PHIRO: A LEGO® compatible robot for all kids. Learn to Code in 5 ways.

Cambridge, MA, November 2nd, 2015- Robotics Education Startup Robotix USA, LLC, lead by two sisters, Deepti Suchindran and Aditi Prasad, with a mission to inspire the innovators of tomorrow, announced today it is raising funds via a crowdfunding campaign on Kickstarter to develop coding toys for kids, that makes learning to code fun and easy. The company set out to raise funds on Kickstarter to produce the first batch of their innovative robots, Phiro, that is going to change the educational robotics market. (Phiro on Kickstarter is selected as a Kickstarter ‘Staff Pick’. Link to Kickstarter http://kck.st/1SjqW7H)

Robotix has many years of experience teaching coding and robotics to several K-12 schools. They have evaluated educational robots from all over the world and found gaps. The robots are usually expensive, use proprietary programming languages and are not so fun for kids. Robotix has created Phiro, an affordable robotics & coding toy that helps kids learn to code and develop computational thinking skills. Kids can learn to code in 5 ways, either without a computer or with open-source programming languages that millions of kids use and love. Phiro is a LEGO® compatible robotics toy that kids can play, code & innovate with to develop 21st century skills.

“In today’s technology-driven and rapidly changing world, being computational thinkers to solve problems is an essential skill for children to learn. Computational thinking is a critical 21st century skill that is relevant to all fields from economics, sports, medicine, law, and engineering. Research shows that one of the most effective ways for kids, as young as 4, to learn computational thinking is through coding and robotics”- said Deepti Suchindran, PhD, CEO, Robotix USA.

“With Phiro children get to see the practical application of programmes they have created instantaneously”- said Dr. Wolfgang Slany, Professor of Computer Science & Head of the Institute for Software Technology, Graz University of Technology, Austria.

With Phiro, kids can play music, make a movie, create games, flash lights, detect faces and much more. Coding and playing with Phiro empowers and inspires kids to be creators and innovators of tomorrow.  Robotix has created two robots: Phiro Unplugged & Phiro Pro. Both robots come fully assembled and are ready to learn from & play with, right out of the box.

Phiro Unplugged for kids ages 4 to 8. Kids can learn to code & program the robot without a computer! Phiro Unplugged is a great robotic tool to learn Sequential programming and Binary Coding.

Phiro Pro for young people ages 9 to 18. Kids can program Phiro Pro with a computer, tablet or smartphone connected wirelessly via Bluetooth to Scratch 2.0 (MIT, USA), Snap4Arduino (UC Berkeley/Citilab, Spain), Pocket Code mobile apps (Graz University of Technology, Austria). Learners can connect to a community on-line enabling collaboration, sharing & learning. Phiro Pro also has all the capabilities of Phiro Unplugged.

“In one package Phiro does what a whole lot of other systems do individually so it really helps to bring all those together … and make it more cost effective for the classroom”- said Daniel Riles, Technology Integration Specialist, Brookwood School, Boston, USA.

Robotix has launched a Kickstarter campaign to raise funds to manufacture the robots for the global market, which will be ready for Kickstarter supporters in the 2nd quarter of 2016 with special Kickstarter launch prices at $99 (Phiro Unplugged) and $149 (Phiro Pro) during the campaign. Crowdfunding and detailed features of Phiro Unplugged and Phiro Pro can be found here:  www.robotixedu.com and on our Twitter at twitter.com/RobotixLS and Facebook at facebook.com/robotixedu

Personal Intelligent Robots with Android Phone and LEGO

ELFi Robotics startup by Google Science Fair finalist Mark Drobnych is now on Kickstarter

 

28 of October 2015 – New startup ELFi Robotics based in Ukraine announced today that it is raising funds via  rewards crowdfunding campaign on Kickstarter to finish the development of their revolutionary Android apps for robotic applications. The company set out to raise £33,000 on KickStarter to finish development of innovative software platform for DIY smart robots built with wide-accessible construction sets of Lego, Tetrix, Arduino and Raspberry Pi .

ELFi Robotics offers a Minimal Viable Product – Robotic Platform for learning and building intelligent robots. This platform comprises of: Brain App for Android (iOS soon), Robots, Platform Tools, RoboMarket, Training program.

ELFi Brain App is a robotic brain which can be installed on Android device and connected to LEGO EV3, Arduino or Raspberry Pi controllers. So any LEGO Robot can receive its missed brain from now on!

ELFi Educational Program covers both hardware and software aspects required to understand basics of robotics. Both aspects start from very simple patterns and don’t assume any previous experience in robotics. ELFi Robotics WorkBook and Building Instructions Book by Mark allow a quick start for any beginner.

The powerful concept of RoboMarket and “Robotics for programmers”  book allows third-party developers to write applications for ELFi Robots and even sell them.

According to Mark Drobnych, 15 years old CEO of ELFi robotics: “Our main target is to provide robots to everybody. Nowadays, real robots are really expensive and rare. I think it’s time to enter  the new era of technologies. Build your own robot, with own design, and own set of functions! Our Brain app and platform are flexible enough to support new robotics ventures.”

The story begun two years ago when 13-years old Mark Drobnych worked on his personal scientific research: School Presentation of  Microscope. The results of this work were presented at the Final of Google Science Fair 2014 in Mountain View, California. As functions of microscope started being more complex Mark had an idea to create an universal Robotic Brain on top of Android operating system. This Brain had to create human-friendly spoken interface not only for his Presentation of Microscope but for ANY ROBOTIC BODY built with Lego, Arduino, Tetrix or Raspberry Pi parts. It was ELFi birth.

To enforce his progress on software part Mark involved his dad, Oleksiy Drobnych, PhD, into the project as an experienced software engineer.

In the UK Mark is represented by Androcommerce Ltd., registered in England family firm focusing on mobile e-commerce offering.

Pictures Maker Faire Berlin 2015

Dash Robotics Unveils Kamigami, its First Line of Animal-Inspired Robots

HAYWARD, Calif. (October 20, 2015) — Dash Robotics today unveiled the first generation of bio-inspired Kamigami robots, the first advanced robot toy available for less than $70. Kamigami are fast, lightweight, build-it-yourself robotic toys that snap together in an origami-like fashion. Kamigami fit in the palm of your hand, run very fast on six legs, and are controlled by a programmable mobile app (for iOS initially, Android coming in 2016). Kamigami will be available initially through Kickstarter, for $49 – a 30% discount off the MSRP of $69. Kamigami will be available directly from Dash Robotics and at Amazon.com in 2016.

Dash created Kamigami robots to bring programmable robotics to the mass market. Its low price point makes it the most accessible robotic toy ever. The DIY nature of Kamigami along with the simplicity of drag-and drop programming for changing and evolving each individual robot is intended to inspire kids everywhere to engage with, and learn from, advanced technology in a way that is easy, affordable, social and fun.

Kids can use easy drag-and-drop programming within the mobile app to modify the behavior of each individual robot, and can toggle between individual and team play modes. A simple yet sophisticated set of electronics included with each robot are easy for anyone to install. These include a small circuit board, battery, a light sensor, IR sensor, gyroscope and accelerometer, which combine to bring Kamigami to life. With the IR sensors, Kamigami robots can tag one another remotely in team play modes, such as tag or battle games. IR signals transmitted from one robot to another can cause different player-designed effects on the tagged robot.

Kamigami are evolved from the initial Dash Robot beta, released last year to test design and get early customer feedback. The core “skeleton” or chassis of Kamigami looks much like the original Dash beta, whose rapid movements mimic the movements of animals, particularly cockroaches and lizards. The founders of Dash studied biomimicry and robotics at the University of California, Berkeley. In a new twist, Kamigami feature interchangeable shells that snap over the chassis, turning the robot into a colorful creature from out of this world.

Nick Kohut, co-founder and chief executive officer of Dash Robotics, said, “We designed Kamigami so kids could discover a fun new way of learning. Our mantra is ‘build, program and evolve’ and Kamigami helps kids do just that. It’s the first DIY programmable robot that is affordable for everyone.”

Key Features of Kamigami Robots:

■ Do-It-Yourself: Kamigami can be assembled without tools in under an hour. No glue or soldering required.

■ High-speed: High speed and robust locomotion inspired by some of nature’s fastest runners.

■ iOS compatible: Free app allows you to control and program the robot. Android app coming soon.

■ Rechargeable: Built-in high performance rechargeable battery. Recharges in about 30 minutes. 45-60 minutes of playtime per charge.

■ Advanced sensor suite: Includes 10 different sensors, for things such as rotation, acceleration, sensing and responding to ambient light, sending and receiving infrared signals.

■ Robot-to-robot communication: Infrared communication allows robots to talk to each other, allowing the robots to cooperate or compete.

■ Durable: Robot’s flexible construction allows the robot to shrug off falls and collisions.

Programmable Behavior

Each Kamigami robot can be programmed with a unique set of behaviors and characteristics.

This enables a wide range of individual and team play modes that take advantage of the robot’s sensors and functions. Games that can be created include:

■ Sumo-bots – first to fall off the table loses points

■ Build your own battle game where robots blast each other with the IR lasers

■ Robot relay – one robot cannot run until it gets tagged by another robot

■ Tanks – take turns trying to get into firing position

Mechanical Intelligence

Most robots today are constructed either with hundreds of expensive injection-molded parts, or metal fastened together with steel bearings. They require an individual motor, or actuator, for each joint, making them slow, expensive and heavy. To overcome these fundamental challenges, Dash constructs its robots with a material made up of highly durable yet lightweight plastic.

This material fastens together using flexible plastic joints, or flexures, rather than ball bearings. Because of this design approach, Kamigami robots require only one or two actuators – another significant reduction in cost for both prototyping and manufacturing.

This rare combination of new composite material, intelligent design and innovative manufacturing results in robots that have much greater mechanical flexibility, are much faster, are lighter in weight and can be sold at a fraction of the cost of any competitor.

About Dash Robotics      

Dash Robotics was founded in 2013 by four UC Berkeley PhD students on a mission to make advanced robotics simple, fun and affordable for everyone. Dash has received a round of seed funding led by IronFire Capital, which has a track record of success investing in early-stage companies including Songza (acquired by Google), Streem (acquired by Box), Caviar (acquired by Square) and many others. Dash is headquartered in Hayward, California.

Meet OhBot, a “human” robot for children

A London inventor has created an educational robot that kids can use to boss around their parents.

Mat Walker, and his business partner Dan Warner, have together developed OhBot, a talking robot head that can be programmed to follow simple instructions. The educational robot was created in the top room of Walker’s house in Hornsey, north London. And now the invention is set to be sold worldwide.
Primary school kids as young as seven can teach Ohbot to tell their parents to “Go and tidy your room”, “To eat up your broccoli” or to “switch the telly off at once!”

Mat Walker, a roboticist, said: “Ohbot is a brilliant way to teach kids the skill of coding – what parents used to call ‘computer programming’. Most children find programming Ohbot really easy to pick up. They’re much better at this sort of thing than their parents.

“Ohbot can do so many things. It can talk, move its head, smile and frown. You can program its eyes to follow you around the room.

“Ohbot is great for children of all ages from about six. It appeals as much to girls as to boys.

“But what kids like the most is the way it talks. You tell it what to say and its lips synchronise automatically with the words you’ve given it. I’ve seen so many children make Ohbot tell their parents to behave!”

Co-creator Dan Warner added: “Kids love accessorising Ohbot. You can make some hair out of pipecleaners, stick a hat on it, give it a pair of cool sunglasses.”

Ohbot is different from previous educational robots because it’s in “human” form, rather than “turtle shaped” like the vast majority of robots that have been in schools since the 1960s.
Walker says: “Turtles are fine. But why shouldn’t children create and invent using a robot that looks just like them?”

Unlike most of those old-fashioned robots, Ohbot can talk, display emotions, act, react and solve real world problems.

It can be programmed to teach spellings or maths, ask questions and record the answers, even lead a cookery demonstration! You simply plug Ohbot into a PC computer and it’s ready to be programmed. Until now, Walker and Warner, from Stroud in Gloucestershire, have been taking their invention around schools.

But this month (17 Oct) they have released it on sale directly to families.
Anyone wanting to buy one simply logs on to the kickstarter website www.tinyurl.com/ohbot2  and pledges either £149 for a ready-made Ohbot or £99 for one in kit form – and as soon as 100 pledges have been made, the production line will start producing the robots, ready to be delivered in time for Christmas.

Walker says: “Ohbot has been a tiny cottage industry so far but it’s ready to move into the mainstream.

“We’ve taken Ohbot into lots of schools and they love it. But now we’re ready to offer Ohbot directly to parents and grandparents at home.”

 

 

CellRobot Launching Modular Robots for Futuristic Applications

CellRobot allows anyone to build hundreds of different functional robots or toys using robotic cell modules
Beijing, China – CellRobot (http://cells.io) just announced a Kickstarter campaign to bring their product to market, in time for Christmas.
Just like the cells in our bodies work together to create life and function, CellRobot is made up of individual robotic cells that can be put together to form practical and functional robots.
At the core of the robot, lies a HEART, which communicates with the other frame/muscle cells that are connected with it. Inside each CELL, there is a servo motor, a sensor and an independent MCU (Microprogrammed Control Unit). Once connected to the heart using easy-to-connect snap joints, each cell can be directed to move in any direction and angle desired. These cells will come in sets of 2, 4, 8 and 12, and can be configured in any way. Additionally, there will also be functional cells (called x-cells) for things like: spotlights, wheels, connectors, and cameras.
CellRobot will launch with its own supporting mobile application (that works with iOS and Android based phones). The app will have two modes: GUIDE mode and CUSTOM mode. The guide mode directs users on how to assemble different robots and helps to check whether they’ve done it correctly. The custom mode allows users to create any shape or movements they want. Irrespective of mode, the app immediately recognizes what has been created and shows a 3D visualization of it through the app.
The app will also include a shape library for an initial set of ideas on what to create. The shape library will expand over time as the community adds new configurations, ideas, and experiments into it. Once a robot is setup, it can then be controlled using the app. The robots can be assembled and disassembled rapidly and with ease.
The company will also be offering an open platform to enable other technology providers to develop applications and new types of x-cells on top of the CellRobot solution.
The Kickstarter campaign will go live on October 13, 2015 for a duration of one month. Product prototypes and demo units are being tested at the moment, whereas actual manufacturing has also initiated. The heart, cells and x-cells (connector, spotlight and wheel) will be ready to ship to Kickstarter backers in December in time for the holiday season, whereas the camera related functional x-cells will be shipped out next quarter.
The costs will vary from $169 to $600 USD for different kits, depending on how many cells are included in the package.

Src:Card The Card Game – The Robot Hacking, Computer Programming Card Game has launched on Kickstarter.

Sept, 2015 – Src:Card Games has completed their first standalone card game: Src:Card.  Src:Card is a two player (3-4 player with expansion) card game that pits players against each other as nation states.  Each nation has one super robot with the ability to conduct global warfare.  With the days of human combatants in the past, players must write code in order to defeat the all-powerful combat robots.

Each player alternately develops its robot’s defences and programs an attack against its opponent’s battle robot.  The game uses fundamental concepts from programming in order to facilitate the attack mechanisms within the game.  The dynamic nature of building robotic defences leads to a remarkably agile response from players.

Src:Card is a game of anticipation, defence and programmatic offence.  The code based mechanics of the game are challenging for beginners and become more challenging as players become more adept at using the programming blocks.  Src:Card was created by Sam Boychuk, Erwin Njembo and Jacob Grossman, each big fans of tabletop gaming and computer programming.

After exploring research topics in software engineering education, Sam Boychuk – lead developer – determined that academics where stressing the need to teach programming students a handful of basic concepts.  Two years ago Sam decided to create a Java-based visual programming language called Pipes, as a continuation of these studies.  Six months ago, the team decided that the ideas in Pipes could be better represented in a tactile standalone card game.  While incorporating cutting edge research in teaching programming, Src:Card incorporates foundational computer science lessons in an effort to entertain and educate players of the game.

While it is the primary goal of the Src:Card team to entertain, they are confident that exploring foundational topics in computer science can introduce a whole new generation of technology enthusiasts to the world of software development.  Erwin Njembo, a teacher and technology student stated “Src:Card is engaging, it is fun, it is competitive, it’s actually a game that keeps you on the edge, you have to use your brain all the time.”  Src:Card is looking forward to releasing the game on Kickstarter immediately.

Src:Card on Kickstarter

LEGO® Education im Klassenzimmer der Zukunft 2015 auf der Frankfurter Buchmesse

Grasbrunn, 12.10.2015. Zunächst verbindet man die Frankfurter Buchmesse
(14.-18. Oktober 2015) nur mit Büchern, Lesen, Autoren, Literatur. Doch im
„Klassenzimmer der Zukunft“ der Frankfurter Buchmesse geht es um viel mehr
als nur das Fach Deutsch. Das Anliegen der Frankfurter Buchmesse, Bildung
innovativ, digital und international zu präsentieren, wird im Konzept des
Klassenzimmers umgesetzt, und internationale Innovationen und Entwicklungen
im Bildungsbereich werden hier erlebbar gemacht. In diesem Jahr zeigt sich
das Klassenzimmer der Zukunft noch digitaler, innovativer und vielseitiger
als in den Vorjahren: Hybrides Lernen und hybride Schulbücher stehen im
Mittelpunkt, und das Motto „Phantastische Inseln des Lernens“ führt
Schülergruppen auf neun Expeditionen zu fünf verschiedenen Themenbereichen,
mit besonderem Fokus auf Indonesien, dem diesjährigen Ehrengastland der
Buchmesse. Innerhalb des Gemeinschaftsprojektes „Hybrides Schulbuch“ können
Schülerinnen und Schüler übrigens auch auf die kniffelige Herausforderung
von LEGO® Education gespannt sein, bei der es darum geht, mit LEGO®
MINDSTORMS® Education EV3 einen Roboter zu konstruieren, der es schafft,
Müll von einem Korallenriff zu beseitigen. Kurz: Im Klassenzimmer der
Zukunft wird die Vision eines effektiven Lernens in der Zukunft schon heute
Realität.

Es sind viele gute Gründe, die für eine Integration von LEGO® Education in
das Klassenzimmer der Zukunft sprechen, denn LEGO® Education setzt mit
innovativen Lernkonzepten Meilensteine: Aus dem schulischen Sekundarbereich
der naturwissenschaftlichen Fächer ist LEGO® MINDSTORMS® Education seit über
eineinhalb Jahrzehnten nicht mehr wegzudenken. Die bereits dritte
Robotik-Generation des LEGO® MINDSTORMS® Education EV3 beinhaltet ein
äußerst vielseitiges, zeitgemäßes Lernkonzept, das in Zusammenarbeit mit
mehr als 800 Lehrkräften weltweit erschaffen wurde. Schülerinnen und Schüler
können mit der EV3-Plattform einen vollständig funktionsfähigen Roboter im
Rahmen eines 45-Minuten-Unterrichts bauen und programmieren. Ganz neu ist
eine mobile App, mit der sich nun auch außerhalb der Umgebung eines PC-Raums
oder eines Klassenzimmers Roboter-Programme erstellen lassen.

„LEGO® Education passt perfekt in das Klassenzimmer der Zukunft der
Frankfurter Buchmesse, da wir ganz besondere, innovative Konzepte für
lebenslanges Lernen entwickeln, die Schülerinnen und Schüler jeder Begabung
und Lernvoraussetzung aktiv in den Lernprozess einbinden. Zudem fördern wir
wichtige Schlüsselkompetenzen des 21. Jahrhunderts wie kreatives Denken,
Problemlösungs- und Teamfähigkeit, die für den Erfolg in der Schule und im
späteren Beruf so wichtig sind. Die Aufnahme ins Klassenzimmer der Zukunft
passt perfekt zu unserer Vision“, so Dr. René Tristan Lydiksen, Managing
Director LEGO® Education Europe.

Über LEGO® Education

Seit über 30 Jahren arbeitet LEGO® Education mit Lehrern und
Bildungsspezialisten zusammen, um Lernkonzepte und Unterrichtsmaterialien zu
entwickeln, die den Schulstoff lebendig werden lassen und Freude am Lernen
vermitteln. Das Angebot von LEGO® Education unterstützt Lehrkräfte im
kompetenzorientierten Unterricht in Geistes- und Naturwissenschaften,
Technik, Informatik und Mathematik und fördert bei jungen Lernenden das
Erlangen von Team-, Kommunikations- und Problemlösungsfähigkeiten. Diese
sollen Kinder letztlich dazu befähigen, den sich wandelnden Anforderungen
ihrer Lebenswelt gewachsen zu sein und aktiv ihre eigene Zukunft zu
gestalten. LEGO® Education hat seinen Sitz in Billund, Dänemark und Büros
auf der ganzen Welt. Mehr als 180 Mitarbeiter teilen die Vision, alle
Schülerinnen und Schüler für lebenslanges Lernen zu begeistern. Mehr unter
www.LEGOeducation.de

Maker Faire Berlin: Gelungener Auftakt

Berlin, 5. Oktober 2015 – Bei strahlendem Sonnen­schein zog es am vergangenen Wochenende (3. und 4. Oktober) viele große und kleine Technikbegeisterte zum Postbahnhof. In entspannter Atmosphäre informierten sie sich, was die Maker-Szene an spannenden Projekten mit in die Hauptstadt gebracht hatte. Mit 7.800 Besucherinnen und Besuchern konnte das Make-Magazin, das erstmals in Berlin die Maker Faire präsentierte, eine überaus positive Bilanz ziehen: Auch 2016 soll es eine Maker Faire Berlin geben.

„Wir sind begeistert, wie viele Besucher sich an diesem wunderschönem Herbstwochenende auf den Weg gemacht und unser zweitägiges Technik- und Kreativfestival besucht haben“, freut sich Daniel Rohlfing, Senior-Produktmanager der Maker Faire. Ein Feuer speiender Container-Riese beeindruckte Groß und Klein gleich am Eingang. Weiter ging es in dem besonderen Ambiente der alten Postverladehallen, wo auf zwei Etagen rund 120 Erfinderteams – Maker und junge Unternehmer aus ganz Europa – ihre Projekte zeigten und zum Anfassen und Ausprobieren einluden. Ob Trauben-Piano, LED-Kletterwand, Bio-Hacking, sprechen­de Roboter, Arduino-Basteleien, 3D-Druck-Möglich­keiten oder blinkende Wearables: die Palette der Selbermach-Ideen reichte vom einfachen DIY-Projekt bis hin zum innovativen Prototypen und war immer für Überraschungen gut.

Die begleitenden Vorträge und vor allem die Workshops waren bis auf den letzten Platz ausgebucht. Experten erläuterten den Einstieg in die Maker-Szene und gaben Tipps für den Start in die Selbstständigkeit. Wie man Kinder und Jugendliche für Technik interessieren kann, erfuhren die Besucherinnen und Besucher in Vorträgen zu den vielfältigen Einsatzmöglichkeiten des Mini-Rechners Raspberry Pi. „Besonders die Mitmachmöglichkeiten, etwa beim Löten, wurden sehr gut angenommen. Wir hätten durchaus noch mehr Workshops anbieten können“, sagt Daniel Rohlfing und ergänzt: „Das zeigt, dass die Maker-Kultur hervorragend zu einer kreativen Stadt wie Berlin passt“.

Für das kommende Jahr plant Maker Media bereits jetzt eine Wiederholung. Der Termin für die Maker Faire Hannover hingegen steht schon fest: Am 28. und 29. Mai 2016 findet die vierte Maker Faire Hannover statt, wie immer im HCC und Stadtpark. Weitere Maker Faires sind die Maker Faire Ruhr 2016, die am 12. und 13. März 2016 im DASA in Dortmund stattfindet und die Maker Faire Vienna 2016, hier ist der Termin der 16. und 17. April 2016, Veranstaltungsort: Akademie der bildenden Künste in Wien.

Ausrichter der Maker Faire Hannover und Berlin ist die Maker Media GmbH, unter deren Dach auch das Magazin Make erscheint.

Cannybots Launches New Robot Smart Toys that Allow Kids to Design, Build, Program and Race their Own Custom Cars

London, UK – Cannybots, the programmable smart toy robots that can be controlled from a smartphone or tablet, and that get kids excited about robotics, today launched on Kickstarter.

Cannybots are smart toy robots that encourage children to play and spend time together, rather than spending their days in front of screens playing virtual games online. Cannybots teaches kids about robotics, programming, design and 3D printing while they are playing.

Children receive a construction kit for their Cannybot containing all the parts and detailed instructions to build their robot. They can then be programmed and controlled from phone, tablet, PC or a Raspberry Pi.

“Going through the building process gives kids the hands-on experience of building a functional robot that they can also program,” said Anish Mampetta, CEO of Cannybots. “Programming is an essential skill today but it is not easy to get kids started.  We are allowing kids to do this in a fun, interactive and rewarding way.”

To introduce children to programming, the Cannybots team created a simple and intuitive app called ‘CannyTalk.  The app uses a syntax-free programming environment that works like a friendly chat tool. Using the app anyone can program the Cannybot using plain English. The complex Artificial Intelligence (AI) based engine behind CannyTalk is developed in association with researchers from the Computer Science department at the University of Cambridge in the UK.

“The children use programming to solve puzzles, control Cannybots on race tracks, and create new game play styles,” added Mampetta. “It’s an interactive, social experience that brings friends and family together.”

Once built and programmed, the bots can be used in a number of play scenarios such as high speed racing, time trials, sumo-wrestling, jousting and puzzle-solving. Apps and printable tracks are available for each game.  Children can also design new car bodies using free, easy to use, browser based CAD software from Cannybots’ partner Autodesk. The designs can be then easily 3D printed using any home 3D Printer.

The current version of Cannybots is already very popular and is being used in over 20 schools in the UK and Europe.

Pre-orders start as low as $89 for an early bird special and will be shipped in time for the holidays.

For more information visit www.cannybots.com and on their Kickstarter campaign page – www.cannybots.com/kickstarter

About Cannybots 

Cannybots are smart toy robots that can be controlled and programmed from a phone or a tablet. This engaging toy brings kids play time out of their tablets and back into the real world. It also introduces kids to Programming, 3D Printing and Robotics through play.

Cannybots can be used in a large number of play scenarios, such as –Racing, Sumo Wrestling, Jousting, Maze solving and other puzzle games. There is a dedicated phone app and track design for each game play. Customer can print the tracks at home or use the large format tracks that we supply. It is also possible to make a large track by printing segments of A4 sheets. The bots work by following black lines and colored mark printed on the track.

Cannybots can be programmed from a Phone or a Tablet using a simple, intuitive app called CannyTalk. It is a Natural Language based programming interface using which you can program the robot in plain simple English. It eliminates the complex Syntax found with other programming languages thus making it easy for kids to get started.

Cannybots designs are open source, free and 3D Printable. You can easily customize the design using free, browser based CAD software from our partner Autodesk. The customized designs can be 3D printed using any ordinary home 3D printer.