4,421 research outputs found

    The role of Uncertainty in Categorical Perception Utilizing Statistical Learning in Robots

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    At the heart of statistical learning lies the concept of uncertainty. Similarly, embodied agents such as robots and animals must likewise address uncertainty, as sensation is always only a partial reflection of reality. This thesis addresses the role that uncertainty can play in a central building block of intelligence: categorization. Cognitive agents are able to perform tasks like categorical perception through physical interaction (active categorical perception; ACP), or passively at a distance (distal categorical perception; DCP). It is possible that the former scaffolds the learning of the latter. However, it is unclear whether DCP indeed scaffolds ACP in humans and animals, nor how a robot could be trained to likewise learn DCP from ACP. Here we demonstrate a method for doing so which involves uncertainty: robots perform ACP when uncertain and DCP when certain. Furthermore, we demonstrate that robots trained in such a manner are more competent at categorizing novel objects than robots trained to categorize in other ways. This suggests that such a mechanism would also be useful for humans and animals, suggesting that they may be employing some version of this mechanism

    Learning at the Ends: From Hand to Tool Affordances in Humanoid Robots

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    One of the open challenges in designing robots that operate successfully in the unpredictable human environment is how to make them able to predict what actions they can perform on objects, and what their effects will be, i.e., the ability to perceive object affordances. Since modeling all the possible world interactions is unfeasible, learning from experience is required, posing the challenge of collecting a large amount of experiences (i.e., training data). Typically, a manipulative robot operates on external objects by using its own hands (or similar end-effectors), but in some cases the use of tools may be desirable, nevertheless, it is reasonable to assume that while a robot can collect many sensorimotor experiences using its own hands, this cannot happen for all possible human-made tools. Therefore, in this paper we investigate the developmental transition from hand to tool affordances: what sensorimotor skills that a robot has acquired with its bare hands can be employed for tool use? By employing a visual and motor imagination mechanism to represent different hand postures compactly, we propose a probabilistic model to learn hand affordances, and we show how this model can generalize to estimate the affordances of previously unseen tools, ultimately supporting planning, decision-making and tool selection tasks in humanoid robots. We present experimental results with the iCub humanoid robot, and we publicly release the collected sensorimotor data in the form of a hand posture affordances dataset.Comment: dataset available at htts://vislab.isr.tecnico.ulisboa.pt/, IEEE International Conference on Development and Learning and on Epigenetic Robotics (ICDL-EpiRob 2017

    Measuring the Uncanny Valley Effect

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    Using a hypothetical graph, Masahiro Mori proposed in 1970 the relation between the human likeness of robots and other anthropomorphic characters and an observerā€™s affective or emotional appraisal of them. The relation is positive apart from a U-shaped region known as the uncanny valley. To measure the relation, we previously developed and validated indices for the perceptual-cognitive dimension humanness and three affective dimensions: interpersonal warmth, attractiveness, and eeriness. Nevertheless, the design of these indices was not informed by how the untrained observer perceives anthropomorphic characters categorically. As a result, scatter plots of humanness vs. eeriness show the stimuli cluster tightly into categories widely separated from each other. The present study applies a card sorting task, laddering interview, and adjective evaluation ( N=30 ) to revise the humanness, attractiveness, and eeriness indices and validate them via a representative survey ( N=1311 ). The revised eeriness index maintains its orthogonality to humanness ( r=.04 , p=.285 ), but the stimuli show much greater spread, reflecting the breadth of their range in human likeness and eeriness. The revised indices enable empirical relations among characters to be plotted similarly to Moriā€™s graph of the uncanny valley. Accurate measurement with these indices can be used to enhance the design of androids and 3D computer animated characters

    Robust Modeling of Epistemic Mental States

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    This work identifies and advances some research challenges in the analysis of facial features and their temporal dynamics with epistemic mental states in dyadic conversations. Epistemic states are: Agreement, Concentration, Thoughtful, Certain, and Interest. In this paper, we perform a number of statistical analyses and simulations to identify the relationship between facial features and epistemic states. Non-linear relations are found to be more prevalent, while temporal features derived from original facial features have demonstrated a strong correlation with intensity changes. Then, we propose a novel prediction framework that takes facial features and their nonlinear relation scores as input and predict different epistemic states in videos. The prediction of epistemic states is boosted when the classification of emotion changing regions such as rising, falling, or steady-state are incorporated with the temporal features. The proposed predictive models can predict the epistemic states with significantly improved accuracy: correlation coefficient (CoERR) for Agreement is 0.827, for Concentration 0.901, for Thoughtful 0.794, for Certain 0.854, and for Interest 0.913.Comment: Accepted for Publication in Multimedia Tools and Application, Special Issue: Socio-Affective Technologie

    How active perception and attractor dynamics shape perceptual categorization: A computational model

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    We propose a computational model of perceptual categorization that fuses elements of grounded and sensorimotor theories of cognition with dynamic models of decision-making. We assume that category information consists in anticipated patterns of agentā€“environment interactions that can be elicited through overt or covert (simulated) eye movements, object manipulation, etc. This information is firstly encoded when category information is acquired, and then re-enacted during perceptual categorization. The perceptual categorization consists in a dynamic competition between attractors that encode the sensorimotor patterns typical of each category; action prediction success counts as ā€˜ā€˜evidenceā€™ā€™ for a given category and contributes to falling into the corresponding attractor. The evidence accumulation process is guided by an active perception loop, and the active exploration of objects (e.g., visual exploration) aims at eliciting expected sensorimotor patterns that count as evidence for the object category. We present a computational model incorporating these elements and describing action prediction, active perception, and attractor dynamics as key elements of perceptual categorizations. We test the model in three simulated perceptual categorization tasks, and we discuss its relevance for grounded and sensorimotor theories of cognition.Peer reviewe

    Synchronisation effects on the behavioural performance and information dynamics of a simulated minimally cognitive robotic agent

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    Oscillatory activity is ubiquitous in nervous systems, with solid evidence that synchronisation mechanisms underpin cognitive processes. Nevertheless, its informational content and relationship with behaviour are still to be fully understood. In addition, cognitive systems cannot be properly appreciated without taking into account brainā€“bodyā€“ environment interactions. In this paper, we developed a model based on the Kuramoto Model of coupled phase oscillators to explore the role of neural synchronisation in the performance of a simulated robotic agent in two different minimally cognitive tasks. We show that there is a statistically significant difference in performance and evolvability depending on the synchronisation regime of the network. In both tasks, a combination of information flow and dynamical analyses show that networks with a definite, but not too strong, propensity for synchronisation are more able to reconfigure, to organise themselves functionally and to adapt to different behavioural conditions. The results highlight the asymmetry of information flow and its behavioural correspondence. Importantly, it also shows that neural synchronisation dynamics, when suitably flexible and reconfigurable, can generate minimally cognitive embodied behaviour
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