13 research outputs found

    A serious game about recycling rules

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    Nowadays serious games is one of the biggest existing industries and it is still growing steadily in many sectors. As a major subset of serious games, designing and developing virtual reality applications to support education or promote social behavior has become a promising frontier, because games technology is inexpensive, widely available, fun and entertaining for people of all ages, with several health conditions and different sensory, motor, and cognitive capabilities. In this paper, we provide an overview about a serious game with a perspective of virtual reality for social behavior. The work uses a serious game in an immersive learning environment for recycling learning. In order to improve the user experience the game was developed to work in a cave-like immersive environment, with natural interaction selective alternative. The game includes static and dynamic 3D environments, allowing to share the experience of scenario navigation among users, even geographically distributed.XIII Workshop Computación Gráfica, Imágenes y Visualización (WCGIV)Red de Universidades con Carreras en Informática (RedUNCI

    A serious game about recycling rules

    Get PDF
    Nowadays serious games is one of the biggest existing industries and it is still growing steadily in many sectors. As a major subset of serious games, designing and developing virtual reality applications to support education or promote social behavior has become a promising frontier, because games technology is inexpensive, widely available, fun and entertaining for people of all ages, with several health conditions and different sensory, motor, and cognitive capabilities. In this paper, we provide an overview about a serious game with a perspective of virtual reality for social behavior. The work uses a serious game in an immersive learning environment for recycling learning. In order to improve the user experience the game was developed to work in a cave-like immersive environment, with natural interaction selective alternative. The game includes static and dynamic 3D environments, allowing to share the experience of scenario navigation among users, even geographically distributed.XIII Workshop Computación Gráfica, Imágenes y Visualización (WCGIV)Red de Universidades con Carreras en Informática (RedUNCI

    Data-driven learning for robot physical intelligence

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    The physical intelligence, which emphasizes physical capabilities such as dexterous manipulation and dynamic mobility, is essential for robots to physically coexist with humans. Much research on robot physical intelligence has achieved success on hyper robot motor capabilities, but mostly through heavily case-specific engineering. Meanwhile, in terms of robot acquiring skills in a ubiquitous manner, robot learning from human demonstration (LfD) has achieved great progress, but still has limitations handling dynamic skills and compound actions. In this dissertation, a composite learning scheme which goes beyond LfD and integrates robot learning from human definition, demonstration, and evaluation is proposed. This method tackles advanced motor skills that require dynamic time-critical maneuver, complex contact control, and handling partly soft partly rigid objects. Besides, the power of crowdsourcing is brought to tackle case-specific engineering problem in the robot physical intelligence. Crowdsourcing has demonstrated great potential in recent development of artificial intelligence. Constant learning from a large group of human mentors breaks the limit of learning from one or a few mentors in individual cases, and has achieved success in image recognition, translation, and many other cyber applications. A robot learning scheme that allows a robot to synthesize new physical skills using knowledge acquired from crowdsourced human mentors is proposed. The work is expected to provide a long-term and big-scale measure to produce advanced robot physical intelligence

    Planiranje robotskog djelovanja zasnovano na tumačenju prostornih struktura

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    Robot je programabilan mehanizam čije se djelovanje temelji na upravljačkim algoritmima. Prilikom rada u nestrukturiranoj okolini upravljački algoritmi postaju eksplicitne funkcije položaja i vremena u povratnoj vezi sa stanjem okoline. Obradu podataka iz okoline te zaključivanje o odgovarajućem djelovanju robota moguće je temeljiti na principima strojnoga učenja. Predloženo istraživanje bavi se razvojem modela učenja i planiranja djelovanja robota. Proces učenja temelji se na novoj umjetnoj neuronskoj mreži klasifikacijom prostornih struktura. Pojam prostorne strukture podrazumijeva interpretaciju rasporeda poznatih objekata u ravnini koje robot percipira vizijskim sustavom. Umjetna neuronska mreža za klasifikaciju i prepoznavanje prostornih struktura zasniva se na teoriji adaptivne rezonancije. Planiranje djelovanja robota temeljno je na usporednoj evoluciji rješenja razvojem novoga genetskoga algoritma. Genetski algoritam kao osnovni cilj ima prostornu pretvorbu neuređenoga stanja objekata u uređeno. Izvorni znanstveni doprinos rada očituje se u sljedećem: 1) Samoorganizirajuća umjetna neuronska mreža za klasifikaciju i prepoznavanje prostornih struktura zasnovana na teoriji adaptivne rezonancije, koju odlikuje nova dvorazinska klasifikacija po obliku i rasporedu objekata te mehanizam asocijativnoga povezivanja neuređenoga skupa objekata s uređenim i 2) Novi genetski algoritam za planiranje robotskoga djelovanja u nestrukturiranoj radnoj okolini karakteriziran usporednom evolucijskom strategijom za pronalaženje rješenja, s ciljem prostorne pretvorbe neuređenoga stanja objekata u uređeno

    Semantic Robot Programming for Taskable Goal-Directed Manipulation

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    Autonomous robots have the potential to assist people to be more productive in factories, homes, hospitals, and similar environments. Unlike traditional industrial robots that are pre-programmed for particular tasks in controlled environments, modern autonomous robots should be able to perform arbitrary user-desired tasks. Thus, it is beneficial to provide pathways to enable users to program an arbitrary robot to perform an arbitrary task in an arbitrary world. Advances in robot Programming by Demonstration (PbD) has made it possible for end-users to program robot behavior for performing desired tasks through demonstrations. However, it still remains a challenge for users to program robot behavior in a generalizable, performant, scalable, and intuitive manner. In this dissertation, we address the problem of robot programming by demonstration in a declarative manner by introducing the concept of Semantic Robot Programming (SRP). In SRP, we focus on addressing the following challenges for robot PbD: 1) generalization across robots, tasks, and worlds, 2) robustness under partial observations of cluttered scenes, 3) efficiency in task performance as the workspace scales up, and 4) feasibly intuitive modalities of interaction for end-users to demonstrate tasks to robots. Through SRP, our objective is to enable an end-user to intuitively program a mobile manipulator by providing a workspace demonstration of the desired goal scene. We use a scene graph to semantically represent conditions on the current and goal states of the world. To estimate the scene graph given raw sensor observations, we bring together discriminative object detection and generative state estimation for the inference of object classes and poses. The proposed scene estimation method outperformed the state of the art in cluttered scenes. With SRP, we successfully enabled users to program a Fetch robot to set up a kitchen tray on a cluttered tabletop in 10 different start and goal settings. In order to scale up SRP from tabletop to large scale, we propose Contextual-Temporal Mapping (CT-Map) for semantic mapping of large scale scenes given streaming sensor observations. We model the semantic mapping problem via a Conditional Random Field (CRF), which accounts for spatial dependencies between objects. Over time, object poses and inter-object spatial relations can vary due to human activities. To deal with such dynamics, CT-Map maintains the belief over object classes and poses across an observed environment. We present CT-Map semantically mapping cluttered rooms with robustness to perceptual ambiguities, demonstrating higher accuracy on object detection and 6 DoF pose estimation compared to state-of-the-art neural network-based object detector and commonly adopted 3D registration methods. Towards SRP at the building scale, we explore notions of Generalized Object Permanence (GOP) for robots to search for objects efficiently. We state the GOP problem as the prediction of where an object can be located when it is not being directly observed by a robot. We model object permanence via a factor graph inference model, with factors representing long-term memory, short-term memory, and common sense knowledge over inter-object spatial relations. We propose the Semantic Linking Maps (SLiM) model to maintain the belief over object locations while accounting for object permanence through a CRF. Based on the belief maintained by SLiM, we present a hybrid object search strategy that enables the Fetch robot to actively search for objects on a large scale, with a higher search success rate and less search time compared to state-of-the-art search methods.PHDElectrical and Computer EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttps://deepblue.lib.umich.edu/bitstream/2027.42/155073/1/zengzhen_1.pd

    Computer Science & Technology Series : XXI Argentine Congress of Computer Science. Selected papers

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    CACIC’15 was the 21thCongress in the CACIC series. It was organized by the School of Technology at the UNNOBA (North-West of Buenos Aires National University) in Junín, Buenos Aires. The Congress included 13 Workshops with 131 accepted papers, 4 Conferences, 2 invited tutorials, different meetings related with Computer Science Education (Professors, PhD students, Curricula) and an International School with 6 courses. CACIC 2015 was organized following the traditional Congress format, with 13 Workshops covering a diversity of dimensions of Computer Science Research. Each topic was supervised by a committee of 3-5 chairs of different Universities. The call for papers attracted a total of 202 submissions. An average of 2.5 review reports werecollected for each paper, for a grand total of 495 review reports that involved about 191 different reviewers. A total of 131 full papers, involving 404 authors and 75 Universities, were accepted and 24 of them were selected for this book.Red de Universidades con Carreras en Informática (RedUNCI

    Computer Science & Technology Series : XXI Argentine Congress of Computer Science. Selected papers

    Get PDF
    CACIC’15 was the 21thCongress in the CACIC series. It was organized by the School of Technology at the UNNOBA (North-West of Buenos Aires National University) in Junín, Buenos Aires. The Congress included 13 Workshops with 131 accepted papers, 4 Conferences, 2 invited tutorials, different meetings related with Computer Science Education (Professors, PhD students, Curricula) and an International School with 6 courses. CACIC 2015 was organized following the traditional Congress format, with 13 Workshops covering a diversity of dimensions of Computer Science Research. Each topic was supervised by a committee of 3-5 chairs of different Universities. The call for papers attracted a total of 202 submissions. An average of 2.5 review reports werecollected for each paper, for a grand total of 495 review reports that involved about 191 different reviewers. A total of 131 full papers, involving 404 authors and 75 Universities, were accepted and 24 of them were selected for this book.Red de Universidades con Carreras en Informática (RedUNCI
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