6,264 research outputs found

    Choreographic and Somatic Approaches for the Development of Expressive Robotic Systems

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    As robotic systems are moved out of factory work cells into human-facing environments questions of choreography become central to their design, placement, and application. With a human viewer or counterpart present, a system will automatically be interpreted within context, style of movement, and form factor by human beings as animate elements of their environment. The interpretation by this human counterpart is critical to the success of the system's integration: knobs on the system need to make sense to a human counterpart; an artificial agent should have a way of notifying a human counterpart of a change in system state, possibly through motion profiles; and the motion of a human counterpart may have important contextual clues for task completion. Thus, professional choreographers, dance practitioners, and movement analysts are critical to research in robotics. They have design methods for movement that align with human audience perception, can identify simplified features of movement for human-robot interaction goals, and have detailed knowledge of the capacity of human movement. This article provides approaches employed by one research lab, specific impacts on technical and artistic projects within, and principles that may guide future such work. The background section reports on choreography, somatic perspectives, improvisation, the Laban/Bartenieff Movement System, and robotics. From this context methods including embodied exercises, writing prompts, and community building activities have been developed to facilitate interdisciplinary research. The results of this work is presented as an overview of a smattering of projects in areas like high-level motion planning, software development for rapid prototyping of movement, artistic output, and user studies that help understand how people interpret movement. Finally, guiding principles for other groups to adopt are posited.Comment: Under review at MDPI Arts Special Issue "The Machine as Artist (for the 21st Century)" http://www.mdpi.com/journal/arts/special_issues/Machine_Artis

    Integrating an autonomous robot on a dance and new technologies festival

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    This paper presents the results of a project to integrate an autonomous mobile robot into a modern dance performance at a dance and new technologies festival. The main goal is to integrate a simple low cost mobile robot into the dance performance, in order to study the possibilities that this kind of platforms can offer to the artists. First, this work explains the process and design to embed the robotic platform into the choreography theme. Another contribution described in this work is the system architecture proposed and built to make the robot behaviours match the artists requirements: precise, synchronized and robust robot movements. Finally, we discuss the main issues and lessons learned for this kind of robotics and arts applications and summarize the results obtained, including the successful final live performance results

    Dance-the-music : an educational platform for the modeling, recognition and audiovisual monitoring of dance steps using spatiotemporal motion templates

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    In this article, a computational platform is presented, entitled “Dance-the-Music”, that can be used in a dance educational context to explore and learn the basics of dance steps. By introducing a method based on spatiotemporal motion templates, the platform facilitates to train basic step models from sequentially repeated dance figures performed by a dance teacher. Movements are captured with an optical motion capture system. The teachers’ models can be visualized from a first-person perspective to instruct students how to perform the specific dance steps in the correct manner. Moreover, recognition algorithms-based on a template matching method can determine the quality of a student’s performance in real time by means of multimodal monitoring techniques. The results of an evaluation study suggest that the Dance-the-Music is effective in helping dance students to master the basics of dance figures

    Towards an interactive framework for robot dancing applications

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    Estágio realizado no INESC-Porto e orientado pelo Prof. Doutor Fabien GouyonTese de mestrado integrado. Engenharia Electrotécnica e de Computadores - Major Telecomunicações. Faculdade de Engenharia. Universidade do Porto. 200

    Study of Dance Entertainment Using Robots

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    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Learning the selection of actions for an autonomous social robot by reinforcement learning based on motivations

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    Autonomy is a prime issue on robotics field and it is closely related to decision making. Last researches on decision making for social robots are focused on biologically inspired mechanisms for taking decisions. Following this approach, we propose a motivational system for decision making, using internal (drives) and external stimuli for learning to choose the right action. Actions are selected from a finite set of skills in order to keep robot's needs within an acceptable range. The robot uses reinforcement learning in order to calculate the suitability of every action in each state. The state of the robot is determined by the dominant motivation and its relation to the objects presents in its environment. The used reinforcement learning method exploits a new algorithm called Object Q-Learning. The proposed reduction of the state space and the new algorithm considering the collateral effects (relationship between different objects) results in a suitable algorithm to be applied to robots living in real environments. In this paper, a first implementation of the decision making system and the learning process is implemented on a social robot showing an improvement in robot's performance. The quality of its performance will be determined by observing the evolution of the robot's wellbeing.The funds provided by the Spanish Government through the project called “Peer to Peer Robot-Human Interaction” (R2H), of MEC (Ministry of Science and Education), the project “A new approach to social robotics” (AROS), of MICINN (Ministry of Science and Innovation), and the RoboCity2030-II-CM project (S2009/DPI-1559), funded by Programas de Actividades I+D en la Comunidad de Madrid and cofunded by Structural Funds of the EU
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