60,349 research outputs found

    A Pilot Study with a Novel Setup for Collaborative Play of the Humanoid Robot KASPAR with children with autism

    Get PDF
    This article is distributed under the terms of the Creative Commons Attribution License which permits any use, distribution, and reproduction in any medium, provided the original author(s) and the source are credited.This article describes a pilot study in which a novel experimental setup, involving an autonomous humanoid robot, KASPAR, participating in a collaborative, dyadic video game, was implemented and tested with children with autism, all of whom had impairments in playing socially and communicating with others. The children alternated between playing the collaborative video game with a neurotypical adult and playing the same game with the humanoid robot, being exposed to each condition twice. The equipment and experimental setup were designed to observe whether the children would engage in more collaborative behaviours while playing the video game and interacting with the adult than performing the same activities with the humanoid robot. The article describes the development of the experimental setup and its first evaluation in a small-scale exploratory pilot study. The purpose of the study was to gain experience with the operational limits of the robot as well as the dyadic video game, to determine what changes should be made to the systems, and to gain experience with analyzing the data from this study in order to conduct a more extensive evaluation in the future. Based on our observations of the childrens’ experiences in playing the cooperative game, we determined that while the children enjoyed both playing the game and interacting with the robot, the game should be made simpler to play as well as more explicitly collaborative in its mechanics. Also, the robot should be more explicit in its speech as well as more structured in its interactions. Results show that the children found the activity to be more entertaining, appeared more engaged in playing, and displayed better collaborative behaviours with their partners (For the purposes of this article, ‘partner’ refers to the human/robotic agent which interacts with the children with autism. We are not using the term’s other meanings that refer to specific relationships or emotional involvement between two individuals.) in the second sessions of playing with human adults than during their first sessions. One way of explaining these findings is that the children’s intermediary play session with the humanoid robot impacted their subsequent play session with the human adult. However, another longer and more thorough study would have to be conducted in order to better re-interpret these findings. Furthermore, although the children with autism were more interested in and entertained by the robotic partner, the children showed more examples of collaborative play and cooperation while playing with the human adult.Peer reviewe

    A Developmental Learning Approach of Mobile Manipulator via Playing

    Get PDF
    Inspired by infant development theories, a robotic developmental model combined with game elements is proposed in this paper. This model does not require the definition of specific developmental goals for the robot, but the developmental goals are implied in the goals of a series of game tasks. The games are characterized into a sequence of game modes based on the complexity of the game tasks from simple to complex, and the task complexity is determined by the applications of developmental constraints. Given a current mode, the robot switches to play in a more complicated game mode when it cannot find any new salient stimuli in the current mode. By doing so, the robot gradually achieves it developmental goals by playing different modes of games. In the experiment, the game was instantiated into a mobile robot with the playing task of picking up toys, and the game is designed with a simple game mode and a complex game mode. A developmental algorithm, “Lift-Constraint, Act and Saturate,” is employed to drive the mobile robot move from the simple mode to the complex one. The experimental results show that the mobile manipulator is able to successfully learn the mobile grasping ability after playing simple and complex games, which is promising in developing robotic abilities to solve complex tasks using games

    Synthesized cooperative strategies for intelligent multi-robots in a real-time distributed environment : a thesis presented in partial fulfillment of the requirements for the degree of Master of Science in Computer Science at Massey University, Albany, New Zealand

    Get PDF
    In the robot soccer domain, real-time response usually curtails the development of more complex Al-based game strategies, path-planning and team cooperation between intelligent agents. In light of this problem, distributing computationally intensive algorithms between several machines to control, coordinate and dynamically assign roles to a team of robots, and allowing them to communicate via a network gives rise to real-time cooperation in a multi-robotic team. This research presents a myriad of algorithms tested on a distributed system platform that allows for cooperating multi- agents in a dynamic environment. The test bed is an extension of a popular robot simulation system in the public domain developed at Carnegie Mellon University, known as TeamBots. A low-level real-time network game protocol using TCP/IP and UDP were incorporated to allow for a conglomeration of multi-agent to communicate and work cohesively as a team. Intelligent agents were defined to take on roles such as game coach agent, vision agent, and soccer player agents. Further, team cooperation is demonstrated by integrating a real-time fuzzy logic-based ball-passing algorithm and a fuzzy logic algorithm for path planning. Keywords Artificial Intelligence, Ball Passing, the coaching system, Collaborative, Distributed Multi-Agent, Fuzzy Logic, Role Assignmen

    "Sticky Hands": learning and generalization for cooperative physical interactions with a humanoid robot

    Get PDF
    "Sticky Hands" is a physical game for two people involving gentle contact with the hands. The aim is to develop relaxed and elegant motion together, achieve physical sensitivity-improving reactions, and experience an interaction at an intimate yet comfortable level for spiritual development and physical relaxation. We developed a control system for a humanoid robot allowing it to play Sticky Hands with a human partner. We present a real implementation including a physical system, robot control, and a motion learning algorithm based on a generalizable intelligent system capable itself of generalizing observed trajectories' translation, orientation, scale and velocity to new data, operating with scalable speed and storage efficiency bounds, and coping with contact trajectories that evolve over time. Our robot control is capable of physical cooperation in a force domain, using minimal sensor input. We analyze robot-human interaction and relate characteristics of our motion learning algorithm with recorded motion profiles. We discuss our results in the context of realistic motion generation and present a theoretical discussion of stylistic and affective motion generation based on, and motivating cross-disciplinary research in computer graphics, human motion production and motion perception

    Simulation of interactive motor behaviours in game theory framework for upper-limb rehabilitation

    Get PDF
    An increasing number of individuals are affected by neurological diseases worldwide. Nowadays, stroke is the leading cause of adult disability in western countries, with upper limb hemiparesis being one of the most common consequences. Therefore, there is a growing interest in developing robotic interfaces to provide neurologically affected individuals the right amount of assistance to guarantee a great recovery. The interactive control of such rehabilitation robots with a stroke survivor is critical to motor recovery, and a successful rehabilitation requires the patient to be engaged in motor task execution. This thesis focuses on the new development of an interactive robot controller, and aims to ensure that differential game theory can be used as a framework to describe various interactive behaviours between a robot and a human user. In this thesis, it will be simulated the interaction between a robot and an injured human user who is recovering after stroke in the game theory framework, demonstrating that it can induce a stable interaction between the two partners by identifying each other’s control law and allow them to successfully perform the task with minimum effort. In this thesis is expected to find a detailed description of the different interactive motor behaviours that exist between a rehabilitation robot and a human user: collaboration, cooperation, competition and co-activity. It will also contain the simulation of these behaviours. In the description of the human-robot interactive motor behaviours, it will be seen that some of these behaviours are modelled in the simulation in the game theory framework, such as collaboration, cooperation and competition, while co-activity consists on a problem where the robot and the human are modelled as two independent linear quadratic regulators. Finally, it will be provided a comparison between the use of a game theory controller and the use of a linear quadratic regulator controller for the development of a rehabilitation robot and it will be demonstrated why a game theory controller is a better option for robots that work in physical contact with humans

    Just follow the suit! Trust in human-robot interactions during card game playing

    Get PDF
    Robots are currently being developed to enter our lives and interact with us in different tasks. For humans to be able to have a positive experience of interaction with such robots, they need to trust them to some degree. In this paper, we present the development and evaluation of a social robot that was created to play a card game with humans, playing the role of a partner and opponent. This type of activity is especially important, since our target group is elderly people - a population that often suffers from social isolation. Moreover, the card game scenario can lead to the development of interesting trust dynamics during the interaction, in which the human that partners with the robot needs to trust it in order to succeed and win the game. The design of the robot's behavior and game dynamics was inspired in previous user-centered design studies in which elderly people played the same game. Our evaluation results show that the levels of trust differ according to the previous knowledge that players have of their partners. Thus, humans seem to significantly increase their trust level towards a robot they already know, whilst maintaining the same level of trust in a human that they also previously knew. Henceforth, this paper shows that trust is a multifaceted construct that develops differently for humans and robots.info:eu-repo/semantics/acceptedVersio

    Networking chemical robots for reaction multitasking

    Get PDF
    The development of the internet of things has led to an explosion in the number of networked devices capable of control and computing. However, whilst common place in remote sensing, these approaches have not impacted chemistry due to difficulty in developing systems flexible enough for experimental data collection. Herein we present a simple and affordable (<$500) chemistry capable robot built with a standard set of hardware and software protocols that can be networked to coordinate many chemical experiments in real time. We demonstrate how multiple processes can be done with two internet connected robots collaboratively, exploring a set of azo-coupling reactions in a fraction of time needed for a single robot, as well as encoding and decoding information into a network of oscillating reactions. The system can also be used to assess the reproducibility of chemical reactions and discover new reaction outcomes using game playing to explore a chemical space

    Activity recognition in a Physical Interactive RoboGame

    Get PDF
    In this paper, we investigate the possibility of human physical activity recognition in a robot game scenario. Being able to recognize types of activity is essential to enable robot behavior adaptation to support player engagement. Also, the introduction of this recognition system will allow for development of better models for prediction, planning and problem solving in PIRGs that can foster human-robot interaction. The experiments reported on this paper were performed on data collected from real in-game activity, where a human player faces a mobile robot. We use a custom single tri-axial accelerometer module attached to the player’s chest in order to capture motion information. The main characteristic of our approach is the extraction of features from patterns found on the motion variance rather than on raw data. Furthermore, we allow for the recognition of unconstrained motion given that we do not ask the players to perform target activities before hand: all detectable activities are derived from the free player motion during the game itself. To the best of our knowledge, this is the first paper to consider activity recognition in a physical interactive robogame
    • 

    corecore