18 research outputs found
A personalized and platform-independent behavior control system for social robots in therapy: Development and applications
Social robots have been proven beneficial in different types of healthcare interventions. An ongoing trend is to develop (semi-)autonomous socially assistive robotic systems in healthcare context to improve the level of autonomy and reduce human workload. This paper presents a behavior control system for social robots in therapies with a focus on personalization and platform-independence. This system architecture provides the robot an ability to behave as a personable character, which behaviors are adapted to user profiles and responses during the human-robot interaction. Robot behaviors are designed at abstract levels and can be transferred to different social robot platforms. We adopt the component-based software engineering approach to implement our proposed architecture to allow for the replaceability and reusability of the developed components. We introduce three different experimental scenarios to validate the usability of our system. Results show that the system is potentially applicable to different therapies and social robots. With the component-based approach, the system can serve as a basic framework for researchers to customize and expand the system for their targeted healthcare applications
Development of the huggable social robot Probo: on the conceptual design and software architecture
This dissertation presents the development of a huggable social robot named Probo. Probo embodies a stuffed imaginary animal, providing a soft touch and a huggable appearance. Probo's purpose is to serve as a multidisciplinary research platform for human-robot interaction focused on children. In terms of a social robot, Probo is classified as a social interface supporting non-verbal communication. Probo's social skills are thereby limited to a reactive level. To close the gap with higher levels of interaction, an innovative system for shared control with a human operator is introduced. The software architecture de nes a modular structure to incorporate all systems into a single control center. This control center is accompanied with a 3D virtual model of Probo, simulating all motions of the robot and providing a visual feedback to the operator. Additionally, the model allows us to advance on user-testing and evaluation of newly designed systems. The robot reacts on basic input stimuli that it perceives during interaction. The input stimuli, that can be referred to as low-level perceptions, are derived from vision analysis, audio analysis, touch analysis and object identification. The stimuli will influence the attention and homeostatic system, used to de ne the robot's point of attention, current emotional state and corresponding facial expression. The recognition of these facial expressions has been evaluated in various user-studies. To evaluate the collaboration of the software components, a social interactive game for children, Probogotchi, has been developed. To facilitate interaction with children, Probo has an identity and corresponding history. Safety is ensured through Probo's soft embodiment and intrinsic safe actuation systems. To convey the illusion of life in a robotic creature, tools for the creation and management of motion sequences are put into the hands of the operator. All motions generated from operator triggered systems are combined with the motions originating from the autonomous reactive systems. The resulting motion is subsequently smoothened and transmitted to the actuation systems. With future applications to come, Probo is an ideal platform to create a friendly companion for hospitalised children
How to build a supervised autonomous system for robot-enhanced therapy for children with autism spectrum disorder
Robot-Assisted Therapy (RAT) has successfully been used to improve social skills in children with autism spectrum disorders (ASD) through remote control of the robot in so-called Wizard of Oz (WoZ) paradigms.However, there is a need to increase the autonomy of the robot both to lighten the burden on human therapists (who have to remain in control and, importantly, supervise the robot) and to provide a consistent therapeutic experience. This paper seeks to provide insight into increasing the autonomy level of social robots in therapy to move beyond WoZ. With the final aim of improved human-human social interaction for the children, this multidisciplinary research seeks to facilitate the use of social robots as tools in clinical situations by addressing the challenge of increasing robot autonomy.We introduce the clinical framework in which the developments are tested, alongside initial data obtained from patients in a first phase of the project using a WoZ set-up mimicking the targeted supervised-autonomy behaviour. We further describe the implemented system architecture capable of providing the robot with supervised autonomy
A systematic literature review of decision-making and control systems for autonomous and social robots
In the last years, considerable research has been carried out to develop robots that can improve our quality of life during tedious and challenging tasks. In these contexts, robots operating without human supervision open many possibilities to assist people in their daily activities. When autonomous robots collaborate with humans, social skills are necessary for adequate communication and cooperation. Considering these facts, endowing autonomous and social robots with decision-making and control models is critical for appropriately fulfiling their initial goals. This manuscript presents a systematic review of the evolution of decision-making systems and control architectures for autonomous and social robots in the last three decades. These architectures have been incorporating new methods based on biologically inspired models and Machine Learning to enhance these systems’ possibilities to developed societies. The review explores the most novel advances in each application area, comparing their most essential features. Additionally, we describe the current challenges of software architecture devoted to action selection, an analysis not provided in similar reviews of behavioural models for autonomous and social robots. Finally, we present the future directions that these systems can take in the future.The research leading to these results has received funding from the projects: Robots Sociales para Estimulación Física, Cognitiva y Afectiva de Mayores (ROSES), RTI2018-096338-B-I00, funded by the Ministerio de Ciencia, Innovación y Universidades; Robots sociales para mitigar la soledad y el aislamiento en mayores (SOROLI), PID2021-123941OA-I00, funded by Agencia Estatal de Investigación (AEI), Spanish Ministerio de Ciencia e Innovación. This publication is part of the R&D&I project PLEC2021-007819 funded by MCIN/AEI/10.13039/501100011033 and by the European Union NextGenerationEU/PRTR
Autonomous Decision-Making based on Biological Adaptive Processes for Intelligent Social Robots
Mención Internacional en el título de doctorThe unceasing development of autonomous robots in many different scenarios drives a
new revolution to improve our quality of life. Recent advances in human-robot interaction
and machine learning extend robots to social scenarios, where these systems pretend
to assist humans in diverse tasks. Thus, social robots are nowadays becoming real in
many applications like education, healthcare, entertainment, or assistance. Complex
environments demand that social robots present adaptive mechanisms to overcome
different situations and successfully execute their tasks. Thus, considering the previous
ideas, making autonomous and appropriate decisions is essential to exhibit reasonable
behaviour and operate well in dynamic scenarios.
Decision-making systems provide artificial agents with the capacity of making
decisions about how to behave depending on input information from the environment.
In the last decades, human decision-making has served researchers as an inspiration to
endow robots with similar deliberation. Especially in social robotics, where people expect
to interact with machines with human-like capabilities, biologically inspired decisionmaking
systems have demonstrated great potential and interest. Thereby, it is expected
that these systems will continue providing a solid biological background and improve the
naturalness of the human-robot interaction, usability, and the acceptance of social robots
in the following years.
This thesis presents a decision-making system for social robots acting in healthcare,
entertainment, and assistance with autonomous behaviour. The system’s goal is to
provide robots with natural and fluid human-robot interaction during the realisation of
their tasks. The decision-making system integrates into an already existing software
architecture with different modules that manage human-robot interaction, perception,
or expressiveness. Inside this architecture, the decision-making system decides which
behaviour the robot has to execute after evaluating information received from different
modules in the architecture. These modules provide structured data about planned
activities, perceptions, and artificial biological processes that evolve with time that are the
basis for natural behaviour. The natural behaviour of the robot comes from the evolution
of biological variables that emulate biological processes occurring in humans. We also
propose a Motivational model, a module that emulates biological processes in humans for
generating an artificial physiological and psychological state that influences the robot’s
decision-making. These processes emulate the natural biological rhythms of the human organism to produce biologically inspired decisions that improve the naturalness exhibited
by the robot during human-robot interactions. The robot’s decisions also depend on what
the robot perceives from the environment, planned events listed in the robot’s agenda, and
the unique features of the user interacting with the robot.
The robot’s decisions depend on many internal and external factors that influence how
the robot behaves. Users are the most critical stimuli the robot perceives since they are
the cornerstone of interaction. Social robots have to focus on assisting people in their
daily tasks, considering that each person has different features and preferences. Thus,
a robot devised for social interaction has to adapt its decisions to people that aim at
interacting with it. The first step towards adapting to different users is identifying the user
it interacts with. Then, it has to gather as much information as possible and personalise
the interaction. The information about each user has to be actively updated if necessary
since outdated information may lead the user to refuse the robot. Considering these facts,
this work tackles the user adaptation in three different ways.
• The robot incorporates user profiling methods to continuously gather information
from the user using direct and indirect feedback methods.
• The robot has a Preference Learning System that predicts and adjusts the user’s
preferences to the robot’s activities during the interaction.
• An Action-based Learning System grounded on Reinforcement Learning is
introduced as the origin of motivated behaviour.
The functionalities mentioned above define the inputs received by the decisionmaking
system for adapting its behaviour. Our decision-making system has been designed
for being integrated into different robotic platforms due to its flexibility and modularity.
Finally, we carried out several experiments to evaluate the architecture’s functionalities
during real human-robot interaction scenarios. In these experiments, we assessed:
• How to endow social robots with adaptive affective mechanisms to overcome
interaction limitations.
• Active user profiling using face recognition and human-robot interaction.
• A Preference Learning System we designed to predict and adapt the user
preferences towards the robot’s entertainment activities for adapting the interaction.
• A Behaviour-based Reinforcement Learning System that allows the robot to learn
the effects of its actions to behave appropriately in each situation.
• The biologically inspired robot behaviour using emulated biological processes and
how the robot creates social bonds with each user.
• The robot’s expressiveness in affect (emotion and mood) and autonomic functions
such as heart rate or blinking frequency.Programa de Doctorado en Ingeniería Eléctrica, Electrónica y Automática por la Universidad Carlos III de MadridPresidente: Richard J. Duro Fernández.- Secretaria: Concepción Alicia Monje Micharet.- Vocal: Silvia Ross
Computational Approaches to Explainable Artificial Intelligence:Advances in Theory, Applications and Trends
Deep Learning (DL), a groundbreaking branch of Machine Learning (ML), has emerged as a driving force in both theoretical and applied Artificial Intelligence (AI). DL algorithms, rooted in complex and non-linear artificial neural systems, excel at extracting high-level features from data. DL has demonstrated human-level performance in real-world tasks, including clinical diagnostics, and has unlocked solutions to previously intractable problems in virtual agent design, robotics, genomics, neuroimaging, computer vision, and industrial automation. In this paper, the most relevant advances from the last few years in Artificial Intelligence (AI) and several applications to neuroscience, neuroimaging, computer vision, and robotics are presented, reviewed and discussed. In this way, we summarize the state-of-the-art in AI methods, models and applications within a collection of works presented at the 9 International Conference on the Interplay between Natural and Artificial Computation (IWINAC). The works presented in this paper are excellent examples of new scientific discoveries made in laboratories that have successfully transitioned to real-life applications
Using MapReduce Streaming for Distributed Life Simulation on the Cloud
Distributed software simulations are indispensable in the study of large-scale life models but often require the use of technically complex lower-level distributed computing frameworks, such as MPI. We propose to overcome the complexity challenge by applying the emerging MapReduce (MR) model to distributed life simulations and by running such simulations on the cloud. Technically, we design optimized MR streaming algorithms for discrete and continuous versions of Conway’s life according to a general MR streaming pattern. We chose life because it is simple enough as a testbed for MR’s applicability to a-life simulations and general enough to make our results applicable to various lattice-based a-life models. We implement and empirically evaluate our algorithms’ performance on Amazon’s Elastic MR cloud. Our experiments demonstrate that a single MR optimization technique called strip partitioning can reduce the execution time of continuous life simulations by 64%. To the best of our knowledge, we are the first to propose and evaluate MR streaming algorithms for lattice-based simulations. Our algorithms can serve as prototypes in the development of novel MR simulation algorithms for large-scale lattice-based a-life models.https://digitalcommons.chapman.edu/scs_books/1014/thumbnail.jp
Biomechatronics: Harmonizing Mechatronic Systems with Human Beings
This eBook provides a comprehensive treatise on modern biomechatronic systems
centred around human applications. A particular emphasis is given to exoskeleton
designs for assistance and training with advanced interfaces in human-machine
interaction. Some of these designs are validated with experimental results which
the reader will find very informative as building-blocks for designing such systems.
This eBook will be ideally suited to those researching in biomechatronic area with
bio-feedback applications or those who are involved in high-end research on manmachine interfaces. This may also serve as a textbook for biomechatronic design
at post-graduate level