pupils (one boy and one girl) who worked alone, by choice. Nine of the ten pairs were the same gender. Data were collected in planning documents, journals and the games pupils made, in recordings of their working conversations, and in pair, group and artefact-based interviews. Findings indicate that as well as learning some basic programming concepts, pupils enjoyed the constructionist-designed activity, demonstrated positive attitudes to their work, and felt a sense of achievement in creating a complex artefact that had personal and cultural significance for them. However, the findings also suggest that the constructionist approach adopted in the research did not effectively support the learning of programming concepts for all pupils. This research arises out of a perceived need to develop accessible, extended units of work to implement aspects of the Computing curriculum in England. It suggests that using Game Maker may offer a viable entry, and identifies the programming concepts and practices which pupils encountered, the difficulties they experienced, and the errors they made when authoring computer games. It also offers recommendations to increase the readiness with which students engage with key programming concepts and practices when using this visual programming software. In so doing it makes a practical contribution to the field of qualitative research in secondary computing education. 


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