Robotic agents consist of various compositions of properties that are found in their mechatronics, behavioural and cognitive architectures. Common properties of each architecture type serve as criteria for assessing t...
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ISBN:
(纸本)9781538618806
Robotic agents consist of various compositions of properties that are found in their mechatronics, behavioural and cognitive architectures. Common properties of each architecture type serve as criteria for assessing the degree of intelligence of most embodied agent models. Although embodied intelligence has long been accepted for robotic agents, the literature is short on combined evaluations that discuss all properties of all architecture types in one framework. Here we provide a review of existing taxonomies for each type of architecture and attempt to combine them all in a single taxonomy for robotic agents.
This essay presents and reflects upon the construction of a few experimental artworks, among them Caracolomobile, that looks for poetic, aesthetic and functional possibilities to bring computer systems to the sensitiv...
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This essay presents and reflects upon the construction of a few experimental artworks, among them Caracolomobile, that looks for poetic, aesthetic and functional possibilities to bring computer systems to the sensitive universe of human emotions, feelings and expressions. Modern and Contemporary Art have explored such qualities in unfathomable ways and nowadays is turning towards computer systems and their co-related technologies. This universe characterizes and is the focus of these experimental artworks;artworks dealing with entwined subjective and objective qualities, weaving perceptions, sensations and concepts. One of them, Caracolomobile, features an art installation creating a set up for an artificial robot that recognizes humans' affective states and answers them with movements and sounds. The robot was installed over an artificial mirror lake in an open indigo-blue space surrounded by mirrors. It perceives and discriminates human emotional states and expressions using an interface developed with a non-intrusive neural headset (The neural headset used was developed by Emotiv Systems: http://***. Accessed 11 August 2011). This artwork raises questions and looks for answers inquiring about the preliminary steps for the creation of artefacts that would conduct one to poetically experiment with affect, emotion, sensations and feelings in computational systems. Other works in progress ask about the poetic possibilities of mixing computational autonomous processes and behavioural robotic procedures (Arkin 1998) to create artificial environments mixed with humans.
This article deals with the reactive control of an autonomous robot, which moves safely in a crowded real-world unknown environment and reaches a specified target by avoiding static as well as dynamic obstacles. The i...
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This article deals with the reactive control of an autonomous robot, which moves safely in a crowded real-world unknown environment and reaches a specified target by avoiding static as well as dynamic obstacles. The inputs to the proposed neural controller consist of left, right, and front obstacle distance to its locations and the target angle between a robot and a specified target acquired by an array of sensors. A four-layer neural network has been used to design and develop the neural controller to solve the path and time optimization problem of mobile robots, which deals with cognitive tasks such as learning, adaptation, generalization, and optimization. The back-propagation method is used to train the network. This article analyses the kinematical modelling of mobile robots as well as the design of control systems for the autonomous motion of the robot. Training of the neural net and control performances analysis were carried out in a real experimental set-up. The simulation results are compared with the experimental results and they show very good agreement.
Nowadays, the video gaming experience is shifting from merely realistic to believable. The increasing graphic power of current graphic cards has made it possible to render near lifelike images. Unfortunately, the beha...
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ISBN:
(纸本)9789639799134
Nowadays, the video gaming experience is shifting from merely realistic to believable. The increasing graphic power of current graphic cards has made it possible to render near lifelike images. Unfortunately, the behaviour of the computer driven player and non-playing characters is often poor when compared to their visual appearance. In this sense, there has been a recent interest in improving the video gaming experience with novel Artificial Intelligence (AI) techniques. This paper presents a robotics inspired behavioural AI technique to simulate characters' personalities in an multi-award winning commercial video game.
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