10,362 research outputs found

    Dance Teaching by a Robot: Combining Cognitive and Physical Human-Robot Interaction for Supporting the Skill Learning Process

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    This letter presents a physical human-robot interaction scenario in which a robot guides and performs the role of a teacher within a defined dance training framework. A combined cognitive and physical feedback of performance is proposed for assisting the skill learning process. Direct contact cooperation has been designed through an adaptive impedance-based controller that adjusts according to the partner's performance in the task. In measuring performance, a scoring system has been designed using the concept of progressive teaching (PT). The system adjusts the difficulty based on the user's number of practices and performance history. Using the proposed method and a baseline constant controller, comparative experiments have shown that the PT presents better performance in the initial stage of skill learning. An analysis of the subjects' perception of comfort, peace of mind, and robot performance have shown a significant difference at the p < .01 level, favoring the PT algorithm.Comment: Presented at IEEE International Conference on Robotics and Automation ICRA-201

    Choreographic and Somatic Approaches for the Development of Expressive Robotic Systems

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    As robotic systems are moved out of factory work cells into human-facing environments questions of choreography become central to their design, placement, and application. With a human viewer or counterpart present, a system will automatically be interpreted within context, style of movement, and form factor by human beings as animate elements of their environment. The interpretation by this human counterpart is critical to the success of the system's integration: knobs on the system need to make sense to a human counterpart; an artificial agent should have a way of notifying a human counterpart of a change in system state, possibly through motion profiles; and the motion of a human counterpart may have important contextual clues for task completion. Thus, professional choreographers, dance practitioners, and movement analysts are critical to research in robotics. They have design methods for movement that align with human audience perception, can identify simplified features of movement for human-robot interaction goals, and have detailed knowledge of the capacity of human movement. This article provides approaches employed by one research lab, specific impacts on technical and artistic projects within, and principles that may guide future such work. The background section reports on choreography, somatic perspectives, improvisation, the Laban/Bartenieff Movement System, and robotics. From this context methods including embodied exercises, writing prompts, and community building activities have been developed to facilitate interdisciplinary research. The results of this work is presented as an overview of a smattering of projects in areas like high-level motion planning, software development for rapid prototyping of movement, artistic output, and user studies that help understand how people interpret movement. Finally, guiding principles for other groups to adopt are posited.Comment: Under review at MDPI Arts Special Issue "The Machine as Artist (for the 21st Century)" http://www.mdpi.com/journal/arts/special_issues/Machine_Artis

    The control theory of motion-based communication: problems in teaching robots to dance

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    The paper describes results on two components of a research program focused on motion-based communication mediated by the dynamics of a control system. Specifically we are interested in how mobile agents engaged in a shared activity such as dance can use motion as a medium for transmitting certain types of messages. The first part of the paper adopts the terminology of motion description languages and deconstructs an elementary form of the well-known popular dance, Salsa, in terms of four motion primitives (dance steps). Several notions of dance complexity are introduced. We describe an experiment in which ten performances by an actual pair of dancers are evaluated by judges and then compared in terms of proposed complexity metrics. An energy metric is also defined. Values of this metric are obtained by summing the lengths of motion segments executed by wheeled robots replicating the movements of the human dancers in each of the ten dance performances. Of all the metrics that are considered in this experiment, energy is the most closely correlated with the human judges' assessments of performance quality. The second part of the paper poses a general class of dual objective motion control problems in which a primary objective (artistic execution of a dance step or efficient movement toward a specified terminal state) is combined with a communication objective. Solutions of varying degrees of explicitness can be given in several classes of problems of communicating through the dynamics of finite dimensional linear control systems. In this setting it is shown that the cost of adding a communication component to motions that steer a system between prescribed pairs of states is independent of those states. At the same time, the optimal encoding problem itself is shown to be a problem of packing geometric objects, and it remains open. Current research is aimed at solving such communication-through-action problems in the context of the motion control of mobile robots.Support for this work is gratefully acknowledged to ODDR&E MURI07 Program Grant Number FA9550-07-1-0528, the National Science Founda tion ITR Program Grant Number DMI-0330171, and the Office of Naval Research, and by ODDR&E MURI10 Program Grant Number N00014-10- 1-0952. (FA9550-07-1-0528 - ODDRE MURI07; DMI-0330171 - National Science Foundation ITR Program; Office of Naval Research; N00014-10-1-0952 - ODDRE MURI10

    Social robots for older users: a possibility to support assessment and social interventions

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    In the last decades, various researches in the field of robotics have created numerous opportunities for innovative support of the older population. The goal of this work was to review and highlight how social robots can help the daily life of older people, and be useful also as assessment tools. We will underline the aspects of usability and acceptability of robotic supports in the psychosocial work with older persons. The actual usability of the system influences the perception of the ease of use only when the user has no or low experience, while expert users’ perception is related to their attitude towards the robot. This finding should be more deeply analysed because it may have a strong influence on the design of future interfaces for elderly-robot interaction. Robots can play an important role to tackle the societal challenge of the growing older population. The authors report some recent studies with older users, where it was demonstrated that the acceptability of robotics during daily life activities, and also in cognitive evaluation, could be supported by social robot

    Galois lattice theory for probabilistic visual landmarks

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    This paper presents an original application of the Galois lattice theory, the visual landmark selection for topological localization of an autonomous mobile robot, equipped with a color camera. First, visual landmarks have to be selected in order to characterize a structural environment. Second, such landmarks have to be detected and updated for localization. These landmarks are combinations of attributes, and the selection process is done through a Galois lattice. This paper exposes the landmark selection process and focuses on probabilistic landmarks, which give the robot thorough information on how to locate itself. As a result, landmarks are no longer binary, but probabilistic. The full process of using such landmarks is described in this paper and validated through a robotics experiment

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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