1,600 research outputs found

    Motion session types for robotic interactions

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    Robotics applications involve programming concurrent components synchronising through messages while simultaneously executing motion primitives that control the state of the physical world. Today, these applications are typically programmed in low-level imperative programming languages which provide little support for abstraction or reasoning. We present a unifying programming model for concurrent message-passing systems that additionally control the evolution of physical state variables, together with a compositional reasoning framework based on multiparty session types. Our programming model combines message-passing concurrent processes with motion primitives. Processes represent autonomous components in a robotic assembly, such as a cart or a robotic arm, and they synchronise via discrete messages as well as via motion primitives. Continuous evolution of trajectories under the action of controllers is also modelled by motion primitives, which operate in global, physical time. We use multiparty session types as specifications to orchestrate discrete message-passing concurrency and continuous flow of trajectories. A global session type specifies the communication protocol among the components with joint motion primitives. A projection from a global type ensures that jointly executed actions at end-points are communication safe and deadlock-free, i.e., session-typed components do not get stuck. Together, these checks provide a compositional verification methodology for assemblies of robotic components with respect to concurrency invariants such as a progress property of communications as well as dynamic invariants such as absence of collision. We have implemented our core language and, through initial experiments, have shown how multiparty session types can be used to specify and compositionally verify robotic systems implemented on top of off-the-shelf and custom hardware using standard robotics application libraries

    Generalising Projection in Asynchronous Multiparty Session Types

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    Multiparty session types (MSTs) provide an efficient methodology for specifying and verifying message passing software systems. In the theory of MSTs, a global type specifies the interaction among the roles at the global level. A local specification for each role is generated by projecting from the global type on to the message exchanges it participates in. Whenever a global type can be projected on to each role, the composition of the projections is deadlock free and has exactly the behaviours specified by the global type. The key to the usability of MSTs is the projection operation: a more expressive projection allows more systems to be type-checked but requires a more difficult soundness argument. In this paper, we generalise the standard projection operation in MSTs. This allows us to model and type-check many design patterns in distributed systems, such as load balancing, that are rejected by the standard projection. The key to the new projection is an analysis that tracks causality between messages. Our soundness proof uses novel graph-theoretic techniques from the theory of message-sequence charts. We demonstrate the efficacy of the new projection operation by showing many global types for common patterns that can be projected under our projection but not under the standard projection operation

    Effects of Control Device and Task Complexity on Performance and Task Shedding During a Robotic Arm Task

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    The use of robotic arms across domains is increasing, but the relationship between control features and performance is not fully understood. The goal of this research was to investigate the difference in task performance when using two different control devices at high and low task complexities when participants can shed tasks to automation. In this experiment, 40 undergraduates (24 females) used two control devices, a Leap Motion controller and an Xbox controller, to teleoperate a robotic arm in a high or low complexity peg placement task. Simultaneously, participants were tasked with scanning images for tanks. During the experiment, participants had the option to task shed the peg task to imperfect automation. Analyses indicated a significant main effect of control device on task completion rate and time to first grasp the peg, with completion rate higher and time lower when using the Leap. However, participants made significantly more errors with the Leap Motion controller than with the Xbox controller. Participants in both conditions task shed similarly with both control devices and task shed at similar times. The 2 x 2 mixed ANOVAs somewhat supported the proposed hypotheses. The results of this study indicate that control device impacts performance on a robotic arm task. The Leap Motion controller supports increased task completion rate and quicker peg grasps in high and low task complexity when compared with the Xbox controller. This supports the extension of Control Order Theory into three-dimensional space and suggests that the Leap Motion controller can be implemented in some domains. However, the criticality and frequency of errors should be carefully considered

    MONUMENTAL-IT: A \u27ROBOTIC-WIKI\u27 MONUMENT FOR EMBODIED INTERACTION IN THE INFORMATION WORLD

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    ABSTRACT Conventional monuments are concrete manifestations of memories without the capacity to reflect individual interpretations of history. In an increasingly digital society, however, there is a need for configurable monuments reflecting our contemporary, open and complex community. “Monumental-IT” reflects the dynamic and inclusive character of our time. Rather than static, Monumental-IT is a dynamic, robotic, intelligent environment reconfigured or “retuned” by citizens and by historical information accumulating on the World Wide Web. This information is periodically “coded,” altering the multi-sensorial physical-digital “Robotic-Wiki” components of Monumental-IT. Monumental-IT is designed to embody a new form of human-robotic interaction evolving from the monument typology. This research is a response to three questions: What is the monument for a world that is increasingly digital and \u27free\u27?; How can intelligent systems \u27creatively\u27 reconcile current conceptualizations of history with monument‐making?; and, What role can intelligent systems and Human Centered Computing (HCC) play in creating significant, meaningful, physical, urban places for collective memories?. This research involves designing, prototyping, and empirically evaluating Monumental-IT. The research employs a mixed-methodological research design which includes: quasi-experimental design, usability, heuristic evaluations, and cognitive walkthroughs as its research methods; and multivariate statistics to validate significance and usability with real users and experts in the domain fields of \u27architectural-robotics\u27 and human factors psychology. Results strongly suggest that the four distinct configurations of the robotic, multi-sensorial Monumental-IT evoke four distinct emotions in users. As well, users interacting with the Monumental-IT prototype evaluate the design as strongly aiding their recollection of human events (here, the history of slavery in the testbed, Charleston, South Carolina, USA). Finally, users overwhelmingly evaluated the Monumental-IT design to be more apt for our increasingly digital society than conventional monument design. Key contributions are: the identification of metrics for evaluating complex digital-physical environments; the advancement of human-robotic interaction via environmental-scaled robotics and multi-sensorial features (colors, sounds and motions); and, the conceptualization of the monument as a cybernetic system

    EVALUATING ENGINEERING LEARNING AND GENDER NEUTRALITY FOR THE PRODUCT DESIGN OF A MODULAR ROBOTIC KIT

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    The development of a system is informed from design factors in order to success- fully support the intended usability from the perceived affordances [1]. The theory of ‘Human Centered Design’ champions that these factors be derived from the user itself. It is based on exploiting these affordances that the boundary of technology is pushed to sometimes invent new methods or sometimes approach a problem from newer perspectives. This thesis is an example where we inform our design rationales from children in order to develop a gender neutral modular robotic toy kit

    Behavioural Types for Local-First Software

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    Peer-to-peer systems are the most resilient form of distributed computing, but the design of robust protocols for their coordination is difficult. This makes it hard to specify and reason about global behaviour of such systems. This paper presents swarm protocols to specify such systems from a global viewpoint. Swarm protocols are projected to machines, that is local specifications of peers. We take inspiration from behavioural types with a key difference: peers communicate through an event notification mechanism rather than through point-to-point message passing. Our goal is to adhere to the principles of local-first software where network devices collaborate on a common task while retaining full autonomy: every participating device can locally make progress at all times, not encumbered by unavailability of other devices or network connections. This coordination-free approach leads to inconsistencies that may emerge during computations. Our main result shows that under suitable well-formedness conditions for swarm protocols consistency is eventually recovered and the locally observable behaviour of conforming machines will eventually match the global specification. Our model elaborates on the Actyx industrial platform and provides the basis for tool support: we sketch an implemented prototype which proves this work a viable step towards reasoning about local-first and peer-to-peer software systems

    Tangible language for hands-on play and learning

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2008.This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.Includes bibliographical references (p. 187-192).For over a century, educators and constructivist theorists have argued that children learn by actively forming and testing -- constructing -- theories about how the world works. Recent efforts in the design of "tangible user interfaces" (TUIs) for learning have sought to bring together interaction models like direct manipulation and pedagogical frameworks like constructivism to make new, often complex, ideas salient for young children. Tangible interfaces attempt to eliminate the distance between the computational and physical world by making behavior directly manipulable with one's hands. In the past, systems for children to model behavior have been either intuitive-but-simple (e.g. curlybot) or complex-but-abstract, (e.g. LEGO Mindstorms). In order to develop a system that supports a user's transition from intuitive-but-simple constructions to constructions that are complex-but-abstract, I draw upon constructivist educational theories, particularly Bruner's theories of how learning progresses through enactive then iconic and then symbolic representations. This thesis present an example system and set of design guidelines to create a class of tools that helps people transition from simple-but-intuitive exploration to abstract-and-flexible exploration. The Topobo system is designed to facilitate mental transitions between different representations of ideas, and between different tools. A modular approach, with an inherent grammar, helps people make such transitions. With Topobo, children use enactive knowledge, e.g. knowing how to walk, as the intellectual basis to understand a scientific domain, e.g. engineering and robot locomotion. Queens, backpacks, Remix and Robo add various abstractions to the system, and extend the tangible interface. Children use Topobo to transition from hands-on knowledge to theories that can be tested and reformulated, employing a combination of enactive, iconic and symbolic representations of ideas.by Hayes Solos Raffle.Ph.D

    Boosting children's creativity through creative interactions with social robots

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    Creativity is an ability with psychological and developmental benefits. Creative levels are dynamic and oscillate throughout life, with a first major decline occurring at the age of 7 years old. However, creativity is an ability that can be nurtured if trained, with evidence suggesting an increase in this ability with the use of validated creativity training. Yet, creativity training for young children (aged between 6-9 years old) appears as scarce. Additionally, existing training interventions resemble test-like formats and lack of playful dynamics that could engage children in creative practices over time. This PhD project aimed at contributing to creativity stimulation in children by proposing to use social robots as intervention tools, thus adding playful and interactive dynamics to the training. Towards this goal, we conducted three studies in schools, summer camps, and museums for children, that contributed to the design, fabrication, and experimental testing of a robot whose purpose was to re-balance creative levels. Study 1 (n = 140) aimed at testing the effect of existing activities with robots in creativity and provided initial evidence of the positive potential of robots for creativity training. Study 2 (n = 134) aimed at including children as co-designers of the robot, ensuring the robot’s design meets children’s needs and requirements. Study 3 (n = 130) investigated the effectiveness of this robot as a tool for creativity training, showing the potential of robots as creativity intervention tools. In sum, this PhD showed that robots can have a positive effect on boosting the creativity of children. This places social robots as promising tools for psychological interventions.Criatividade é uma habilidade com benefícios no desenvolvimento saudável. Os níveis de criatividade são dinâmicos e oscilam durante a vida, sendo que o primeiro maior declínio acontece aos 7 anos de idade. No entanto, a criatividade é uma habilidade que pode ser nutrida se treinada e evidências sugerem um aumento desta habilidade com o uso de programas validados de criatividade. Ainda assim, os programas de criatividade para crianças pequenas (entre os 6-9 anos de idade) são escassos. Adicionalmente, estes programas adquirem o formato parecido ao de testes, faltando-lhes dinâmicas de brincadeira e interatividade que poderão motivar as crianças a envolverem-se em práticas criativas ao longo do tempo. O presente projeto de doutoramento procurou contribuir para a estimulação da criatividade em crianças propondo usar robôs sociais como ferramenta de intervenção, adicionando dinâmicas de brincadeira e interação ao treino. Assim, conduzimos três estudos em escolas, campos de férias, e museus para crianças que contribuíram para o desenho, fabricação, e teste experimental de um robô cujo objetivo é ser uma ferramenta que contribui para aumentar os níveis de criatividade. O Estudo 1 (n = 140) procurou testar o efeito de atividade já existentes com robôs na criatividade e mostrou o potencial positivo do uso de robôs para o treino criativo. O Estudo 2 (n = 134) incluiu crianças como co-designers do robô, assegurando que o desenho do robô correspondeu às necessidades das crianças. O Estudo 2 (n = 130) investigou a eficácia deste robô como ferramenta para a criatividade, demonstrando o seu potencial para o treino da criatividade. Em suma, o presente doutoramento mostrou que os robôs poderão ter um potencial criativo em atividades com crianças. Desta forma, os robôs sociais poderão ser ferramentas promissoras em intervenções na psicologia
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