9,028 research outputs found
Crowdsourcing Swarm Manipulation Experiments: A Massive Online User Study with Large Swarms of Simple Robots
Micro- and nanorobotics have the potential to revolutionize many applications
including targeted material delivery, assembly, and surgery. The same
properties that promise breakthrough solutions---small size and large
populations---present unique challenges to generating controlled motion. We
want to use large swarms of robots to perform manipulation tasks;
unfortunately, human-swarm interaction studies as conducted today are limited
in sample size, are difficult to reproduce, and are prone to hardware failures.
We present an alternative.
This paper examines the perils, pitfalls, and possibilities we discovered by
launching SwarmControl.net, an online game where players steer swarms of up to
500 robots to complete manipulation challenges. We record statistics from
thousands of players, and use the game to explore aspects of large-population
robot control. We present the game framework as a new, open-source tool for
large-scale user experiments. Our results have potential applications in human
control of micro- and nanorobots, supply insight for automatic controllers, and
provide a template for large online robotic research experiments.Comment: 8 pages, 13 figures, to appear at 2014 IEEE International Conference
on Robotics and Automation (ICRA 2014
Neural Network Based Reinforcement Learning for Audio-Visual Gaze Control in Human-Robot Interaction
This paper introduces a novel neural network-based reinforcement learning
approach for robot gaze control. Our approach enables a robot to learn and to
adapt its gaze control strategy for human-robot interaction neither with the
use of external sensors nor with human supervision. The robot learns to focus
its attention onto groups of people from its own audio-visual experiences,
independently of the number of people, of their positions and of their physical
appearances. In particular, we use a recurrent neural network architecture in
combination with Q-learning to find an optimal action-selection policy; we
pre-train the network using a simulated environment that mimics realistic
scenarios that involve speaking/silent participants, thus avoiding the need of
tedious sessions of a robot interacting with people. Our experimental
evaluation suggests that the proposed method is robust against parameter
estimation, i.e. the parameter values yielded by the method do not have a
decisive impact on the performance. The best results are obtained when both
audio and visual information is jointly used. Experiments with the Nao robot
indicate that our framework is a step forward towards the autonomous learning
of socially acceptable gaze behavior.Comment: Paper submitted to Pattern Recognition Letter
Technology for the Future: In-Space Technology Experiments Program, part 2
The purpose of the Office of Aeronautics and Space Technology (OAST) In-Space Technology Experiments Program In-STEP 1988 Workshop was to identify and prioritize technologies that are critical for future national space programs and require validation in the space environment, and review current NASA (In-Reach) and industry/ university (Out-Reach) experiments. A prioritized list of the critical technology needs was developed for the following eight disciplines: structures; environmental effects; power systems and thermal management; fluid management and propulsion systems; automation and robotics; sensors and information systems; in-space systems; and humans in space. This is part two of two parts and contains the critical technology presentations for the eight theme elements and a summary listing of critical space technology needs for each theme
Towards human control of robot swarms
In this paper we investigate principles of swarm control that enable a human operator to exert influence on and control large swarms of robots. We present two principles, coined selection and beacon control, that differ with respect to their temporal and spatial persistence. The former requires active selection of groups of robots while the latter exerts a passive influence on nearby robots. Both principles are implemented in a testbed in which operators exert influence on a robot swarm by switching between a set of behaviors ranging from trivial behaviors up to distributed autonomous algorithms. Performance is tested in a series of complex foraging tasks in environments with different obstacles ranging from open to cluttered and structured. The robotic swarm has only local communication and sensing capabilities with the number of robots ranging from 50 to 200. Experiments with human operators utilizing either selection or beacon control are compared with each other and to a simple autonomous swarm with regard to performance, adaptation to complex environments, and scalability to larger swarms. Our results show superior performance of autonomous swarms in open environments, of selection control in complex environments, and indicate a potential for scaling beacon control to larger swarms
On Experimentation in Software-Intensive Systems
Context: Delivering software that has value to customers is a primary concern of every software company. Prevalent in web-facing companies, controlled experiments are used to validate and deliver value in incremental deployments. At the same that web-facing companies are aiming to automate and reduce the cost of each experiment iteration, embedded systems companies are starting to adopt experimentation practices and leverage their activities on the automation developments made in the online domain. Objective: This thesis has two main objectives. The first objective is to analyze how software companies can run and optimize their systems through automated experiments. This objective is investigated from the perspectives of the software architecture, the algorithms for the experiment execution and the experimentation process. The second objective is to analyze how non web-facing companies can adopt experimentation as part of their development process to validate and deliver value to their customers continuously. This objective is investigated from the perspectives of the software development process and focuses on the experimentation aspects that are distinct from web-facing companies. Method: To achieve these objectives, we conducted research in close collaboration with industry and used a combination of different empirical research methods: case studies, literature reviews, simulations, and empirical evaluations. Results: This thesis provides six main results. First, it proposes an architecture framework for automated experimentation that can be used with different types of experimental designs in both embedded systems and web-facing systems. Second, it proposes a new experimentation process to capture the details of a trustworthy experimentation process that can be used as the basis for an automated experimentation process. Third, it identifies the restrictions and pitfalls of different multi-armed bandit algorithms for automating experiments in industry. This thesis also proposes a set of guidelines to help practitioners select a technique that minimizes the occurrence of these pitfalls. Fourth, it proposes statistical models to analyze optimization algorithms that can be used in automated experimentation. Fifth, it identifies the key challenges faced by embedded systems companies when adopting controlled experimentation, and we propose a set of strategies to address these challenges. Sixth, it identifies experimentation techniques and proposes a new continuous experimentation model for mission-critical and business-to-business. Conclusion: The results presented in this thesis indicate that the trustworthiness in the experimentation process and the selection of algorithms still need to be addressed before automated experimentation can be used at scale in industry. The embedded systems industry faces challenges in adopting experimentation as part of its development process. In part, this is due to the low number of users and devices that can be used in experiments and the diversity of the required experimental designs for each new situation. This limitation increases both the complexity of the experimentation process and the number of techniques used to address this constraint
Evolutionary improvement of programs
Most applications of genetic programming (GP) involve the creation of an entirely new function, program or expression to solve a specific problem. In this paper, we propose a new approach that applies GP to improve existing software by optimizing its non-functional properties such as execution time, memory usage, or power consumption. In general, satisfying non-functional requirements is a difficult task and often achieved in part by optimizing compilers. However, modern compilers are in general not always able to produce semantically equivalent alternatives that optimize non-functional properties, even if such alternatives are known to exist: this is usually due to the limited local nature of such optimizations. In this paper, we discuss how best to combine and extend the existing evolutionary methods of GP, multiobjective optimization, and coevolution in order to improve existing software. Given as input the implementation of a function, we attempt to evolve a semantically equivalent version, in this case optimized to reduce execution time subject to a given probability distribution of inputs. We demonstrate that our framework is able to produce non-obvious optimizations that compilers are not yet able to generate on eight example functions. We employ a coevolved population of test cases to encourage the preservation of the function's semantics. We exploit the original program both through seeding of the population in order to focus the search, and as an oracle for testing purposes. As well as discussing the issues that arise when attempting to improve software, we employ rigorous experimental method to provide interesting and practical insights to suggest how to address these issues
Supporting active and healthy aging with advanced robotics integrated in smart environment
The technological advances in the robotic and ICT fields represent an effective solution to address specific societal problems to support ageing and independent life. One of the key factors for these technologies is the integration of service robotics for optimising social services and improving quality of life of the elderly population. This chapter aims to underline the barriers of the state of the art, furthermore the authors present their concrete experiences to overcome these barriers gained at the RoboTown Living Lab of Scuola Superiore Sant'Anna within past and current projects. They analyse and discuss the results in order to give recommendations based on their experiences. Furthermore, this work highlights the trend of development from stand-alone solutions to cloud computing architecture, describing the future research directions
On Tackling Fundamental Constraints in Brain-Computer Interface Decoding via Deep Neural Networks
A Brain-Computer Interface (BCI) is a system that provides a communication and control medium between human cortical signals and external devices, with the primary aim to assist or to be used by patients who suffer from a neuromuscular disease. Despite significant recent progress in the area of BCI, there are numerous shortcomings associated with decoding Electroencephalography-based BCI signals in real-world environments. These include, but are not limited to, the cumbersome nature of the equipment, complications in collecting large quantities of real-world data, the rigid experimentation protocol and the challenges of accurate signal decoding, especially in making a system work in real-time. Hence, the core purpose of this work is to investigate improving the applicability and usability of BCI systems, whilst preserving signal decoding accuracy.
Recent advances in Deep Neural Networks (DNN) provide the possibility for signal processing to automatically learn the best representation of a signal, contributing to improved performance even with a noisy input signal. Subsequently, this thesis focuses on the use of novel DNN-based approaches for tackling some of the key underlying constraints within the area of BCI. For example, recent technological improvements in acquisition hardware have made it possible to eliminate the pre-existing rigid experimentation procedure, albeit resulting in noisier signal capture. However, through the use of a DNN-based model, it is possible to preserve the accuracy of the predictions from the decoded signals. Moreover, this research demonstrates that by leveraging DNN-based image and signal understanding, it is feasible to facilitate real-time BCI applications in a natural environment. Additionally, the capability of DNN to generate realistic synthetic data is shown to be a potential solution in reducing the requirement for costly data collection. Work is also performed in addressing the well-known issues regarding subject bias in BCI models by generating data with reduced subject-specific features.
The overall contribution of this thesis is to address the key fundamental limitations of BCI systems. This includes the unyielding traditional experimentation procedure, the mandatory extended calibration stage and sustaining accurate signal decoding in real-time. These limitations lead to a fragile BCI system that is demanding to use and only suited for deployment in a controlled laboratory. Overall contributions of this research aim to improve the robustness of BCI systems and enable new applications for use in the real-world
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