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 | PROGRAMMING LEGO MINDSTORMS NXT
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To order this title, and for more information, click here
By
Owen Bishop, B.Sc (Bristol.), B.Sc (Oxon.), Technical Author, Perth, Australia
Description
Teach your robot new tricks! With this projects-based approach you can program your Mindstorms NXT robot to solve a maze, build a house,
run an obstacle course, and many other activities. Along the way you will learn the basics of programming structures and techniques
using NXT-G and Microsoft VPL. Includes a DVD w/ e-text, programming code, and link to accompanying website.
For hobbyists, and students
working on robot projects, Bishop provides the background and tools to program your robot for tasks that go beyond the simple routines
provided with the robot kit. The programs range in complexity from simple contact avoidance and path following, to programs generating
some degree of artificial intelligence
Audience
1) electronic hobbyist (robot, microcontroller),
2) electronics (robot, microcontroller)projects at high school, votech, and college level.
Contents
1 Robots come alive
2 Talking to your robot
3 How to – How to use sensors
How to control motors
How to process data
How
to navigate the robot
How to make it intelligent
4 Visual Programming Language
5 Programming projects
10 programs in total.
For the QuickStart vehicle and/or the Tribot:
Maze solver, learning best path.
Use a marker pen to copy a drawing or sketch a picture.
Use a marker pen to write its name.
Play Nim against human opponent and learn to win.
For the Tribot:
Find and pick up a light-colored
object; drop it in a dark corner, as a Squirrel might do.
A sort of ?roulette? game for those who like to gamble. Robot takes a randomly
chosen path on a board marked with a numbered grid. Stops at random.
For the RoboArm:
Sort a pile of toy building bricks by color
(using light sensor or color sensor).
Build a ?house? from toy bricks; then (optionally) knock it down!
Throw a ball into a cup,
and learn to improve accuracy.
Play Scissors, Paper, Stone against human opponent and learn to win more often.
Play the Breakaway strategic
board game against a human opponent.
For Spike:
Search for light-colored object, avoiding obstacles in its path (example of subsumption
architecture.
For Alpha Rex:
Song and Dance Act: repeats if applauded, sulks if not.
Navigate using compass sensor.
| Bibliographic details |
Paperback, 200 pages, publication date: JUN-2008
ISBN-13: 978-1-59749-278-2
Imprint: SYNGRESS
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| Price and Ordering |
Price:
EUR 28.95 USD 40.95 GBP 24.99
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Last update: 5 Sep 2009
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