In-Corpo-Real Robot-Dreams: Empathy, Skin, and Boundaries

Author(s):  
Dominika Lisy
Keyword(s):  
2021 ◽  
Vol 434 ◽  
pp. 268-284
Author(s):  
Muxi Jiang ◽  
Rui Li ◽  
Qisheng Liu ◽  
Yingjing Shi ◽  
Esteban Tlelo-Cuautle

CIRP Annals ◽  
2014 ◽  
Vol 63 (1) ◽  
pp. 1-4 ◽  
Author(s):  
Lihui Wang ◽  
Abdullah Mohammed ◽  
Mauro Onori

2021 ◽  
Vol 11 (3) ◽  
pp. 1013
Author(s):  
Zvezdan Lončarević ◽  
Rok Pahič ◽  
Aleš Ude ◽  
Andrej Gams

Autonomous robot learning in unstructured environments often faces the problem that the dimensionality of the search space is too large for practical applications. Dimensionality reduction techniques have been developed to address this problem and describe motor skills in low-dimensional latent spaces. Most of these techniques require the availability of a sufficiently large database of example task executions to compute the latent space. However, the generation of many example task executions on a real robot is tedious, and prone to errors and equipment failures. The main result of this paper is a new approach for efficient database gathering by performing a small number of task executions with a real robot and applying statistical generalization, e.g., Gaussian process regression, to generate more data. We have shown in our experiments that the data generated this way can be used for dimensionality reduction with autoencoder neural networks. The resulting latent spaces can be exploited to implement robot learning more efficiently. The proposed approach has been evaluated on the problem of robotic throwing at a target. Simulation and real-world results with a humanoid robot TALOS are provided. They confirm the effectiveness of generalization-based database acquisition and the efficiency of learning in a low-dimensional latent space.


Author(s):  
Claudia Casellato ◽  
Alberto Antonietti ◽  
Jesus A. Garrido ◽  
Giancarlo Ferrigno ◽  
Egidio D'Angelo ◽  
...  

Sensors ◽  
2018 ◽  
Vol 18 (8) ◽  
pp. 2691 ◽  
Author(s):  
Marcos Maroto-Gómez ◽  
Álvaro Castro-González ◽  
José Castillo ◽  
María Malfaz ◽  
Miguel Salichs

Nowadays, many robotic applications require robots making their own decisions and adapting to different conditions and users. This work presents a biologically inspired decision making system, based on drives, motivations, wellbeing, and self-learning, that governs the behavior of the robot considering both internal and external circumstances. In this paper we state the biological foundations that drove the design of the system, as well as how it has been implemented in a real robot. Following a homeostatic approach, the ultimate goal of the robot is to keep its wellbeing as high as possible. In order to achieve this goal, our decision making system uses learning mechanisms to assess the best action to execute at any moment. Considering that the proposed system has been implemented in a real social robot, human-robot interaction is of paramount importance and the learned behaviors of the robot are oriented to foster the interactions with the user. The operation of the system is shown in a scenario where the robot Mini plays games with a user. In this context, we have included a robust user detection mechanism tailored for short distance interactions. After the learning phase, the robot has learned how to lead the user to interact with it in a natural way.


2011 ◽  
pp. 56-65
Author(s):  
Ting Wang ◽  
Fabien Gautero ◽  
Christophe Sabourin ◽  
Kurosh Madani

In this paper, we propose a control strategy for a nonholonomic robot which is based on an Adaptive Neural Fuzzy Inference System. The neuro-controller makes it possible the robot track a desired reference trajectory. After a short reminder about Adaptive Neural Fuzzy Inference System, we describe the control strategy which is used on our virtual nonholonomic robot. And finally, we give the simulations’ results where the robot have to pass into a narrow path as well as the first validation results concerning the implementation of the proposed concepts on real robot.


2008 ◽  
Vol 9 (2) ◽  
pp. 179-203 ◽  
Author(s):  
Christoph Bartneck ◽  
Juliane Reichenbach ◽  
Julie Carpenter

This paper presents two studies that investigate how people praise and punish robots in a collaborative game scenario. In a first study, subjects played a game together with humans, computers, and anthropomorphic and zoomorphic robots. The different partners and the game itself were presented on a computer screen. Results showed that praise and punishment were used the same way for computer and human partners. Yet robots, which are essentially computers with a different embodiment, were treated differently. Very machine-like robots were treated just like the computer and the human; robots very high on anthropomorphism / zoomorphism were praised more and punished less. However, barely any of the participants believed that they actually played together with a robot. After this first study, we refined the method and also tested if the presence of a real robot, in comparison to a screen representation, would influence the measurements. The robot, in the form of an AIBO, would either be present in the room or only be represented on the participants’ computer screen (presence). Furthermore, the robot would either make 20% errors or 40% errors (error rate) in the collaborative game. We automatically measured the praising and punishing behavior of the participants towards the robot and also asked the participant to estimate their own behavior. Results show that even the presence of the robot in the room did not convince all participants that they played together with the robot. To gain full insight into this human–robot relationship it might be necessary to directly interact with the robot. The participants unconsciously praised AIBO more than the human partner, but punished it just as much. Robots that adapt to the users’ behavior should therefore pay extra attention to the users’ praises, compared to their punishments.


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