396 research outputs found

    Obstacle Avoidance Based on Stereo Vision Navigation System for Omni-directional Robot

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    This paper addresses the problem of obstacle avoidance in mobile robot navigation systems. The navigation system is considered very important because the robot must be able to be controlled from its initial position to its destination without experiencing a collision. The robot must be able to avoid obstacles and arrive at its destination. Several previous studies have focused more on predetermined stationary obstacles. This has resulted in research results being difficult to apply in real environmental conditions, whereas in real conditions, obstacles can be stationary or moving caused by changes in the walking environment. The objective of this study is to address the robot’s navigation behaviors to avoid obstacles. In dealing with complex problems as previously described, a control system is designed using Neuro-Fuzzy so that the robot can avoid obstacles when the robot moves toward the destination. This paper uses ANFIS for obstacle avoidance control. The learning model used is offline learning. Mapping the input and output data is used in the initial step. Then the data is trained to produce a very small error. To support the movement of the robot so that it is more flexible and smoother in avoiding obstacles and can identify objects in real-time, a three wheels omnidirectional robot is used equipped with a stereo vision sensor. The contribution is to advance state of the art in obstacle avoidance for robot navigation systems by exploiting ANFIS with target-and-obstacles detection based on stereo vision sensors. This study tested the proposed control method by using 15 experiments with different obstacle setup positions. These scenarios were chosen to test the ability to avoid moving obstacles that may come from the front, the right, or the left of the robot. The robot moved to the left or right of the obstacles depending on the given Vy speed. After several tests with different obstacle positions, the robot managed to avoid the obstacle when the obstacle distance ranged from 173 – 150 cm with an average speed of Vy 274 mm/s. In the process of avoiding obstacles, the robot still calculates the direction in which the robot is facing the target until the target angle is 0

    A systematic literature review of decision-making and control systems for autonomous and social robots

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    In the last years, considerable research has been carried out to develop robots that can improve our quality of life during tedious and challenging tasks. In these contexts, robots operating without human supervision open many possibilities to assist people in their daily activities. When autonomous robots collaborate with humans, social skills are necessary for adequate communication and cooperation. Considering these facts, endowing autonomous and social robots with decision-making and control models is critical for appropriately fulfiling their initial goals. This manuscript presents a systematic review of the evolution of decision-making systems and control architectures for autonomous and social robots in the last three decades. These architectures have been incorporating new methods based on biologically inspired models and Machine Learning to enhance these systems’ possibilities to developed societies. The review explores the most novel advances in each application area, comparing their most essential features. Additionally, we describe the current challenges of software architecture devoted to action selection, an analysis not provided in similar reviews of behavioural models for autonomous and social robots. Finally, we present the future directions that these systems can take in the future.The research leading to these results has received funding from the projects: Robots Sociales para Estimulación Física, Cognitiva y Afectiva de Mayores (ROSES), RTI2018-096338-B-I00, funded by the Ministerio de Ciencia, Innovación y Universidades; Robots sociales para mitigar la soledad y el aislamiento en mayores (SOROLI), PID2021-123941OA-I00, funded by Agencia Estatal de Investigación (AEI), Spanish Ministerio de Ciencia e Innovación. This publication is part of the R&D&I project PLEC2021-007819 funded by MCIN/AEI/10.13039/501100011033 and by the European Union NextGenerationEU/PRTR

    A Real-Time Architecture for Conversational Agents

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    Consider two people having a face-to-face conversation. They sometimes listen, sometimes talk, and sometimes interrupt each other. They use facial expressions to signal that they are confused. They point at objects. They jump from topic to topic opportunistically. When another acquaintance walks by, they nod and say hello. All the while they have other concerns on their mind, such as not missing the meeting that starts in 10 minutes. Like many other humans behaviors, these are not easy to replicate in artificial agents. In this work we look into the design requirements of an embodied agent that can participate in such natural conversations in a mixed-initiative, multi-modal setting. Such an agent needs to understand participating in a conversation is not merely a matter of sending a message and then waiting to receive a response -- both partners are simultaneously active at all times. This agent should be able to deal with different, sometimes conflicting goals, and be always ready to address events that may interrupt the current topic of conversation. To address those requirements, we have created a modular architecture that includes distributed functional units that compete with each other to gain control over available resources. Each of these units, called a schema, has its own sense- think-act cycle. In the field of robotics, this design is often referred to as behavior-based or schema-based. The major contribution of this work is merging behavior-based robotics with plan- based human-computer interaction

    Example Based Caricature Synthesis

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    The likeness of a caricature to the original face image is an essential and often overlooked part of caricature production. In this paper we present an example based caricature synthesis technique, consisting of shape exaggeration, relationship exaggeration, and optimization for likeness. Rather than relying on a large training set of caricature face pairs, our shape exaggeration step is based on only one or a small number of examples of facial features. The relationship exaggeration step introduces two definitions which facilitate global facial feature synthesis. The first is the T-Shape rule, which describes the relative relationship between the facial elements in an intuitive manner. The second is the so called proportions, which characterizes the facial features in a proportion form. Finally we introduce a similarity metric as the likeness metric based on the Modified Hausdorff Distance (MHD) which allows us to optimize the configuration of facial elements, maximizing likeness while satisfying a number of constraints. The effectiveness of our algorithm is demonstrated with experimental results

    CASA 2009:International Conference on Computer Animation and Social Agents

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    Robust walking of a quadraped robot

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    Master'sMASTER OF ENGINEERIN

    Humanoid Robots

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    For many years, the human being has been trying, in all ways, to recreate the complex mechanisms that form the human body. Such task is extremely complicated and the results are not totally satisfactory. However, with increasing technological advances based on theoretical and experimental researches, man gets, in a way, to copy or to imitate some systems of the human body. These researches not only intended to create humanoid robots, great part of them constituting autonomous systems, but also, in some way, to offer a higher knowledge of the systems that form the human body, objectifying possible applications in the technology of rehabilitation of human beings, gathering in a whole studies related not only to Robotics, but also to Biomechanics, Biomimmetics, Cybernetics, among other areas. This book presents a series of researches inspired by this ideal, carried through by various researchers worldwide, looking for to analyze and to discuss diverse subjects related to humanoid robots. The presented contributions explore aspects about robotic hands, learning, language, vision and locomotion

    Affective Computing

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    This book provides an overview of state of the art research in Affective Computing. It presents new ideas, original results and practical experiences in this increasingly important research field. The book consists of 23 chapters categorized into four sections. Since one of the most important means of human communication is facial expression, the first section of this book (Chapters 1 to 7) presents a research on synthesis and recognition of facial expressions. Given that we not only use the face but also body movements to express ourselves, in the second section (Chapters 8 to 11) we present a research on perception and generation of emotional expressions by using full-body motions. The third section of the book (Chapters 12 to 16) presents computational models on emotion, as well as findings from neuroscience research. In the last section of the book (Chapters 17 to 22) we present applications related to affective computing

    Dynamic networks for robotic control and behaviour selection in interactive environments

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    Traditional robotics have the capabilities of the robot hard coded and have the robot function in structured environments (structured environments are those that are predefined for a given task). This approach can limit the functionality of a robot and how they can interact in an environment. Behaviour networks are reactive systems that are able to function in unstructured dynamic environments by selecting behaviours to execute based on the current state of the environment. Behaviour networks are made up of nodes that represent behaviours and these store an activation value to represent the motivation for that behaviour. The nodes receive inputs from a variety of sources and pass proportions of that input to other nodes in the network.Behaviour networks traditionally also have their capabilities predefined. The main aim of this thesis is to expand upon the concepts of traditional robotics by demonstrating the use of distributed behaviours in an environment. This thesis aims to show that distributing object specific data, such as; behaviours and goals, will assist in the task planning for a mobile robot.This thesis explores and tests the traditional behaviour network with a variety of experiments. Each experiment showcases particular features of the behaviour network including flaws that have been identified. Proposed solutions to the found flaws are then presented and explored. The behaviour network is then tested in a simulated environment with distributed behaviours and the dynamic behaviour network is defined. The thesis demonstrates that distributed behaviours can expand the capabilities of a mobile robot using a dynamic behaviour network
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