15 research outputs found

    Research of the Intelligence of Mobile Robots using Brain Inspired Information Processing Algorithms

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    Second Workshop on Modelling of Objects, Components and Agents

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    This report contains the proceedings of the workshop Modelling of Objects, Components, and Agents (MOCA'02), August 26-27, 2002.The workshop is organized by the 'Coloured Petri Net' Group at the University of Aarhus, Denmark and the 'Theoretical Foundations of Computer Science' Group at the University of Hamburg, Germany. The homepage of the workshop is: http://www.daimi.au.dk/CPnets/workshop02

    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

    Research, design and construction of a team of Small Size League Soccer robots for RoboCup Soccer

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    Includes abstract.Includes bibliographical references.Small Size League (SSL) Soccer at RoboCup uses the complexity of a well kown human sport to extend the capabilities of mobile robotics as well as automated computer control. The game creates a environment where technically complicated miniature soccer robots are required to perform the tasks based on computer algorithms to outsmart similar systems. SSL creates a publically accessible window into complicated systems that an outsider is capable of comprehending

    Semantische dreidimensionale Karten fĂŒr autonome mobile Roboter

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    Intelligentes autonomes Roboterhandeln in Alltagsumgebungen erfordert den Einsatz von 3D-Karten, in denen Objekte klassifiziert sind. 3D-Karten sind u.a. zur Steuerung notwendig, damit der Roboter komplexen Hindernissen ausweichen und sich mit 6 Freiheitsgraden (x-, y-, z-Position, Nick-, Gier-, und Rollwinkel) lokalisieren kann. Soll der Roboter mit seiner Umgebung interagieren, wird Interpretation unumgĂ€nglich. Über erkannte Objekte kann der Roboter Schlussfolgerungen ziehen, sein Wissen wird inspizier- und kommunizierbar. Aus diesen GrĂŒnden ist die automatische und schnelle semantische 3D-Modellierung der Umgebung eine wichtige Fragestellung in der Robotik. 3D-Laserscanner sind eine junge Technologie, die die Erfassung rĂ€umlicher Daten revolutioniert und Robotern das dreidimensionale Abtasten von Objekten möglich macht. Die vorliegende Arbeit untersucht und evaluiert mit Hilfe eines 3D-Laserscanners und des mobilen Roboters Kurt3D die zur automatischen semantischen 3D-Kartenerstellung notwendigen Algorithmen. Der erste Teil der Arbeit beschĂ€ftigt sich mit der Aufgabe, 3D-Scans in einem globalen Koordinatensystem zu registrieren. Korrekte, global konsistente Modelle entstehen durch einen 6D-SLAM Algorithmus. Hierbei werden 6 Freiheitsgrade in der Roboterpose berĂŒcksichtigt, geschlossene Kreise erkannt und der globale Fehler minimiert. Die Basis des 6D-SLAM ist ein sehr schneller ICP-Algorithmus. Im zweiten Teil geht es darum, die Punktmodelle mit Semantik zu versehen. Dazu werden 3D-FlĂ€chen in einer digitalisierten 3D-Szene detektiert und interpretiert. Anschließend sucht ein effizienter Algorithmus nach Objekten und bestimmt deren Pose, ebenfalls mit 6 Freiheitsgraden. Schließlich wird der in den zahlreichen Experimenten verwendete, mobile Roboter Kurt3D vorgestellt.Semantic three dimensional maps for autonomous mobile robots Intelligent autonomous acting in unstructured environments requires 3D maps with labelled 3D objects. 3D maps are necessary to avoid collisions with complex obstacles and to self localize in six degrees of freedom (x-, y-, z-position, roll, yaw and pitch angle). Meaning becomes inevitable, if the robot has to interact with its environment. The robot is then able to reason about the objects; its knowledge becomes inspectable and communicable. These arguments lead to requiring automatic and fast semantic environment modelling in robotics. A revolutionary method for gaging environments are 3D scanners, which enable robots to scan objects in a non-contact way in three dimensions. The presented work examines and evaluates the algorithms needed for automatic semantic 3D map building using a 3D laser range finder and the mobile robot Kurt3D. The first part deals with the task to register 3D scans in a common coordinate system. Correct, globally consistent models result from a 6D SLAM algorithm. Hereby 6 degrees of freedom of the robot pose are considered, closed-loops are detected and the global error is minimized. 6D SLAM is based on a very fast ICP algorithm. In the second part semantic descriptions are derived from the point model. For that purpose 3D planes are detected and interpreted in the digitalized 3D scene. After that an efficient algorithm detects objects and estimates their pose with 6 degrees of freedom, too. Finally, the mobile robot Kurt3D, that was used in numerous experiments is presented

    Privacy in Mobile Agent Systems: Untraceability

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    Agent based Internet environments are an interesting alternative to existing approaches of building software systems. The enabling feature of agents is that they allow software development based on the abstraction (a "metaphor") of elements of the real world. In other words, they allow building software systems, which work as human societies, in which members share products and services, cooperate or compete with each other. Organisational, behavioural and functional models etc applied into the systems can be copied from the real world. The growing interest in agent technologies in the European Union was expressed through the foundation of the Coordination Action for Agent-Based Computing, funded under the European Commission's Sixth Framework Programme (FP6). The action, called AgentLink III is run by the Information Society Technologies (IST) programme. The long-term goal of AgentLink is to put Europe at the leading edge of international competitiveness in this increasingly important area. According to AgentLink "Roadmap for Agent Based Computing"; agent-based systems are perceived as "one of the most vibrant and important areas of research and development to have emerged in information technology in recent years, underpinning many aspects of broader information society technologies"; However, with the emergence of the new paradigm, came also new challenges. One of them is that agent environments, especially those which allow for mobility of agents, are much more difficult to protect from intruders than conventional systems. Agent environments still lack sufficient and effective solutions to assure their security. The problem which till now has not been addressed sufficiently in agent-based systems is privacy, and particularly the anonymity of agent users. Although anonymity was studied extensively for traditional message-based communication for which during the past twenty five years various techniques have been proposed, for agent systems this problem has never been directly addressed. The research presented in this report aimed at filling this gap. This report summarises results of studies aiming at the identification of threats to privacy in agent-based systems and the methods of their protection.JRC.G.6-Sensors, radar technologies and cybersecurit

    Reservoir Computing: computation with dynamical systems

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    In het onderzoeksgebied Machine Learning worden systemen onderzocht die kunnen leren op basis van voorbeelden. Binnen dit onderzoeksgebied zijn de recurrente neurale netwerken een belangrijke deelgroep. Deze netwerken zijn abstracte modellen van de werking van delen van de hersenen. Zij zijn in staat om zeer complexe temporele problemen op te lossen maar zijn over het algemeen zeer moeilijk om te trainen. Recentelijk zijn een aantal gelijkaardige methodes voorgesteld die dit trainingsprobleem elimineren. Deze methodes worden aangeduid met de naam Reservoir Computing. Reservoir Computing combineert de indrukwekkende rekenkracht van recurrente neurale netwerken met een eenvoudige trainingsmethode. Bovendien blijkt dat deze trainingsmethoden niet beperkt zijn tot neurale netwerken, maar kunnen toegepast worden op generieke dynamische systemen. Waarom deze systemen goed werken en welke eigenschappen bepalend zijn voor de prestatie is evenwel nog niet duidelijk. Voor dit proefschrift is onderzoek gedaan naar de dynamische eigenschappen van generieke Reservoir Computing systemen. Zo is experimenteel aangetoond dat de idee van Reservoir Computing ook toepasbaar is op niet-neurale netwerken van dynamische knopen. Verder is een maat voorgesteld die gebruikt kan worden om het dynamisch regime van een reservoir te meten. Tenslotte is een adaptatieregel geĂŻntroduceerd die voor een breed scala reservoirtypes de dynamica van het reservoir kan afregelen tot het gewenste dynamisch regime. De technieken beschreven in dit proefschrift zijn gedemonstreerd op verschillende academische en ingenieurstoepassingen

    The Development of Bio-Inspired Cortical Feature Maps for Robot Sensorimotor Controllers

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    Full version unavailable due to 3rd party copyright restrictions.This project applies principles from the field of Computational Neuroscience to Robotics research, in particular to develop systems inspired by how nature manages to solve sensorimotor coordination tasks. The overall aim has been to build a self-organising sensorimotor system using biologically inspired techniques based upon human cortical development which can in the future be implemented in neuromorphic hardware. This can then deliver the benefits of low power consumption and real time operation but with flexible learning onboard autonomous robots. A core principle is the Self-Organising Feature Map which is based upon the theory of how 2D maps develop in real cortex to represent complex information from the environment. A framework for developing feature maps for both motor and visual directional selectivity representing eight different directions of motion is described as well as how they can be coupled together to make a basic visuomotor system. In contrast to many previous works which use artificially generated visual inputs (for example, image sequences of oriented moving bars or mathematically generated Gaussian bars) a novel feature of the current work is that the visual input is generated by a DVS 128 silicon retina camera which is a neuromorphic device and produces spike events in a frame-free way. One of the main contributions of this work has been to develop a method of autonomous regulation of the map development process which adapts the learning dependent upon input activity. The main results show that distinct directionally selective maps for both the motor and visual modalities are produced under a range of experimental scenarios. The adaptive learning process successfully controls the rate of learning in both motor and visual map development and is used to indicate when sufficient patterns have been presented, thus avoiding the need to define in advance the quantity and range of training data. The coupling training experiments show that the visual input learns to modulate the original motor map response, creating a new visual-motor topological map.EPSRC, University of Plymouth Graduate Schoo
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