Otter

Thymio Discovery Kit - Otter

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The Thymio Discovery Kit contains an A1-sized poster and and explanatory sheet. On the sheet you will find 6 games to play with the poster, and also advanced challenges to begin programming Thymio.

How can I get the Kit?

You can find Thymio resellers on this page. It is also possible to download the sheets and print them yourself. The only difference is a silk-screen print layer added on the poster you can buy. This layer reacts better with Thymio's sensors.

Here is the explanatory sheet and the poster for the Otter Discovery Kit:
- Explanatory sheet
- PDF A1 poster

Calibration

You might need to calibrate your robot for it to follow a black line.

Games with the Otter

Discovery

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1. Flee, here comes the Otter!

Goal: scare Thymio
Select the red behaviour on Thymio and put it down on the Otter! Place one hand ahead of, and the other behind Thymio and see its reaction!

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2. I see a track!

Goal: follow the widest black line
One of the six basic behaviours allows to do this task, can you find which one it is?

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3. Thymio canoes

Goal: navigate while avoiding the shores
With the green behaviour, guide Thymio with your fingers. In the yellow one, Thymio will avoid your hands and finally in the red behaviour, it will flee… Try them all!

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4. Beware of the plants!

Goal: avoid obstacles
Put small objects on the plants to create obstacles for Thymio. Can you find the behaviour allowing it to avoid them?

Curious?

You did everything and want to go further? Install Aseba on your computer and launch "VPL for Thymio". You just have to combine an event block on the left and one or more action blocks on the right! Grab your mouse!

1. Flee, here comes the Otter!

Goal: scare Thymio
Program the robot so that it plays music when it sees an obstacle ahead and behind it.
Little hint: you will need at least 2 blocks!

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2. I see a track!

Goal: follow the widest black line
Try to program the robot so that when it sees black with its ground sensors it goes forward and when it sees white, it turns.
Little hint: you will need at least 6 blocks!

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3. Thymio canoeing

Goal: navigate while avoiding the shores
Program Thymio so that when it sees black it changes direction.
Little hint: you will need at least 6 blocks!

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4. Beware of the plants!

Goal: avoid obstacles
Program the robot so that when it sees an obstacle, it changes direction.
Be careful not to fall off the table.
Little hint: you will need at least 10 blocks!

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5. A long road

Goal: go around the otter's belly
Put a cylindrical object on the otter's belly. You can use a sheet of paper and assemble it as shown in the diagram on the left.
Program the robot so that when it sees an obstacle on one side, it moves along it without touching it.
Little hint: you will need at least 4 blocks!

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6. Let’s sing !

Goal: play a melody while passing over the logs
Program the robot so that it follows the line with one sensor and plays music when it detects the logs with the other sensor.
Little hint: you will need at least 6 blocks!

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You can see that while programming Thymio with the VPL (with the 'ThymioVPL' program), the code is being simultaneously written at the side.
Most of the time, one 'paragraph' of text code corresponds to an event/action couple of blocks. If you click on one of them, the corresponding paragraph is highlighted.
You can also see that if you change some parameters on the action blocks (motor speed, LED colours, etc.), the code is instantaneously modified.

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