This paper describes how environmental complexity measures can be employed in the process of validating experimental robotics work. We advocate the use of metrics that attempt to quantify the 'difficulty' of m...
详细信息
This paper describes how environmental complexity measures can be employed in the process of validating experimental robotics work. We advocate the use of metrics that attempt to quantify the 'difficulty' of motion for a given environment. Space syntax methods (from the urban and building design literature) and fluid-flow models (used in crowd modeling) are described and proposed as relevant measures for mobile robotics domains. We show experimentally that these two metrics give very different expressions of complexity. We then discuss how, given their properties, these different metrics may be applied to robotics controller design and evaluation.
This study examines the effect of individual differences on the program comprehension strategies of users working with an unfamiliar programming system. Participants of varying programming expertise were given a batte...
详细信息
This study examines the effect of individual differences on the program comprehension strategies of users working with an unfamiliar programming system. Participants of varying programming expertise were given a battery of psychological tests, a brief introduction to a statistical programming environment, and a 20-minute debugging task. Our data show three distinct comprehension strategies that were related to programming experience, but individuals with stronger domain knowledge for specific bugs tended to succeed.
Search agents can improve users' perceptions of how effective and efficient database retrieval is. In connection with an on-going project for community interaction, a search agent was designed with a strong theore...
详细信息
Search agents can improve users' perceptions of how effective and efficient database retrieval is. In connection with an on-going project for community interaction, a search agent was designed with a strong theoretical basis and tested for effectiveness with the community of users.
In this paper, we propose a new information theoretic method for self-organizing maps. The method aims to control competitive processes flexibly, that is, to produce different competitive unit activations according to...
详细信息
In this paper, we propose a new information theoretic method for self-organizing maps. The method aims to control competitive processes flexibly, that is, to produce different competitive unit activations according to information content obtained in learning. Competition is realized by maximizing mutual information between input patterns and competitive units. Competitive unit outputs are computed by the inverse of distance between input patterns and competitive unit. As distance is smaller, a neuron tends to fire strongly. Thus, winning neurons represent faithfully input patterns. We applied our method to a road classification problem. Experimental results confirmed that the new method could produce more explicit self-organizing maps than conventional self-organizing methods.
Many entertainment and healing robots have been developed. These robots have synthetic emotions so that they select behavior based on their current emotional state. On the contrary conventional robots which have desig...
详细信息
Many entertainment and healing robots have been developed. These robots have synthetic emotions so that they select behavior based on their current emotional state. On the contrary conventional robots which have designed to perform repetitive factor or office jobs do not have such emotions. Usually human operators assign tasks in explicit manner using keyboard or voice commands. In this paper we propose a coordination mechanism between robot mood (an activated emotion) and its task. On one hand, referring to the emotion-task history of the mechanism, the robot selects a task depending on its current mood if there is no explicit task command from the user. On the other hand, when it performs a task, a particular emotion gets boosted based on the same emotion-task history so that this emotion is more likely to be activated by external stimuli.
We describe an approach to 3D multimodal interaction in immersive augmented and virtual reality environments that accounts for the uncertain nature of the information sources. The resulting multimodal system fuses sym...
详细信息
ISBN:
(纸本)1581136218
We describe an approach to 3D multimodal interaction in immersive augmented and virtual reality environments that accounts for the uncertain nature of the information sources. The resulting multimodal system fuses symbolic and statistical information from a set of 3D gesture, spoken language, and referential agents. The referential agents employ visible or invisible volumes that can be attached to 3D trackers in the environment, and which use a time-stamped history of the objects that intersect them to derive statistics for ranking potential referents. We discuss the means by which the system supports mutual disambiguation of these modalities and information sources, and show through a user study how mutual disambiguation accounts for over 45% of the successful 3D multimodal interpretations. An accompanying video demonstrates the system in action. Copyright 2003 ACM.
Research efforts are underway to develop sophisticated computer models of human physiology, biomechanics and appearance. Applications of these "digital humans" range from medical research to virtual reality ...
详细信息
Research efforts are underway to develop sophisticated computer models of human physiology, biomechanics and appearance. Applications of these "digital humans" range from medical research to virtual reality entertainment. This paper presents an overview of several motion planning techniques for automatically generating motion trajectories for digital humans. The ultimate goal is to create autonomous animated characters that are able to move naturally and realistically in response to high-level task commands. These "digital human" characters can be viewed as "virtual robots" operating in simulated environments, since developing software to control such characters shares much in common with programming real robots. Experimental results involving both simulated human characters and real humanoid robots are shown.
In this paper, we introduce Block Jam, a Tangible User Interface that controls a dynamic polyrhythmic sequencer using 26 physical artifacts. These physical artifacts, that we call blocks, are a new type of input devic...
详细信息
An ID recognition system is described that uses optical beacons and a high-speed image sensor. The ID sensor captures a scene like an ordinary camera and recognizes the ID of a beacon emitted over a long distance. The...
详细信息
ISBN:
(纸本)9780769520063
An ID recognition system is described that uses optical beacons and a high-speed image sensor. The ID sensor captures a scene like an ordinary camera and recognizes the ID of a beacon emitted over a long distance. The ID recognition system has three features. The system is robust to changes in the optical environment, e.g. complete darkness, spotlights, and sunlight. It can recognize up to 255 multiple optical beacons simultaneously. Furthermore, it can recognize beacons even over a long distance, e.g. 40 m indoors and 20 m outdoors. Implementation and evaluation of this ID recognition system showed that a mobile augmented reality system can be achieved by combining this ID recognition system with a PDA and a wireless network.
暂无评论