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For autonomous robots to operate successfully in unknown environments, their computer vision algorithms need to generalize over many different environments. However, due to practical considerations robotic vision experiments are typically limited to a single robot and a few (laboratory) environments. We propose crowdsourcing as a methodology for gathering large and varied robotic data sets. We evaluate...
Behavior Trees (BTs) have become a popular framework for designing controllers of in-game opponents in the computer gaming industry. In this paper, we formalize and analyze the reasons behind the success of the BTs using standard tools of robot control theory, focusing on how properties such as robustness and safety are addressed in a modular way. In particular, we show how these key properties can...
This paper studies the problem of searching for an unknown moving target in a bounded two-dimensional convex area with a mobile robot. A key component of designing a search strategy is the target motion model, which is often unknown in practical scenarios. When designing search strategies, researchers either (1) ignore the target motion and treat the target as a stationary object with unknown location,...
This article is dedicated to way of implementation the overall strategy development capabilities to the application developed robotic soccer team SjF TU Robotics. Choice the overall strategy, the user can set up the basic behavior of the system. According to the master agent described in this Policy affects the behavior of players' agents in various situations. Just this level of choice it affects...
In this paper we describe a multiplayer brain-computer interface (BCI) based on the classic game of checkers using steady-state visually evoked potentials (SSVEPs). Previous research in BCI gaming focuses mainly on the production of software-based games using a computer screen — few hardware-based BCI games using a physical board have been developed. Hardware-based games can present a unique set of...
The feedback of a robot is a powerful means to establish smooth human-robot interaction (HRI). We report on a user study to assess the applicability of a screen in a human-robot game-playing scenario. The screen was deployed to compensate for expressive shortcomings of a social robot due to its mechanical limitations of non-movable facial features. The participants played Rock-Paper-Scissors with...
We studied educational support delivered through a care-receiving robot (CRR) in a children's group activity intended to promote the learning of English words by teaching the robot. Our prior study investigated the feasibility of the CRR for providing educational support in a situation where a child played with the robot by him/herself. Our research uncovered several impactful effects of the CRR for...
Children's oral language skills in preschool can predict their academic success later in life. As such, increasing children's skills early on could improve their success in middle and high school. To this end, we propose that a robotic learning companion could supplement children's early language education. The robot targets both the social nature of language learning and the adaptation necessary...
This paper presents an exploratory study in which children with autism interact with ZECA (Zeno Engaging Children with Autism). ZECA is a humanoid robot with a face covered with a material allowing the display of varied facial expressions. The study investigates a novel scenario for robot-assisted play, to help promoting labelling of emotions by children with autism spectrum disorders (ASD). The study...
There has been some studies in applying robots to education and recent research on socially intelligent robots show robots as partners that collaborate with people. On the other hand, serious games and interaction technologies have also proved to be important pedagogical tools, enhancing collaboration and interest in the learning process. This paper relates to the collaborative scenario in EMOTE EU...
Being a child with diabetes is challenging: apart from the emotional difficulties of dealing with the disease, there are multiple physical aspects that need to be dealt with on a daily basis. Furthermore, as the children grow older, it becomes necessary to self-manage their condition without the explicit supervision of parents or carers. This process requires that the children overcome a steep learning...
Robots will be more and more present in our daily life. Even if we guess that they will help us doing our tasks, their future roles remain unclear. Thus, it is important to explore how robots implicitly influence people, in order to design their future roles. This paper investigates human's behaviors in three game conditions: game with a robot alone, a tablet alone, and both robot and tablet. Results...
This paper presents the results from an experiment with a conversational human-robot interaction system aimed at long-term support for diabetic children. The system offers a set of activities aimed to help a child to improve its capability to manage diabetes. There is a large body of literature on the techniques that artificial agents can use to establish and maintain long-term social-emotional relationships...
This paper reports a development of an experimental robot for children. The work is one of the activities in our educational project with the undergraduate students. The experimental robot shows various mechanical phenomena and basic structure of robots to children. Through this development, students have learned design methods for mechanical systems, communication skills with different agers and...
This paper summarizes our on-going efforts to design adaptive assist-as-needed impedance controllers for ankle rehabilitation. Two robot assistance control strategies were evaluated: the first one attempted to normalize the combined robot and patient impedance via a complementary robot stiffness based on the estimate of the patient's stiffness and the second one searched for an optimal solution that...
Stroke is one of the leading causes of disability, and advances in neurorehabilitation bring new therapy forms that aim to enhance recovery after stroke. In a multicenter clinical trial, we tested whether robot-assisted therapy of the arm with the therapy robot ARMin is superior to conventional therapy with regard to improvement in arm motor function. In this article, we describe differences in motor...
Realizing robots' controlling in controlling way of saving dof has a broad prospect and applied space using control technology. The paper discussed controlling horses using reins as inspiration, realizing the operation of mobile equipment of reins' control. The experiment confirmed the feasibility of operation by the first stage; Comparing the operating system of reins with the operating system of...
This paper applies fuzzy reinforcement learning along with state estimation to the differential pursuit-evasion game. The proposed algorithm is a modified version of the Q(λ) Learning Fuzzy Inference System (QLFIS) algorithm proposed in [10]. The proposed algorithm combines the QLFIS algorithm with a Kalman filter estimation approach. The proposed algorithm is called the modified Q(λ)-learning fuzzy...
Deception plays a significant role in many intelligent systems whether natural (insect colonies, animal colonies etc. to human beings) or artificial ones. In order to make artificial deception near the one existing in the real world, fuzzy theory seems a reasonable tool since it is the theory of mind through which the uncertainties can be modeled. In this work a hide and seek problem is considered...
We consider a class of multi-robot motion planning problems where each robot is associated with multiple objectives and decoupled task specifications. The problems are formulated as an open-loop non-cooperative differential game. A distributed anytime algorithm is proposed to compute a Nash equilibrium of the game. The following properties are proven: (i) the algorithm asymptotically converges to...
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