2,631 research outputs found

    Behavior-based Fuzzy Control For A Mobile Robot With Non-holonomic Constraints

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    Tez (Yüksek Lisans) -- İstanbul Teknik Üniversitesi, Fen Bilimleri Enstitüsü, 2005Thesis (M.Sc.) -- İstanbul Technical University, Institute of Science and Technology, 2005Bu çalışmada robotik alanında yeni yaklaşımlar olan davranış temelli robotik ve bulanık mantık konuları gerçek zamanda mobil robot uygulamaları bakımından incelenmiş, dört ilerlemeli, dört yönelmeli bir mobil robot için Engelden Sakın , Hedefe Git , Duvarı İzle , Yola Teğet İlerle , Avare Gez davranışları oluşturulmuştur. Bu davranışların içinden Engelden Sakın , Hedefe Git ve Duvarı İzle davranışları için sonar sensör matematik modelleri oluşturulmuş ve bu davranışların yapısında bulanık mantık yaklaşımı kullanılmıştır. Mobil robot, kinetik ve dinamik olarak holonomik olmayan kısıtları kullanılarak modellenmiştir ve simülasyon sırasında mobil robotun pozisyonu, tekerlek ve robot yönelimleri, tekerlek ve robot hızları, tekerlek torkları gibi parametreler izlenebilmektedir. Davranışlar da, simülasyon ortamında kazanımları, bulanık mantık işleme yapıları, gerçek zaman uygulanabilirliği ve davranışların koordine edilmeleri bakımından incelenmiştir. Bu çalışma gerçek bir robotta yapılacak deneyler için temel teşkil etmektedir.In this study, the new approaches to the robotics subject, behavior-based robotics and fuzzy logic control are investigated for the real-time applications of mobile robots, Avoid Obstacle , Move to Goal , Wall Following , Head-on , Wander behaviors are built up for a four-wheel driven and four-wheel steered mobile robot. Sonar sensor mathematical models are formed for Avoid Obstacle , Move to Goal and Wall Following behaviors and fuzzy logic concepts are used in the structure of these behaviors. The mobile robot is modelled kinematically and dynamically considering the non-holonomic constraints. The posture and speed of the robot and the configurations, speeds and torques of the wheels can be obtained from the simulation. The behaviors are investigated regarding their gains, fuzzy inference structures, real-time applicabilities and thein coordination. This study constitutes basis for the experiments on a real mobile robot.Yüksek LisansM.Sc

    Adaptive Emotional Personality Model based on Fuzzy Logic Interpretation of Five Factor Theory

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    In recent years, emotional personality has found an important application in the field of human machine interaction. Interesting examples of this domain are computer games, interface agents, human-robot interaction, etc. However, few systems in this area include a model of personality, although it plays an important role in differentiating and determining the way they experience emotions and the way they behave. Personality simulation has always been a complex issue due to the complexity of the human personality itself, and the difficulty to model human psychology on electronic basis. Current efforts for emotion simulation are rather based on predefined set or inputs and its responses or on classical models which are simple approximate and have proven flaws. In this paper an emotional simulation system was presented. It utilizes the latest psychological theories to design a complex dynamic system that reacts to any environment, without being pre-programmed on sets of input. The design was relying on fuzzy logic to simulate human emotional reaction, thus increasing the accuracy by further emulating human brain and removing the pre-defined set of input and its matched output

    Emotions and a Prior Knowledge Representation in Artificial General Intelligence

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    In this paper a prior knowledge representation for Artificial General Intelligence is proposed based on fuzzy rules using linguistic variables. These linguistic variables may be produced by neural network. Rules may be used for generation of basic emotions – positive and negative, which influence on planning and execution of behavior. The representation of Three Laws of Robotics as such prior knowledge is suggested as highest level of motivation in AGI

    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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