9,236 research outputs found

    Using humanoid robots to study human behavior

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    Our understanding of human behavior advances as our humanoid robotics work progresses-and vice versa. This team's work focuses on trajectory formation and planning, learning from demonstration, oculomotor control and interactive behaviors. They are programming robotic behavior based on how we humans “program” behavior in-or train-each other

    The perception of emotion in artificial agents

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    Given recent technological developments in robotics, artificial intelligence and virtual reality, it is perhaps unsurprising that the arrival of emotionally expressive and reactive artificial agents is imminent. However, if such agents are to become integrated into our social milieu, it is imperative to establish an understanding of whether and how humans perceive emotion in artificial agents. In this review, we incorporate recent findings from social robotics, virtual reality, psychology, and neuroscience to examine how people recognize and respond to emotions displayed by artificial agents. First, we review how people perceive emotions expressed by an artificial agent, such as facial and bodily expressions and vocal tone. Second, we evaluate the similarities and differences in the consequences of perceived emotions in artificial compared to human agents. Besides accurately recognizing the emotional state of an artificial agent, it is critical to understand how humans respond to those emotions. Does interacting with an angry robot induce the same responses in people as interacting with an angry person? Similarly, does watching a robot rejoice when it wins a game elicit similar feelings of elation in the human observer? Here we provide an overview of the current state of emotion expression and perception in social robotics, as well as a clear articulation of the challenges and guiding principles to be addressed as we move ever closer to truly emotional artificial agents

    Interaction and Experience in Enactive Intelligence and Humanoid Robotics

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    We overview how sensorimotor experience can be operationalized for interaction scenarios in which humanoid robots acquire skills and linguistic behaviours via enacting a “form-of-life”’ in interaction games (following Wittgenstein) with humans. The enactive paradigm is introduced which provides a powerful framework for the construction of complex adaptive systems, based on interaction, habit, and experience. Enactive cognitive architectures (following insights of Varela, Thompson and Rosch) that we have developed support social learning and robot ontogeny by harnessing information-theoretic methods and raw uninterpreted sensorimotor experience to scaffold the acquisition of behaviours. The success criterion here is validation by the robot engaging in ongoing human-robot interaction with naive participants who, over the course of iterated interactions, shape the robot’s behavioural and linguistic development. Engagement in such interaction exhibiting aspects of purposeful, habitual recurring structure evidences the developed capability of the humanoid to enact language and interaction games as a successful participant

    Beyond Gazing, Pointing, and Reaching: A Survey of Developmental Robotics

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    Developmental robotics is an emerging field located at the intersection of developmental psychology and robotics, that has lately attracted quite some attention. This paper gives a survey of a variety of research projects dealing with or inspired by developmental issues, and outlines possible future directions

    EEG theta and Mu oscillations during perception of human and robot actions.

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    The perception of others' actions supports important skills such as communication, intention understanding, and empathy. Are mechanisms of action processing in the human brain specifically tuned to process biological agents? Humanoid robots can perform recognizable actions, but can look and move differently from humans, and as such, can be used in experiments to address such questions. Here, we recorded EEG as participants viewed actions performed by three agents. In the Human condition, the agent had biological appearance and motion. The other two conditions featured a state-of-the-art robot in two different appearances: Android, which had biological appearance but mechanical motion, and Robot, which had mechanical appearance and motion. We explored whether sensorimotor mu (8-13 Hz) and frontal theta (4-8 Hz) activity exhibited selectivity for biological entities, in particular for whether the visual appearance and/or the motion of the observed agent was biological. Sensorimotor mu suppression has been linked to the motor simulation aspect of action processing (and the human mirror neuron system, MNS), and frontal theta to semantic and memory-related aspects. For all three agents, action observation induced significant attenuation in the power of mu oscillations, with no difference between agents. Thus, mu suppression, considered an index of MNS activity, does not appear to be selective for biological agents. Observation of the Robot resulted in greater frontal theta activity compared to the Android and the Human, whereas the latter two did not differ from each other. Frontal theta thus appears to be sensitive to visual appearance, suggesting agents that are not sufficiently biological in appearance may result in greater memory processing demands for the observer. Studies combining robotics and neuroscience such as this one can allow us to explore neural basis of action processing on the one hand, and inform the design of social robots on the other

    VIRTUAL ROBOT LOCOMOTION ON VARIABLE TERRAIN WITH ADVERSARIAL REINFORCEMENT LEARNING

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    Reinforcement Learning (RL) is a machine learning technique where an agent learns to perform a complex action by going through a repeated process of trial and error to maximize a well-defined reward function. This form of learning has found applications in robot locomotion where it has been used to teach robots to traverse complex terrain. While RL algorithms may work well in training robot locomotion, they tend to not generalize well when the agent is brought into an environment that it has never encountered before. Possible solutions from the literature include training a destabilizing adversary alongside the locomotive learning agent. The destabilizing adversary aims to destabilize the agent by applying external forces to it, which may help the locomotive agent learn to deal with unexpected scenarios. For this project, we will train a robust, simulated quadruped robot to traverse a variable terrain. We compare and analyze Proximal Policy Optimization (PPO) with and without the use of an adversarial agent, and determine which use of PPO produces the best results
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