4,040 research outputs found
Symbol Emergence in Robotics: A Survey
Humans can learn the use of language through physical interaction with their
environment and semiotic communication with other people. It is very important
to obtain a computational understanding of how humans can form a symbol system
and obtain semiotic skills through their autonomous mental development.
Recently, many studies have been conducted on the construction of robotic
systems and machine-learning methods that can learn the use of language through
embodied multimodal interaction with their environment and other systems.
Understanding human social interactions and developing a robot that can
smoothly communicate with human users in the long term, requires an
understanding of the dynamics of symbol systems and is crucially important. The
embodied cognition and social interaction of participants gradually change a
symbol system in a constructive manner. In this paper, we introduce a field of
research called symbol emergence in robotics (SER). SER is a constructive
approach towards an emergent symbol system. The emergent symbol system is
socially self-organized through both semiotic communications and physical
interactions with autonomous cognitive developmental agents, i.e., humans and
developmental robots. Specifically, we describe some state-of-art research
topics concerning SER, e.g., multimodal categorization, word discovery, and a
double articulation analysis, that enable a robot to obtain words and their
embodied meanings from raw sensory--motor information, including visual
information, haptic information, auditory information, and acoustic speech
signals, in a totally unsupervised manner. Finally, we suggest future
directions of research in SER.Comment: submitted to Advanced Robotic
Towards a cloud‑based automated surveillance system using wireless technologies
Cloud Computing can bring multiple benefits for Smart Cities. It permits the easy creation of centralized knowledge bases, thus straightforwardly enabling that multiple embedded systems (such as sensor or control devices) can have a collaborative, shared intelligence. In addition to this, thanks to its vast computing power, complex tasks can be done over low-spec devices just by offloading computation to the cloud, with the additional advantage of saving energy. In this work, cloud’s capabilities are exploited to implement and test a cloud-based surveillance system. Using a shared, 3D symbolic world model, different devices have a complete knowledge of all the elements, people and intruders in a certain open area or inside a building. The implementation of a volumetric, 3D, object-oriented, cloud-based world model (including semantic information) is novel as far as we know. Very simple devices (orange Pi) can send RGBD streams (using kinect cameras) to the cloud, where all the processing is distributed and done thanks to its inherent scalability. A proof-of-concept experiment is done in this paper in a testing lab with multiple cameras connected to the cloud with 802.11ac wireless technology. Our results show that this kind of surveillance system is possible currently, and that trends indicate that it can be improved at a short term to produce high performance vigilance system using low-speed devices. In addition, this proof-of-concept claims that many interesting opportunities and challenges arise, for example, when mobile watch robots and fixed cameras would act as a team for carrying out complex collaborative surveillance strategies.Ministerio de EconomĂa y Competitividad TEC2016-77785-PJunta de AndalucĂa P12-TIC-130
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
Virtual Reality Games for Motor Rehabilitation
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
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Attentional mechanisms for socially interactive robots – a survey
This review intends to provide an overview of the state of the art in the modeling and implementation of automatic attentional mechanisms for socially interactive robots. Humans assess and exhibit intentionality by resorting to multisensory processes that are deeply rooted within low-level automatic attention-related mechanisms of the brain. For robots to engage with humans properly, they should also be equipped with similar capabilities. Joint attention, the precursor of many fundamental types of social interactions, has been an important focus of research in the past decade and a half, therefore providing the perfect backdrop for assessing the current status of state-of-the-art automatic attentional-based solutions. Consequently, we propose to review the influence of these mechanisms in the context of social interaction in cutting-edge research work on joint attention. This will be achieved by summarizing the contributions already made in these matters in robotic cognitive systems research, by identifying the main scientific issues to be addressed by these contributions and analyzing how successful they have been in this respect, and by consequently drawing conclusions that may suggest a roadmap for future successful research efforts
RobotAssist - A platform for human robot interaction research
This paper presents RobotAssist, a robotic platform designed for use in human robot interaction research and for entry into Robocup@Home competition. The core autonomy of the system is implemented as a component based software framework that allows for integration of operating system independent components, is designed to be expandable and integrates several layers of reasoning. The approaches taken to develop the core capabilities of the platform are described, namely: path planning in a social context, Simultaneous Localisation and Mapping (SLAM), human cue sensing and perception, manipulatable object detection and manipulation
A review on humanoid robotics in healthcare
Humanoid robots have evolved over the years and today it is in many different areas of applications, from homecare to social care and healthcare robotics. This paper deals with a brief overview of the current and potential applications of humanoid robotics in healthcare settings. We present a comprehensive contextualization of humanoid robots in healthcare by identifying and characterizing active research activities on humanoid robot that can work interactively and effectively with humans so as to fill some identified gaps in current healthcare deficiency
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