robots. The realization as a multifunctional vehicle is
contemporary and introduces users to new aspects of
digitized mobility in a playful way. Especially a
modern user interface via a smartphone makes the
platform attractive to young adults and children. The
AI-based image recognition reflects the current
discussion about autonomous driving and gives a
glimpse of the challenges to the user. Especially it is
possible to train or replace this module. In a further
step, the platform can also be improved with
additional sensors and hence can learn to process
these inputs as well.
We see the platform as a teaser for children and
adolescents to start playing with a toy car using a
modern smartphone user interface, which reminds
users on race car games where they can tilt and yaw
the phone to control the car. Even young children
from 5 years on can start using the car as a simple toy.
Additionally, the vehicle provides several newly
features, as displaying the video image on the smart
phone but also recognizing images and reacting upon
them. Hence a broad spectrum of use cases is
available with a low entrance barrier into the field. It
starts from simple playing with the car over
exchanging parts of hard- and software provided by
more experienced users, which targets older children
from possibly 10 years upwards until developing
custom enhancements with hardware and/or software
components. This would be targeted to children of 13
years and older as well as adults.
2 RELATED WORK
The idea of a playful approach is not new, neither is
the teaching and explaining intention of systems to
make STEM topics tangible. Example from
university systems and commercial platforms will be
discussed in more detail in a further section.
As a general overview, (Sapounidis & Alimisis,
2020) give a good description of the current state of
the use of robots in education for young children.
2.1 Related Research
The PiBot system is a low-cost robotic platform with
camera for STEM education (Vega & Cañas, 2018).
The system has the same target group as our system.
The PiBot bases on a Raspberry Pie 3 controller with
sensors attached. The robot is rather targeted to
operate autonomously in a delimited environment,
whereas we want to emphasize the toy character by
providing a remote control on a smartphone.
Additionally, we want to integrate an AI component,
which is a hot topic today to showcase and
experiment with the capabilities of this technology, in
our case image recognition.
(Wang et al., 2019) describe a toy car with remote
control and image recognition. However, their system
strongly relates to the application domain.
Possibilities to user the car as an experimental kit for
technology acquisition is not intended.
(Chatzopoulos et. Al., 2020) present a low cost
robotic platform for building a robot with wheels
integrating sensors and actuators. They also integrate
a visual programming platform. In contrast to our
approach the robot is targeted to their educational
context. The robot does not look like a “real” car and
it does not integrate a camera and image recognition
using AI tools.
2.2 Related Commercial Systems
Lego has set itself the goal of “playful introduction to
STEM” (LEGO Group, 2021a) and offers solutions in
the form of the Lego Mindstorms series. However,
hardware and software are not technically freely
extensible or open-source based, so that applicability
and learning possibilities are always tied to the
manufacturer and the resources provided. As a
consequence, expensive components (LEGO Group,
2021b) also pose a significant financial threshold for
users. Despite the implementation of an independent
project on "PixyCam" (PixyCam, 2021), which takes
Lego compatibility into account, no Lego-supported
camera is available because the manufacturer does
not push this even after years.
The company DJI pursues a similar goal and offers
a learning robot as an “all-in-one solution” for
experimenting and programming called “DJI
RoboMaster Lernroboter” (DJI, 2021). This
comprehensive approach is provided for workshops
and learning processes though and addresses users with
training requirements. The resulting high costs as well
as the professional intentions and perspectives.
Therefore, they also form entry barriers for younger
people who are the target group of our system.
The need for programming and high prices keep
many potential young interested parties away from
corresponding offerings.
Our goal is that the educational approach we
follow, i.e. playful interaction as a starting point for
acquiring STEM knowledge and competencies need
not be limited to a small interested group of users.
Other children and young people can and should also
discover STEM content in a playful way. This work
demonstrates that it is possible to experience
comparable functionality without such high hurdles.