braitenbergian experiments with simple aquatic robots · abstract —this paper describes the...
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Abstract—This paper describes the development of a short
introductory underwater robotics course, aimed at college
freshman and high school and middle school students. During
these courses, students work in teams to build and program
underwater robots using a combination of LEGO and other
simple materials. As an introduction to ideas of artificial
intelligence and robot programming, students undertook a
practical exploration of the concepts developed by cybernetician
Valentino Braitenberg in his famous book “Vehicles: Experiments
in Synthetic Psychology”. Over five laboratory sessions, students
gradually evolved their own designs for waterborne “robotic
amoebas” through a series of progressively more complex design
challenges. These courses build on our previously reported work
in which students have built underwater Remotely Operated
Vehicles using similar materials and educational strategies. This
work is now being adapted for dissemination to large numbers of
middle and high schools across New Jersey through a grant from
the National Science Foundation.
I. INTRODUCTION
Valentino Braitenberg’s famous text “Vehicles-experiments in
synthetic psychology”, [1], uses a series of elegant thought
experiments, involving simple imaginary vehicles equipped
with motors and sensors, to explain how seemingly complex
animal behaviours such as attraction, repulsion, fear and
aggression, can result from combinations of simple
mechanisms. Braitenberg’s explanations are profound in their
implications for roboticists and neuro-scientists, yet so simple
and intuitive that they are immediately accessible to readers of
all levels, without any prior knowledge or expertise.
This paper describes the development of a short introductory
course, aimed at college freshmen, high school and middle
school students, enabling a practical exploration of
Braitenbergian ideas through constructing, programming and
testing a series of progressively more complex waterborne
robot vehicles, also known as Autonomous Underwater
Vehicles (AUVs), e.g. figure 1.
Manuscript received August 10th, 2007. We thank Costas Chassapis, Dir.
Dept. Mech. Eng., Stevens Institute of Technology, for funding the equipment
and materials to test and develop this project. R. Stolkin is a research
Assistant Professor at the Center for Maritime Systems, Stevens Institute of
Technology, Phone: 201-216-8217; e-mail: [email protected]. Richard
Sheryll is an instrumentation designer and also a PhD candidate in Ocean
Engineering at the Center for Maritime Systems, Stevens Institute of
Technology, email: [email protected]. Liesl Hotaling is Assistant Director
of the Center for Innovation in Engineering and Science Education at Stevens
Institute of Technology, email [email protected].
II. MATERIALS
Students were provided with a selection of LEGO including
several motors, battery boxes and leads, gearing, structural and
mechanical components. Also provided, were a selection of
plastic propellers (obtainable from hobby stores) mounted on
LEGO axles. Additional materials included Styrofoam,
modeling clay, a selection of weights (nuts and bolts work
well), rubber bands, string and duct tape. A 30 inch deep
inflatable pool was used to test the designs.
For programmable robot control, students used the LEGO
NXT controller (figure 2), sealed inside a plastic box, LEGO
robotics sensors, including touch sensors and light sensors
(which can be waterproofed using simple materials such as
clingflim), and the simple icon based NXT-G programming
system.
Braitenbergian experiments with simple aquatic robots Rustam Stolkin, Richard Sheryll, Liesl Hotaling
Stevens Institute of Technology Hoboken, NJ 07030, USA
Figure 1. A programmable AUV with light sensors, built using a
combination of LEGO and other simple materials.
Figure 2. The LEGO NXT programmable brick set in a watertight housing.
Rubber buttons, set in the housing, enable the controls on the NXT to be
pressed. Alternatively a diver’s “pelican” box with snap shut lid can be
used (figure 1). A LEGO plate is bonded to the underside of the housing so
that students can add their own LEGO structures and motors.
III. WHY BUILD UNDERWATER ROBOTS?
When students design, build and program underwater robotic
vehicles, they are learning engineering fundamentals which
span virtually every engineering discipline. Additionally,
students are motivated by an exciting and stimulating design
scenario.
The use of projects based on small robotic vehicles is now
widespread in engineering curricula, however these are
predominantly wheeled, terrestrial vehicles. Such projects often
reduce to little more than exercises in applied programming,
losing valuable opportunities to present substantial mechanical
challenges or to incorporate real interdisciplinary engineering
design. In contrast, the underwater environment presents
unique design challenges and opportunities. The motion of an
underwater vehicle, through a three dimensional space with six
degrees of freedom, is more complex. Additional engineering
issues include propulsion, drag, buoyancy and stability.
Practical construction problems include how to waterproof
electrical components. The challenge of creating a robot which
can be sent to explore a hostile and inaccessible environment is
also motivating and stimulating to many students.
The aquatic environment is also preferable for investigations
of Braitenbergian ideas since it more closely resembles the
“primordial soup” in which Braitenberg envisions the evolution
of simple amoeba-like vehicle behaviours.
IV. WHY USE LEGO?
Our students work with a combination of LEGO and
additional simple materials. LEGO is particularly suited to
discovery based learning due to its ease and speed of assembly,
[2], [3]. This speed reduces the time between conception of an
idea and its implementation, enabling students to discover
through trial and error, rapidly test a range of alternative
designs and evolve their designs iteratively by observing the
relationship between structure and function. In contrast, when
students use conventional materials, which must be sawed,
drilled, glued, screwed or welded, the construction process is
lengthy and frustrating. Time constraints prevent students from
evolving their designs through multiple iterations of testing and
modification. Often there is no time allotted for the students to
fail, analyze the failure and then modify their design. In
contrast “We know that students will learn most deeply and
profoundly when they…have an opportunity to try, fail and
receive feedback on their work”, [4].
V. DISCOVERY BASED LEARNING
As far as possible we try to build our LEGO underwater
robotics classes upon “discovery learning” principles.
Discovery learning, [5], is a cognitive instructional model in
which students are encouraged to learn through active
involvement with concepts and principles, and teachers
encourage students to have experiences and conduct
experiments that permit them to discover principles for
themselves.
Although discovery learning is frequently employed in an
early childhood development setting, the instructional model
offers several advantages to a high school or undergraduate
setting. It arouses students’ curiosity, motivating them to
continue to work until they find answers, [6]. Students also
learn independent problem solving and critical thinking skills
because they must independently analyze and manipulate
information.
Students often benefit more from being able to engage in
active learning by “seeing” and “doing” things than from
passive learning by listening to lectures. Tackling material
from several perspectives and persevering with unresolved
problems improves students’ core intellectual skills - they learn
how to learn independently. Cognitive development is not the
accumulation of isolated pieces of information; rather, it is the
construction by students of a framework for understanding
their environment. Teachers should serve as role models and
facilitators by solving problems with students, explaining the
problem solving process and talking about the relationships
between actions and outcomes. Observing students during their
activities, examining their solutions and listening carefully to
their questions can reveal much about their interests, modes of
thought and understanding or misunderstanding of concepts,
[7].
Discovery based learning is a particularly effective means of
teaching the iterative approach to engineering design. Our
students are encouraged to approach engineering problems
through an iterative sequence of steps: Design/Test/Modify
(figure 1). In contrast, surprisingly little of conventional
engineering curricula are devoted to this design process, with
the learning experience of engineering students often bearing
little resemblance to the activities of professional engineers in
industry.
VI. OVERVIEW OF THE STEVENS “INTRODUCTION TO
UNDERWATER ROBOTICS” PROGRAM
Educators and engineers at Stevens Institute of Technology
are currently engaged in developing a set of educational
modules, which teach fundamental engineering principles
through the design, construction and testing of underwater
robotic vehicles. The strategies incorporated into our
underwater robotics projects foster an active, discovery
learning environment that integrates many mathematical,
scientific and engineering principles and will support
conceptual and skill-based learning, application of principles to
novel situations, collaborative learning and cooperative group
skills.
Initially we developed a Remotely Operated Vehicle (ROV)
project in which students build wire guided underwater
vehicles equipped with mechanical grabbers. Students then
used their ROVs to retrieve objects from the bottom of a pool.
This paper describes the initial trial of a follow on course in
which students build programmable Autonomous Underwater
Vehicles (AUVs) which respond intelligently to sensor
stimulus to complete a series of simple autonomous tasks.
These projects were initially pilot tested with high school
junior students who participate in our Exploring Career
Options in Engineering and Science (ECOES) summer
program. Following positive feedback from ECOES students,
the ROV course has now been introduced to our freshman
mechanical engineering curriculum. With a major grant from
the National Science Foundation ITEST program, these
projects and materials are being adapted and disseminated to
large numbers of middle and high school students across New
Jersey.
VII. PREVIOUS WORK – WIRE GUIDED ROV COURSE
Our previous work, [8], describes short courses, in which
students design, build and test wire guided Remotely Operated
Vehicles (ROVs) equipped with a mechanical grabbing device.
This same course has now been used successfully with middle
school, high school and university level engineering students.
In accordance with the principles of discovery learning,
students are not given detailed instructions or pre-packaged
“kits” with which to build their ROV. Instead they are set a
series of design challenges for which they must independently
invent their own solution. These challenges begin very simply
and become progressively more complex until the student
arrives at a completed ROV by the end of the course. As a final
challenge, each team has to use their ROV to retrieve and
manipulate objects on the bottom of a pool of water (figure 3).
The intermediary design challenges include:
1) Design a surface vessel with a single motor and various
propeller options, optimizing gearing ratios to maximize
speed in a single direction.
2) Design a surface vessel with steering, using two
independently controlled motors. The challenge involves
negotiating a figure eight course, around two buoys, in the
least amount of time.
3) Add a third motor to the vehicle, enabling vertical motion
in the water column.
4) Design a motorized mechanical manipulator which can
grasp specified objects.
5) Combine the products of stages 3, 4 and 5 to produce a
vehicle which can retrieve the greatest number of objects
from the bottom of the pool within a five minute period
(figure 3).
Notice that these progressively more complex stages of the
robot design, naturally tend to correspond to adding each
successive motor or each additional degree of freedom to the
robot.
VIII. BRAITENBERG VEHICLES
“Vehicles – Experiments in Synthetic Psychology” is a book
by Valentino Braitenberg, [1], a famous cybernetician and
neuro-anatomist. Braitenberg seeks to explain how the brain
may have evolved, how complex behaviors can result from
simple mechanisms, and particularly why one side of our brains
controls the opposite side of our body. He does this through a
series of elegant thought experiments with imaginary robot
vehicles which consist of motors connected to sensors.
The simplest Braitenberg vehicle is shown in figure 4. A
single motor is connected to a single sensor (e.g. a light
sensor). A positive connection indicates that the motor runs
faster as the sensed quantity increases. If the sensed quantity
were light, the vehicle would speed up and “run away” when it
entered bright areas, and tend to slow down and settle in dark
areas. Somewhat like a cockroach, we might say that this
vehicle is “scared of light” and prefers darkness. Conversely a
negative connection between sensor and motor will result in a
vehicle that likes to bask in bright areas but “dislikes” darkness
and runs away from dark areas.
Braitenberg next describes a series of vehicles which consist
of two motors and two sensors. By either wiring same side or
opposite side sensors to the motors using positive connections,
the vehicles will speed up as they approach light, either veering
away (“cowardice”) or homing in on and ramming
(“aggression”) the light source, figure 5. Alternatively, using
negative connections results in vehicles which slow down as
they approach light, either homing in and stopping (“love”) or
spending some time near the light before being attracted away
again on a new journey (“the explorer”), figure 6.
Figure 3. A LEGO ROV with mechanical grabber, built by high
school students over five laboratory sessions. The ROV was used to
retrieve wiffle balls from the bottom of a pool.
+ -
Figure 4. Single motor Braitenberg vehicles with positive and
negative sensory feedback (e.g. light-phobic and light-philic
respectively).
Braitenberg’s ideas are very powerful. They are simple and
accessible to students without prior knowledge or training, yet
convey fundamental ideas of feedback control systems and hint
at basic principles of neural networks and artificial intelligence.
Our aim is to use these principles to convey basic ideas of
feedback systems that enable a robot to interact with the world,
figure 7.
Unfortunately, in our experience, relatively few simple
educational robotics curricula emphasize this feedback process,
which we believe encapsulates the fundamentals of real
robotics. There are now numerous kits, projects or “camps on
disk”, aimed at getting young students, from middle school
age, interested in science and engineering through robotics
projects. Frequently these involve students programming a
simple, pre-determined sequence of events, without creating a
robot that genuinely interacts with a changing and unknown
environment.
IX. A PROTOTYPE SHORT COURSE IN AUTONOMOUS
UNDERWATER VEHICLES
In summer, 2007, 33 high school students participated in a
short course of five laboratory sessions (2 hours each), building
and programming AUV robots, as part of the Stevens
Exploring Career Options in Engineering and Science summer
program.
The aim of this course was to preserve the educational
principles and progressive, step by step format of our
successful ROV course, while exploring some of the ideas of
Braitenberg vehicles. As with our ROV course, students were
set a series of progressively more difficult design challenges,
gradually adding more degrees of freedom of motion and
finally arriving at a fully functional autonomous underwater
robot.
For challenge 1, students were given a single motor and a
pair of touch sensors. They were told to build a simple vehicle
which moves in a straight line across the surface of a pool.
When the vehicle touches a wall of the pool, the robot’s
direction is reversed, figure 8. Because the vehicles tend to
deviate from straight line motion, this results in a primitive
amoeba-like behavior with the robot repeatedly transecting the
pool in a random fashion.
Using the highly accessible NXT-G programming system,
this behavior can be generated with a very simple program,
figure 9.
Figure 5. “Aggression” and “Cowardice” behaviors,
using positive sensory feedback.
Figure 6. “Love” and “Explorer” behaviors, using
negative sensory feedback.
Figure 8. A simple “robot amoeba” uses touch sensors and “mechanical
wiskers” to reverse direction when it encounters the boundary of the
pool in which it lives.
Figure 7. An intelligent robot learns about a changing world via its
sensors and responds by using motors to intelligently exert changes on the
world (or its own position in the world). This leads to an iterative
feedback process. Unfortunately many educational robotics curricula do
not emphasize this feedback process, but instead have students program a
simple pre-determined sequence of actions.
motors
For challenge 2, the students begin to implement
Braitenbergian ideas. The behavior of challenge 1 is now
modified so that the robot’s speed is proportional to light
detected by a light sensor. This implements Braitenberg’s most
simple robot, as in figure 4. Now the robots move randomly
around the pool area, but dislike light and tend to settle in dark
regions. This behavior can be coded as in figure 10.
We can also explore negative Braitenbergian relationships
between sensed stimuli and motor speed, by setting motor
speed equal to “100 minus sensed light level” (where sensed
light level is also measured on a scale from 0-100), figure 11.
For challenge 3, students are given a second motor and a
second light sensor. They now begin to explore the more
advanced Braitenbergian attraction and aversion behaviors of
figures 5 and 6. These behaviors can be easily coded in the
NXT-G language by using two parallel threads, figure 12. The
code in figure 12 causes a robot to continuously update the
speeds of motor A and motor C with light levels measured by
sensor 4 and sensor 1. Depending on whether sensors 4 and 1
are placed on the same sides or opposite sides of the vehicle as
motors A and C, this robot will perform the “Agression”
behavior or the “Cowardice” behavior shown in figure 5.
We note that LEGO light sensors have a rather narrow field
of view, so that it can be frustrating to try to replicate the
scenario envisaged by Braitenberg, where robots are naturally
attracted to or averted from ambient regions of brightness or
darkness. Instead our students were issued with flashlights. The
robots are attracted to or repulsed by the flashlight beams. The
students thus can readily observe the Braitenbergian behaviors
but are also able to remotely steer their robot around the pool,
which they (the students and perhaps also the robots) find fun.
Figure 13 shows an example of a robot with two light
sensors for Braitenberg homing behaviors, built by high school
students. This behavior can also be used to make a robot follow
a line of lights, figure 14.
Figure 9. Icon based NXT-G programming language. “Within a
continuous loop, move forwards until a touch sensor is bumped,
then move backwards until a touch sensor is bumped. Repeat
indefinitely.”
Figure 10. “Move forwards while continually adjusting speed to be
proportional to sensed light level. Once a touch sensor is bumped,
repeat but in opposite direction.”
Figure 11. “Continuously monitor light levels. Set motor speed
proportional to 100 minus light level.” Hence in bright light, vehicle
moves slowly, whereas in darkness the vehicle will move fast.
Figure 12. 2D Braitenberg attraction and aversion behavior with the
NXT-G language. Depending on which side of the vehicle the
motors and sensors are placed, this code can result in the
“Agression” or “Cowardice” behaviors – robots home in on the light
or move to avoid the light.
Figure 13. Underwater robot with two light sensors (waterproofed with
clingfilm) for Braitenbergian light homing, built by high school students.
Light sensors
Figure 14. Braitenberg’s “aggression” behavior can also be used to
follow a line of lights.
For challenge 4, students begin sending their robots
underwater, modifying them to dive and surface. Students are
given additional motors and learn about buoyancy and
Archimedes’ principle. They modify the weights and floats on
their robots to achieve neutral buoyancy, and can then control
depth with motors connected to vertical propellers. The
students write a simple program that demonstrates this
capability by repeatedly diving to the bottom of the pool and
then re-surfacing, figure 15.
The first four challenges were completed in three laboratory
sessions. The fourth and fifth laboratory sessions were devoted
to a final challenge – to create a robot that can be deployed
anywhere in the pool and which will seek out and home in on a
light source placed on the bottom of the pool, figure 16.
The final challenge was attempted in various ways. Some
students tried to extend the Braitenburg behaviors and combine
them with search strategies. Some students tried random
searches followed by a dive command when a downwards
looking light sensor exceeded a threshold. Other students used
Braitenburg behaviors to guide their robots across the surface
of the pool using a flashlight, followed by a dive command
when a downwards looking light sensor exceeded a threshold.
X. STUDENT FEEDBACK
Out of the first 17 high school students to try this underwater
robotics course, 14 completed anonymous questionnaires.
Q1) On a scale of 1 to 5, how interesting did you find the
course? 1
totally
boring
2 3 4 5
very
interesting
Average
response
Num. of
responses 2 5 7 4.4
Q2) On a scale of 1 to 5, how fun did you find the course? 1
totally
boring
2 3 4 5
very fun
Average
response
Num. of
responses 1 5 8 4.5
Q3) On a scale of 1 to 5, how much do you feel you learned
about the following areas of engineering? Rating 1
2 3 4 5
Average
response
Robotics 2 1 7 4 3.9
Underwater
technology 1 1 5 7 4.3
Interdisciplinary
engineering 3 7 4 4.1
Computer
programming 2 6 2 4 3.6
Teamwork
skills 1 5 3 5 3.9
Q4) On a scale of 1 to 5, would you have liked to do this
activity in your high school or middle school classroom? 1
certainly
not
2 3 4 5
very much
Average
response
Num. of
responses 3 1 10 4.5
Q5) On a scale of 1 to 5, has this course helped stimulate your
interest in pursuing an engineering degree? 1
put me off
engineering
2 3 4 5
increased
interest
Average
response
Num. of
responses 1 1 7 5 4.1
XI. LESSONS LEARNED AND FUTURE WORK
One of the key reasons for attempting an educational course
around the theme of programmable underwater robots, was that
it would provide a project in which mechanical issues and
programming issues were truly integrated and interdependent.
Our earlier ROV course successfully explored a range of
mechanical design problems over five laboratory sessions.
However, trying to squeeze both mechanical tasks and
programming / algorithmic tasks into the same short amount of
time proved problematic. We suggest that to explore both these
Figure 15. Underwater robot submerged at bottom of pool.
Figure 16. An underwater robot seeks out an underwater light source.
issues properly needs more time. One possibility is to run both
the ROV course and then the AUV course consecutively.
Students might first explore the mechanical issues of
developing a wire guided submersible. They might then begin
using the NXT computer to control the completed submersible,
progressing from a mechanical focus to a programming and
algorithmic focus.
Submerging computers in a classroom is risky and
problematic. It is difficult to waterproof a programmable
controller in a manner which is robust against heavy classroom
wear and tear, remains accessible and usable and is also cost
effective. Diver’s “pelican” boxes provide a very reliable seal
and a snap-open lid which enables the microprocessor controls
to be accessed. However, the easily openable lid is source of
worry in a classroom which will always have some disengaged
and inattentive individuals. We have also tried industrial,
waterproof boxes which bolt closed, with rubber buttons set
into the lid to enable operation of the microprocessor controls.
With these, we experienced several leaks due to rubber buttons
being torn by fingernails or other abuse. The manufacturers
seals also proved of poor quality and failed on several
occasions. In future work, care must be taken to experiment
with a wider variety of boxes and button covers, to determine
robust and reliable brands.
Another issue with controllers sealed in boxes, is how to
download new programs to the controllers. Our students wrote
their programs on laptop computers. These programs were then
downloaded to the LEGO NXT controllers via Bluetooth,
which is able to penetrate the plastic boxes without the need to
unseal and reseal them. The NXT controllers are fully
Bluetooth enabled and are capable of communicating
wirelessly with PCs as well as with each other at ranges of up
to 100 meters. This is a powerful capability, however
classroom use was problematic. PCs frequently lose contact
with their associated NXT and the reconnection process can be
highly temperamental, time consuming and frustrating. It is
hard to teach students to do this for themselves, especially in a
small number of lab sessions, and so it is necessary to have at
least one instructor dedicating a large proportion of class time
to helping students reconnect their controllers. For this reason,
this approach necessitates two instructors for each class. Note
also that Bluetooth will only transmit through air and cannot
communicate with a vehicle while it is underwater.
An alternative solution, which might solve all three of the
above concerns, may be to work with “semi-autonomous”
robots, i.e. keep the microprocessor outside the water and use it
to control the underwater vehicle by wire. This is frustrating in
that some of the autonomous nature of the robots would be
diminished, however a richer range of classroom activities may
be enabled with this approach. Partly, the success of this
approach would hinge on finding suitably thin and flexible
connecting cables for controlling motors and receiving data
from sensors.
Note, although several of our programmable NXT
controllers did indeed become a little damp from time to time
during this project, they all subsequently made a full recovery
and appear to have suffered no long term ill effects from their
underwater experience.
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