1,242 research outputs found

    A Portable Active Binocular Robot Vision Architecture for Scene Exploration

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    We present a portable active binocular robot vision archi- tecture that integrates a number of visual behaviours. This vision archi- tecture inherits the abilities of vergence, localisation, recognition and si- multaneous identification of multiple target object instances. To demon- strate the portability of our vision architecture, we carry out qualitative and comparative analysis under two different hardware robotic settings, feature extraction techniques and viewpoints. Our portable active binoc- ular robot vision architecture achieved average recognition rates of 93.5% for fronto-parallel viewpoints and, 83% percentage for anthropomorphic viewpoints, respectively

    Neurophysiological models of gaze control in Humanoid Robotics

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    This work present a robotic implementation of a neurophysiological model of rapid orienting gaze shifts in humans, with the final goal of model parameters validation and tuning. The quantitative assessment of robot performance confirmed a good ability to foveate the target with low residual errors around the desired target position. Furthermore, the ability to maintain the desired position was good and the gaze fixation after the saccadic movement was executed with only few oscillations of the head and eye. This is because the model required a very high dynamic. 9.1. Robotic point of view The head and eye residual oscillations increase linearly with increasing amplitude. In Fig. 16 is evident that the residual gaze oscillation is less than head. This is explained with the compensation introduced by the eye oscillations which compensate the gaze which becomes more stable. We explain these findings by observing that the accelerations required to execute (or stopand-invert) the movement are very high especially for the eye movement. Even if the robotic head was designed to match the human performances (in terms of angle and velocities) in its present configuration it is still not capable produce such accelerations. This is particularly evident for the movement of the eye because the motor has to invert its rotation when the fixation point is first achieved. With respect to the timing of the movement it has been found that the results of the experiments are in close accordance to the data available on humans (Goossens and Van Opstal, 1997). The same conclusion may be drawn for the shapes of the coordinated movement that can be directly compared to the typical examples reported in Fig. 14. Figure 16, 17 show that the model is capable of providing inadequate control of the redundant platform. The system response is very fast, due to the robotic head platform design. TGst time take into account the problem of eye-head coordination and the very high acceleration. The head is voluntarily delayed less than 30 millisecond after eye movement, according to human physiology, by means of Ph block (Goossens and Van Opstal ,1997). 9.2. Neurophysiological point of view A typical robotic eye-head movement is shows in Fig. 14

    The distracted robot: what happens when artificial agents behave like us

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    In everyday life, we are frequently exposed to different smart technologies. From our smartphones to avatars in computer games, and soon perhaps humanoid robots, we are surrounded by artificial agents created to interact with us. Already during the design phase of an artificial agent, engineers often endow it with functions aimed to promote the interaction and engagement with it, ranging from its \u201ccommunicative\u201d abilities to the movements it produces. Still, whether an artificial agent that can behave like a human could boost the spontaneity and naturalness of interaction is still an open question. Even during the interaction with conspecifics, humans rely partially on motion cues when they need to infer the mental states underpinning behavior. Similar processes may be activated during the interaction with embodied artificial agents, such as humanoid robots. At the same time, a humanoid robot that can faithfully reproduce human-like behavior may undermine the interaction, causing a shift in attribution: from being endearing to being uncanny. Furthermore, it is still not clear whether individual biases and prior knowledge related to artificial agents can override perceptual evidence of human-like traits. A relatively new area of research emerged in the context of investigating individuals\u2019 reactions towards robots, widely referred to as Human-Robot Interaction (HRI). HRI is a multidisciplinary community that comprises psychologists, neuroscientists, philosophers as well as roboticists, and engineers. However, HRI research has been often based on explicit measures (i.e. self-report questionnaires, a-posteriori interviews), while more implicit social cognitive processes that are elicited during the interaction with artificial agents took second place behind more qualitative and anecdotal results. The present work aims to demonstrate the usefulness of combining the systematic approach of cognitive neuroscience with HRI paradigms to further investigate social cognition processes evoked by artificial agents. Thus, this thesis aimed at exploring human sensitivity to anthropomorphic characteristics of a humanoid robot's (i.e. iCub robot) behavior, based on motion cues, under different conditions of prior knowledge. To meet this aim, we manipulated the human-likeness of the behaviors displayed by the robot and the explicitness of instructions provided to the participants, in both screen-based and real-time interaction scenarios. Furthermore, we explored some of the individual differences that affect general attitudes towards robots, and the attribution of human-likeness consequently

    Evolution of Prehension Ability in an Anthropomorphic Neurorobotic Arm

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    In this paper we show how a simulated anthropomorphic robotic arm controlled by an artificial neural network can develop effective reaching and grasping behaviour through a trial and error process in which the free parameters encode the control rules which regulate the fine-grained interaction between the robot and the environment and variations of the free parameters are retained or discarded on the basis of their effects at the level of the global behaviour exhibited by the robot situated in the environment. The obtained results demonstrate how the proposed methodology allows the robot to produce effective behaviours thanks to its ability to exploit the morphological properties of the robot’s body (i.e. its anthropomorphic shape, the elastic properties of its muscle-like actuators, and the compliance of its actuated joints) and the properties which arise from the physical interaction between the robot and the environment mediated by appropriate control rules

    Can Machines Think? Interaction and Perspective Taking with Robots Investigated via fMRI

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    Krach S, Hegel F, Wrede B, Sagerer G, Binkofski F, Kircher T. Can Machines Think? Interaction and Perspective Taking with Robots Investigated via fMRI. PLoS ONE. 2008;3(7): e2597.Background When our PC goes on strike again we tend to curse it as if it were a human being. Why and under which circumstances do we attribute human-like properties to machines? Although humans increasingly interact directly with machines it remains unclear whether humans implicitly attribute intentions to them and, if so, whether such interactions resemble human-human interactions on a neural level. In social cognitive neuroscience the ability to attribute intentions and desires to others is being referred to as having a Theory of Mind (ToM). With the present study we investigated whether an increase of human-likeness of interaction partners modulates the participants' ToM associated cortical activity. Methodology/Principal Findings By means of functional magnetic resonance imaging (subjects n = 20) we investigated cortical activity modulation during highly interactive human-robot game. Increasing degrees of human-likeness for the game partner were introduced by means of a computer partner, a functional robot, an anthropomorphic robot and a human partner. The classical iterated prisoner's dilemma game was applied as experimental task which allowed for an implicit detection of ToM associated cortical activity. During the experiment participants always played against a random sequence unknowingly to them. Irrespective of the surmised interaction partners' responses participants indicated having experienced more fun and competition in the interaction with increasing human-like features of their partners. Parametric modulation of the functional imaging data revealed a highly significant linear increase of cortical activity in the medial frontal cortex as well as in the right temporo-parietal junction in correspondence with the increase of human-likeness of the interaction partner (computer<functional robot<anthropomorphic robot<human). Conclusions/Significance Both regions correlating with the degree of human-likeness, the medial frontal cortex and the right temporo-parietal junction, have been associated with Theory-of-Mind. The results demonstrate that the tendency to build a model of another's mind linearly increases with its perceived human-likeness. Moreover, the present data provides first evidence of a contribution of higher human cognitive functions such as ToM in direct interactions with artificial robots. Our results shed light on the long-lasting psychological and philosophical debate regarding human-machine interaction and the question of what makes humans being perceived as human

    On the Calibration of Active Binocular and RGBD Vision Systems for Dual-Arm Robots

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    This paper describes a camera and hand-eye calibration methodology for integrating an active binocular robot head within a dual-arm robot. For this purpose, we derive the forward kinematic model of our active robot head and describe our methodology for calibrating and integrating our robot head. This rigid calibration provides a closedform hand-to-eye solution. We then present an approach for updating dynamically camera external parameters for optimal 3D reconstruction that are the foundation for robotic tasks such as grasping and manipulating rigid and deformable objects. We show from experimental results that our robot head achieves an overall sub millimetre accuracy of less than 0.3 millimetres while recovering the 3D structure of a scene. In addition, we report a comparative study between current RGBD cameras and our active stereo head within two dual-arm robotic testbeds that demonstrates the accuracy and portability of our proposed methodology

    Investigating cooperation with robotic peers

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    We explored how people establish cooperation with robotic peers, by giving participants the chance to choose whether to cooperate or not with a more/less selfish robot, as well as a more or less interactive, in a more or less critical environment. We measured the participants' tendency to cooperate with the robot as well as their perception of anthropomorphism, trust and credibility through questionnaires. We found that cooperation in Human-Robot Interaction (HRI) follows the same rule of Human-Human Interaction (HHI), participants rewarded cooperation with cooperation, and punished selfishness with selfishness. We also discovered two specific robotic profiles capable of increasing cooperation, related to the payoff. A mute and non-interactive robot is preferred with a high payoff, while participants preferred a more human-behaving robot in conditions of low payoff. Taken together, these results suggest that proper cooperation in HRI is possible but is related to the complexity of the task

    Machine Performers: Agents in a Multiple Ontological State

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    In this thesis, the author explores and develops new attributes for machine performers and merges the trans-disciplinary fields of the performing arts and artificial intelligence. The main aim is to redefine the term “embodiment” for robots on the stage and to demonstrate that this term requires broadening in various fields of research. This redefining has required a multifaceted theoretical analysis of embodiment in the field of artificial intelligence (e.g. the uncanny valley), as well as the construction of new robots for the stage by the author. It is hoped that these practical experimental examples will generate more research by others in similar fields. Even though the historical lineage of robotics is engraved with theatrical strategies and dramaturgy, further application of constructive principles from the performing arts and evidence from psychology and neurology can shift the perception of robotic agents both on stage and in other cultural environments. In this light, the relation between representation, movement and behaviour of bodies has been further explored to establish links between constructed bodies (as in artificial intelligence) and perceived bodies (as performers on the theatrical stage). In the course of this research, several practical works have been designed and built, and subsequently presented to live audiences and research communities. Audience reactions have been analysed with surveys and discussions. Interviews have also been conducted with choreographers, curators and scientists about the value of machine performers. The main conclusions from this study are that fakery and mystification can be used as persuasive elements to enhance agency. Morphologies can also be applied that tightly couple brain and sensorimotor actions and lead to a stronger stage presence. In fact, if this lack of presence is left out of human replicants, it causes an “uncanny” lack of agency. Furthermore, the addition of stage presence leads to stronger identification from audiences, even for bodies dissimilar to their own. The author demonstrates that audience reactions are enhanced by building these effects into machine body structures: rather than identification through mimicry, this causes them to have more unambiguously biological associations. Alongside these traits, atmospheres such as those created by a cast of machine performers tend to cause even more intensely visceral responses. In this thesis, “embodiment” has emerged as a paradigm shift – as well as within this shift – and morphological computing has been explored as a method to deepen this visceral immersion. Therefore, this dissertation considers and builds machine performers as “true” performers for the stage, rather than mere objects with an aura. Their singular and customized embodiment can enable the development of non-anthropocentric performances that encompass the abstract and conceptual patterns in motion and generate – as from human performers – empathy, identification and experiential reactions in live audiences

    Humans Can’t Resist Robot Eyes – Reflexive Cueing With Pseudo-Social Stimuli

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    Joint attention is a key mechanism for humans to coordinate their social behavior. Whether and how this mechanism can benefit the interaction with pseudo-social partners such as robots is not well understood. To investigate the potential use of robot eyes as pseudo-social cues that ease attentional shifts we conducted an online study using a modified spatial cueing paradigm. The cue was either a non-social (arrow), a pseudo-social (two versions of an abstract robot eye), or a social stimulus (photographed human eyes) that was presented either paired (e.g. two eyes) or single (e.g. one eye). The latter was varied to separate two assumed triggers of joint attention: the social nature of the stimulus, and the additional spatial information that is conveyed only by paired stimuli. Results support the assumption that pseudo-social stimuli, in our case abstract robot eyes, have the potential to facilitate human-robot interaction as they trigger reflexive cueing. To our surprise, actual social cues did not evoke reflexive shifts in attention. We suspect that the robot eyes elicited the desired effects because they were human-like enough while at the same time being much easier to perceive than human eyes, due to a design with strong contrasts and clean lines. Moreover, results indicate that for reflexive cueing it does not seem to make a difference if the stimulus is presented single or paired. This might be a first indicator that joint attention depends rather on the stimulus’ social nature or familiarity than its spatial expressiveness. Overall, the study suggests that using paired abstract robot eyes might be a good design practice for fostering a positive perception of a robot and to facilitate joint attention as a precursor for coordinated behavior.Peer Reviewe

    Using humanoid robots to study human behavior

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    Our understanding of human behavior advances as our humanoid robotics work progresses-and vice versa. This team's work focuses on trajectory formation and planning, learning from demonstration, oculomotor control and interactive behaviors. They are programming robotic behavior based on how we humans “program” behavior in-or train-each other
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