304 research outputs found

    Development of the huggable social robot Probo: on the conceptual design and software architecture

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    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

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    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

    Personal care robots for older adults: an overview

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    In recent decades, the usages of robots in variety of industries have been increased. Self-directed robots have appeared in human lives, specifically, in the areas related to the lives of elderly. The population of old people is significantly growing worldwide. Therefore, there the demand for personal care robots is increasing. The aim of this demand is to enhance the opportunity of mobility and promote independence. In the future, robots care will be in very near contact with people lives. But, what caring roles will robots have at home in the future before old persons? It depends not only on the kinds of robots but also those facets of ageing which are discussed in the paper. This article probes the part and function of robots care in the lifecycle of older adults. It contemplates on the advantages and disadvantages of robots application in human life

    USING DEEP LEARNING-BASED FRAMEWORK FOR CHILD SPEECH EMOTION RECOGNITION

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    Biological languages of the body through which human emotion can be detected abound including heart rate, facial expressions, movement of the eyelids and dilation of the eyes, body postures, skin conductance, and even the speech we make. Speech emotion recognition research started some three decades ago, and the popular Interspeech Emotion Challenge has helped to propagate this research area. However, most speech recognition research is focused on adults and there is very little research on child speech. This dissertation is a description of the development and evaluation of a child speech emotion recognition framework. The higher-level components of the framework are designed to sort and separate speech based on the speaker’s age, ensuring that focus is only on speeches made by children. The framework uses Baddeley’s Theory of Working Memory to model a Working Memory Recurrent Network that can process and recognize emotions from speech. Baddeley’s Theory of Working Memory offers one of the best explanations on how the human brain holds and manipulates temporary information which is very crucial in the development of neural networks that learns effectively. Experiments were designed and performed to provide answers to the research questions, evaluate the proposed framework, and benchmark the performance of the framework with other methods. Satisfactory results were obtained from the experiments and in many cases, our framework was able to outperform other popular approaches. This study has implications for various applications of child speech emotion recognition such as child abuse detection and child learning robots

    Low Cost Quadruped: MUTT

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    The field of educational and research robotics is alight with development platforms that fall short of being interesting and novel. Our goal was to create a quadruped for use as an entry level research project for students and educators. Reducing cost through the use of commercially available parts combined with rapid-prototyping, we built a platform that can be used to teach and learn legged locomotion for less than $600 (half the price of a Turtlebot 2 from OSRF). Our robot was able to walk in basic form using limited actuation; this was limited by the components we chose - specifically the motor controllers for part of the actuation. We expect that using components better suited to the task could accomplish what we set out to achieve

    Low Cost Quadruped: MUTT

    Get PDF
    The field of educational and research robotics is alight with development platforms that fall short of being interesting and novel. Our goal was to create a quadruped for use as an entry level research project for students and educators. Reducing cost through the use of commercially available parts combined with rapid-prototyping, we built a platform that can be used to teach and learn legged locomotion for less than $600 (half the price of a Turtlebot 2 from OSRF). Our robot was able to walk in basic form using limited actuation; this was limited by the components we chose - specifically the motor controllers for part of the actuation. We expect that using components better suited to the task could accomplish what we set out to achieve
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