377 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

    Humanoid Robots

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    For many years, the human being has been trying, in all ways, to recreate the complex mechanisms that form the human body. Such task is extremely complicated and the results are not totally satisfactory. However, with increasing technological advances based on theoretical and experimental researches, man gets, in a way, to copy or to imitate some systems of the human body. These researches not only intended to create humanoid robots, great part of them constituting autonomous systems, but also, in some way, to offer a higher knowledge of the systems that form the human body, objectifying possible applications in the technology of rehabilitation of human beings, gathering in a whole studies related not only to Robotics, but also to Biomechanics, Biomimmetics, Cybernetics, among other areas. This book presents a series of researches inspired by this ideal, carried through by various researchers worldwide, looking for to analyze and to discuss diverse subjects related to humanoid robots. The presented contributions explore aspects about robotic hands, learning, language, vision and locomotion

    Voice of the Machine

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    Opening a discussion about digital voices in contemporary spaces and popular music in two parts: 1) An essay that traces discourses of disembodiment and the rise in prominence of digital voices in electronic music, enumerates the ways in which they are enacting physical change via examples like the virtual star Hatsune Miku, and situates their arrival within an emerging trend to materialize digital forms and blue the line between physical and digital creation. 2) An audio project for which I employed pop, experimental, and electronic music techniques in order to create a science fiction-inspired narrative featuring as the central instrument digital voices

    A Retro-Projected Robotic Head for Social Human-Robot Interaction

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    As people respond strongly to faces and facial features, both con- sciously and subconsciously, faces are an essential aspect of social robots. Robotic faces and heads until recently belonged to one of the following categories: virtual, mechatronic or animatronic. As an orig- inal contribution to the field of human-robot interaction, I present the R-PAF technology (Retro-Projected Animated Faces): a novel robotic head displaying a real-time, computer-rendered face, retro-projected from within the head volume onto a mask, as well as its driving soft- ware designed with openness and portability to other hybrid robotic platforms in mind. The work constitutes the first implementation of a non-planar mask suitable for social human-robot interaction, comprising key elements of social interaction such as precise gaze direction control, facial ex- pressions and blushing, and the first demonstration of an interactive video-animated facial mask mounted on a 5-axis robotic arm. The LightHead robot, a R-PAF demonstrator and experimental platform, has demonstrated robustness both in extended controlled and uncon- trolled settings. The iterative hardware and facial design, details of the three-layered software architecture and tools, the implementation of life-like facial behaviours, as well as improvements in social-emotional robotic communication are reported. Furthermore, a series of evalua- tions present the first study on human performance in reading robotic gaze and another first on user’s ethnic preference towards a robot face

    Integrated Framework Design for Intelligent Human Machine Interaction

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    Human-computer interaction, sometimes referred to as Man-Machine Interaction, is a concept that emerged simultaneously with computers, or more generally machines. The methods by which humans have been interacting with computers have traveled a long way. New designs and technologies appear every day. However, computer systems and complex machines are often only technically successful, and most of the time users may find them confusing to use; thus, such systems are never used efficiently. Therefore, building sophisticated machines and robots is not the only thing someone has to address; in fact, more effort should be put to make these machines simpler for all kind of users, and generic enough to accommodate different types of environments. Thus, designing intelligent human computer interaction modules come to emerge. In this work, we aim to implement a generic framework (referred to as CIMF framework) that allows the user to control the synchronized and coordinated cooperative type of work that a set of robots can perform. Three robots are involved so far: Two manipulators and one mobile robot. The framework should be generic enough to be hardware independent and to allow the easy integration of new entities and modules. We also aim to implement the different building blocks for the intelligent manufacturing cell that communicates with the framework via the most intelligent and advanced human computer interaction techniques. Three techniques shall be addressed: Interface-, audio-, and visual-based type of interaction

    UnifiedGesture: A Unified Gesture Synthesis Model for Multiple Skeletons

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    The automatic co-speech gesture generation draws much attention in computer animation. Previous works designed network structures on individual datasets, which resulted in a lack of data volume and generalizability across different motion capture standards. In addition, it is a challenging task due to the weak correlation between speech and gestures. To address these problems, we present UnifiedGesture, a novel diffusion model-based speech-driven gesture synthesis approach, trained on multiple gesture datasets with different skeletons. Specifically, we first present a retargeting network to learn latent homeomorphic graphs for different motion capture standards, unifying the representations of various gestures while extending the dataset. We then capture the correlation between speech and gestures based on a diffusion model architecture using cross-local attention and self-attention to generate better speech-matched and realistic gestures. To further align speech and gesture and increase diversity, we incorporate reinforcement learning on the discrete gesture units with a learned reward function. Extensive experiments show that UnifiedGesture outperforms recent approaches on speech-driven gesture generation in terms of CCA, FGD, and human-likeness. All code, pre-trained models, databases, and demos are available to the public at https://github.com/YoungSeng/UnifiedGesture.Comment: 16 pages, 11 figures, ACM MM 202

    Technofetishism of posthuman bodies: representations of cyborgs, ghosts, and monsters in contemporary Japanese science fiction film and animation

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    The thesis uses a feminist approach to explore the representation of the cyborg in Japanese film and animation in relation to gender, the body, and national identity. Whereas the figure of the cyborg is predominantly pervasive in cinematic science fiction, the Japanese popular imagination of cyborgs not only crosses cinematic genre boundaries between monster, disaster, horror, science fiction, and fantasy but also crosses over to the medium of animation. In regard to the academic research on Japanese cinema and animation, there is a serious gap in articulating concepts such as live-action film, animation, gender, and the cyborg. This thesis, therefore, intends to fill the gap by investigating the gendered cyborg through a feminist lens to understand the interplay between gender, the body and the cyborg within historical-social contexts. Consequently, the questions proposed below are the starting point to reassess the relationship between Japanese cinema, animation, and the cyborg. How has Japanese popular culture been obsessed with the figure of the cyborg? What is the relationship between Japanese live-action film and Japanese animation in terms of the popular imagination of the cyborg? In particular, how might we discuss the representation of the cyborg in relation to the concept of national identity and the associated ideology of “Japaneseness”, within the framework of Donna Haraway’s influential cyborg theory and feminist theory? The questions are addressed in the four sections of the thesis to explore the representation of the gendered cyborg. First, I outline the concept of the cyborg as it has been developed in relation to notions of gender and the ‘cyborg’ in Western theory. Secondly, I explore the issues in theorising the science fiction genre in Japanese cinema and animation and then address the problem of defining science fiction in relation to the phenomenon of the cyborg’s genre-crossing. Finally, I provide a contextualising discussion of gender politics and gender roles in Japan in order to justify my use of Western feminist theory as well as discuss the strengths and limitations of such an approach before moving, in the remainder of the thesis, to an examination of a number of case studies drawn from Japanese cinema and animation

    Design and training of deep reinforcement learning agents

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    Deep reinforcement learning is a field of research at the intersection of reinforcement learning and deep learning. On one side, the problem that researchers address is the one of reinforcement learning: to act efficiently. A large number of algorithms were developed decades ago in this field to update value functions and policies, explore, and plan. On the other side, deep learning methods provide powerful function approximators to address the problem of representing functions such as policies, value functions, and models. The combination of ideas from these two fields offers exciting new perspectives. However, building successful deep reinforcement learning experiments is particularly difficult due to the large number of elements that must be combined and adjusted appropriately. This thesis proposes a broad overview of the organization of these elements around three main axes: agent design, environment design, and infrastructure design. Arguably, the success of deep reinforcement learning research is due to the tremendous amount of effort that went into each of them, both from a scientific and engineering perspective, and their diffusion via open source repositories. For each of these three axes, a dedicated part of the thesis describes a number of related works that were carried out during the doctoral research. The first part, devoted to the design of agents, presents two works. The first one addresses the problem of applying discrete action methods to large multidimensional action spaces. A general method called action branching is proposed, and its effectiveness is demonstrated with a novel agent, named BDQ, applied to discretized continuous action spaces. The second work deals with the problem of maximizing the utility of a single transition when learning to achieve a large number of goals. In particular, it focuses on learning to reach spatial locations in games and proposes a new method called Q-map to do so efficiently. An exploration mechanism based on this method is then used to demonstrate the effectiveness of goal-directed exploration. Elements of these works cover some of the main building blocks of agents: update methods, neural architectures, exploration strategies, replays, and hierarchy. The second part, devoted to the design of environments, also presents two works. The first one shows how various tasks and demonstrations can be combined to learn complex skill spaces that can then be reused to solve even more challenging tasks. The proposed method, called CoMic, extends previous work on motor primitives by using a single multi-clip motion capture tracking task in conjunction with complementary tasks targeting out-of-distribution movements. The second work addresses a particular type of control method vastly neglected in traditional environments but essential for animals: muscle control. An open source codebase called OstrichRL is proposed, containing a musculoskeletal model of an ostrich, an ensemble of tasks, and motion capture data. The results obtained by training a state-of-the-art agent on the proposed tasks show that controlling such a complex system is very difficult and illustrate the importance of using motion capture data. Elements of these works demonstrate the meticulous work that must go into designing environment parts such as: models, observations, rewards, terminations, resets, steps, and demonstrations. The third part, on the design of infrastructures, presents three works. The first one explains the difference between the types of time limits commonly used in reinforcement learning and why they are often treated inappropriately. In one case, tasks are time-limited by nature and a notion of time should be available to agents to maintain the Markov property of the underlying decision process. In the other case, tasks are not time-limited by nature, but time limits are used for convenience to diversify experiences. This is the most common case. It requires a distinction between time limits and environmental terminations, and bootstrapping should be performed at the end of partial episodes. The second work proposes to unify the most popular deep learning frameworks using a single library called Ivy, and provides new differentiable and framework-agnostic libraries built with it. Four such code bases are provided for gradient-based robot motion planning, mechanics, 3D vision, and differentiable continuous control environments. Finally, the third paper proposes a novel deep reinforcement learning library, called Tonic, built with simplicity and modularity in mind, to accelerate prototyping and evaluation. In particular, it contains implementations of several continuous control agents and a large-scale benchmark. Elements of these works illustrate the different components to consider when building the infrastructure for an experiment: deep learning framework, schedules, and distributed training. Added to these are the various ways to perform evaluations and analyze results for meaningful, interpretable, and reproducible deep reinforcement learning research.Open Acces
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