1,164 research outputs found

    The human in the loop Perspectives and challenges for RoboCup 2050

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    Robotics researchers have been focusing on developing autonomous and human-like intelligent robots that are able to plan, navigate, manipulate objects, and interact with humans in both static and dynamic environments. These capabilities, however, are usually developed for direct interactions with people in controlled environments, and evaluated primarily in terms of human safety. Consequently, human-robot interaction (HRI) in scenarios with no intervention of technical personnel is under-explored. However, in the future, robots will be deployed in unstructured and unsupervised environments where they will be expected to work unsupervised on tasks which require direct interaction with humans and may not necessarily be collaborative. Developing such robots requires comparing the effectiveness and efficiency of similar design approaches and techniques. Yet, issues regarding the reproducibility of results, comparing different approaches between research groups, and creating challenging milestones to measure performance and development over time make this difficult. Here we discuss the international robotics competition called RoboCup as a benchmark for the progress and open challenges in AI and robotics development. The long term goal of RoboCup is developing a robot soccer team that can win against the world’s best human soccer team by 2050. We selected RoboCup because it requires robots to be able to play with and against humans in unstructured environments, such as uneven fields and natural lighting conditions, and it challenges the known accepted dynamics in HRI. Considering the current state of robotics technology, RoboCup’s goal opens up several open research questions to be addressed by roboticists. In this paper, we (a) summarise the current challenges in robotics by using RoboCup development as an evaluation metric, (b) discuss the state-of-the-art approaches to these challenges and how they currently apply to RoboCup, and (c) present a path for future development in the given areas to meet RoboCup’s goal of having robots play soccer against and with humans by 2050.</p

    The human in the loop Perspectives and challenges for RoboCup 2050

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    © 2024 The Author(s). This is an open access article distributed under the terms of the Creative Commons Attribution License (CC BY), https://creativecommons.org/licenses/by/4.0/Robotics researchers have been focusing on developing autonomous and human-like intelligent robots that are able to plan, navigate, manipulate objects, and interact with humans in both static and dynamic environments. These capabilities, however, are usually developed for direct interactions with people in controlled environments, and evaluated primarily in terms of human safety. Consequently, human-robot interaction (HRI) in scenarios with no intervention of technical personnel is under-explored. However, in the future, robots will be deployed in unstructured and unsupervised environments where they will be expected to work unsupervised on tasks which require direct interaction with humans and may not necessarily be collaborative. Developing such robots requires comparing the effectiveness and efficiency of similar design approaches and techniques. Yet, issues regarding the reproducibility of results, comparing different approaches between research groups, and creating challenging milestones to measure performance and development over time make this difficult. Here we discuss the international robotics competition called RoboCup as a benchmark for the progress and open challenges in AI and robotics development. The long term goal of RoboCup is developing a robot soccer team that can win against the world’s best human soccer team by 2050. We selected RoboCup because it requires robots to be able to play with and against humans in unstructured environments, such as uneven fields and natural lighting conditions, and it challenges the known accepted dynamics in HRI. Considering the current state of robotics technology, RoboCup’s goal opens up several open research questions to be addressed by roboticists. In this paper, we (a) summarise the current challenges in robotics by using RoboCup development as an evaluation metric, (b) discuss the state-of-the-art approaches to these challenges and how they currently apply to RoboCup, and (c) present a path for future development in the given areas to meet RoboCup’s goal of having robots play soccer against and with humans by 2050.Peer reviewe

    Embodied cognition: A field guide

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    The nature of cognition is being re-considered. Instead of emphasizing formal operations on abstract symbols, the new approach foregrounds the fact that cognition is, rather, a situated activity, and suggests that thinking beings ought therefore be considered first and foremost as acting beings. The essay reviews recent work in Embodied Cognition, provides a concise guide to its principles, attitudes and goals, and identifies the physical grounding project as its central research focus

    Granularity of cognitive representations in actions - Advances to the cognitive architecture of actions

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    Lex H. Granularity of cognitive representations in actions - Advances to the cognitive architecture of actions. Bielefeld: Universitätsbibliothek Bielefeld; 2015.The perspectives described in the current thesis are restricted to considerations about the control of voluntary movements at the level of mental representation. The question is which cognitive mechanisms enable humans to execute voluntary movements and how they are accessed. Several scientific theories and models described the cognitive organization of voluntary movements. A promising approach postulates the existence of cognitive representations. Cognitive representations might constitute a plausible connection between the to-be-produced environmental effects and the actual (muscular managed) control of the own body. The current thesis describes research results delivered from experiments, which investigated cognitive representations at three different movement-related complexity levels: manual actions (1), complex actions (2), and interactions (3). The representation structures at all the levels of different complexity revealed similarities regarding the organization of the corresponding representation units. The data of the current thesis proposes a hierarchical order formation at the level of mental representations in the cognitive architecture of complex actions. This order formation distinguishes the stages of action organization (e.g., Basic Interaction Concepts), action control (e.g., Basic Action Con-cepts), and action implementation (e.g., Basic Movement Concepts) from each other. This thesis discusses the findings, and expands the approach of the cognitive architecture of complex actions with regard to the granularity of cognitive representations in actions

    The Cowl - v.80 - n.10 - Nov 19, 2015

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    The Cowl - student newspaper of Providence College. Volume 80 - No. 10 - November 19, 2015. 24 pages

    Design and anticipation: towards an organisational view of design systems

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    The impact of intellectual disabilities on elite sports performance

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    Athletes with intellectual disabilities (ID) were re-introduced into the Paralympics in London 2012. As part of this development a classification system had to be established evidencing the impact this impairment has on elite sports performance. This review examines the research behind this issue. Firstly it examines the limited literature comparing the standards reached by top-level athletes with ID with those without disabilities, and then moves on to look at the research demonstrating differences in both the cognitive and physical skills needed for elite performance. The article then reviews the factors that may be implicated to account for this disparity, from a range of perspectives. A case is made for the importance of looking at this area in terms of the potential for the transferability of research findings from this group to talent identification in mainstream athletes and the benefits of integrating neuropsychological concepts and approaches to understanding the cognitive components behind the development of particular skills associated with high-level performance in specific sports

    Physically Interactive Robogames: Definition and Design Guidelines

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    There is evidence that people expects to be able to play games with autonomous robots, so that robogames could be one of the next killer ap- plications for Robotics. Physically Interactive RoboGames (PIRG) is a new application field where autonomous robots are involved in games requiring physical interaction with people. Since research in this field is moving its first steps, definitions and design guidelines are still largely missing. n this paper, a definition for PIRG is proposed, together with guidelines for their design. Physically Interactive, Competitive RoboGames (PICoRG) are also introduced. They are a particular kind of PIRG where human players are involved in a challenging, highly interactive and competitive game activity with autonomous robots. The development process of a PICoRG, Jedi Trainer , is presented to show a practical application of the proposed guidelines. The game has been successfully played in different unstructured environments, by general public; feedback is reported and analysed

    SiMAMT: A Framework for Strategy-Based Multi-Agent Multi-Team Systems

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    Multi-agent multi-team systems are commonly seen in environments where hierarchical layers of goals are at play. For example, theater-wide combat scenarios where multiple levels of command and control are required for proper execution of goals from the general to the foot soldier. Similar structures can be seen in game environments, where agents work together as teams to compete with other teams. The different agents within the same team must, while maintaining their own ‘personality’, work together and coordinate with each other to achieve a common team goal. This research develops strategy-based multi-agent multi-team systems, where strategy is framed as an instrument at the team level to coordinate the multiple agents of a team in a cohesive way. A formal specification of strategy and strategy-based multi-agent multi-team systems is provided. A framework is developed called SiMAMT (strategy- based multi-agent multi-team systems). The different components of the framework, including strategy simulation, strategy inference, strategy evaluation, and strategy selection are described. A graph-matching approximation algorithm is also developed to support effective and efficient strategy inference. Examples and experimental results are given throughout to illustrate the proposed framework, including each of its composite elements, and its overall efficacy. This research make several contributions to the field of multi-agent multi-team systems: a specification for strategy and strategy-based systems, and a framework for implementing them in real-world, interactive-time scenarios; a robust simulation space for such complex and intricate interaction; an approximation algorithm that allows for strategy inference within these systems in interactive-time; experimental results that verify the various sub-elements along with a full-scale integration experiment showing the efficacy of the proposed framework
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