Facebook Twitter Google + Tumblr MY ACCOUNT. Download 24 free HD loops instantly. On the next page enter your details and upload your logo. There is a $99.00 deposit to convert your logo and generate your custom previews. A sequence of trademarks created by Chermayeff & Geismar animated by Sagi Haviv of Chermayeff & Geismar. More of Chermayeff & Geismar's work on www.cgstudionyc.com.
(Redirected from Logomotion)
Logo Motion is the 2011 FIRST Robotics Competition game. Playing pieces are inner tubes shaped like the components of the FIRST logo. The primary objective of the game is to place them on racks to gain points. In the endgame, robots deploy smaller robots ('minibots') to climb a tower.[4] Minibots must be made from the FIRST Tech Challenge kit of parts. The game celebrates the 20th season of the FRC and is also meant to commemorate the artist Jack Kamen, who designed the original FIRST logo.[5][6]
Competition and Results[edit]Kickoff[edit]
The kickoff, the first event of the 2011 FRC season, was held on January 8 at the Southern New Hampshire University and simulcast to numerous regional kickoffs throughout the United States, Canada, and Mexico. Speakers included Walt Havenstein, Jon Dudas, Dean Kamen, Neal Bascomb, Amir Abo-Shaeer, Dave Lavery and will.i.am. It was broadcast live on NASA TV starting at 1030 EST.[7]
As per previous years' competitions, Dave Lavery produced and narrated the official game animation video. New Hampshire businessman and FIRST official Blair Hundertmark assisted in the production of the video.[8]
Rules[edit]Match periods[edit]
A match is 135 seconds long.
Alliances[edit]
As per previous years' competitions, three teams are on each alliance, red and blue.[9] Each team may have one robot on the field. That robot may be remotely controlled by a driver after the autonomous period. Kari 2.6 crack espanol free.
Field[edit]
LogoMotion field
As per previous years' competitions, the playing field is 27-feet wide by 54-feet long.[10] The floor consists of gray carpet. On each end of the field, there are scoring grids immediately in front of the alliance stations, where robots are remotely controlled by drivers. Each alliance station is protected by a wall, known as the alliance wall. On each alliance wall, there are two scoring grids. Each scoring grid has 9 pegs arranged like a square. Each row is 37 inches above the next, except on the outside columns in each grid, where the bottom peg is only 30 inches above the ground.
There are openings in the alliance wall, called feeding slots, in every corner, where an alliance member may enter playing pieces into play. However, to get from the scoring grid to your alliance's feeding slot, you must transverse the field. Thus, many teams elect to throw tubes onto the field and have their alliance's robots pick them from the ground.
Four towers with cylindrical bases are in the middle of the field. The towers are used in the endgame for alliances to earn up to 30 or more points. To assist teams in driving and programming a robot through an almost completely open field, there is colored tape on the floor to allow for sensor calibration and to create visual reference points. Furthermore, the tape delineates areas where certain robots may or may not traverse.[5]
Playing pieces[edit]
The following make up the FIRST Logo. Joseph delaney torrent ebook french free.
Scoring[edit]
Teams 3357 and 857 scoring tubes at the Traverse City district.
The following is a scoring chart for the Ubertube as they are hung on the end field walls, during the autonomous period.
The following is a scoring chart for the game pieces as they are hung on the end field walls, during tele-operated mode (human remote controlled period). Any tube that is part of a non-Ubertube triangle-circle-square group (depicting the FIRST logo) is worth double of the listed points.
The following is a scoring chart for the mini-bot, a smaller FTC robot deployed during the end game period. The end game is a race between four mini bots to reach the top of tower pole on the field.
Based on the information above, the number of points an alliance may score is capped at 158, as game pieces may not be de-scored.[11]
Source:[5]
Robots[edit]
Robot rules are similar to other years with the exception of the minibot. A notable difference is that while a robot must start the match within 38'x28'x60', it may expand to an 84' diameter cylinder with no height constraints.[5] Minibot has to be 12'x12'x12' and it can't be used during the match before the Minbot race.
World Championships[edit]
The World Championships for Logo Motion was held at the Edward Jones Dome in St Louis, Missouri.[12]
Final Round at Einstein Field[edit]
Imagine Logo Free DownloadReferences[edit]
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Logo_Motion&oldid=784057365'
Logo is an educational programming language, designed in 1967 by Wally Feurzeig, Seymour Papert, and Cynthia Solomon.[1]Logo is not an acronym: the name was coined by Feurzeig while he was at Bolt, Beranek and Newman,[2] and derives from the Greek logos, meaning word or thought.
A general-purpose language, Logo is widely known for its use of turtle graphics, in which commands for movement and drawing produced line or vector graphics, either on screen or with a small robot termed a turtle. The language was conceived to teach concepts of programming related to Lisp and only later to enable what Papert called 'body-syntonic reasoning', where students could understand, predict, and reason about the turtle's motion by imagining what they would do if they were the turtle. There are substantial differences among the many dialects of Logo, and the situation is confused by the regular appearance of turtle graphics programs that are named Logo.
Imagine Logo Motion free download. software![]()
Logo is a multi-paradigm adaptation and dialect of Lisp, a functional programming language.[3] There is no standard Logo, but UCBLogo has the best facilities for handling lists, files, I/O, and recursion in scripts, and can be used to teach all computer science concepts, as UC Berkeley lecturer Brian Harvey did in his Computer Science Logo Style trilogy.[4]
Logo is usually an interpreted language, although there have been developed compiled Logo dialects (such as Lhogho and Liogo). Logo is not case-sensitive but retains the case used for formatting.
History[edit]
Logo was created in 1967 at Bolt, Beranek and Newman (BBN), a Cambridge, Massachusetts research firm, by Wally Feurzeig, Cynthia Solomon, and Seymour Papert.[5] Its intellectual roots are in artificial intelligence, mathematical logic and developmental psychology. The first four years of Logo research, development and teaching work was done at BBN. The first implementation of Logo, called Ghost, was written in LISP on a PDP-1. The goal was to create a mathematical land where children could play with words and sentences.[6] Modeled on LISP, the design goals of Logo included accessible power[clarification needed] and informative error messages. The use of virtual Turtles allowed for immediate visual feedback and debugging of graphic programming.
The first working Logo turtle robot was created in 1969. A display turtle preceded the physical floor turtle. Modern Logo has not changed too much from the basic concepts before the first turtle. The first turtle was a tethered floor roamer, not radio-controlled or wireless. At BBN Paul Wexelblat developed a turtle named Irving that had touch sensors and could move forwards, backwards, rotate, and ding its bell. The earliest year-long school users of Logo were in 1968-69 at Muzzey Jr High, Lexington MA. The virtual and physical turtles were first used by fifth-graders at the Bridge School in Lexington, MA in 1970-71.
Turtle and graphics[edit]
Logo's most-known feature is the turtle (derived originally from a robot of the same name),[5] an on-screen 'cursor' that showed output from commands for movement and small retractable pen, together producing line graphics. It has traditionally been displayed either as a triangle or a turtle icon (though it can be represented by any icon). Turtle graphics were added to the Logo language by Seymour Papert in the late 1960s to support Papert's version of the turtle robot, a simple robot controlled from the user's workstation that is designed to carry out the drawing functions assigned to it using a small retractable pen set into or attached to the robot's body.
As a practical matter, the use of turtle geometry instead of a more traditional model mimics the actual movement logic of the turtle robot. The turtle moves with commands that are relative to its own position, LEFT 90 means spin left by 90 degrees. Some Logo implementations, particularly those that allow the use of concurrency and multiple turtles, support collision detection and allow the user to redefine the appearance of the turtle cursor, essentially allowing the Logo turtles to function as sprites.
Multiple turtles are supported by MSWLogo, as well as 3D graphics. Input from COM ports and LPT ports are also allowed by MSWLogo through windows GUI. Interrupts can be triggered via keyboard and mouse events. Simple GIF animations may also be produced on MSWLogo version 6.5 with the gifsave command.
Turtle geometry is also sometimes used in environments other than Logo as an alternative to a strictly coordinate-addressed graphics system. For instance, the idea of turtle graphics is also useful in Lindenmayer system for generating fractals.
Implementations[edit]
IBM LCSI Logo Welcome Screen
Source code and output in IBM LCSI Logo running in DOSBox
Some modern derivatives of Logo allow thousands of independently moving turtles. There are two popular implementations: Massachusetts Institute of Technology's StarLogo and Northwestern University Center for Connected Learning's (CCL) NetLogo. They allow exploring emergent phenomena and come with many experiments in social studies, biology, physics, and other areas. NetLogo is widely used in agent-based simulation in the biological and social sciences.
Although there is no one agreed-upon standard, there is a broad consensus on core aspects of the language. As of March 2009 there were 197 implementations and dialects of Logo, each with its own strengths.[7] Most of those 197 are no longer in wide use, but many are still under active development. Commercial Logos that are still widely used in schools include MicroWorlds Logo and Imagine Logo.
Influence[edit]
Logo was a primary influence on the Smalltalk programming language. It is also the main influence on the Etoys educational programming environment and language, which is essentially a Logo written in Squeak (a variant of Smalltalk). Logo influenced the procedure/method model in AgentSheets and AgentCubes to program agents similar to the notion of a turtle in Logo. Logo provided the underlying language for Boxer. Boxer was developed at University of California, Berkeley and MIT and is based on a literacy model, making it easier to use for nontechnical people.[citation needed]
KTurtle is a variation of Logo implemented at Qt for the KDE environment loosely based on Logo.[14]
Another result of Logo's influence is the Kojo, a variant of Scala and Scratch educational programming language, which runs on Squeak, a variant of Smalltalk, which was inspired by Logo.
In 2015, Cubetto, an education robotics system for children 3 years and older, was developed through crowd-source funding. Cubetto was influenced both by LOGO and by Montessori. Cubetto features a small cubic Turtle that turns only through 90 degrees.[15] Cubetto has been described to be an update of button-box MIT LOGO system TORTIS.[16]
See also[edit]
References[edit]
Further reading[edit]Imagine Logo Motion free. download full
External links[edit]
Imagine Logo Download
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Logo_(programming_language)&oldid=913461735'
Comments are closed.
|
AuthorWrite something about yourself. No need to be fancy, just an overview. Archives
December 2020
Categories |