3,453 research outputs found

    A Robotic Writing Framework-Learning Human Aesthetic Preferences via Human-Machine Interactions

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    Intelligent robots are required to fully understand human intentions and operations in order to support or collaborate with humans to complete complicated tasks, which is typically implemented by employing human-machine interaction techniques. This paper proposes a new robotic learning framework to perform numeral writing tasks by investigating human-machine interactions with human preferences. In particular, the framework implements a trajectory generative module using a generative adversarial network (GAN)-based method and develops a human preference feedback system to enable the robot to learn human preferences. In addition, a convolutional neural network, acting as a discriminative network, classifies numeral images to support the development of the basic numeral writing ability, and another convolutional neural network, acting as a human preference network, learns a human user’s aesthetic preference by taking the feedback on two written numerical images during the training process. The experimental results show that the written numerals based on the preferences of ten users were different from those of the training data set and that the writing models with the preferences from different users generate numerals in different styles, as evidenced by the Fréchet inception distance (FID) scores. The FID scores of the proposed framework with a preference network were noticeably greater than those of the framework without a preference network. This phenomenon indicates that the human-machine interactions effectively guided the robotic system to learn different writing styles. These results prove that the proposed approach is able to enable the calligraphy robot to successfully write numerals in accordance with the preferences of a human user

    Combining brain-computer interfaces and assistive technologies: state-of-the-art and challenges

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    In recent years, new research has brought the field of EEG-based Brain-Computer Interfacing (BCI) out of its infancy and into a phase of relative maturity through many demonstrated prototypes such as brain-controlled wheelchairs, keyboards, and computer games. With this proof-of-concept phase in the past, the time is now ripe to focus on the development of practical BCI technologies that can be brought out of the lab and into real-world applications. In particular, we focus on the prospect of improving the lives of countless disabled individuals through a combination of BCI technology with existing assistive technologies (AT). In pursuit of more practical BCIs for use outside of the lab, in this paper, we identify four application areas where disabled individuals could greatly benefit from advancements in BCI technology, namely,“Communication and Control”, “Motor Substitution”, “Entertainment”, and “Motor Recovery”. We review the current state of the art and possible future developments, while discussing the main research issues in these four areas. In particular, we expect the most progress in the development of technologies such as hybrid BCI architectures, user-machine adaptation algorithms, the exploitation of users’ mental states for BCI reliability and confidence measures, the incorporation of principles in human-computer interaction (HCI) to improve BCI usability, and the development of novel BCI technology including better EEG devices

    ICS Materials. Towards a re-Interpretation of material qualities through interactive, connected, and smart materials.

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    The domain of materials for design is changing under the influence of an increased technological advancement, miniaturization and democratization. Materials are becoming connected, augmented, computational, interactive, active, responsive, and dynamic. These are ICS Materials, an acronym that stands for Interactive, Connected and Smart. While labs around the world are experimenting with these new materials, there is the need to reflect on their potentials and impact on design. This paper is a first step in this direction: to interpret and describe the qualities of ICS materials, considering their experiential pattern, their expressive sensorial dimension, and their aesthetic of interaction. Through case studies, we analyse and classify these emerging ICS Materials and identified common characteristics, and challenges, e.g. the ability to change over time or their programmability by the designers and users. On that basis, we argue there is the need to reframe and redesign existing models to describe ICS materials, making their qualities emerge

    Design Fiction Diegetic Prototyping: A Research Framework for Visualizing Service Innovations

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    The file attached to this record is the author's final peer reviewed version. The Publisher's final version can be found by following the DOI link.Purpose: This paper presents a design fiction diegetic prototyping methodology and research framework for investigating service innovations that reflect future uses of new and emerging technologies. Design/methodology/approach: Drawing on speculative fiction, we propose a methodology that positions service innovations within a six-stage research development framework. We begin by reviewing and critiquing designerly approaches that have traditionally been associated with service innovations and futures literature. In presenting our framework, we provide an example of its application to the Internet of Things (IoT), illustrating the central tenets proposed and key issues identified. Findings: The research framework advances a methodology for visualizing future experiential service innovations, considering how realism may be integrated into a designerly approach. Research limitations/implications: Design fiction diegetic prototyping enables researchers to express a range of ‘what if’ or ‘what can it be’ research questions within service innovation contexts. However, the process encompasses degrees of subjectivity and relies on knowledge, judgment and projection. Practical implications: The paper presents an approach to devising future service scenarios incorporating new and emergent technologies in service contexts. The proposed framework may be used as part of a range of research designs, including qualitative, quantitative and mixed method investigations. Originality: Operationalizing an approach that generates and visualizes service futures from an experiential perspective contributes to the advancement of techniques that enables the exploration of new possibilities for service innovation research

    Solving Robotic Trajectory Sequential Writing Problem via Learning Character’s Structural and Sequential Information

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    The writing sequence of numerals or letters often affects aesthetic aspects of the writing outcomes. As such, it remains a challenge for robotic calligraphy systems to perform, mimicking human writers’ implicit intention. This article presents a new robot calligraphy system that is able to learn writing sequences with limited sequential information, producing writing results compatible to human writers with good diversity. In particular, the system innovatively applies a gated recurrent unit (GRU) network to generate robotic writing actions with the support of a prelabeled trajectory sequence vector. Also, a new evaluation method is proposed that considers the shape, trajectory sequence, and structural information of the writing outcome, thereby helping ensure the writing quality. A swarm optimization algorithm is exploited to create an optimal set of parameters of the proposed system. The proposed approach is evaluated using Arabic numerals, and the experimental results demonstrate the competitive writing performance of the system against state-of-the-art approaches regarding multiple criteria (including FID, MAE, PSNR, SSIM, and PerLoss), as well as diversity performance concerning variance and entropy. Importantly, the proposed GRU-based robotic motion planning system, supported with swarm optimization can learn from a small dataset, while producing calligraphy writing with diverse and aesthetically pleasing outcomes

    Interactive Musical Partner: A System for Human/Computer Duo Improvisations

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    This research is centered on the creation of a computer program that will make music with a human improviser. This Interactive Musical Partner (IMP) is designed for duo improvisations, with one human improviser and one instance of IMP, focusing on a freely improvised duo aesthetic. IMP has Musical Personality Settings (MPS) that can be set prior to performance, and these MPS guide the way IMP responds to musical input from the human. The MPS also govern the probability of particular outcomes from IMP’s creative algorithms. IMP uses audio data feature extraction methods to listen to the human partner, and react to, or ignore, the human’s musical input, based on the current MPS. This course of research presents a number of problems. Parameters for the Musical Personality Settings (MPS) must be defined, and then those parameters must be mapped to extractable audio features. A system for musical decision-making and reaction/interaction (action/interaction module) must be in place, and a synthesis module that allows for MPS control must be deployed. Designing a program intended to play with an improviser, and then improvising with that program has caused me to assess every aspect of my practice as an improviser. Not only has this research expanded my understanding of the technologies involved and made me a better technologist, but striving to get the technology to be musical has made me look at all sides of the music I make, resulting in a better improvising artist
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