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.

Sensitive Robotik – Paulii setzt dem Bier die Krone auf.


Das Einschenken eines Weißbieres ist die Königsdisziplin hinter der Theke. Im neuen Werbespot von Paulaner trifft Weißbiertradition auf Roboterinnovation. Die Aufgabe: Wer schenkt am schnellsten ein perfektes Weißbier ein? Dazu treffen sich Radiomoderator Bernhard Fleischmann und Paulii, wie der KUKA Leichtbauroboter LBR iiwa für den Spot getauft wurde, im traditionellen Paulaner Biergarten. Bühne frei für Fleischi vs. Paulii, Radiomoderator und Weißbierprofi vs. Roboter und Weißbierliebhaber.Mit verbundenen Augen und ohne Kamerasystem startet die Disziplin unter gleichen Voraussetzungen. Die Gläser werden im Winkel an die Flasche gehalten, die ersten Tropfen Weißbier rinnen am Glas herunter. Sehen Sie hier, wer dem Bier am Ende die perfekte Krone aufsetzt. Gut, besser,…

Mensch-Roboter-Kollaboration charmant in Szene gesetzt

In diesem Werbespot werden Mensch-Roboter-Kollaboration (MRK) und die objektorientierte Programmierung des Roboters, der Kernkomponente von „Industrie 4.0“, charmant in Szene gesetzt. Der Roboterkollege unterstützte bereits das Servicepersonal während der Hannover Messe 2015  hinter der Theke, indem er half, Bier auszuschenken. Hier erledigte der Roboter Seite an Seite mit seinen menschlichen Servicekollegen alle notwendigen Schritte selbst: Er holte eine volle Flasche Bier, öffnete diese, griff nach einem Glas, spülte es aus und goss das Weißbier formvollendet ein. Auch den Spülvorgang übernahm der mechanische Kollege.

Sensitivität ermöglicht höchste Form der Zusammenarbeit

Wie das geht? Ganz einfach: Der LBR iiwa besitzt in allen sieben Achsen feinfühligeGelenkmomentensensoren. Dadurch kann er anhand des Gewichts erkennen, ob eine Flasche voll oder leer ist, das Glas greifen ohne es zu zerbrechen, und die Flasche durch die richtige Kraftanwendung öffnen. Auch stellt der Leichtbauroboter bei der Zusammenarbeit mit dem Menschen keine Gefahr dar. Ein gewöhnlicher Arbeitskollege eben, der sich selbstverständlich auch an die Hygienevorschriften hält und die Flasche beim Einschenken nicht in das Bier hält. Na dann: Prost!

Link zum Video

https://youtu.be/lx07e1l6SsQ

Fort Lauderdale team wins XPRIZE and Google’s STEM-based competition for kids, “MOONBOTS”

Twin Girls, 9, Will Travel to Japan to Meet Google Lunar XPRIZE Teams

LOS ANGELES (September 24, 2015) – XPRIZE, the global leader in incentivized prize competitions, and Google today announced Linked Lunas, 9-year-old twin girls from Fort Lauderdale, Florida, is a grand prize winner in the 2015 MOONBOTS Challenge, also considered the “Google Lunar XPRIZE for Kids.” MOONBOTS is an international competition that encourages the next generation of space explorers and innovators by inviting kids ages 8-17 to design, create and program their own lunar rover, based on a legend or theory that inspires them about the moon.

Linked Lunas is comprised of twin sisters Hadley and Delaney Robertson and their team captain and mom, Shannon Robertson. The team bested 235 teams from 29 countries that entered competition in April. Next month, they will embark upon a once-in-a-lifetime trip to Japan to meet the official teams competing for a $30M Google Lunar XPRIZE, a global competition to land a privately funded robot on the moon.

Their entry was based on a historical tale and scientific theory that hits close to home for them – that the earth once had “twin” moons that collided and merged into one. The sisters used this tale as inspiration to build and program a one-of-a-kind simulated lunar mission using the MECCANO Meccanoid G15 KS robotic platform and demonstrated its capabilities during a live webcast with the judges.

“Team Linked Lunas showed ingenuity and innovation in their robotic building and programming, and were creative and imaginative in the way they interpreted their moon ‘tale,’” said Chanda Gonzales, senior director, Google Lunar XPRIZE. “Hadley and Delaney were incredibly engaging, and their mission will provide inspiration for kids all over the world.”

In addition to developing their lunar rover, the sisters contributed to science, technology, engineering and mathematics (STEM) education by sharing their innovation with children at the School is Cool initiative – a partnership between the Community Foundation of Broward and the Fort Lauderdale Museum of Discovery & Science to provide underserved and at risk 6th and 7th grade Broward county students with a comprehensive after school program.

The kids’ competition attracted 235 teams from 29 countries, who entered phase one by submitting a written or video entry about what inspires them about the moon. Teams are comprised of 2-4 members (ages 8-17) and one team captain at least 18 years old. A panel of judges selected 30 teams to qualify for phase two, each of which was provided one of three platform systems (LEGO MINDSTORMS EV3, VEX IQ, MECCANO Meccanoid G15 KS) to build and program a unique simulated robotic mission based on the moon tale they submitted in phase one. In addition, they were asked to contribute to STEM education by sharing their innovation with children and adults in their community.

Along with Team Linked Lunas, other grand prize winners are: Mecaliks of Cuautitlan Izcalli, Mexico; Team GalacTECHs of Tustin, Calif.; and Moonshot of Brooklyn, N.Y. and Naples, Italy.

Since 2010, MOONBOTS has challenged thousands of young people from around the world. In addition to XPRIZE and Google, competition partners include FIRST® LEGO® League, Cogmation Robotics, VEX Robotics Inc., Spin-Master Ltd., the Robotics Education and Competition Foundation (RECF), GeekDad, GeekMom, Robomatter Incorporated and Dexter Industries. More information, including the full list of finalists, can be found at moonbots.org.

 

About the Google Lunar XPRIZE 

The $30M Google Lunar XPRIZE is an unprecedented competition to challenge and inspire engineers and entrepreneurs from around the world to develop low-cost methods of robotic space exploration. To win the Google Lunar XPRIZE, a privately funded team must successfully place a robot on the moon’s surface that explores at least 500 meters and transmits high-definition video and images back to Earth. For more information, visit lunar.xprize.org/.

 

About XPRIZE 
Founded in 1995, XPRIZE is the leading organization solving the world’s Grand Challenges by creating and managing large-scale, high-profile, incentivized prizes in five areas: Learning; Exploration; Energy & Environment; Global Development; and Life Sciences.  Active prizes include the $30M Google Lunar XPRIZE, the $15M Global Learning XPRIZE, $10M Qualcomm Tricorder XPRIZE, and the $7M Adult Literacy XPRIZE. For more information, visit xprize.org.

InnoTechnix launches Maximo Robot Arm on Kickstarter starting at Only 199$USD

SAINTE-ADELE, QuebecSept. 22, 2015PRLog — InnoTechnix a robotics company, announced the launch of its new crowdfunding campaign on Kickstarter for Maximo Robot Arm. Maximo is a 5-axis robotic arm for all ages designed to be an affordable way to discover robotics.

https://www.kickstarter.com/projects/itnx/maximo-robot-ar…

Maximo is our second generation of robotic arms. Three years ago, we created MandleBot, a 5-axis aluminum robotic arm currently being used in schools, robotics clubs, summer camps and even factories. We have enjoyed sharing our passion for robotics with a lot of people and it has inspired us to now do it on a larger scale. The new Maximo features a completely updated and optimized design to make it easier to use.

https://www.youtube.com/watch?v=bVhc2T9xoJI

Maximo is an Arduino-driven, 5-axis robotic arm with a laser-cut acrylic body. The robot comes with Robotic Studio, an InnoTechnix software program developed in-house that allows the user to control the arm with a gamepad or program a series of recorded steps to execute complex automations. Up to 10 robots can be connected at the same time in Robotic Studio. Maximo only requires a screwdriver to assemble and can easily be customized with attachments. Several head modules are available to expand the abilities of the arm. It is a great solution for schools to motivate students to learn more about robotics and science.

You can follow us on Facebook https://www.facebook.com/InnoTechnix and Twitter https://twitter.com/innotechnix with the hashtag #MaximoRobotArm

https://www.youtube.com/watch?v=qU12szKRpew

About InnoTechnix Inc.: InnoTechnix (http://www.itnx.com/) was launched in 2011. The company has since developed a variety of robotic arms, custom claws, talking robots, smart clocks and mobile robots. InnoTechnix designs the robots, manufactures all parts and develops the robotics software. InnoTechnix robots have appeared on television programs like Dragon’s Den, Mr.Net, Entrée Principale, Cogeco TV and a TV ad for the Ford Focus.

InnoTechnix previously successfully achieved a Kickstarter campaign for another robotics project. The company created a diy product inspired by the useless machine invented by MIT professor Marvin Minsky at Bell Labs in 1952. The goal was to create a product that people would assemble themselves and learn about electronics along the way. It was called the Useless Can. The campaign was successfully funded by 427 backers who pledged a total of $27,011. The idea to launch a new Kickstarter campaign for Maximo came while manufacturing the Useless Can. I realised that crowdfunding on Kickstarter had the potential to bring this longtime project of mine to a much larger scale.

LEGO® MINDSTORMS® Introduces Mobile Programming With New EV3 Programmer App For Tablets

NEW YORK and WASHINGTON, Sept. 25, 2015 /PRNewswire/ — Today the LEGO Group announced the LEGO® MINDSTORMS® EV3 Programmer App, a new application that allows builders to create programs for MINDSTORMS robots directly from iOS and Android tablet devices. Featuring a streamlined selection of the most-used commands, the EV3 Programmer App allows for more interaction away from the desktop or laptop computer, giving users even more freedom to explore and tinker with the MINDSTORMS platform.  The EV3 Programmer App will be available in free versions for iOS and Android tablets in English, German, French, Dutch, Spanish, Danish, Japanese, Chinese (Mandarin), Korean and Russian in late November 2015. The app is not a standalone experience, but designed for LEGO MINDSTORMS EV3, the LEGO construction set that allows you to build and program robots that do what you want them to do (U.S. SRP $349).

The EV3 Programmer App consists of the 11 most popular programming blocks in the LEGO MINDSTORMS software, including action blocks, flow blocks and comment blocks. After writing and saving a program within the app, a user can progress to more advanced programming by opening it in the LEGO MINDSTORMS desktop software.  To provide additional inspiration for beginner robot makers, the app will feature building missions, videos and building instructions for five starter robots that represent a variety of building and programming experiences all while delivering the fun factor for which LEGO building is known.

„By extending MINDSTORMS robotic programming to tablets, we are embracing the ‚anywhere, anytime‘ of mobile devices to unleash even more creativity in building and programming with MINDSTORMS,“ said Filippa Malmegard, LEGO MINDSTORMS community manager. „When we untether the experience from the desktop, programming really becomes a playful extension of building, allowing users to add a new behavior or interactivity to their LEGO creations. This extra level of mobility will make the EV3 Programmer App an accessible and convenient programming starter experience for a new generation of users, while at the same time adding play value for our existing MINDSTORMS Community.“

From Play to Prototype: LEGO MINDSTORMS at World Maker Faire and Smithsonian Innovation Festival
To further inspire the next generation of innovators, the LEGO Group is showcasing the creativity and innovation of the MINDSTORMS Community at two high profile events this weekend, World Maker Faire, September 26-27, in New York, NY, and the Smithsonian Innovation Festival, September 26 – 27, in Washington, DC. At each event, MINDSTORMS makers will demonstrate inventions they’ve built using MINDSTORMS building sets as prototyping tools in addition to showcasing a variety of fun LEGO robots.

A number of recipients of LEGO Prototyping Kits from this summer’s Play to Prototyping Challenge, launched during the National Week of Making in June, will participate in World Maker Faire. LEGO MINDSTORMS Community Manager Filippa Malmegard will also moderate a panel on the topic „From Play to Prototype“ where featured builders will discuss how LEGO bricks and elements can serve as a creative prototyping platform for new concepts and inventions ranging from prosthetics to 3D printers. (Saturday, September 26, 3:45PM – 4:15 PM)

At the Smithsonian Innovation Festival in Washington, DC, Shubham Banerjee, the 14-year-old founder of Braigo Labs will demonstrate his braille printer built entirely from LEGO MINDSTORMS and share his process of invention with attendees.  Alongside Shubham, Cameron Kruse, Fulbright alumni and LEGO MINDSTORMS builder will demonstrate a prototype for his baseball mudder, a machine that can apply the same amount of mud to each new baseball, eliminating inconsistencies in the ways mud was applied to new baseballs before they were used in a game. Both Shubham and Cameron will participate in 15 minute Q&A interviews as part of the event as well.

The EV3 Programmer App for tablets will be available through the App Store and Google Play in late November 2015. For more information on LEGO MINDSTORMS and examples of robots built using LEGO MINDSTORMS EV3, please visit www.LEGO.com/MINDSTORMS.

Team from Brooklyn, New York, and Naples, Italy, wins XPRIZE and Google’s STEM-based competition for kids, “MOONBOTS”

Two Cousins, Ages 10 and 12, Will Travel to Japan to Meet Google Lunar XPRIZE Teams

LOS ANGELES (September 24, 2015) – XPRIZE, the global leader in incentivized prize competitions, and Google today announced Moonshot, cousins ages 10 and 12 from Brooklyn, New York, and Naples, Italy, is a grand prize winner in the 2015 MOONBOTS Challenge, also considered the “Google Lunar XPRIZE for Kids.” MOONBOTS is an international competition that encourages the next generation of space explorers and innovators by inviting kids ages 8-17 to design, create and program their own lunar rover, based on a legend or theory that inspires them about the moon.

Moonshot virtual team members Dario Cipani, 12, who lives in Brooklyn, N.Y with his mom and team captain Sara Cipani; and Sasha Cipani, 10, who lives in Naples, Italy; didn’t let distance and time zones get in the way of their shared love of the moon. They worked together online from their respective countries to build and program a one-of-a-kind simulated lunar mission using the LEGO MINDSTORMS robotic platform. Their inspiration was Luna, Dario’s sister and Sasha’s cousin, and the idea that the moon we all share can bring people together — just as it brought their family together.

Next month, they cousins will take a once-in-a-lifetime trip to Japan together to meet the official teams competing for a $30 million dollar Google Lunar XPRIZE, a global competition to land a privately funded robot on the moon.

“Team Moonshot showed ingenuity and innovation in their robotic building and programming, and were creative and imaginative in the way they interpreted their moon ‘tale,’” said Chanda Gonzales, senior director, Google Lunar XPRIZE. “Dario and Sasha were incredibly engaging, and their mission will provide inspiration for kids all over the world.”

In addition to developing their lunar rover, the cousins contributed to science, technology, engineering and mathematics (STEM) education by sharing their innovation with underprivileged children through Associazione Quartieri Spagnoli Onlus – a nonprofit organization in Italy.

The kids’ competition attracted 235 teams from 29 countries, who entered phase one by submitting a written or video entry about what inspires them about the moon. Teams are comprised of 2-4 members (ages 8-17) and one team captain at least 18 years old. A panel of judges selected 30 teams to qualify for phase two, each of which was provided one of three platform systems (LEGO MINDSTORMS EV3, VEX IQ, MECCANO Meccanoid G15 KS) to build and program a unique simulated robotic mission based on the moon tale they submitted in phase one. In addition, they were asked to contribute to STEM education by sharing their innovation with children and adults in their community.

Along with Moonshot, other grand prize winners are: Mecaliks of Cuautitlan Izcalli, Mexico; Team GalacTECHs of Tustin, Calif.; and Linked Lunas of Fort Lauderdale, Fla.

Since 2010, MOONBOTS has challenged thousands of young people from around the world. In addition to XPRIZE and Google, competition partners include FIRST® LEGO® League, Cogmation Robotics, VEX Robotics Inc., Spin-Master Ltd., the Robotics Education and Competition Foundation (RECF), GeekDad, GeekMom, Robomatter Incorporated and Dexter Industries. More information, including the full list of finalists, can be found at moonbots.org.

 

About the Google Lunar XPRIZE 

The $30M Google Lunar XPRIZE is an unprecedented competition to challenge and inspire engineers and entrepreneurs from around the world to develop low-cost methods of robotic space exploration. To win the Google Lunar XPRIZE, a privately funded team must successfully place a robot on the moon’s surface that explores at least 500 meters and transmits high-definition video and images back to Earth. For more information, visit lunar.xprize.org/.

 

About XPRIZE 
Founded in 1995, XPRIZE is the leading organization solving the world’s Grand Challenges by creating and managing large-scale, high-profile, incentivized prizes in five areas: Learning; Exploration; Energy & Environment; Global Development; and Life Sciences.  Active prizes include the $30M Google Lunar XPRIZE, the $15M Global Learning XPRIZE, $10M Qualcomm Tricorder XPRIZE, and the $7M Adult Literacy XPRIZE. For more information, visit xprize.org.

Robo Wunderkind launches on Kickstarter

San Francisco, September 24, 2015 – Robo Wunderkind is a programmable robotics kit for children of all ages. On Monday, September 21, it was launched on Kickstarter, with early bird pledges starting from just $79. Robo Wunderkind is revolutionizing how coding is taught through robotics. Kids of all ages find it easy and enjoyable to play with!

Robo Wunderkind is a set of blocks for building robots. On the outside, Robo blocks are child friendly and safely encase the sophisticated electronics contained on the inside. These electronic components transform regular blocks into programmable robotic components. By just snapping blocks together, even a five year old can build a robot. The fun doesn`t stop there: kids can playfully program the robot in an intuitive app. Modular, colorful, and LEGOTM compatible, this is the toy that opens up children`s eyes to the world of technology.

Kickstarter link: https://www.kickstarter.com/projects/startrobo/robowunderkindaprogrammablerobotforkidsofa

Rustem Akishbekov, the founder and CEO of Robo Wunderkind, initially came up with the idea of a child-friendly programmable robot while trying to teach his friends the basic of coding and robotics. When he realized how complicated it was for new-to-programming users, he set out to make learning coding and robotics as fun and simple as playing with LEGOTM.

“We want to revolutionize the toys our kids play with, we want them to be more than pieces of plastic,” explains Rustem Akishbekov. “The LEGOTM brick hasn`t changed over 60 years while everything around it has. Now is the time for a smart toy like Robo Wunderkind that will help kids develop the skills they need for the future.”

Robo Wunderkind connects to Android and iOS devices via Bluetooth. Kids can use the app’s visual drag-and-drop interface to program it. This early learning method means that children aren´t hindered if their reading level is still developing. Once children have mastered the basics of coding, they can move on to program their robot with Scratch, a fun programming language for kids developed at MIT.

Robo Wunderkind is unique because children need not have any prior programming experience to get going. Furthermore, the cubes‘ magnet-free and secure connection system makes Robo Wunderkind stand out from the crowd. Robo Wunderkind’s innovative design has been turning heads in Europe, earning robotics award from Futurezone and the German robotics company Festo, as well as multiple startup awards.

Robo Wunderkind comes in three sets. Kickstarter prices started at $79. There is a sliding price scale depending on the cube quantity and complexity. The cubes’ colors relate to their function: red is a proximity sensor, blue is a motor, orange – the main controller, and so on. The most advanced set comes with a digital camera and a weather sensor. With these special functions, your children can give weather forecasts or even surprise you with their first filming endeavors. Robo Wunderkind has been designed so that flat LEGOTM adaptors can be attached, making the blocks compatible with LEGOTM. Children can then personalize the robots they have built with LEGOTM blocks or figures.

Anna Iarotska, COO and Head of Business Development at Robo Technologies says, “Kickstarter is the perfect place to launch Robo Wunderkind, as it hosts a community of people who value innovation, creativity, and fun. We look forward to seeing what the kids out there will build with Robo Wunderkind”.

With their Kickstarter campaign, which will run until October 29, the team is hoping to raise $70,000. The funds they raise will go directly towards producing the very first batch of robots, with shipping scheduled for Summer 2016.

About Robo Technologies, Inc.

Rustem Akishbekov founded Robo Technologies, Inc and brought Anna Iarotska and Yuri Levin on board in 2013. The company is based in Vienna, Austria and San Francisco, California. The founders have gathered together a team of passionate engineers and designers who have been working on the project for two years.

In the summer of 2014, the team was part of the first worldwide hardware accelerator HAX. The progress made there was incorporated into Robo, earning them the „Robot of the Year“ Award from Festo and the Austrian Startup of the Year Award.