231 research outputs found
Imitating human motion using humanoid upper body models
Includes abstract.Includes bibliographical references.This thesis investigates human motion imitation of five different humanoid upper bodies (comprised of the torso and upper limbs) using human dance motion as a case study. The humanoid models are based on five existing humanoids, namely, ARMAR, HRP-2, SURALP, WABIAN-2, and WE-4RII. These humanoids are chosen for their different structures and range of joint motion
Characteristics and Performance of CAUTO (CAssino hUmanoid TOrso) Prototype
An artificial torso is a fundamental part of a humanoid robot for imitating human actions. In this paper, a prototype of CAUTO (CAssino hUmanoid TOrso) is presented. Its design is characterized by artificial vertebras actuated by cable-driven parallel manipulators. The design was conceived by looking at the complex system and functioning of the human torso, in order to develop a solution for basic human-like behavior. The requirements and kinematic structure are introduced to explain the peculiarities of the proposed mechanical design. A prototype is presented, and built with low-cost and high-performance features. Tests results are reported to show the feasibility and the characteristics in replicating human torso motions. In addition, the power consumption has been measured during the tests to prove the efficiency of the Li-Po battery supply, employed for a fully portable solution of the designed torso
Gait-Behavior Optimization Considering Arm Swing and Toe Mechanisms for Biped Robot on Rough Road
芝浦工業大学2019年
Exploring robust, intuitive and emergent physical human-robot interaction with the humanoid Acroban
International audienceWe present how a humanoid robot, called Acroban, allows whole-body robust, natural and intuitive physical interac- tion with both adults and children. These physical human-robot interaction are made possible through the combination of several properties of Acroban: 1) it is whole-body compliant thanks to variable impedance control and also thanks to the use of elastics and springs; 2) it has a bio-inspired vertebral column allowing more flexibility in postural and equilibrium control; 3) it is light- weight; 4) it has simple low-level controllers that leverage the first three properties. Moreover, the capabilities for physical human- robot interaction that we show are not using a model of the human, and in this sense are "model free": 1) the capability of the robot to keep its equilibrium while being manipulated or pushed by humans is a result of the intrinsic capability of the whole body to absorb unpredicted external perturbations; 2) the capability of leading Acroban by the hand is an emergent human-robot interface made possible by the self-organizing properties of the body and its low-level controllers and was observed a posteriori only after the robot was conceived and without any initial plan to make this possible. Finally, an originality of Acroban is that is is made with relatively low-cost components which lack of precision is counterbalanced with the robustness due to global geometry and compliance
Sentient Matter: Towards Affective Human-Architecture Interaction
Interactive design has been embedded into every aspect of our lives.
Ranging from handy devices to architecturally scaled environments,
these designs have not only shifted the way we facilitate interaction with
other people, but they also actively reconfigure themselves in response
to human stimuli. Following in the wake of interactive experimentation,
sentient matter, the idea that matter embodies the capacity to perceive
and respond to stimuli, attempts to engage in a challenging arena that few
architects and architectural researchers have ventured into. In particular,
the creation and simulation of emotive types of interaction between the
architectural environment and its inhabitants.
This ambition is made possible by the collaboration of multiple
disciplines. Cybernetics, specifically the legacy of Pask’s conversation
theory, inspires this thesis with the question of why emotion is needed in
facilitating human–architecture communication; why emotion appraisal
theory (P. Desmet) within psychology supports the feasibility of an
architectural environment to elicit emotional changes on its participant as
well as the possibility of generating a next-step response by having the
participant’s emotive behaviors observed; and why movement notation
systems, especially Laban Movement Analysis (a movement rating
scale system), helps us to understand how emotions can be identified
by motion elements that signify emotive behavior. Through the process
of decomposing movement into several qualitative and quantitative
factors such as velocity, openness, and smoothness, emotions embodied
in motion can be detected and even manipulated by altering those
movement factors. Moreover, with the employment of a Kinect sensor,
live performance can be analyzed in real time.
Based on the above research and inspired by the Kinetic sculptures
of Margolin, the final product of this thesis is the development of a
prototype that translates human movements that are expressive of
emotion into continuous surface transformations, thus making evident
how such emotive states might be transcoded into an architectural form.
In this process, four typical emotive architectural expressions—joy,
anger, excited, and sadness—are researched. This thesis also documents
three virtual scenarios in order to examine the effect of this interactive
system. Different contexts, kinetic types, and behavioral strategies are
presented so that we may explore their potential applications.
Sentient matter outlines a framework of syntheses, which is built upon
the convergence of embedded computation (intelligence) and physical
counterpart (kinetics). In the entire process, it considers people’s
participation as materials that fuel the generation of legible emotional
behaviors within an architectural environment. Consequently, there
is potential for an architectural learning capacity coupled with an
evolving data library of human behavioral knowledge. This opens doors
for futuristic designs where the paradigm shifts from “What is that
building?” to “What is that building doing?
Machine Performers: Agents in a Multiple Ontological State
In this thesis, the author explores and develops new attributes for machine
performers and merges the trans-disciplinary fields of the performing arts and artificial
intelligence. The main aim is to redefine the term “embodiment” for robots on the
stage and to demonstrate that this term requires broadening in various fields of
research. This redefining has required a multifaceted theoretical analysis of
embodiment in the field of artificial intelligence (e.g. the uncanny valley), as well as
the construction of new robots for the stage by the author. It is hoped that these
practical experimental examples will generate more research by others in similar
fields.
Even though the historical lineage of robotics is engraved with theatrical
strategies and dramaturgy, further application of constructive principles from the
performing arts and evidence from psychology and neurology can shift the perception
of robotic agents both on stage and in other cultural environments. In this light, the
relation between representation, movement and behaviour of bodies has been further
explored to establish links between constructed bodies (as in artificial intelligence)
and perceived bodies (as performers on the theatrical stage). In the course of this
research, several practical works have been designed and built, and subsequently
presented to live audiences and research communities. Audience reactions have been
analysed with surveys and discussions. Interviews have also been conducted with
choreographers, curators and scientists about the value of machine performers.
The main conclusions from this study are that fakery and mystification can be
used as persuasive elements to enhance agency. Morphologies can also be applied that
tightly couple brain and sensorimotor actions and lead to a stronger stage presence. In
fact, if this lack of presence is left out of human replicants, it causes an “uncanny”
lack of agency. Furthermore, the addition of stage presence leads to stronger
identification from audiences, even for bodies dissimilar to their own. The author
demonstrates that audience reactions are enhanced by building these effects into
machine body structures: rather than identification through mimicry, this causes them
to have more unambiguously biological associations. Alongside these traits,
atmospheres such as those created by a cast of machine performers tend to cause even
more intensely visceral responses.
In this thesis, “embodiment” has emerged as a paradigm shift – as well as
within this shift – and morphological computing has been explored as a method to
deepen this visceral immersion. Therefore, this dissertation considers and builds
machine performers as “true” performers for the stage, rather than mere objects with
an aura. Their singular and customized embodiment can enable the development of
non-anthropocentric performances that encompass the abstract and conceptual patterns
in motion and generate – as from human performers – empathy, identification and
experiential reactions in live audiences
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