Vviewpoints
DOI: 10.1145/1787234.1787244
education
preparing computer
science students for
the Robotics Revolution
PHotoGraPH by etHan J. tIra-tHoMPson/CarneGIe Mellon
BegInnIng In the 1970s, a se- ries of technological ad- vances in computing has repeatedly reshaped the undergraduate computer
science curriculum. Affordable bit-mapped displays brought GUI interfaces into widespread use, gave us the
new field of human-computer interaction, and led CS departments to introduce courses in computer graphics and
HCI. The maturation of networking
technology that led to the Internet and
the Web also spawned a whole spectrum of new courses, from the nuts
and bolts of network protocols to the
social impacts of online communities.
The microprocessor that launched the
personal and then wearable computer
revolutions, and in conjunction with
the growth of wireless networks, produced new types of platforms that are
always on and always with us, has led
to courses targeting smartphones and
PDAs instead of conventional computers. And when inexpensive graphics processors and sound cards grew
electronic gaming into a multibillion-dollar business with revenues comparable to the film and music industries,a
CS departments responded by introducing a variety of multidisciplinary
courses in game design. 9
a Estimated 2008 revenues from Hoovers.com:
motion pictures $33 billion; music $15 billion;
computer and electronic games $12 billion.
art in Development
calliope: a prototype create/aSuS robot with a pan/tilt camera and gripper arm.
Robotics is the leading candidate
for the next dramatic change in the
CS curriculum. Advances in sensing,
actuator, and power technologies are
fueling an explosion in robotics com-
parable to what microprocessors did
for computing three decades ago. In
a 2007 Scientific American article, Bill
Gates drew a parallel between today’s
robotics industry and the computing