24 research outputs found
How does an infant acquire the ability of joint attention?: A Constructive Approach
This study argues how a human infant acquires
the ability of joint attention through
interactions with its caregiver from the viewpoint
of a constructive approach. This paper
presents a constructive model by which a
robot acquires a sensorimotor coordination for
joint attention based on visual attention and
learning with self-evaluation. Since visual attention
does not always correspond to joint attention,
the robot may have incorrect learning
situations for joint attention as well as correct
ones. However, the robot is expected to statistically
lose the data of the incorrect ones
as outliers through the learning, and consequently
acquires the appropriate sensorimotor
coordination for joint attention even if the
environment is not controlled nor the caregiver
provides any task evaluation. The experimental
results suggest that the proposed
model could explain the developmental mechanism
of the infant’s joint attention because
the learning process of the robot’s joint attention
can be regarded as equivalent to the
developmental process of the infant’s one
Towards a Theory Grounded Theory of Language
In this paper, we build upon the idea of theory grounding and propose one specific form of theory grounding, a theory of language. Theory grounding is the idea that we can imbue our embodied artificially intelligent systems with theories by modeling the way humans, and specifically young children, develop skills with theories. Modeling theory development promises to increase the conceptual and behavioral flexibility of these systems. An example of theory development in children is the social understanding referred to as theory of mind. Language is a natural task for theory grounding because it is vital in symbolic skills and apparently necessary in developing theories. Word learning, and specifically developing a concept of words, is proposed as the first step in a theory grounded theory of language
Humanoid Theory Grounding
In this paper we consider the importance of using a humanoid physical form for a certain proposed kind of robotics, that of theory grounding. Theory grounding involves grounding the theory skills and knowledge of an embodied artificially intelligent (AI) system by developing theory skills and knowledge from the bottom up. Theory grounding can potentially occur in a variety of domains, and the particular domain considered here is that of language. Language is taken to be another problem space in which a system can explore and discover solutions. We argue that because theory grounding necessitates robots experiencing domain information, certain behavioral-form aspects, such as abilities to socially smile, point, follow gaze, and generate manual gestures, are necessary for robots grounding a humanoid theory of language
Ongoing Emergence: A Core Concept in Epigenetic Robotics
We propose ongoing emergence as a core concept in
epigenetic robotics. Ongoing emergence refers to the
continuous development and integration of new skills
and is exhibited when six criteria are satisfied: (1)
continuous skill acquisition, (2) incorporation of new
skills with existing skills, (3) autonomous development
of values and goals, (4) bootstrapping of initial skills, (5)
stability of skills, and (6) reproducibility. In this paper
we: (a) provide a conceptual synthesis of ongoing
emergence based on previous theorizing, (b) review
current research in epigenetic robotics in light of ongoing
emergence, (c) provide prototypical examples of ongoing
emergence from infant development, and (d) outline
computational issues relevant to creating robots
exhibiting ongoing emergence
A Study of three Interfaces allowing Non-expert Users to Teach New Visual Objects to a Robot and their Impact on Learning Efficiency
International audienceWe developed three interfaces to allow non-expert users to teach name for new visual objects and compare them through user's studies in term of learning efficiency
Dynamic Facial Expression of Emotion Made Easy
Facial emotion expression for virtual characters is used in a wide variety of
areas. Often, the primary reason to use emotion expression is not to study
emotion expression generation per se, but to use emotion expression in an
application or research project. What is then needed is an easy to use and
flexible, but also validated mechanism to do so. In this report we present such
a mechanism. It enables developers to build virtual characters with dynamic
affective facial expressions. The mechanism is based on Facial Action Coding.
It is easy to implement, and code is available for download. To show the
validity of the expressions generated with the mechanism we tested the
recognition accuracy for 6 basic emotions (joy, anger, sadness, surprise,
disgust, fear) and 4 blend emotions (enthusiastic, furious, frustrated, and
evil). Additionally we investigated the effect of VC distance (z-coordinate),
the effect of the VC's face morphology (male vs. female), the effect of a
lateral versus a frontal presentation of the expression, and the effect of
intensity of the expression. Participants (n=19, Western and Asian subjects)
rated the intensity of each expression for each condition (within subject
setup) in a non forced choice manner. All of the basic emotions were uniquely
perceived as such. Further, the blends and confusion details of basic emotions
are compatible with findings in psychology
Emerging Linguistic Functions in Early Infancy
This paper presents results from experimental
studies on early language acquisition in infants and
attempts to interpret the experimental results within
the framework of the Ecological Theory of
Language Acquisition (ETLA) recently proposed
by (Lacerda et al., 2004a). From this perspective,
the infant’s first steps in the acquisition of the
ambient language are seen as a consequence of the
infant’s general capacity to represent sensory input
and the infant’s interaction with other actors in its
immediate ecological environment. On the basis of
available experimental evidence, it will be argued
that ETLA offers a productive alternative to
traditional descriptive views of the language
acquisition process by presenting an operative
model of how early linguistic function may emerge
through interaction
Robot ajedrecista: sistema mecatrónico aplicado a la toma de decisiones
Este trabajo presenta un sistema mecatrónico compuesto por un brazo robótico que juega ajedrez de forma autónoma. El sistema se basa en un robot manipulador de tipo industrial, un sistema de visión artificial, y un motor de juego basado en software libre. La robótica aplicada a juegos interactivos constituye un excelente problema para explorar la colaboración humana-robot, ya que presenta una estructura cuya complejidad puede ser gradualmente incrementada. Por lo tanto, este desarrollo debe entenderse como una primera aplicación exitosa de un sistema mecatrónico de toma de decisiones factible de migrar a otros usos y contextos.Sociedad Argentina de Informática e Investigación Operativa (SADIO
Robot ajedrecista: sistema mecatrónico aplicado a la toma de decisiones
Este trabajo presenta un sistema mecatrónico compuesto por un brazo robótico que juega ajedrez de forma autónoma. El sistema se basa en un robot manipulador de tipo industrial, un sistema de visión artificial, y un motor de juego basado en software libre. La robótica aplicada a juegos interactivos constituye un excelente problema para explorar la colaboración humana-robot, ya que presenta una estructura cuya complejidad puede ser gradualmente incrementada. Por lo tanto, este desarrollo debe entenderse como una primera aplicación exitosa de un sistema mecatrónico de toma de decisiones factible de migrar a otros usos y contextos.Sociedad Argentina de Informática e Investigación Operativa (SADIO
Exploring the use of a handheld device in language teaching human-robot interaction
International audienceIn this paper, we are exploring a human-robot in- terface allowing non-expert users to easily and intu- itively teach new words to a robot. Many challenges may be addressed before achieving such behavior as joint attention, naming, categorization and search- ing. Instead of using direct interactions (such as gesture and voice recognition) which are not robust enough in unconstrained environments, we use here a handheld device as a mediator between the user and the robot. The device allows us, among other things, to display the robot's camera visual feed- back as well as interacting through user's gestures on the touchscreen. Thus, users are able to draw the robot's attention toward locations, to select a particular ob ject in the field of view of the robot, to name it and with our “active-searching” system to find it again later. An exploratory study has been carried out in order to get some early users opinions, which tend to show that users easily use the interface during robust interaction sessions