400 research outputs found
Interactive Co-Design of Form and Function for Legged Robots using the Adjoint Method
Our goal is to make robotics more accessible to casual users by reducing the
domain knowledge required in designing and building robots. Towards this goal,
we present an interactive computational design system that enables users to
design legged robots with desired morphologies and behaviors by specifying
higher level descriptions. The core of our method is a design optimization
technique that reasons about the structure, and motion of a robot in coupled
manner in order to achieve user-specified robot behavior, and performance. We
are inspired by the recent works that also aim to jointly optimize robot's form
and function. However, through efficient computation of necessary design
changes, our approach enables us to keep user-in-the-loop for interactive
applications. We evaluate our system in simulation by automatically improving
robot designs for multiple scenarios. Starting with initial user designs that
are physically infeasible or inadequate to perform the user-desired task, we
show optimized designs that achieve user-specifications, all while ensuring an
interactive design flow.Comment: 8 pages; added link of the accompanying vide
Choreographic and Somatic Approaches for the Development of Expressive Robotic Systems
As robotic systems are moved out of factory work cells into human-facing
environments questions of choreography become central to their design,
placement, and application. With a human viewer or counterpart present, a
system will automatically be interpreted within context, style of movement, and
form factor by human beings as animate elements of their environment. The
interpretation by this human counterpart is critical to the success of the
system's integration: knobs on the system need to make sense to a human
counterpart; an artificial agent should have a way of notifying a human
counterpart of a change in system state, possibly through motion profiles; and
the motion of a human counterpart may have important contextual clues for task
completion. Thus, professional choreographers, dance practitioners, and
movement analysts are critical to research in robotics. They have design
methods for movement that align with human audience perception, can identify
simplified features of movement for human-robot interaction goals, and have
detailed knowledge of the capacity of human movement. This article provides
approaches employed by one research lab, specific impacts on technical and
artistic projects within, and principles that may guide future such work. The
background section reports on choreography, somatic perspectives,
improvisation, the Laban/Bartenieff Movement System, and robotics. From this
context methods including embodied exercises, writing prompts, and community
building activities have been developed to facilitate interdisciplinary
research. The results of this work is presented as an overview of a smattering
of projects in areas like high-level motion planning, software development for
rapid prototyping of movement, artistic output, and user studies that help
understand how people interpret movement. Finally, guiding principles for other
groups to adopt are posited.Comment: Under review at MDPI Arts Special Issue "The Machine as Artist (for
the 21st Century)"
http://www.mdpi.com/journal/arts/special_issues/Machine_Artis
Automated gait generation based on traditional animation
This thesis describes the development of a tool to assist animators in doing
walk cycles. In traditional animation, animators create expressive walk cycles with key
poses. The process of generating walk cycles by hand is tedious and repetitive. To help
animators, many researchers in computer graphics have worked on automating gait
generation. However, almost all of them used methods that eliminate animator defined
key poses. Although they produce realistic results, their methods are not suitable for
expressive walk cycles that can be found in cartoons. The tool described in this thesis
attempts to incorporate practices of traditional animators such as comparison of key
poses and the use of arc into the program interface. With this tool, animators can
concentrate only on setting key poses, which is the most creative task in animating
expressive walk. The gait generation program can produce highly expressive walks like
the double bounce walk and the sneak. With automated features of the developed tool,
animators can save time and effort when animating expressive walk along a curved path
Learning recurrent representations for hierarchical behavior modeling
We propose a framework for detecting action patterns from motion sequences
and modeling the sensory-motor relationship of animals, using a generative
recurrent neural network. The network has a discriminative part (classifying
actions) and a generative part (predicting motion), whose recurrent cells are
laterally connected, allowing higher levels of the network to represent high
level phenomena. We test our framework on two types of data, fruit fly behavior
and online handwriting. Our results show that 1) taking advantage of unlabeled
sequences, by predicting future motion, significantly improves action detection
performance when training labels are scarce, 2) the network learns to represent
high level phenomena such as writer identity and fly gender, without
supervision, and 3) simulated motion trajectories, generated by treating motion
prediction as input to the network, look realistic and may be used to
qualitatively evaluate whether the model has learnt generative control rules
Perception Based Gait Generation for Quadrupedal Characters
With the rapid expansion of the range of digital characters involved in film and game production, creating a wide variety of expressive characters has become a problem that cannot be solved efficiently through current animation methods. Key-frame animation is time-consuming and requires animation expertise. Motion capture is constrained by equipment and environment requirements and is most applicable to humanoid characters. Simulation can produce physically correct motion but does not account for expressiveness. This thesis focuses on developing a more efficient animation system using a procedural approach in which the skeletal structure and characteristics of motion that communicate weight and age in quadrupeds have been isolated and engineered as user-controlled tools and modifiers to build creature shape and synthesize cyclic gait animation. This new approach accomplished the goal of quick generation of expressive characters. It is also successful in achieving real-time animation playback and adjustment
Customisation and Context for Expressive Behaviour in the Broadband World
The introduction of consumer broadband makes it possible to have an
emotionally much richer experience of the internet. One way of achieving
this is the use of animated characters endowed with emotionally expressive
behaviour. This paper describes Demeanour, a framework for generating
expressive behaviour, developed collaboratively by University College
London and BT plc. The focus of this paper will be on two important
aspects; the customisation of expressive behaviour and how expressive
behaviour can be made context dependent.
Customisation is a very popular feature for internet software, particularly
as it allows users to present a specific identity to other users; the ability
to customise beahviour will increase this sense of identity. Demeanour
supports a number of user friendly methods for customisng behaviour, all
of which use a character profile that ultimately controls the behaviour of
the character.
What counts as appropriate behaviour is highly dependent on the context,
where you are, who you are talking to, whether you have a particular
job or role. It is therefore very important that characters are able to
exhibit different behaviours in different contexts. Demeanour allows characters
to load different profiles in different contexts and therefore produce
different behaviour
Using Fourier Analysis To Generate Believable Gait Patterns For Virtual Quadrupeds
Achieving a believable gait pattern for a virtual quadrupedal character requires a significant time investment from an animator. This thesis presents a prototype system for creating a foundational layer of natural-looking animation to serve as a starting point for an animator. Starting with video of an actual horse walking, joints are animated over the footage to create a rotoscoped animation. This animation represents the animal’s natural motion. Joint angle values for the legs are sampled per frame of the animation and conditioned for Fourier analysis. The Fast Fourier Transform provides frequency information that is used to create mathematical descriptions of each joint’s movement. A model representing the horse’s overall gait pattern is created once each of the leg joints has been analyzed and defined. Lastly, a new rig for a virtual quadruped is created and its leg joints are animated using the gait pattern model derived through the analysis
Semi-Autonomous Avatars: A New Direction for Expressive User Embodiment
Computer animated characters are rapidly becoming a regular part of our lives. They are starting to take the place of actors in films and television and are now an integral part of most computer games. Perhaps most interestingly in on-line games and chat rooms they are representing the user visually in the form of avatars, becoming our on-line identities, our embodiments in a virtual world. Currently online environments such as “Second Life” are being taken up by people who would not traditionally have considered playing games before, largely due to a greater emphasis on social interaction. These environments require avatars that are more expressive and that can make on-line social interactions seem more like face-to-face conversations.
Computer animated characters come in many different forms. Film characters require a substantial amount of off-line animator effort to achieve high levels of quality; these techniques are not suitable for real time applications and are not the focus of this chapter. Non-player characters (typically the bad guys) in games use limited artificial intelligence to react autonomously to events in real time. However avatars are completely controlled by their users, reacting to events solely through user commands. This chapter will discuss the distinction between fully autonomous characters and completely controlled avatars and how the current differentiation may no longer be useful, given that avatar technology may need to include more autonomy to live up to the demands of mass appeal. We will firstly discuss the two categories and present reasons to combine them. We will then describe previous work in this area and finally present our own framework for semi-autonomous avatars
Creating Procedural Animation for the Terrestrial Locomotion of Tentacled Digital Creatures
This thesis presents a prototype system to develop procedural animation for the goal-directed terrestrial locomotion of tentacled digital creatures. Creating locomotion for characters with multiple highly deformable limbs is time and labor intensive. This prototype system presents an interactive real-time physically-based solution to procedurally create tentacled creatures and simulate their goal-directed movement about an environment. Artistic control over both the motion path of the creature and the localized behavior of the tentacles is maintained. This system functions as a stand-alone simulation and a tool has been created to integrate it into production software. Applications include use in visual effects and animation where generalized behavior of tentacled creatures is required
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