42 research outputs found

    From humans to humanoids: The optimal control framework

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    AbstractIn the last years of research in cognitive control, neuroscience and humanoid robotics have converged to different frameworks which aim, on one side, at modeling and analyzing human motion, and, on the other side, at enhancing motor abilities of humanoids. In this paper we try to cover the gap between the two areas, giving an overview of the literature in the two fields which concerns the production of movements. First, we survey computational motor control models based on optimality principles; then, we review available implementations and techniques to transfer these principles to humanoid robots, with a focus on the limitations and possible improvements of the current implementations. Moreover, we propose Stochastic Optimal Control as a framework to take into account delays and noise, thus catching the unpredictability aspects typical of both humans and humanoids systems. Optimal Control in general can also easily be integrated with Machine Learning frameworks, thus resulting in a computational implementation of human motor learning. This survey is mainly addressed to roboticists attempting to implement human-inspired controllers on robots, but can also be of interest for researchers in other fields, such as computational motor control

    Planning Algorithms for Multi-Robot Active Perception

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    A fundamental task of robotic systems is to use on-board sensors and perception algorithms to understand high-level semantic properties of an environment. These semantic properties may include a map of the environment, the presence of objects, or the parameters of a dynamic field. Observations are highly viewpoint dependent and, thus, the performance of perception algorithms can be improved by planning the motion of the robots to obtain high-value observations. This motivates the problem of active perception, where the goal is to plan the motion of robots to improve perception performance. This fundamental problem is central to many robotics applications, including environmental monitoring, planetary exploration, and precision agriculture. The core contribution of this thesis is a suite of planning algorithms for multi-robot active perception. These algorithms are designed to improve system-level performance on many fronts: online and anytime planning, addressing uncertainty, optimising over a long time horizon, decentralised coordination, robustness to unreliable communication, predicting plans of other agents, and exploiting characteristics of perception models. We first propose the decentralised Monte Carlo tree search algorithm as a generally-applicable, decentralised algorithm for multi-robot planning. We then present a self-organising map algorithm designed to find paths that maximally observe points of interest. Finally, we consider the problem of mission monitoring, where a team of robots monitor the progress of a robotic mission. A spatiotemporal optimal stopping algorithm is proposed and a generalisation for decentralised monitoring. Experimental results are presented for a range of scenarios, such as marine operations and object recognition. Our analytical and empirical results demonstrate theoretically-interesting and practically-relevant properties that support the use of the approaches in practice

    Where is cognition? Towards an embodied, situated, and distributed interactionist theory of cognitive activity

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    In recent years researchers from a variety of cognitive science disciplines have begun to challenge some of the core assumptions of the dominant theoretical framework of cognitivism including the representation-computational view of cognition, the sense-model-plan-act understanding of cognitive architecture, and the use of a formal task description strategy for investigating the organisation of internal mental processes. Challenges to these assumptions are illustrated using empirical findings and theoretical arguments from the fields such as situated robotics, dynamical systems approaches to cognition, situated action and distributed cognition research, and sociohistorical studies of cognitive development. Several shared themes are extracted from the findings in these research programmes including: a focus on agent-environment systems as the primary unit of analysis; an attention to agent-environment interaction dynamics; a vision of the cognizer's internal mechanisms as essentially reactive and decentralised in nature; and a tendency for mutual definitions of agent, environment, and activity. It is argued that, taken together, these themes signal the emergence of a new approach to cognition called embodied, situated, and distributed interactionism. This interactionist alternative has many resonances with the dynamical systems approach to cognition. However, this approach does not provide a theory of the implementing substrate sufficient for an interactionist theoretical framework. It is suggested that such a theory can be found in a view of animals as autonomous systems coupled with a portrayal of the nervous system as a regulatory, coordinative, and integrative bodily subsystem. Although a number of recent simulations show connectionism's promise as a computational technique in simulating the role of the nervous system from an interactionist perspective, this embodied connectionist framework does not lend itself to understanding the advanced 'representation hungry' cognition we witness in much human behaviour. It is argued that this problem can be solved by understanding advanced cognition as the re-use of basic perception-action skills and structures that this feat is enabled by a general education within a social symbol-using environment

    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

    Robust and Optimal Methods for Geometric Sensor Data Alignment

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    Geometric sensor data alignment - the problem of finding the rigid transformation that correctly aligns two sets of sensor data without prior knowledge of how the data correspond - is a fundamental task in computer vision and robotics. It is inconvenient then that outliers and non-convexity are inherent to the problem and present significant challenges for alignment algorithms. Outliers are highly prevalent in sets of sensor data, particularly when the sets overlap incompletely. Despite this, many alignment objective functions are not robust to outliers, leading to erroneous alignments. In addition, alignment problems are highly non-convex, a property arising from the objective function and the transformation. While finding a local optimum may not be difficult, finding the global optimum is a hard optimisation problem. These key challenges have not been fully and jointly resolved in the existing literature, and so there is a need for robust and optimal solutions to alignment problems. Hence the objective of this thesis is to develop tractable algorithms for geometric sensor data alignment that are robust to outliers and not susceptible to spurious local optima. This thesis makes several significant contributions to the geometric alignment literature, founded on new insights into robust alignment and the geometry of transformations. Firstly, a novel discriminative sensor data representation is proposed that has better viewpoint invariance than generative models and is time and memory efficient without sacrificing model fidelity. Secondly, a novel local optimisation algorithm is developed for nD-nD geometric alignment under a robust distance measure. It manifests a wider region of convergence and a greater robustness to outliers and sampling artefacts than other local optimisation algorithms. Thirdly, the first optimal solution for 3D-3D geometric alignment with an inherently robust objective function is proposed. It outperforms other geometric alignment algorithms on challenging datasets due to its guaranteed optimality and outlier robustness, and has an efficient parallel implementation. Fourthly, the first optimal solution for 2D-3D geometric alignment with an inherently robust objective function is proposed. It outperforms existing approaches on challenging datasets, reliably finding the global optimum, and has an efficient parallel implementation. Finally, another optimal solution is developed for 2D-3D geometric alignment, using a robust surface alignment measure. Ultimately, robust and optimal methods, such as those in this thesis, are necessary to reliably find accurate solutions to geometric sensor data alignment problems

    A complex systems approach to education in Switzerland

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    The insights gained from the study of complex systems in biological, social, and engineered systems enables us not only to observe and understand, but also to actively design systems which will be capable of successfully coping with complex and dynamically changing situations. The methods and mindset required for this approach have been applied to educational systems with their diverse levels of scale and complexity. Based on the general case made by Yaneer Bar-Yam, this paper applies the complex systems approach to the educational system in Switzerland. It confirms that the complex systems approach is valid. Indeed, many recommendations made for the general case have already been implemented in the Swiss education system. To address existing problems and difficulties, further steps are recommended. This paper contributes to the further establishment complex systems approach by shedding light on an area which concerns us all, which is a frequent topic of discussion and dispute among politicians and the public, where billions of dollars have been spent without achieving the desired results, and where it is difficult to directly derive consequences from actions taken. The analysis of the education system's different levels, their complexity and scale will clarify how such a dynamic system should be approached, and how it can be guided towards the desired performance

    Third International Symposium on Artificial Intelligence, Robotics, and Automation for Space 1994

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    The Third International Symposium on Artificial Intelligence, Robotics, and Automation for Space (i-SAIRAS 94), held October 18-20, 1994, in Pasadena, California, was jointly sponsored by NASA, ESA, and Japan's National Space Development Agency, and was hosted by the Jet Propulsion Laboratory (JPL) of the California Institute of Technology. i-SAIRAS 94 featured presentations covering a variety of technical and programmatic topics, ranging from underlying basic technology to specific applications of artificial intelligence and robotics to space missions. i-SAIRAS 94 featured a special workshop on planning and scheduling and provided scientists, engineers, and managers with the opportunity to exchange theoretical ideas, practical results, and program plans in such areas as space mission control, space vehicle processing, data analysis, autonomous spacecraft, space robots and rovers, satellite servicing, and intelligent instruments

    Sonic interactions in virtual environments

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    This book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments

    Sonic Interactions in Virtual Environments

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