492 research outputs found

    Kick control: using the attracting states arising within the sensorimotor loop of self-organized robots as motor primitives

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    Self-organized robots may develop attracting states within the sensorimotor loop, that is within the phase space of neural activity, body, and environmental variables. Fixpoints, limit cycles, and chaotic attractors correspond in this setting to a non-moving robot, to directed, and to irregular locomotion respectively. Short higher-order control commands may hence be used to kick the system from one self-organized attractor robustly into the basin of attraction of a different attractor, a concept termed here as kick control. The individual sensorimotor states serve in this context as highly compliant motor primitives. We study different implementations of kick control for the case of simulated and real-world wheeled robots, for which the dynamics of the distinct wheels is generated independently by local feedback loops. The feedback loops are mediated by rate-encoding neurons disposing exclusively of propriosensoric inputs in terms of projections of the actual rotational angle of the wheel. The changes of the neural activity are then transmitted into a rotational motion by a simulated transmission rod akin to the transmission rods used for steam locomotives. We find that the self-organized attractor landscape may be morphed both by higher-level control signals, in the spirit of kick control, and by interacting with the environment. Bumping against a wall destroys the limit cycle corresponding to forward motion, with the consequence that the dynamical variables are then attracted in phase space by the limit cycle corresponding to backward moving. The robot, which does not dispose of any distance or contact sensors, hence reverses direction autonomously.Comment: 17 pages, 9 figure

    Distributed control based on evolutionary game theory: multi-agent experiment

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    In this Master's thesis are applied distributed consensus and game theoretical algorithms to control a population of agents. The agents are embodies by Lego Mindstorm robots and controlled remotely with Bluetooth by the PC. Using a platform implemented in LabVIEW, which includes a camera and a pattern recognition tool, the robots are controlled to perform different tasks such as convergence to consensus position and formatio

    Designing and Implementing a Platform for Collecting Multi-Modal Data of Human-Robot Interaction

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    This paper details a method of collecting video and audio recordings of people inter- acting with a simple robot interlocutor. The interaction is recorded via a number of cameras and microphones mounted on and around the robot. The system utilised a number of technologies to engage with interlocutors including OpenCV, Python, and Max MSP. Interactions over a three month period were collected at The Science Gallery in Trinity College Dublin. Visitors to the gallery freely engaged with the robot, with interactions on their behalf being spontaneous and non-scripted. The robot dialogue was a set pattern of utterances to engage interlocutors in a simple conversation. A large number of audio and video recordings were collected over a three month period

    Sistem Multi-robot Denngan Nxt Mindstorms Robot Menggunakan Bluetooth

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    Teknologi dan aplikasi robot terus berkembang secara cepat. Pada dekade ini, telah terjadi pergeseran yang signifikan pada bidang fokus penyelidikan tentang robot dimana para peneliti mulai mengarahkan arah penelitiannya, dari investigasi sistem robot tunggal kepada koordinasi sistem multi-robot. Hal ini dikarenakan sistem multi-robot memiliki beberapa kentungan. Dalam konteks sistem multi-robot, komunikasi sistem multi-robot menjadi bagian yang signifikan. Penelitian ini mengimplementasikan komunikasi pada sistem multi-robot menggunakan teknologi Bluetooth. Sistem multi robot NXT Mindstorms telah dirancang. Robot ini dilengkapi oleh dengan sistem komunikasi berbasis Bluetooth. Beberapa pergerakan telah diujikan. Dapat dikatakan bahwa robot NXT Mindstorms hasil rancangan mampu melakukan pergerakan dasar, yaitu: pergeralan lurus, belok kanan dan belok kiri. Pengujian performansi sistem multi robot dirancang dalam bentuk dua buah formasi, yaitu: berurutan dan berdampingan

    Workshop sensing a changing world : proceedings workshop November 19-21, 2008

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    Programming Robots for Activities of Everyday Life

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    Text-based programming remains a challenge to novice programmers in\ua0all programming domains including robotics. The use of robots is gainingconsiderable traction in several domains since robots are capable of assisting\ua0humans in repetitive and hazardous tasks. In the near future, robots willbe used in tasks of everyday life in homes, hotels, airports, museums, etc.\ua0However, robotic missions have been either predefined or programmed usinglow-level APIs, making mission specification task-specific and error-prone.\ua0To harness the full potential of robots, it must be possible to define missionsfor specific applications domains as needed. The specification of missions of\ua0robotic applications should be performed via easy-to-use, accessible ways, and\ua0at the same time, be accurate, and unambiguous. Simplicity and flexibility in\ua0programming such robots are important, since end-users come from diverse\ua0domains, not necessarily with suffcient programming knowledge.The main objective of this licentiate thesis is to empirically understand the\ua0state-of-the-art in languages and tools used for specifying robot missions byend-users. The findings will form the basis for interventions in developing\ua0future languages for end-user robot programming.During the empirical study, DSLs for robot mission specification were\ua0analyzed through published literature, their websites, user manuals, samplemissions and using the languages to specify missions for supported robots.After extracting data from 30 environments, 133 features were identified.\ua0A feature matrix mapping the features to the environments was developedwith a feature model for robotic mission specification DSLs.Our results show that most end-user facing environments exist in the\ua0education domain for teaching novice programmers and STEM subjects. Mostof the visual languages are developed using Blockly and Scratch libraries.\ua0The end-user domain abstraction needs more work since most of the visualenvironments abstract robotic and programming language concepts but not\ua0end-user concepts. In future works, it is important to focus on the development\ua0of reusable libraries for end-user concepts; and further, explore how end-user\ua0facing environments can be adapted for novice programmers to learn\ua0general programming skills and robot programming in low resource settings\ua0in developing countries, like Uganda

    E-Learning

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    Technology development, mainly for telecommunications and computer systems, was a key factor for the interactivity and, thus, for the expansion of e-learning. This book is divided into two parts, presenting some proposals to deal with e-learning challenges, opening up a way of learning about and discussing new methodologies to increase the interaction level of classes and implementing technical tools for helping students to make better use of e-learning resources. In the first part, the reader may find chapters mentioning the required infrastructure for e-learning models and processes, organizational practices, suggestions, implementation of methods for assessing results, and case studies focused on pedagogical aspects that can be applied generically in different environments. The second part is related to tools that can be adopted by users such as graphical tools for engineering, mobile phone networks, and techniques to build robots, among others. Moreover, part two includes some chapters dedicated specifically to e-learning areas like engineering and architecture
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