113 research outputs found
GPT Models Meet Robotic Applications: Co-Speech Gesturing Chat System
This technical paper introduces a chatting robot system that utilizes recent
advancements in large-scale language models (LLMs) such as GPT-3 and ChatGPT.
The system is integrated with a co-speech gesture generation system, which
selects appropriate gestures based on the conceptual meaning of speech. Our
motivation is to explore ways of utilizing the recent progress in LLMs for
practical robotic applications, which benefits the development of both chatbots
and LLMs. Specifically, it enables the development of highly responsive chatbot
systems by leveraging LLMs and adds visual effects to the user interface of
LLMs as an additional value. The source code for the system is available on
GitHub for our in-house robot
(https://github.com/microsoft/LabanotationSuite/tree/master/MSRAbotChatSimulation)
and GitHub for Toyota HSR
(https://github.com/microsoft/GPT-Enabled-HSR-CoSpeechGestures)
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Fuzzy transfer learning in human activity recognition.
Assisted living environments are incorporated with diļ¬erent technological solutions to improve the quality of life and well-being. In recent years, there has been a growing interest in the research community on how to develop evolving solutions to aid assisted living. Diļ¬erent techniques have been studied to address the need for technological systems which are intelligent enough to evolve their knowledge to solve tasks which have not been previously encountered. One such approach is Transfer Learning (TL), for example, between humans and robots.
Humans excel at dealing with everyday activities, learning and adapting to diļ¬erent activities. This comprises diļ¬erent complex techniques which enable the lifelong learning process from observation of our environment. To obtain similar learning in assistive agents, TL is needed. The aim of the research reported in this thesis is to address the challenge associated with learning and reuse of knowledge by assistive agents in an Ambient Assisted Living (AAL) environment. In this thesis, a novel approach to transfer learning of human activities through the combination of three methods; TL, Fuzzy Systems (FS) and Human Activity Recognition (HAR) is presented. Through the incorporation of FS into the proposed approach, uncertainty that is evident in the dynamic nature of human activities are embedded into the learning model.
This research is focused on applications in assistive robotics. This is with a purpose of enabling assistive robots in AAL environments to acquire knowledge of such activities as are performed by humans. To achieve this, an extensive investigation into existing learning methods applied in human activities is conducted. The investigation encompasses current state-of-the-art of TL approaches employed in skill transfer across diļ¬erent but contextually related activities.
To address the research questions identiļ¬ed in the thesis, the contributions of the methodology employed are in three main categories; 1) Firstly, a novel framework for human activity learning from information observed. Experiments are conducted on selected human activities to acquire enough information for building the framework. From the acquired information, relevant features extracted are used in a learning model to recognise diļ¬erent activities. 2) Secondly, the sequence of occurrence(s) of tasks in an activity needs to be considered in the learning process. Therefore, in this research, a novel technique for adaptive learning of activity sequences from acquired information is developed. 3) Finally, from the sequence obtained, a novel technique for transfer of human activity across heterogeneous feature space existing between a human and an assistive robot is developed. These categories form the basis of the TL framework modelled in this research.
The framework proposed is applied to TL of human activity from data generated experimentally and benchmark datasets of various classes of human activities. The results presented in this thesis show that exploring the process of human activity learning is an important aspect in the TL framework. The features extracted suļ¬ciently distinguish relevant patterns for each activity. Also, the results demonstrate the ability of the methodology to learn and predict human actions with a high degree of certainty. This encourages the use of TL in assisted living environments and other applications. This and many more applications of TL in technology would be a potential driver of the next revolution in artiļ¬cial intelligence
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
Zero-gravity movement studies
The use of computer graphics to simulate the movement of articulated animals and mechanisms has a number of uses ranging over many fields. Human motion simulation systems can be useful in education, medicine, anatomy, physiology, and dance. In biomechanics, computer displays help to understand and analyze performance. Simulations can be used to help understand the effect of external or internal forces. Similarly, zero-gravity simulation systems should provide a means of designing and exploring the capabilities of hypothetical zero-gravity situations before actually carrying out such actions. The advantage of using a simulation of the motion is that one can experiment with variations of a maneuver before attempting to teach it to an individual. The zero-gravity motion simulation problem can be divided into two broad areas: human movement and behavior in zero-gravity, and simulation of articulated mechanisms
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