10,362 research outputs found
Dance Teaching by a Robot: Combining Cognitive and Physical Human-Robot Interaction for Supporting the Skill Learning Process
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
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
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
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
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
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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