47 research outputs found

    The Future of Humanoid Robots

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    This book provides state of the art scientific and engineering research findings and developments in the field of humanoid robotics and its applications. It is expected that humanoids will change the way we interact with machines, and will have the ability to blend perfectly into an environment already designed for humans. The book contains chapters that aim to discover the future abilities of humanoid robots by presenting a variety of integrated research in various scientific and engineering fields, such as locomotion, perception, adaptive behavior, human-robot interaction, neuroscience and machine learning. The book is designed to be accessible and practical, with an emphasis on useful information to those working in the fields of robotics, cognitive science, artificial intelligence, computational methods and other fields of science directly or indirectly related to the development and usage of future humanoid robots. The editor of the book has extensive R&D experience, patents, and publications in the area of humanoid robotics, and his experience is reflected in editing the content of the book

    Human-Comfortable Collision Free Navigation for Personal Aerial Vehicles

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    Semi- or fully-autonomous Personal Aerial Vehicles (PAVs) are currently studied and developed by public and private organizations as a solution for traffic congestion. While optimal collision-free navigation algorithms have been proposed for autonomous robots, trajectories and accelerations for PAVs should also take into account human comfort. In this work, we propose a reactive decentralized collision avoidance strategy that incorporates passenger physiological comfort based on the Optimal Reciprocal Collision Avoidance strategy [1]. We study in simulation the effects of increasing PAV densities on the level of comfort, on the relative flight time and on the number of collisions per flight hour and demonstrate that our strategy reduces collision risk for platforms with limited dynamic range. Finally, we validate our strategy with a swarm of 10 quadcopters flying outdoors

    Development and characterization of an intracortical closed-loop brain-computer interface

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    Intracortical brain-computer interfaces (BCI) have the potential to restore motor function to people with paralysis by extracting movement intent signals directly from motor cortex. While current technology has allowed individuals to perform simple object interactions with robotic arms, such demonstrations have depended exclusively on visual feedback. Additional forms of sensory feedback may lessen the dependence on vision and allow for more dexterous control. Intracortical microstimulation (ICMS) has been proposed as a method of adding somatosensory feedback to BCI by directly stimulating somatosensory cortex to evoke tactile sensations referred to the hand. Our lab recently demonstrated that ICMS can elicit graded and focal tactile sensations in an individual with spinal cord injury (SCI). However, several challenges must be resolved to demonstrate the viability of ICMS as a technique for incorporating sensory feedback in a closed-loop BCI. First, microstimulation generates large voltage transients that appear as artifacts in the neural recordings used for BCI control. These artifacts can corrupt the recorded signal throughout the entire stimulus train, and must be eliminated to allow for continuous BCI decoding. Second, it is unknown whether the sensations elicited by ICMS can be perceived quickly enough for use as a feedback signal. Here, I present several aspects of the development of a closed-loop BCI system, including a method for artifact rejection and the characterization of simple reaction times to ICMS of human somatosensory cortex. A human participant with tetraplegia due to SCI was implanted with four microelectrode arrays in primary motor and somatosensory cortices. I implemented a robust method of artifact rejection that preserves neural data as soon as 750 microseconds after each stimulus pulse by applying signal blanking and an appropriate digital filter. I validated this method by comparing BCI performance with and without ICMS and found that performance was maintained with ICMS and artifact rejection. Next, I characterized simple reaction times to single-channel ICMS, and found that responses to ICMS were comparable, and often faster, than responses to electrical stimulation on the hand. These findings suggest that ICMS is a viable method to provide feedback in a closed-loop BCI

    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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