LEGO Mindstorms: Serious Play with Toy Robots.
Do you remember whiling away the hours playing with Lego bricks as
a child? I do! On my 10th birthday, my mother took me to the famous Hamleys Toy Store, Regent Street, London. Where she bought me a
huge box of Lego. To say I was hooked, is the least of it.
Well, things have not stood still for Lego since the early 1970s.
Lego has become intelligent! And for the aspiring Robotologist; or indeed,
budding Robotics design/industrial engineer, they would not go that far wrong by
learning the elementary ropes with a range of intelligent Lego sets called ‘Mindstorms.’
One thing is rock sure, that young people today – that is tots and
teens and adolescents – will be swamped in Robot technologies 10 years from now
(2025). A child going through his education; or indeed a young adult going
through college education without any engagement with and/or learning about
Robot technologies is the equivalent of not learning to write in their native language;
or indeed ignoring the universal language of mathematics. They just will not cut
it in the future of work (as I will explain later in this book).
Even for me, more than halfway through my career, I am having to
start a new engineering apprenticeship in Robotics and Artificial Intelligence (and
Biotechnology and Nanotechnology).
Lego Mindstorms
is a sequence of toy kits that include hardware and software that allows the
would-be Robotist to build a vast array of customisable, programmable toy Robots
out of a combination of traditional Lego bricks and advanced Lego components.
Beginners
can manipulate intelligent Lego-brick computers that command the systems;
attach sets of modular sensors and servo motors; and click together Lego parts
from the Technic line (such as gears,
axles, beams, and pneumatic parts), to tailor mechanically unique Robot systems.
Mindstorms, as the name suggests, is both fun and taxing to learn.
Mindstorms
can be used to build a model of embedded systems with computer-controlled
electromechanical parts. Many types of real-world embedded systems, from programmable
vehicles; devise controllers for miniature elevators, carrousels, conveyors,
and rotary systems; to mock industrial Robots; can be put together with Mindstorms.
Mindstorms
is primarily a recreational toy. Little’ens are fascinated by it. But it is
much more than time killing amusement. It is in fact a highly addictive
learning and discovery tool. Various kits are sold and used as educational tools.
Where the academic version is called
Lego Mindstorms for Schools, and comes
with the programming software.
For youngsters, the Lego software is fairly easy
to learn, and more than enough to get to grips with the basics. But for the
inquisitive 20/30/40+ something, the Lego software can be up-graded with third
party firmware and/or programming languages; including some of the most popular
ones used by professionals in the embedded systems industry. Java and C for example.
The only difference between the educational
series, known as the ‘Challenge Set’,
and the consumer series, known as the ‘Inventor
Set,’ is that the education set includes more touch sensors and several
more gearing options. Opening up the prospect for more adventurous Robot
projects.
As I said, reading this right now, might seem that Lego Mindstorms
is a past-time toy, to occupy inquisitive young minds. But Mindstorms is the
result a LEGO and Massachusetts
Institute of Technology (MIT) Media Lab joint
venture. To bring LEGO-based educational products to market based on
leading-edge and highly effective ‘constructivist’
learning methodologies.
Lego Mindstorms has been named after the 1980
book, Mindstorms: Children, Computers, and Powerful Ideas; by Seymour
Papert. Papert proposed a unique computer-based learning environment called, ‘Microworld.’ His primary belief about
the Microworld's design is that it complements the natural knowledge building
mechanisms of children, known as a constructivist
approach to knowing and learning.
His
primary implication is that Microworld learning profoundly affects the quality
of knowledge gained. This work is one of the first large-scale attempts to
mediate educational computer-based technology with Piagetian-based theories (just
below) of learning and knowing.
Papert
timing could not be better, having been at the centre of three learning revolutions: child development psychology, artificial
intelligence, and computational
technologies for education.
His
fundamental research on applied human-and-machine intelligence and cognition
has touched children around the world. For those in the know, it is difficult
to envision a school Robotics subculture without Papert. Or for that matter,
most of technology-enabled project-
based learning.
Born in 1928 in Pretoria,
South Africa, eventually a philosophy student at South Africa’s University of
Witwatersrand, where he received a doctorate in mathematics in 1952. As part of
his doctoral work, Papert had spent time at the Henri Poincaré Institute at the
University of Paris. It was in Paris that he would meet the renowned Jean
Piaget; the original architect of the theory
of cognitive development stage theory:
a comprehensive thesis of the nature and development of human intelligence.
Piaget held that one's childhood plays a vital and active role in cognitive
development. But, in fact, it deals with the nature of knowledge itself and how
humans come gradually to acquire, construct, and use it.
Another influential chance
meet-up, came at the 1960 symposium on Information
Theory, London. Where Papert bumped into the marvellous Marvin Minsky (Don Professor
of AI, at MIT); whereby they both coincidentally presented papers on a similar
theorem.
Later in close partnership
with Marvin Minsky, Papert became co-founder of MIT’s Artificial Intelligence
Lab. Further, ‘Perceptrons,’ the
groundbreaking 1970 book co-authored by Minsky and Papert, was possibly the
first look at AI to gain widespread notice beyond domain experts.
Papert crafted ‘Logo,’ a revolutionary programming
language, the first designed expressly for use by children, at a time when
computers used to fill entire rooms and were impossibly complicated.
Papert’s vision was that
children should be programming the computer rather
than being programmed by it. In 1970, Papert convened a symposium
at MIT called ‘Teaching Children Thinking;’
where he laid out his case for children teaching computers.
This radical idea would float
around for nearly two decades before digital tools would become commonplace in
the classroom. And yet to this day, there is still a great gap between
paradigms: Is the machine driving the child or vice versa?
Its applications to learning
and teaching in 2015+ are no less than startling. Mindstorms ranks in the top 10 education
books I have read. It describes not just how children develop intellectually,
but frames the role that educational technology plays in teaching and learning.
Millions of kids are now
being exposed to advanced ideas and technologies such as Robotics, Multi-agent
Modelling, Systems Dynamics, and Digital 3D Printing. The Lego company is
transforming many of these ideas into their products under the title ‘Mindstorms,’ in honour of Papert.
From his book, Mindstorms:
‘Many
children are held back in their learning because they have a model of learning
in which you have either “got it” or “got it wrong.” But when you program a
computer you almost never get it right the first time.
Learning
to be a master programmer is learning to become highly skilled at isolating and
correcting bugs ...
The
question to ask about the program is not whether it is right or wrong, but if
it is fixable. If this way of looking at intellectual products were generalized
to how the larger culture thinks about knowledge and its acquisition we might
all be less intimidated by our fears of “being wrong.'
Papert was perhaps the first
interaction designer especially concerned with digital tools and children. His
awareness that children effectively think differently than adults, and that
their cognitive evolution requires designing rich toolkits and environments
rather than force-feeding knowledge, has set the tone for decades of research.
And now, the rich form of constructivist
learning is literally being embedded in Lego
Mindstorms.
Lego Mindstorms Robotics activities are concrete,
contextualized, and provide immediate feedback – important factors in
satisfying a student’s desire for success and creating the motivation to
continue learning. Students also learn about the Robotics technologies themselves,
which impact all modern industries, from agriculture to healthcare, banking,
manufacturing, transportation, energy, and security.
The Introduction to
Programming curriculum is just that: an overture. For many teachers – and
why it is important – it will be their first experience at instructing Robotics
and Programming. However, the Robotics Academy has plenty of free resources on
its website and regularly offers teacher courses.
The
first generation of Lego Mindstorms was built around a brick known as the RCX
(Robotic Command eXplorers). It contained an 8-bit Hitachi-8/300
microcontroller, which acted as it CPU. Including 32K of RAM to store the
firmware and user programs; the brick is programmed by uploading a program from
a Windows or Mac computer to the brick's RAM via a special infrared interface.
After
the user starts a program, an RCX-enabled Mindstorms creation can function
totally on its own, acting on internal and external stimuli according to the
programmed instructions. Also, two or several more RCX bricks can communicate
with each other through the IR interface, enabling inter-brick cooperation or
competition.
In
addition to the IR port, the system includes three sensor input ports and three
motor output ports (which can also be used to drive other electrical devices
such as lamps and so forth). An integral LCD can display the battery level, the
status of the input/output ports, which program is selected or running, and
other information.
Version
1.0 RCX bricks feature a power adapter jack to allow continuous operation
instead of the limited operation time when using batteries. Power adapter
equipped RCX bricks are popular for stationary robotics projects (such as Robot
arms); or for controlling Lego model trains. In the latter context, the RCX
needs to be programmed with Digital Command Control (DCC) software to operate
multiple wired trains.
The
Lego Technic control centre was the
first programmable standalone Lego product, in the sense of being able to store
sequence-based programs and run them. It featured three output ports and manual
control, and it was only capable of storing linear sequences of manual input
plus timing information. It could store up to two programs at once.
There
is a broad community interest of all ages engaged in the sharing of
construction concepts and schemes,
programming methodologies, generating third-party software and hardware, and
contributing of other ideas associated with Lego Mindstorms (see video on bespoke Mindstorms Game).
The
Lego Mindstorms initiative has a great
website, very much organised like Wiki; harnessing the creative potential and
collaborative efforts of Lego Mindstorm contributor. Lego also supports open
innovation by encouraging open-software code for downloading; and by holding a
range of competitions and promotional events.
The
evolution of Robots, it seems, holds no bounds. If applied intelligence and sophisticated
mechanics is being embedded in objects as humble as the Lego Brick, then what ends are there insight for our understating
and application of high level artificial machine intelligence?
To
know this, surly we must come to grips with what intelligence is, how it works,
and perhaps, how we can improve upon it. And one way to begin doing that is to
understand the human mind. The most advanced form of mindstorms we know of.
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