30 research outputs found

    When robots weep : a computational approach to affective learning

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2007.Includes bibliographical references (p. 245-262).This thesis presents a unified computational framework for the study of emotion that integrates several concepts and mechanisms which have been traditionally deemed to be integral components of intelligent behavior. We introduce the notion of affect programs as the primary theoretical constructs for investigating the function and the mechanisms of emotion, and instantiate these in a variety of embodied agents, including physical and simulated robots. Each of these affect programs establishes a functionally distinct mode of operation for the robots, that is activated when specific environmental contingencies are appraised. These modes involve the coordinated adjustment and entrainment of several different systems-including those governing perception, attention, motivation regulation, action selection, learning, and motor control-as part of the implementation of specialized solutions that take advantage of the regularities found in highly recurrent and prototypical environmental contingencies. We demonstrate this framework through multiple experimental scenarios that explore important features of the affect program abstraction and its function, including the demonstration of affective behavior, evaluative conditioning, incentive salience, and affective learning.by Juan David Velásquez.Ph.D

    Mental Imagery in Humanoid Robots

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    Mental imagery presents humans with the opportunity to predict prospective happenings based on own intended actions, to reminisce occurrences from the past and reproduce the perceptual experience. This cognitive capability is mandatory for human survival in this folding and changing world. By means of internal representation, mental imagery offers other cognitive functions (e.g., decision making, planning) the possibility to assess information on objects or events that are not being perceived. Furthermore, there is evidence to suggest that humans are able to employ this ability in the early stages of infancy. Although materialisation of humanoid robot employment in the future appears to be promising, comprehensive research on mental imagery in these robots is lacking. Working within a human environment required more than a set of pre-programmed actions. This thesis aims to investigate the use of mental imagery in humanoid robots, which could be used to serve the demands of their cognitive skills as in humans. Based on empirical data and neuro-imaging studies on mental imagery, the thesis proposes a novel neurorobotic framework which proposes to facilitate humanoid robots to exploit mental imagery. Through conduction of a series of experiments on mental rotation and tool use, the results from this study confirm this potential. Chapters 5 and 6 detail experiments on mental rotation that investigate a bio-constrained neural network framework accounting for mental rotation processes. They are based on neural mechanisms involving not only visual imagery, but also affordance encoding, motor simulation, and the anticipation of the visual consequences of actions. The proposed model is in agreement with the theoretical and empirical research on mental rotation. The models were validated with both a simulated and physical humanoid robot (iCub), engaged in solving a typical mental rotation task. The results show that the model is able to solve a typical mental rotation task and in agreement with data from psychology experiments, they also show response times linearly dependent on the angular disparity between the objects. Furthermore, the experiments in chapter 6 propose a novel neurorobotic model that has a macro-architecture constrained by knowledge on brain, which encompasses a rather general mental rotation mechanism and incorporates a biologically plausible decision making mechanism. The new model is tested within the humanoid robot iCub in tasks requiring to mentally rotate 2D geometrical images appearing on a computer screen. The results show that the robot has an enhanced capacity to generalize mental rotation of new objects and shows the possible effects of overt movements of the wrist on mental rotation. These results indicate that the model represents a further step in the identification of the embodied neural mechanisms that might underlie mental rotation in humans and might also give hints to enhance robots' planning capabilities. In Chapter 7, the primary purpose for conducting the experiment on tool use development through computational modelling refers to the demonstration that developmental characteristics of tool use identified in human infants can be attributed to intrinsic motivations. Through the processes of sensorimotor learning and rewarding mechanisms, intrinsic motivations play a key role as a driving force that drives infants to exhibit exploratory behaviours, i.e., play. Sensorimotor learning permits an emergence of other cognitive functions, i.e., affordances, mental imagery and problem-solving. Two hypotheses on tool use development are also conducted thoroughly. Secondly, the experiment tests two candidate mechanisms that might underlie an ability to use a tool in infants: overt movements and mental imagery. By means of reinforcement learning and sensorimotor learning, knowledge of how to use a tool might emerge through random movements or trial-and-error which might reveal a solution (sequence of actions) of solving a given tool use task accidentally. On the other hand, mental imagery was used to replace the outcome of overt movements in the processes of self-determined rewards. Instead of determining a reward from physical interactions, mental imagery allows the robots to evaluate a consequence of actions, in mind, before performing movements to solve a given tool use task. Therefore, collectively, the case of mental imagery in humanoid robots was systematically addressed by means of a number of neurorobotic models and, furthermore, two categories of spatial problem solving tasks: mental rotation and tool use. Mental rotation evidently involves the employment of mental imagery and this thesis confirms the potential for its exploitation by humanoid robots. Additionally, the studies on tool use demonstrate that the key components assumed and included in the experiments on mental rotation, namely affordances and mental imagery, can be acquired by robots through the processes of sensorimotor learning.Ministry of Science and Technology, the Thai Governmen

    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

    The Irresistible Animacy of Lively Artefacts

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    This thesis explores the perception of ‘liveliness’, or ‘animacy’, in robotically driven artefacts. This perception is irresistible, pervasive, aesthetically potent and poorly understood. I argue that the Cartesian rationalist tendencies of robotic and artificial intelligence research cultures, and associated cognitivist theories of mind, fail to acknowledge the perceptual and instinctual emotional affects that lively artefacts elicit. The thesis examines how we see artefacts with particular qualities of motion to be alive, and asks what notions of cognition can explain these perceptions. ‘Irresistible Animacy’ is our human tendency to be drawn to the primitive and strangely thrilling nature of experiencing lively artefacts. I have two research methodologies; one is interdisciplinary scholarship and the other is my artistic practice of building lively artefacts. I have developed an approach that draws on first-order cybernetics’ central animating principle of feedback-control, and second-order cybernetics’ concerns with cognition. The foundations of this approach are based upon practices of machine making to embody and perform animate behaviour, both as scientific and artistic pursuits. These have inspired embodied, embedded, enactive, and extended notions of cognition. I have developed an understanding using a theoretical framework, drawing upon literature on visual perception, behavioural and social psychology, puppetry, animation, cybernetics, robotics, interaction and aesthetics. I take as a starting point, the understanding that the visual cortex of the vertebrate eye includes active feature-detection for animate agents in our environment, and actively constructs the causal and social structure of this environment. I suggest perceptual ambiguity is at the centre of all animated art forms. Ambiguity encourages natural curiosity and interactive participation. It also elicits complex visceral qualities of presence and the uncanny. In the making of my own Lively Artefacts, I demonstrate a series of different approaches including the use of abstraction, artificial life algorithms, and reactive techniques

    Cognitive-developmental learning for a humanoid robot : a caregiver's gift

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2004.Includes bibliographical references (p. 319-341).(cont.) which are then applied to developmentally acquire new object representations. The humanoid robot therefore sees the world through the caregiver's eyes. Building an artificial humanoid robot's brain, even at an infant's cognitive level, has been a long quest which still lies only in the realm of our imagination. Our efforts towards such a dimly imaginable task are developed according to two alternate and complementary views: cognitive and developmental.The goal of this work is to build a cognitive system for the humanoid robot, Cog, that exploits human caregivers as catalysts to perceive and learn about actions, objects, scenes, people, and the robot itself. This thesis addresses a broad spectrum of machine learning problems across several categorization levels. Actions by embodied agents are used to automatically generate training data for the learning mechanisms, so that the robot develops categorization autonomously. Taking inspiration from the human brain, a framework of algorithms and methodologies was implemented to emulate different cognitive capabilities on the humanoid robot Cog. This framework is effectively applied to a collection of AI, computer vision, and signal processing problems. Cognitive capabilities of the humanoid robot are developmentally created, starting from infant-like abilities for detecting, segmenting, and recognizing percepts over multiple sensing modalities. Human caregivers provide a helping hand for communicating such information to the robot. This is done by actions that create meaningful events (by changing the world in which the robot is situated) thus inducing the "compliant perception" of objects from these human-robot interactions. Self-exploration of the world extends the robot's knowledge concerning object properties. This thesis argues for enculturating humanoid robots using infant development as a metaphor for building a humanoid robot's cognitive abilities. A human caregiver redesigns a humanoid's brain by teaching the humanoid robot as she would teach a child, using children's learning aids such as books, drawing boards, or other cognitive artifacts. Multi-modal object properties are learned using these tools and inserted into several recognition schemes,by Artur Miguel Do Amaral Arsenio.Ph.D

    Machine Performers: Agents in a Multiple Ontological State

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    In this thesis, the author explores and develops new attributes for machine performers and merges the trans-disciplinary fields of the performing arts and artificial intelligence. The main aim is to redefine the term “embodiment” for robots on the stage and to demonstrate that this term requires broadening in various fields of research. This redefining has required a multifaceted theoretical analysis of embodiment in the field of artificial intelligence (e.g. the uncanny valley), as well as the construction of new robots for the stage by the author. It is hoped that these practical experimental examples will generate more research by others in similar fields. Even though the historical lineage of robotics is engraved with theatrical strategies and dramaturgy, further application of constructive principles from the performing arts and evidence from psychology and neurology can shift the perception of robotic agents both on stage and in other cultural environments. In this light, the relation between representation, movement and behaviour of bodies has been further explored to establish links between constructed bodies (as in artificial intelligence) and perceived bodies (as performers on the theatrical stage). In the course of this research, several practical works have been designed and built, and subsequently presented to live audiences and research communities. Audience reactions have been analysed with surveys and discussions. Interviews have also been conducted with choreographers, curators and scientists about the value of machine performers. The main conclusions from this study are that fakery and mystification can be used as persuasive elements to enhance agency. Morphologies can also be applied that tightly couple brain and sensorimotor actions and lead to a stronger stage presence. In fact, if this lack of presence is left out of human replicants, it causes an “uncanny” lack of agency. Furthermore, the addition of stage presence leads to stronger identification from audiences, even for bodies dissimilar to their own. The author demonstrates that audience reactions are enhanced by building these effects into machine body structures: rather than identification through mimicry, this causes them to have more unambiguously biological associations. Alongside these traits, atmospheres such as those created by a cast of machine performers tend to cause even more intensely visceral responses. In this thesis, “embodiment” has emerged as a paradigm shift – as well as within this shift – and morphological computing has been explored as a method to deepen this visceral immersion. Therefore, this dissertation considers and builds machine performers as “true” performers for the stage, rather than mere objects with an aura. Their singular and customized embodiment can enable the development of non-anthropocentric performances that encompass the abstract and conceptual patterns in motion and generate – as from human performers – empathy, identification and experiential reactions in live audiences

    From locomotion to cognition: Bridging the gap between reactive and cognitive behavior in a quadruped robot

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    The cognitivistic paradigm, which states that cognition is a result of computation with symbols that represent the world, has been challenged by many. The opponents have primarily criticized the detachment from direct interaction with the world and pointed to some fundamental problems (for instance the symbol grounding problem). Instead, they emphasized the constitutive role of embodied interaction with the environment. This has motivated the advancement of synthetic methodologies: the phenomenon of interest (cognition) can be studied by building and investigating whole brain-body-environment systems. Our work is centered around a compliant quadruped robot equipped with a multimodal sensory set. In a series of case studies, we investigate the structure of the sensorimotor space that the application of different actions in different environments by the robot brings about. Then, we study how the agent can autonomously abstract the regularities that are induced by the different conditions and use them to improve its behavior. The agent is engaged in path integration, terrain discrimination and gait adaptation, and moving target following tasks. The nature of the tasks forces the robot to leave the ``here-and-now'' time scale of simple reactive stimulus-response behaviors and to learn from its experience, thus creating a ``minimally cognitive'' setting. Solutions to these problems are developed by the agent in a bottom-up fashion. The complete scenarios are then used to illuminate the concepts that are believed to lie at the basis of cognition: sensorimotor contingencies, body schema, and forward internal models. Finally, we discuss how the presented solutions are relevant for applications in robotics, in particular in the area of autonomous model acquisition and adaptation, and, in mobile robots, in dead reckoning and traversability detection

    Meaning and emotion in Squaresoft\u27s Final Fantasy X: Re-theorising realism and identification in video games

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    This thesis takes the position that traditional theories of realism and identification misrepresent the relationships between players and videogames, and that a cross·disciplinary approach is needed. It uses Ed Tan\u27s (1997) and Torben Grodal\u27s (1997) analyses of narrative, cognition, and emotion in film as a basis for interrogating existing research on, and providing a working model of, video gameplay. It develops this model through an extended account of Squaresoft\u27s adventure role-playing game Final Fantasy X (FFX) (2001), whose hybrid narrative and game macrostructures foreground many of the problems associated with video games. The chapters respectively address; existing research on video games; how perceptual qualities of the interface determine the reality status of gameplay; how narrative and game codes regulate or retard interest; FFX\u27s henneneutic coding of reality; the dual narrative and game coding of video game characters; the uses and limits of the psychoanalytic concept of identification when analysing video games; how gameplay promotes empathetic emotions towards characters; how players develop empathetic emotions towards themselves; and how the disjunctive quality of play may have un existential quality

    Artificial general intelligence: Proceedings of the Second Conference on Artificial General Intelligence, AGI 2009, Arlington, Virginia, USA, March 6-9, 2009

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    Artificial General Intelligence (AGI) research focuses on the original and ultimate goal of AI – to create broad human-like and transhuman intelligence, by exploring all available paths, including theoretical and experimental computer science, cognitive science, neuroscience, and innovative interdisciplinary methodologies. Due to the difficulty of this task, for the last few decades the majority of AI researchers have focused on what has been called narrow AI – the production of AI systems displaying intelligence regarding specific, highly constrained tasks. In recent years, however, more and more researchers have recognized the necessity – and feasibility – of returning to the original goals of the field. Increasingly, there is a call for a transition back to confronting the more difficult issues of human level intelligence and more broadly artificial general intelligence

    Conference on Intelligent Robotics in Field, Factory, Service, and Space (CIRFFSS 1994), volume 1

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    The AIAA/NASA Conference on Intelligent Robotics in Field, Factory, Service, and Space (CIRFFSS '94) was originally proposed because of the strong belief that America's problems of global economic competitiveness and job creation and preservation can partly be solved by the use of intelligent robotics, which are also required for human space exploration missions. Individual sessions addressed nuclear industry, agile manufacturing, security/building monitoring, on-orbit applications, vision and sensing technologies, situated control and low-level control, robotic systems architecture, environmental restoration and waste management, robotic remanufacturing, and healthcare applications
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