31 research outputs found

    Magician simulator — A realistic simulator for heterogeneous teams of autonomous robots

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    We report on the development of a new simulation environment for use in Multi-Robot Learning, Swarm Robotics, Robot Teaming, Human Factors and Operator Training. The simulator provides a realistic environment for examining methods for localization and navigation, sensor analysis, object identification and tracking, as well as strategy development, interface refinement and operator training (based on various degrees of heterogeneity, robot teaming, and connectivity). The simulation additionally incorporates real-time human-robot interaction and allows hybrid operation with a mix of simulated and real robots and sensor inputs

    Scalability of a robotic inspection and repair system

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    Shift2Rail and In2Smart are two initiatives that will be part of the development of the necessary technologies to complete the Single European Railway Area (SERA). The target of this proposal is to accelerate the integration of new and advanced technologies into innovative rail product solutions. Shift2Rail has a robust framework to meet ambitious objectives. The most important is to double the capacity of the European rail system and increase its reliability and service quality by 50% while having life-cycle costs. In2Smart, as a project directed mainly of Network Rail, is measured in Technology Readiness Levels (TRL). These levels will indicate the maturity of technology for the application into the industry. The intention of this project is to reach a homogeneous TRL 3/4 demonstrator of a system capable to secure proper maintenance of rails, which is a Robotic Inspection and Repair System (RIRS). This research is focused on the scalability of the RIRS, taking into consideration the creation of a representative demonstrator that will authenticate the concept, the validation and verification of that demonstrator and finally the simulation of a scale-up system that will be more robust and will upgrade the TRL. This document contains the development of the control diagrams and schematics for the future incorporation of this control to a higher TRL prototype. The initial demonstrator consists of an autonomous railway vehicle equipped with a robotic arm that will scan the rails searching for faults and simulate a repairing process with a 3D printed polymer. The V&V of the physical demonstrator was a result of tests in the laboratory and the display of the demonstrator in several conferences and events.Manufacturin

    Testing automated driving systems to calibrate drivers’ trust

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    Automated Driving Systems (ADSs) offer many potential benefits like improved safety, reduced traffic congestion and lower emissions. However, such benefits can only be realised if drivers trust and make use of such systems. The two challenges explored in this thesis are: 1) How to increase trust in ADSs? 2) How to identify the test scenarios to establish the true capabilities and limitations of ADSs? Firstly, drivers’ trust needs to be calibrated to the “appropriate” level to prevent misuse (due to over trust) or disuse (due to under trust) of the system. In this research, a method to calibrate drivers’ trust to the appropriate level has been created. This method involves providing knowledge of the capabilities and limitations of the ADSs to the driver. However, there is a need to establish the capabilities and limitations of the ADSs which form the knowledge to be imparted to the driver. Therefore, the next research contribution lies in the development of a novel method to establish the knowledge of capabilities and limitations of ADSs (used to calibrate trust) in a reliable manner. This knowledge can be created by testing ADSs. However, in literature, an unanswered research question remains: How to identify test scenarios which highlight the limitations of ADSs? In order to identify such test scenarios, a novel hazard based testing approach to establish the capabilities and limitations of ADSs is presented by extending STPA (a hazard identification method) to create test scenarios. To ensure reliability of the hazard classification (and of the knowledge), the author created a novel objective approach for risk classification by creating a rule-set for risk ratings. The contribution of this research lies in developing a method to increase trust in ADSs by creating reliable knowledge using hazard based testing approach which identifies how an ADS can fail

    VR Storytelling

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    The question of cinematic VR production has been on the table for several years. This is due to the peculiarity of VR language which, even if it is de ned by an image that surrounds and immerses the viewer rather than placing them, as in the classic cinematic situation, in front of a screen, relies decisively on an audiovisual basis that cannot help but refer to cinematic practices of constructing visual and auditory experience. Despite this, it would be extremely reductive to consider VR as the mere transposition of elements of cinematic language. The VR medium is endowed with its own speci city, which inevitably impacts its forms of narration. We thus need to investigate the narrative forms it uses that are probably related to cinematic language, and draw their strength from the same basis, drink from the same well, but develop according to di erent trajectories, thus displaying di erent links and a nities

    Frictions: Inquiries into Cybernetic Thinking and Its Attempts towards Mate[real]ization

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    'Frictions' is a collective invitation to embrace the space of difference that both connects and separates techno-scientific discourses from their actual implementations - or even, from their non-implementations. Through a series of case studies focused on cybernetics, systems research, and some of their more contemporary inheritors, this book argues that such a middle space, the topology of frictions, offers significant insights to assess the historical and epistemological relevance of these interconnected fields. Characterized here as cybernetic thinking, this broad area of theoretical and applied projects would conceal, precisely within its frictions, the operational principles of our present

    Mediapolis. Popular Culture and the City

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    Designing Embodied Interactive Software Agents for E-Learning: Principles, Components, and Roles

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    Embodied interactive software agents are complex autonomous, adaptive, and social software systems with a digital embodiment that enables them to act on and react to other entities (users, objects, and other agents) in their environment through bodily actions, which include the use of verbal and non-verbal communicative behaviors in face-to-face interactions with the user. These agents have been developed for various roles in different application domains, in which they perform tasks that have been assigned to them by their developers or delegated to them by their users or by other agents. In computer-assisted learning, embodied interactive pedagogical software agents have the general task to promote human learning by working with students (and other agents) in computer-based learning environments, among them e-learning platforms based on Internet technologies, such as the Virtual Linguistics Campus (www.linguistics-online.com). In these environments, pedagogical agents provide contextualized, qualified, personalized, and timely assistance, cooperation, instruction, motivation, and services for both individual learners and groups of learners. This thesis develops a comprehensive, multidisciplinary, and user-oriented view of the design of embodied interactive pedagogical software agents, which integrates theoretical and practical insights from various academic and other fields. The research intends to contribute to the scientific understanding of issues, methods, theories, and technologies that are involved in the design, implementation, and evaluation of embodied interactive software agents for different roles in e-learning and other areas. For developers, the thesis provides sixteen basic principles (Added Value, Perceptible Qualities, Balanced Design, Coherence, Consistency, Completeness, Comprehensibility, Individuality, Variability, Communicative Ability, Modularity, Teamwork, Participatory Design, Role Awareness, Cultural Awareness, and Relationship Building) plus a large number of specific guidelines for the design of embodied interactive software agents and their components. Furthermore, it offers critical reviews of theories, concepts, approaches, and technologies from different areas and disciplines that are relevant to agent design. Finally, it discusses three pedagogical agent roles (virtual native speaker, coach, and peer) in the scenario of the linguistic fieldwork classes on the Virtual Linguistics Campus and presents detailed considerations for the design of an agent for one of these roles (the virtual native speaker)

    More playful user interfaces:interfaces that invite social and physical interaction

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