177 results on '"entertainment robot"'
Search Results
2. Personalized recommendation of entertainment robots in fine arts education based on human–computer interaction and data mining.
- Author
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Bian, Chunling and Lu, Sun
- Abstract
• Entertainment robots, as a novel personalized interaction tool, can provide a more intelligent and entertaining way for art teaching. • This article analyzes the personalized recommendation of entertainment robots in art education based on human–computer interaction and data mining. • The experimental results indicate that this model can quickly and accurately recommend suitable fine art education content for users, improving their learning effectiveness and experience. In the current digital entertainment environment, the art learning mode of human–computer interaction can effectively enhance students' interest. Entertainment robots, as a novel personalized interaction tool, can provide a more intelligent and entertaining way for art teaching. This article analyzes the personalized recommendation of entertainment robots in art education based on human–computer interaction and data mining.On the basis of collecting a large number of fine art education resources and organizing and labeling them, data mining technology is used to extract user background information and interest preferences. Information retrieval technology is used to filter out content related to user interests from the massive art education resources based on the extracted user interests. We also use recommendation algorithms to sort and personalize the recommended content based on the user's historical behavior and other user evaluations, in order to improve the accuracy of recommendation results and user satisfaction. The effectiveness and practicality of this personalized recommendation model were verified through user surveys and data analysis. The experimental results indicate that this model can quickly and accurately recommend suitable fine art education content for users, improving their learning effectiveness and experience. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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3. Dynamics Calibration and Real-Time State Estimation of a Redundant Flexible Joint Robot Based on Encoders and Gyroscopes
- Author
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Schüthe, Dennis, Wenk, Felix, Frese, Udo, Madani, Kurosh, editor, Peaucelle, Dimitri, editor, and Gusikhin, Oleg, editor
- Published
- 2018
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4. Communication with Self-Growing Character to Develop Physically Growing Robot Toy Agent.
- Author
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Lee, Mingu, Kim, Jiyong, Jeong, Hyunsu, Pham, Azure, Lee, Changhyeon, Lee, Pilwoo, Soe, Thiha, Kim, Seong-Woo, and Eune, Juhyun
- Subjects
ROBOTS ,EYE tracking ,AUTONOMOUS robots ,BEHAVIORAL research ,SELF-expression ,PRODUCT design ,FACIAL expression - Abstract
Featured Application: Synthetic character implemented to the physically self-growing robot can be utilized as a teacher assistant for childhood education with its sympathetic communication. Robots for communication are developed extensively with an emphasis on sympathy. This study deals with the growth of character and the control of its operation. The child has time to be alone with the nature of his/her robot friend. That child can interact with other people's emotional expressions through a robot. Step by step, the robot character will grow as the child grows. Through design studies, qualitative processes such as customer experience audit, eye tracking, mental model diagrams, and semantic differences have been executed for the results. The participatory behavior research approach through user travel is mapped from the user's lead to the evidence-based design. This research considers how synthetic characteristics can be applied to the physical growth of robot toys through the product design process. With the development of robot toy "Buddy", two variations on the robot were made to achieve recognizable growth. (1) one-dimensional height scaling and (2) facial expression including the distance between two eyes on the screen. Observations represented children's reactions when "Buddy" was released with the children. As an independent synthetic character, the robot was recognized by children who had the designed function. Robots for training may require more experimentation. [ABSTRACT FROM AUTHOR]
- Published
- 2020
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5. Implementation of an Emotional Virtual Creature with a Growth Function Model
- Author
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Tokumaru, Masataka, Junqueira Barbosa, Simone Diniz, editor, Chen, Phoebe, editor, Cuzzocrea, Alfredo, editor, Du, Xiaoyong, editor, Filipe, Joaquim, editor, Kara, Orhun, editor, Kotenko, Igor, editor, Sivalingam, Krishna M., editor, Ślęzak, Dominik, editor, Washio, Takashi, editor, Yang, Xiaokang, editor, and Stephanidis, Constantine, editor
- Published
- 2014
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6. Behavior Selection Method for Entertainment Robots Using Intelligence Operating Architecture
- Author
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Ko, Woo-Ri, Kim, Jong-Hwan, Kim, Jong-Hwan, editor, Matson, Eric T., editor, Myung, Hyun, editor, and Xu, Peter, editor
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- 2013
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7. An Emphatic Humanoid Robot with Emotional Latent Semantic Behavior
- Author
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Chella, Antonio, Pilato, Giovanni, Sorbello, Rosario, Vassallo, Giorgio, Cinquegrani, Francesco, Anzalone, Salvatore Maria, Carbonell, Jaime G., editor, Siekmann, Jörg, editor, Carpin, Stefano, editor, Noda, Itsuki, editor, Pagello, Enrico, editor, Reggiani, Monica, editor, and von Stryk, Oskar, editor
- Published
- 2008
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8. Communication with Self-Growing Character to Develop Physically Growing Robot Toy Agent
- Author
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Mingu Lee, Jiyong Kim, Hyunsu Jeong, Azure Pham, Changhyeon Lee, Pilwoo Lee, Thiha Soe, Seong-Woo Kim, and Juhyun Eune
- Subjects
motivation ,children ,learning ,entertainment robot ,interaction ,synthetic character ,Technology ,Engineering (General). Civil engineering (General) ,TA1-2040 ,Biology (General) ,QH301-705.5 ,Physics ,QC1-999 ,Chemistry ,QD1-999 - Abstract
Robots for communication are developed extensively with an emphasis on sympathy. This study deals with the growth of character and the control of its operation. The child has time to be alone with the nature of his/her robot friend. That child can interact with other people’s emotional expressions through a robot. Step by step, the robot character will grow as the child grows. Through design studies, qualitative processes such as customer experience audit, eye tracking, mental model diagrams, and semantic differences have been executed for the results. The participatory behavior research approach through user travel is mapped from the user’s lead to the evidence-based design. This research considers how synthetic characteristics can be applied to the physical growth of robot toys through the product design process. With the development of robot toy “Buddy”, two variations on the robot were made to achieve recognizable growth. (1) one-dimensional height scaling and (2) facial expression including the distance between two eyes on the screen. Observations represented children’s reactions when "Buddy" was released with the children. As an independent synthetic character, the robot was recognized by children who had the designed function. Robots for training may require more experimentation.
- Published
- 2020
- Full Text
- View/download PDF
9. Propulsion modeling of caudal fin driving system on balloon fish robot.
- Author
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Haga, Masato and Uchida, Masafumi
- Abstract
Recently, biomimetic robots combining the characteristics of fish robots and airship robots have been studied. In this work, we consider balloon fish robots (BFR). This paper presents our understanding of the BFR motion obtained through simulations and experimental results. The simulation of the BFR motion is based on a traveling-wave equation, defined as the product of a sine wave and quadratic curve. In this study, we derived an equation of motion for BFR and conducted an experiment to measure the thrust force. By solving the equation of motion with the Runge-Kutta method, we are able to calculate theoretical values for the propulsion velocity of BFR. We validate the simulation by comparing theoretical and experimental propulsion speed values. As a future task, we will measure BFR thrust at more parameters. [ABSTRACT FROM AUTHOR]
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- 2017
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10. Real-Time Analysis of Beats in Music for Entertainment Robots
- Author
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Yue-Der Lin, Ting-Tsao Wu, Yu-Ren Chen, Yen-Ting Lin, Wen-Hsiu Chen, Shih-Fan Wang, and Jinghom Chakhap
- Subjects
beats ,entertainment robot ,fast Fourier transform (FFT) ,regression analysis ,rhythm ,standard of octave ,Automation ,T59.5 ,Information technology ,T58.5-58.64 - Abstract
The dancing actions for entertainment robots are usually designed in advance and saved in a database according to the beats and rhythm of the given music. This research is devoted to developing a real-time algorithm that can detect the primary information of the music needed for the actions of entertainment robots. The computation of the proposed algorithm is very efficient and can satisfy the requirement of real-time processing by a digital signal controller. The digitized music signal is first normalized to make the algorithm robust for miscellaneous music volume. Next, the primary features of the beat for the music are extracted. Based on the extracted features, the algorithm will then identify the occurrence of beats in the music through the use of an optimized classifier. From the accumulated information of the timing for the beats, the algorithm can provide the predicted timing information of the next beat through regression analysis. The type and tempo of the given music can also be derived thereafter. The entertainment robot can thus move or dance according to the information derived by the algorithm. A graphical user interface (GUI) program in LabVIEW is also utilized to observe and verify the analysis results. In this study, the ratio for correct beat detection is greater than 90%. The prediction ratio for the correct timing of beats is over 80%, and it is 100% correct for both music type and music tempo.
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- 2012
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11. Using Telerobots for Recreation
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Carter, Matthew and Zelinsky, Alexander, editor
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- 1998
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12. Face and Gesture Recognition for Human-Robot Interaction
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null Hasanuzzaman and Haruki Ueno
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Entertainment robot ,Sketch recognition ,Computer science ,Gesture recognition ,Human–computer interaction ,Robot ,Facial recognition system ,Humanoid robot ,Human–robot interaction ,Gesture - Abstract
This chapter presents a vision-based face and gesture recognition system for human-robot interaction. By using subspace method, face and predefined hand poses are classified from the three largest skin-like regions that are segmented using YIQ color representation system. In the subspace method we consider separate eigenspaces for each class or pose. Face is recognized using pose specific subspace method and gesture is recognized using the rulebased approach whenever the combinations of three skin-like regions at a particular image frame satisfy a predefined condition. These gesture commands are sent to robot through TCP/IP wireless network for human-robot interaction. The effectiveness of this method has been demonstrated by interacting with an entertainment robot named AIBO and a humanoid robot Robovie. Human-robot symbiotic systems have been studied extensively in recent years, considering that robots will play an important role in the future welfare society [Ueno, 2001]. The use of intelligent robots encourages the view of the machine as a partner in communication rather than as a tool. In the near future, robots will interact closely with a group of humans in their everyday environment in the field of entertainment, recreation, health-care, nursing, etc. In human-human interaction, multiple communication modals such as speech, gestures and body movements are frequently used. The standard input methods, such as text input via the keyboard and pointer/location information from a mouse, do not provide a natural, intuitive interaction between humans and robots. Therefore, it is essential to create models for natural and intuitive communication between humans and robots. Furthermore, for intuitive gesture-based interaction between human and robot, the robot should understand the meaning of gesture with respect to society and culture. The ability to understand hand gestures will improve the naturalness and efficiency of human interaction with robot, and allow the user to communicate in complex tasks without using tedious sets of detailed instructions. This interactive system uses robot eye’s cameras or CCD cameras to identify humans and recognize their gestures based on face and hand poses. Vision-based face recognition systems have three major components: image processing or extracting important clues (face pose and position), tracking the facial features (related position or motion of face and hand poses), and face recognition. Vision-based face recognition system varies along a number of
- Published
- 2021
13. Design and Development of an Autonomous Feline Entertainment Robot (AFER) for Studying Animal-Robot Interactions
- Author
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S. M. Mizanoor Rahman and Catherine S. Adams
- Subjects
Entertainment robot ,Computer science ,law ,Trajectory planning ,Human–computer interaction ,Entertainment industry ,Robot ,Linkage (mechanical) ,Servomotor ,Robot end effector ,Robotic arm ,law.invention - Abstract
The aim of this paper is to present the design and development of a safe and reliable autonomous cat toy for the purposes of entertaining pet cats when human interaction is not feasible. The proposed Autonomous Feline Entertainment Robot (AFER), an autonomous cat toy, is comprised of a table-mounted base, and a robotic arm with two linkages. The AFER Version 1(vl) has a cat-toy affixed to the end of a linkage as the end effector, while the AFER Version 2 (v2) has a passive joint with a string to which a cat toy end effector is attached. The AFER v1 has 2 Degrees of Freedom (DOF), while the AFER v2 has 3DOF, and both are actuated by servomotors interfaced with an Arduino microcontroller. In order to enable maximum functionality, the AFER is designed with multiple movement patterns or modes for play, as well as the ability to change the specific end effector of the toy. Position control was used for the motion and trajectory planning when developing the movement patterns. The interaction between AFER and two kittens has been evaluated in an experimental scenario, and the results show satisfactory and safe interactions. The AFER can be used as a model for studying effective animal-robot interactions and pet entertainment.
- Published
- 2021
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14. Passive-type aerial acrobat robot climbing up row of swings with rising slope.
- Author
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Nishibori, Kento and Nishibori, Kenji
- Abstract
This paper describes a theory and experimental results concerning a passive aerial acrobat robot without electric power. As the robot performs hand-to-hand on its flying trapeze, it utilizes no electricity but simply draws power from the mechanical potential energy of its swings. The robot, holding onto the trapeze, overcomes the rotation moment by aid of a counterbalance that is on the opposite side of the swing and the robot begins to move. As the counterbalance is set on the frame of the swing at offsetting distance, a large rotation moment is generated, even when the robot gets to the most inferior point. As the result, the robot rises at an accelerated rate through the bottom point. When the robot reaches up to the height of the next swing, the hand of the robot slips from the handrail and the robot is released from the swing. At that time, the robot's arms bend forward by a spring installed inside the body of the robot, and the robot can catch hold of the handrail of the next swing. It was confirmed that the robot was able to transfer continuously throughout a set of the swings. It looks strange that the robot goes upward against the gravitational force and finally makes 90-degree turn to get to the goal. [ABSTRACT FROM PUBLISHER]
- Published
- 2012
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15. Gesture motion programming by applying robot motion hierarchy structure for the educational/entertainment robot Engkey.
- Author
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Kim, Jaewoo, Chun, Kyoung Soo, and Kwon, Dong-Soo
- Abstract
Educational/entertainment robots are usually designed to perform various gesture motions for nonverbal communication or interaction with humans[1]. This paper proposed a robot motion programming methodology by applying three-level robot motion hierarchical structure and a gesture variation method that can easily apply emotional attributes (Joy, Normal or Sad) to a robot's gesture. Experiments and evaluation tests are conducted with a graphical robot motion simulator and a real robot named Engkey, which is developed to carry out several tasks for interactive English education in elementary school or interactive games for elderly people. [ABSTRACT FROM PUBLISHER]
- Published
- 2012
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16. Wawa: A tumbler-like household robot.
- Author
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Xiao, Zhiguang, Su, Manjia, Guan, Yisheng, Zhang, Hong, Yan, Qifeng, and Wang, Zhimi
- Abstract
Household robots are widely popular with families for their interestingness. Based on the principle of tumbler, we have developed a novel household robot named Wawa (in the meaning of baby). This robot can be used for entertainment, home decoration, call alert, assisted play and so on. Usually a tumbler can only keep stability in the vertical direction and its swing is uncontrollable. With simple mechanical structure and concise control system, Wawa can be stable in any posture and can swing as desired. It thus can achieve two actions, which are dancing — regularly swing in predetermined trajectory, and face tracking — properly swing according to the position of the observers' face. Experiments are provided to show the features and functions of the cute robot. The mechanical system, control system and motion planning are presented in this paper to show how robotic toy can be developed based on traditional toy with mechatronic technique. [ABSTRACT FROM PUBLISHER]
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- 2012
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17. Further results on interactions with a line-follower.
- Author
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Fujiwara, Taiki, Muramatsu, Tomohiro, and Iwatani, Yasushi
- Abstract
The authors have developed an interactive desktop system for control of a line-follower. The user can draw lines on the field where a line-follower moves, and the user can control the line-follower by gestures. Each line component is automatically eliminated after a given time period, in order to avoid that the projection field is fill with lines. The automatic elimination method produces some problems on control of the line-follower. This paper proposes another elimination method based on localization of the line-follower. [ABSTRACT FROM PUBLISHER]
- Published
- 2012
18. An entertainment robot based on head pose estimation and facial expression recognition.
- Author
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Takahashi, Koichi and Mitsukura, Yasue
- Abstract
In this paper, we propose a novel entertainment robot system that can act/react to humans. In the entertainment robots, how to act/react is the fundamental challenge. In general, it is very difficult for robots to automatically decide their behavior that human want to. Therefore entertainment robots with operator's assistance are quite effective for designing practical system. Our proposed system is based on the computer vision technologies: head pose estimation and facial expression recognition. Our system leads to the commercially available entertainment robot to act/react to humans based on puppeteering by the operators head motion instead of autonomous behavior. [ABSTRACT FROM PUBLISHER]
- Published
- 2012
19. Toward a Dancing Robot With Listening Capability: Keypose-Based Integration of Lower-, Middle-, and Upper-Body Motions for Varying Music Tempos.
- Author
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Okamoto, Takahiro, Shiratori, Takaaki, Kudoh, Shunsuke, Nakaoka, Shinichiro, and Ikeuchi, Katsushi
- Subjects
- *
HUMANOID robots , *TEMPO (Music theory) , *ROBOTS , *ROBOTICS research , *HUMAN locomotion - Abstract
This paper presents the development toward a dancing robot that can listen to and dance along with musical performances. One of the key components of this robot is the ability to modify its dance motions with varying tempos, without exceeding motor limitations, in the same way that human dancers modify their motions. In this paper, we first observe human performances with varying musical tempos of the same musical piece, and then analyze human modification strategies. The analysis is conducted in terms of three body components: lower, middle, and upper bodies. We assume that these body components have different purposes and different modification strategies, respectively, for the performance of a dance. For all of the motions of these three components, we have found that certain fixed postures, which we call keyposes, tend to be preserved. Thus, this paper presents a method to create motions for robots at a certain music tempo, from human motion at an original music tempo, by using these keyposes. We have implemented these algorithms as an automatic process and validated their effectiveness by using a physical humanoid robot HRP-2. This robot succeeded in performing the Aizu-bandaisan dance, one of the Japanese traditional folk dances, 1.2 and 1.5 times faster than the tempo originally learned, while maintaining its physical constraints. Although we are not achieving a dancing robot which autonomously interacts with varying music tempos, we think that our method has a vital role in the dancing-to-music capability. [ABSTRACT FROM PUBLISHER]
- Published
- 2014
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20. Humanoid Robots for Searching and Kicking a Ball and Dancing
- Author
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Li-shun Lai, Chi-Jun Lin, Roy Chaoming Hsu, and Yu-Pi Lin
- Subjects
Robot kinematics ,endocrine system diseases ,Entertainment robot ,Coronavirus disease 2019 (COVID-19) ,Dance ,technology, industry, and agriculture ,body regions ,Entertainment ,Human–computer interaction ,Ball (bearing) ,Robot ,Psychology ,human activities ,Humanoid robot - Abstract
The application of humanoid robots has been popular in the field of healthcare and education. Amid the COVID-19 pandemic, most people are isolated at home. People in isolation are constantly looking for new entertainment activities. Therefore, entertaining robots would become people’s best partner in home isolation. In this article, the possibility of an entertainment robot for isolated people from the perspective of human factors is studied. NAO is an autonomous, programmable humanoid robot developed by the French Aldebaran Robot Company. Because of its cute appearance and ability to talk to people, we use NAO for this study. When isolated at home, parents might need to work at home and not have time to spend time with their children. A robot for children has entertaining capabilities such as playing soccer and dancing to teach soccer knowledge to children. Experimental results show that NAO can learn to search and kick a ball and dance to entertain children at home in the COVID-19 pandemic.
- Published
- 2020
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21. Toward a Robot Computing an Online Estimation of the Quality of its Interaction with its Human Partner
- Author
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Rachid Alami, Aurélie Clodic, Amandine Mayima, Équipe Robotique et InteractionS (LAAS-RIS), Laboratoire d'analyse et d'architecture des systèmes (LAAS), Université Toulouse Capitole (UT Capitole), Université de Toulouse (UT)-Université de Toulouse (UT)-Institut National des Sciences Appliquées - Toulouse (INSA Toulouse), Institut National des Sciences Appliquées (INSA)-Université de Toulouse (UT)-Institut National des Sciences Appliquées (INSA)-Université Toulouse - Jean Jaurès (UT2J), Université de Toulouse (UT)-Université Toulouse III - Paul Sabatier (UT3), Université de Toulouse (UT)-Centre National de la Recherche Scientifique (CNRS)-Institut National Polytechnique (Toulouse) (Toulouse INP), Université de Toulouse (UT)-Université Toulouse Capitole (UT Capitole), Université de Toulouse (UT), Service Informatique : Développement, Exploitation et Assistance (LAAS-IDEA), ANR-16-CE33-0017,JointAction4HRI,Action Jointe pour l'Interaction Humain Robot(2016), ANR-19-P3IA-0004,ANITI,Artificial and Natural Intelligence Toulouse Institute(2019), Université Toulouse - Jean Jaurès (UT2J)-Université Toulouse 1 Capitole (UT1), Université Fédérale Toulouse Midi-Pyrénées-Université Fédérale Toulouse Midi-Pyrénées-Centre National de la Recherche Scientifique (CNRS)-Université Toulouse III - Paul Sabatier (UT3), Université Fédérale Toulouse Midi-Pyrénées-Institut National des Sciences Appliquées - Toulouse (INSA Toulouse), Institut National des Sciences Appliquées (INSA)-Institut National des Sciences Appliquées (INSA)-Institut National Polytechnique (Toulouse) (Toulouse INP), Université Fédérale Toulouse Midi-Pyrénées-Université Toulouse - Jean Jaurès (UT2J)-Université Toulouse 1 Capitole (UT1), and Université Fédérale Toulouse Midi-Pyrénées
- Subjects
Estimation ,Measure (data warehouse) ,Entertainment robot ,Computer science ,Controller (computing) ,media_common.quotation_subject ,05 social sciences ,02 engineering and technology ,Task (project management) ,Human–computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,Robot ,[INFO.INFO-RB]Computer Science [cs]/Robotics [cs.RO] ,020201 artificial intelligence & image processing ,0501 psychology and cognitive sciences ,Quality (business) ,Set (psychology) ,050107 human factors ,media_common - Abstract
International audience; When we perform a collaborative task with another human, we are able to tell, to a certain extent, how things are going and more precisely if things are going well or not. This knowledge allows us to adapt our behavior. Therefore, we think it is desirable to provide robots with means to measure in real-time the Quality of the Interaction with their human partners. To make this possible, we propose a model and a set of metrics targeting the evaluation of the QoI in collaborative tasks through the measure of the human engagement and the online task effectiveness. These model and metrics have been implemented and tested within the high-level controller of an entertainment robot deployed in a mall. The first results show significant differences in the computed QoI when in interaction with a fully compliant human, a confused human and a non-cooperative one.
- Published
- 2020
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22. Improvement of Violinist Robot using a Passive Damper Device.
- Author
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Min, Byung-Cheol, Matson, Eric, An, Jinung, and Kim, Donghan
- Abstract
The aim of this study was to determine how the violinist robot could produce a good quality of violin sounds. We began our study with the basic physics of producing sound with a violin. We found three parameters that influenced the quality of the sound produced by the violin; the bowing force, the bowing velocity and the sounding point. In particular, the bowing force was found to be the most important parameter in producing good sounds. Furthermore, to produce such sounds, a same amount of the bowing force must be applied on the contact point between a bow and a string. However, it is hard to keep a same amount of the bowing force on the contact point due to inherent characteristics of a bow. Thus, we primarily focused on the bowing force by considering bowing a string as a spring-mass system. Then, we devised a passive damper device to offset variables in the spring-mass system that may result in changing the bowing force on the contact point. We then validated our methodology with the violinist robot, a human-like torso robot. [ABSTRACT FROM AUTHOR]
- Published
- 2013
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23. A Musical Robot that Synchronizes with a Coplayer Using Non-Verbal Cues.
- Author
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Lim, Angelica, Mizumoto, Takeshi, Ogata, Tetsuya, and Okuno, Hiroshi G.
- Subjects
- *
ROBOTS , *NONVERBAL cues , *SYMBIOSIS , *AUDIOVISUAL materials , *FLUTE players , *SYNCHRONIZATION , *HUMAN-robot interaction , *VISUAL communication - Abstract
Music has long been used to strengthen bonds between humans. In our research, we develop musical coplayer robots with the hope that music may improve human-robot symbiosis as well. In this paper, we underline the importance of non-verbal, visual communication for ensemble synchronization at the start, during and end of a piece. We propose three cues for interplayer communication, and present a thereminplaying, singing robot that can detect them and adapt its play to a human flutist. Experiments with two naive flutists suggest that the system can recognize naturally occurring flutist gestures without requiring specialized user training. In addition, we show how the use of audio-visual aggregation can allow a robot to adapt to tempo changes quickly. [ABSTRACT FROM AUTHOR]
- Published
- 2012
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24. Evolving behavior sequences for a humanoid entertainment robot.
- Author
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Lee, Wei-Po, Jong, Jih-Shiou, and Yang, Tsung-Hsien
- Abstract
One of the most important issues in developing an entertainment robot is human-robot interaction, in which the robot is expected to learn new behaviors specified by the user. In this article we present an imitation-based mechanism to support robot learning, and use evolutionary computing to learn new behavior sequences. We also propose several advanced techniques at the task level and the computational level to evolve complex sequences. To evaluate our approach, we use it to evolve different behaviors for a humanoid robot. The results show the promise of our approach. [ABSTRACT FROM AUTHOR]
- Published
- 2010
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25. Sensor system of a small biped entertainment robot.
- Author
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Ishida, Tatsuzo and Kuroki, Yoshihiro
- Subjects
- *
DETECTORS , *ROBOTS , *ROBOTICS , *AMUSEMENTS , *TECHNOLOGY - Abstract
SDR-4X II is the latest prototype model of a small biped entertainment robot. It is the improved model of SDR-4X. In this paper we report on the sensing system of this robot, which is important and essential for a small biped entertainment robot which will be used in the home environment. One technology is the design of the motion sensing system, i.e. the inclination sensor system and the force sensor system which obtains the inclination of the trunk and the foot with force. Another technology is the real-world sensing system. One aspect is the touch sensing system. The robot is used in a normal home environment, so we should strongly consider the safety aspects for human. Another is the vision sensor system. The configuration and the distance image acquisition are explained. Next is the audio sensor system which obtains the sound and the voice information. The hardware system and the direction recognition are explained. These sensing systems are the key to making the biped robot walking and dynamic motion highly stable, and understanding the real-world around the robot. [ABSTRACT FROM AUTHOR]
- Published
- 2004
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26. On-line Imitative Interaction with a Humanoid Robot Using a Dynamic Neural Network Model of a Mirror System.
- Author
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Ito, Masato and Tani, Jun
- Subjects
- *
ROBOTICS , *ARTIFICIAL neural networks , *ARTIFICIAL intelligence , *MACHINE learning , *HUMANOID robots - Abstract
This study presents experiments on the imitative interactions between a small humanoid robot and a user. A dynamic neural network model of a mirror system was implemented in a humanoid robot, based on the recurrent neural network model with parametric bias (RNNPB). The experiments showed that after the robot learns multiple cyclic movement patterns as embedded in the RNNPB, it can regenerate each pattern synchronously with the movements of a human who is demonstrating the corresponding movement pattern in front of the robot. Further, the robot exhibits diverse interactive responses when the user demonstrates novel cyclic movement patterns. Those responses were analyzed and categorized. We propose that the dynamics of coherence and incoherence between the robot's and the user's movements could enhance close interactions between them, and that they could also explain the essential psychological mechanism of joint attention. [ABSTRACT FROM AUTHOR]
- Published
- 2004
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27. An ethological and emotional basis for human–robot interaction
- Author
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Arkin, Ronald C., Fujita, Masahiro, Takagi, Tsuyoshi, and Hasegawa, Rika
- Subjects
- *
ARCHITECTURE , *ROBOTS , *ROBOTICS - Abstract
This paper presents the role of ethological and emotional models as the basis for an architecture in support of entertainment robotic systems. Specific examples for Sony’s AIBO are presented as well as extensions related to a new humanoid robot, SDR. [Copyright &y& Elsevier]
- Published
- 2003
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28. Communication with Self-growing Character to Develop Physically Growing Robot Toy Agent
- Author
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Hyunsu Jeong, Juhyun Eune, Azure Pham, Jiyong Kim, Thiha Soe, Seong-Woo Kim, Pilwoo Lee, Changhyeon Lee, and Lee Mingu
- Subjects
Computer science ,media_common.quotation_subject ,interaction ,synthetic character ,lcsh:Technology ,050105 experimental psychology ,lcsh:Chemistry ,motivation ,children ,Human–computer interaction ,0501 psychology and cognitive sciences ,General Materials Science ,Emotional expression ,Function (engineering) ,education_studies ,Instrumentation ,lcsh:QH301-705.5 ,entertainment robot ,media_common ,Fluid Flow and Transfer Processes ,Facial expression ,learning ,Entertainment robot ,Product design ,lcsh:T ,Process Chemistry and Technology ,05 social sciences ,General Engineering ,050301 education ,lcsh:QC1-999 ,Computer Science Applications ,Character (mathematics) ,lcsh:Biology (General) ,lcsh:QD1-999 ,lcsh:TA1-2040 ,Eye tracking ,Robot ,lcsh:Engineering (General). Civil engineering (General) ,0503 education ,lcsh:Physics - Abstract
Robots for communication are developed extensively with an emphasis on sympathy. This study deals with the growth of character and the control of its operation. The child has time to be alone with the nature of his/her robot friend. That child can interact with other people&rsquo, s emotional expressions through a robot. Step by step, the robot character will grow as the child grows. Through design studies, qualitative processes such as customer experience audit, eye tracking, mental model diagrams, and semantic differences have been executed for the results. The participatory behavior research approach through user travel is mapped from the user&rsquo, s lead to the evidence-based design. This research considers how synthetic characteristics can be applied to the physical growth of robot toys through the product design process. With the development of robot toy &ldquo, Buddy&rdquo, two variations on the robot were made to achieve recognizable growth. (1) one-dimensional height scaling and (2) facial expression including the distance between two eyes on the screen. Observations represented children&rsquo, s reactions when "Buddy" was released with the children. As an independent synthetic character, the robot was recognized by children who had the designed function. Robots for training may require more experimentation.
- Published
- 2019
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- View/download PDF
29. Humanoid Robot Performance System for Performing in Public Places
- Author
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Heesoo Hwang
- Subjects
Personal robot ,Engineering ,Social robot ,Multimedia ,Entertainment robot ,business.industry ,05 social sciences ,Mobile robot ,computer.software_genre ,050105 experimental psychology ,Robot control ,03 medical and health sciences ,0302 clinical medicine ,Open source hardware ,Robot ,0501 psychology and cognitive sciences ,business ,computer ,030217 neurology & neurosurgery ,Humanoid robot - Abstract
Abstract This paper proposes a humanoid robot performance system for performing in public places, such as an event, exhibition, or street performance. The system of modular structures can be moved easily, and can be played by a module or a combination of modules. The system developed with open source-based software and hardware is easy to adapt and improve. The robot performance control program for controlling robots, displays, audios, videos,and performance instruments was developed using the open source language, Processing. The performance instrumentswere developed using the open source hardware, Arduino. The contents of the robot performance were composed of scene-specific image, background audio, computer graphics, and videos. For their control and synchronization, the performance control program communicates with the humanoid robots and the performance instruments. In addition,performance accessories required to represent the performance concepts are produced by 3D modeling and printing.In a public place, the robot performance is performed with the theme of celebrating a Halloween day. Keywords : Humanoids , Robot-Dance Entertainment-Robot Robot-Performance Robot-show
- Published
- 2016
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30. STUDY OF THE AUTOMATIC PLAYING ROBOT OF SAXOPHONE : COMPACTIFICATION OF THE PLAYING CONTROL SYSTEM AND SOPHISTICATION OF MUSICAL
- Subjects
Compactification ,Saxophone Robot ,Sophisticated Performance ,Entertainment Robot - Abstract
The automatic playing robot of saxophone is the robot that can control the reed pressing force by the artificial mouth system, control the blowing air pressure by the special pressure control valve and operate the fingering system using sheet music data just like a human player. Because the existing system uses desktop PC and PCI bass interface boards, it has problems of transportation and mobility at the situation of attending the concert with human players. Therefore, in this paper, compactification of the system is considered by using a note-PC as the controllers and using USB nterface of D/A and DIO for control devices. Furthermore, it is necessary for the robot to play with human players of a big band that it can use more sophisticated musical expressions such as sub-tones and over-tones besides attacks, envelope control and high level vibration techniques. Therefore improvements for more sophisticated performance abilities are proposed.
- Published
- 2016
31. Neural Network Controller Application on a Visual based Object Tracking and Following Robot
- Author
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Yudi Wijanarko, Tresna Dewi, Yurni Oktarina, and Pola Risma
- Subjects
0209 industrial biotechnology ,Artificial neural network ,Entertainment robot ,Computer science ,business.industry ,05 social sciences ,Mobile robot ,Image processing ,02 engineering and technology ,lcsh:QA75.5-76.95 ,020901 industrial engineering & automation ,Obstacle ,Video tracking ,0502 economics and business ,Trajectory ,Robot ,Computer vision ,Artificial intelligence ,lcsh:Electronic computers. Computer science ,Geriatrics and Gerontology ,business ,050203 business & management - Abstract
Navigation is the main issue for autonomous mobile robot due to its mobility in an unstructured environment. The autonomous object tracking and following robot has been applied in many places such as transport robot in industry and hospital, and as an entertainment robot. This kind of image processing based navigation requires more resources for computational time, however microcontroller currently applied to a robot has limited memory. Therefore, effective image processing from a vision sensor and obstacle avoidances from distance sensors need to be processed efficiently. The application of neural network can be an alternative to get a faster trajectory generation. This paper proposes a simple image processing and combines image processing result with distance information to the obstacles from distance sensors. The combination is conducted by the neural network to get the effective control input for robot motion in navigating through its assigned environment. The robot is deployed in three different environmental setting to show the effectiveness of the proposed method. The experimental results show that the robot can navigate itself effectively within reasonable time periods.
- Published
- 2019
32. AIBO Robot Mortuary Rites in the Japanese Cultural Context
- Author
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Katsumi Watanabe and Elena Knox
- Subjects
Entertainment robot ,media_common.quotation_subject ,05 social sciences ,Buddhism ,Context (language use) ,02 engineering and technology ,Ceremony ,Kansei ,Aesthetics ,0502 economics and business ,0202 electrical engineering, electronic engineering, information engineering ,020201 artificial intelligence & image processing ,Sensibility ,AIBO ,Sociology ,Western philosophy ,050212 sport, leisure & tourism ,media_common - Abstract
In 1999 Sony released the AlBO Entertainment Robot, selling more than 150,000 units worldwide until 2006. By 2014, Sony had stopped offering upgrades and maintenance for the product, and owners were faced with the fact their pet-like robots would “die”. Some shrines and temples in Japan hold ningyo kuyō or mass funerals for dolls and other toys. At the suggestion of a small Japanese tech-repair company called A-Fun, one temple began offering a Buddhist funeral ceremony for AIBOs. Approximately 700 AIBOs have so far received a funeral service. This paper surveys A-Fun‘s maintenance services for old AIBOs, the AIBO funerals, and Sony's new 2018 AIBO release, in the cross-disciplinary context of human-machine relations in Japan and elsewhere. Drawing on the author's interviews with key actors, it articulates links between philosophy and neuroscience to explain tendencies toward zoomorphism in robot design. Perceiving presence (sonzai kan) and sensibility (kansei) in objects is a culturally contingent phenomenon. Whereas ways of conceiving the partly animate are largely absent from Western philosophy, in the case of AIBO ownership in Japan there is a reverential mindfulness of the technology's inherent contradictions.
- Published
- 2018
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33. Group Emotion Recognition Strategies for Entertainment Robots
- Author
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Jia-Yeu Lin, Thomas Pellegrini, Atsuo Takanishi, Estelle I. S. Randria, Sarah Cosentino, Salvatore Sessa, Department of Science and Engineering [University of Waseda], Waseda University, Équipe Structuration, Analyse et MOdélisation de documents Vidéo et Audio (IRIT-SAMoVA), Institut de recherche en informatique de Toulouse (IRIT), Université Toulouse 1 Capitole (UT1), Université Fédérale Toulouse Midi-Pyrénées-Université Fédérale Toulouse Midi-Pyrénées-Université Toulouse - Jean Jaurès (UT2J)-Université Toulouse III - Paul Sabatier (UT3), Université Fédérale Toulouse Midi-Pyrénées-Centre National de la Recherche Scientifique (CNRS)-Institut National Polytechnique (Toulouse) (Toulouse INP), Université Fédérale Toulouse Midi-Pyrénées-Université Toulouse 1 Capitole (UT1), Université Fédérale Toulouse Midi-Pyrénées, Humanoid Robotics Institute (HRI), Waseda University 2016 Grant-in-Aid for particular research subjects [2016S-081], JSPS Grant-in-Aid for Young Scientists (Wakate B) [17K18178], ST Microelectronics, and ST Microsoft
- Subjects
0209 industrial biotechnology ,Facial expression ,assistive robotics ,Entertainment robot ,humanoid robot ,Computer science ,Group emotion ,media_common.quotation_subject ,0211 other engineering and technologies ,Entertainment industry ,021107 urban & regional planning ,02 engineering and technology ,[INFO.INFO-AI]Computer Science [cs]/Artificial Intelligence [cs.AI] ,Social group ,020901 industrial engineering & automation ,Mood ,Human–computer interaction ,Perception ,emotion recognition ,Affective computing ,Humanoid robot ,entertainment robot ,media_common - Abstract
International audience; In this paper, a system to determine the emotion of a group of people via facial expression analysis is proposed for the Waseda Entertainment Robots. General models and standard methods for emotion definition and recognition are briefly described, as well as strategies for computing the group global emotion, knowing the individual emotions of group members. This work is based on Ekman's extended “Big Six” emotional model, popular in Computer Science and Affective Computing. Emotion recognition via facial expression analysis is performed with a cloud-computing based solution, using Microsoft Azure Cognitive services. First, the performances of both the Face API to detect faces, and Emotion API, to compute emotion via face expression analysis, are tested. After that, a solution to compute the emotion of a group of people has been implemented and its performances compared to human perceptions. This work presents concepts and strategies which can be generalized for applications within the scope of assistive robotics and, more broadly, affective computing, wherever it will be necessary to determine the emotion of a group of people
- Published
- 2018
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34. Robot Magic: A Robust Interactive Humanoid Entertainment Robot
- Author
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Kyle John Morris, Vladyslav Samonin, John Anderson, Jacky Baltes, and Meng Cheng Lau
- Subjects
0209 industrial biotechnology ,Entertainment robot ,Computer science ,business.industry ,media_common.quotation_subject ,Robotics ,02 engineering and technology ,Magic (paranormal) ,020901 industrial engineering & automation ,Embodied cognition ,Human–computer interaction ,Perception ,0202 electrical engineering, electronic engineering, information engineering ,Robot ,020201 artificial intelligence & image processing ,Artificial intelligence ,business ,Humanoid robot ,media_common - Abstract
In recent years, there have been a number of popular robotics competitions whose intent is to advance the state of research by comparing embodied entries against one another in real time. The IEEE Humanoid application challenge is intended to broaden these by allowing more open-ended entries, with a general theme within which entrants are challenged to create the most effective application involving a humanoid robot. This year’s theme was Robot Magic, and this paper describes our first-place winning entry in the 2017 competition, running on a ROBOTIS OP2 humanoid robot. We describe the overall agent design and contributions to perception, learning, control, and representation, which together support a robust live robot magic performance.
- Published
- 2018
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- View/download PDF
35. Hello Pepper, may I tickle you?
- Author
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Anne Arvola, Hanna Lammi, Päivi Heikkilä, Iina Aaltonen, Mutlu, Bilge, and Tscheligi, Manfred
- Subjects
0209 industrial biotechnology ,Computer science ,02 engineering and technology ,social robot ,computer.software_genre ,Human–robot interaction ,Entertainment ,human-robot interaction ,020901 industrial engineering & automation ,pepper ,children ,entertainment ,0202 electrical engineering, electronic engineering, information engineering ,adults ,ta113 ,shopping mall ,Social robot ,Entertainment robot ,Multimedia ,ta213 ,Shopping mall ,Tickling ,observations ,Robot ,020201 artificial intelligence & image processing ,computer - Abstract
We took a social robot Pepper to a shopping mall for one day to see what kind of initial responses it draws from people. We observed that the robot was quickly surrounded by children when there were others-especially adults-interacting with it. The children seemed to especially enjoy the activity-related applications, such as tickling the robot or giving a high-five. Adults were interested in hearing about useful applications and tended to talk to the robot as if it were any machine capable of speech recognition. These observations will help to design more interactive and entertaining applications for shopping mall robots.
- Published
- 2017
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36. Position Estimation Method of Entertainment Robot in Performance Stage
- Author
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SeokJun Ko and Chul-Ung Kang
- Subjects
Engineering ,Entertainment robot ,Robot calibration ,business.industry ,Position (vector) ,Robot ,Mobile robot ,Stage (hydrology) ,business ,Simulation ,Mobile robot navigation ,Robot control - Abstract
In this paper, we propose a position estimation method of an entertainment robot in a performance stage. A position information is needed to produce contents of an entertainment robot performance. First, the performance stage is realized by a CD (cadmium sulfide) sensor matrix with a constant distance. Then the proposed position estimation uses ON/OFF information of a CD sensor in a performance stage. We confirmed that the position of the robot is detected with an maximum 4cm in position evaluation experiments. The robot was traveling to the final target position in the walking experiment with 75cm and 120cm path plan. Ultimately, the effectiveness of the proposed estimation is assessed by experimental results of a robot in performance stage. Also, in the proposed system installed by a robot performance contents, there is no necessity to mount a position estimation device on a robot; therefore an advantage of our system is that an entertainment robot commercialized by robot vendor can be utilized in our performance stage directly.
- Published
- 2014
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37. Design of Piano -playing Robotic Hand
- Author
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Hsin-Cheng Li, Lin Jen-Chang, Kuo-Cheng Huang, and Shu-Wei Lin
- Subjects
Service robot ,Service (systems architecture) ,Engineering ,Entertainment robot ,business.industry ,InformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.,HCI) ,lcsh:T ,lcsh:Mechanical engineering and machinery ,Piano ,Robotics ,lcsh:Technology ,Entertainment ,Music theory ,Human–computer interaction ,Robot ,lcsh:TJ1-1570 ,Artificial intelligence ,business ,Simulation - Abstract
Unlike the market slowdown of industrial robots, service & entertainment robots have been highly regarded by most robotics reseach and market research agencies. In this study we developed a music playing robot (which can also work as a service robot) for public performance. The research is mainly focused on the mechanical and electrical control of piano-playing robot, the exploration of correlations among music theory, rhythm and piano keys, and eventually the research on playing skill of keyboard instrument. The piano-playing robot is capable of control linear motor, servo-motor and pneumatic devices in accordance with the notes and rhythm in order to drive the mechanical structure to proper positions for pressing the keys and generating music. The devices used for this robot are mainly crucial components produced by HIWIN Technology Corp. The design of robotic hand is based on the direction of anthropomorphic hand such that five fingers will be used for playing piano. The finger actuations include actions of finger rotation, finger pressing, and finger lifting; time required for these 3 stages must meet the requirement of rhythm. The purpose of entertainment robot can be achieved by playing electric piano with robotic hand, and we hope this research can contribute to the development of domestic entertainment music playing robots.
- Published
- 2013
38. Emotion Generation Model with Growth Functions for Robots
- Author
-
Masataka Tokumaru and Miho Harata
- Subjects
Human-Computer Interaction ,Self-organizing map ,Entertainment robot ,Artificial Intelligence ,Computer science ,business.industry ,Emotion generation ,Robot ,Computer Vision and Pattern Recognition ,Artificial intelligence ,business - Abstract
In this paper, we propose an emotion model with growth functions for robots. Many emotion models for robots have been developed using Neural Networks (NN), which focus on the functions of emotion recognition, control, and expression. One problem that affects these emotion models for robots is the development of a “simplified” emotion generation algorithm. Users readily lose interest in “simple” systems. Most models have attempted to generate complex emotional expressions, whereas no previous studies have considered the “growth of a robot.” Therefore, we propose a growth model for emotions based on changes in the network structure of a self-organizing map. We also applied a multilayer perceptron NN to generate more sophisticated expressions of emotion using growth functions. This model generated a similar behavior to the concept of affective change described in genetic psychology. Our results showed that this emotion model was more suitable for producing a robot with growth functions based on a psychological model.
- Published
- 2013
- Full Text
- View/download PDF
39. Shuttlecock detection system for fully-autonomous badminton robot with two high-speed video cameras
- Author
-
S. Une, K. Demachi, T. Kanematsu, S. Suzuki, M. Mizuno, M. Uotani, K. Yamagami, T. Masunari, Y. Nakamura, and S. Sano
- Subjects
Engineering ,High speed video ,Stereo imaging ,Entertainment robot ,business.industry ,Robot ,Robot vision ,Computer vision ,Artificial intelligence ,business ,Simulation ,Motion (physics) - Abstract
Two high-speed video cameras are successfully used to detect the motion of a flying shuttlecock of badminton. The shuttlecock detection system is applied to badminton robots that play badminton fully autonomously. The detection system measures the three dimensional position and velocity of a flying shuttlecock, and predicts the position where the shuttlecock falls to the ground. The badminton robot moves quickly to the position where the shuttle-cock falls to, and hits the shuttlecock back into the opponent’s side of the court. In the game of badminton, there is a large audience, and some of them move behind a flying shuttlecock, which are a kind of background noise and makes it difficult to detect the motion of the shuttlecock. The present study demonstrates that such noises can be eliminated by the method of stereo imaging with two high-speed cameras.
- Published
- 2017
- Full Text
- View/download PDF
40. Dynamische Schlagregelung eines redundanten Ballspielroboters
- Author
-
Schüthe, Dennis, Frese, Udo, and Gräser, Axel
- Subjects
optimal control ,gyroscope ,redundant ,flexible joint ,task level optimal control ,state estimation ,ddc:620 ,calibration ,620 Engineering ,entertainment robot - Abstract
This thesis shows a control algorithm for coping with a ball batting task for an entertainment robot. The robot is a three jointed robot with a redundant degree of freedom and its name is "Doggy". Doggy because of its dog-like costume. Design, mechanics and electronics were developed by us. DC-motors control the tooth belt driven joints, resulting in elasticities between the motor and link. Redundancy and elasticity have to be taken into account by our developed controller and are demanding control tasks. In this thesis we show the structure of the ball playing robot and how this structure can be described as a model. We distinguish two models: One model that includes a flexible bearing, the other does not. Both models are calibrated using the toolkit Sparse Least Squares on Manifolds (SLOM) - i.e. the parameters for the model are determined. Both calibrated models are compared to measurements of the real system. The model with the flexible bearing is used to implement a state estimator - based on a Kalman filter - on a microcontroller. This ensures real time estimation of the robot states. The estimated states are also compared with the measurements and are assessed. The estimated states represent the measurements well. In the core of this work we develop a Task Level Optimal Controller (TLOC), a model-predictive optimal controller based on the principles of a Linear Quadratic Regulator (LQR). We aim to play a ball back to an opponent precisely. We show how this task of playing a ball at a desired time with a desired velocity at a desired position can be embedded into the LQR principle. We use cost functions for the task description. In simulations, we show the functionality of the control concept, which consists of a linear part (on a microcontroller) and a nonlinear part (PC software). The linear part uses feedback gains which are calculated by the nonlinear part. The concept of the ball batting controller with precalculated feedback gains is evaluated on the robot. This shows successful batting motions. The entertainment aspect has been tested on the Open Campus Day at the University of Bremen and is summarized here shortly. Likewise, a jointly developed audience interaction by recognition of distinctive sounds is summarized herein. In this thesis we answer the question, if it is possible to define a rebound task for our robot within a controller and show the necessary steps for this.
- Published
- 2017
41. Improvement of Violinist Robot using a Passive Damper Device
- Author
-
Eric T. Matson, Jinung An, Byung-Cheol Min, and Donghan Kim
- Subjects
Engineering ,Offset (computer science) ,Entertainment robot ,business.industry ,Bowing ,Mechanical Engineering ,Acoustics ,Robot end effector ,Industrial and Manufacturing Engineering ,law.invention ,Damper ,Violin ,Artificial Intelligence ,Control and Systems Engineering ,law ,Robot ,Point (geometry) ,Electrical and Electronic Engineering ,business ,Software ,Simulation - Abstract
The aim of this study was to determine how the violinist robot could produce a good quality of violin sounds. We began our study with the basic physics of producing sound with a violin. We found three parameters that influenced the quality of the sound produced by the violin; the bowing force, the bowing velocity and the sounding point. In particular, the bowing force was found to be the most important parameter in producing good sounds. Furthermore, to produce such sounds, a same amount of the bowing force must be applied on the contact point between a bow and a string. However, it is hard to keep a same amount of the bowing force on the contact point due to inherent characteristics of a bow. Thus, we primarily focused on the bowing force by considering bowing a string as a spring-mass system. Then, we devised a passive damper device to offset variables in the spring-mass system that may result in changing the bowing force on the contact point. We then validated our methodology with the violinist robot, a human-like torso robot.
- Published
- 2013
- Full Text
- View/download PDF
42. Speech signal-based emotion recognition and its application to entertainment robots
- Author
-
Meng Ju Han, Kai-Tai Song, and Shih Chieh Wang
- Subjects
Signal processing ,Entertainment robot ,Computer science ,business.industry ,Speech recognition ,Frame (networking) ,General Engineering ,Linear discriminant analysis ,Human–robot interaction ,Support vector machine ,Stimulus modality ,Robot ,Computer vision ,Artificial intelligence ,business - Abstract
By recognizing sensory information, through touch, vision, or voice sensory modalities, a robot can interact with people in a more intelligent manner. In human–robot interaction (HRI), emotion recognition has been a popular research topic in recent years. This paper proposes a method for emotion recognition, using a speech signal to recognize several basic human emotional states, for application in an entertainment robot. The proposed method uses voice signal processing and classification. Firstly, end-point detection and frame setting are accomplished in the pre-processing stage. Then, the statistical features of the energy contour are computed. Fisher’s linear discriminant analysis (FLDA) is used to enhance the recognition rate. In the final stage, a support vector machine (SVM) is used to complete the emotional state classification. In order to determine the effectiveness of emotional HRI, an embedded system was constructed and integrated with a self-built entertainment robot. The experimental results ...
- Published
- 2012
- Full Text
- View/download PDF
43. Application of Unexpectedness to the Behavioral Design of an Entertainment Robot
- Author
-
Hyojung Oh, Sonya S. Kwak, and Myung-Suk Kim
- Subjects
Expectancy theory ,Entertainment robot ,Multimedia ,Novelty ,Robot ,Psychology ,computer.software_genre ,computer ,Cognitive psychology - Abstract
The objectives of this study are to apply unexpectedness to the behavioral design of an entertainment robot and to evaluate the impression and satisfaction provided by the robot. Participants(N=44) observed four robot behaviors, which are distinguished by type of expectancy disconfirmation (positive disconfirmation, negative disconfirmation, simply confirmation, unexpected disconfirmation), and evaluated each behavior in terms of novelty, enjoyment, satisfaction, performance, and reliability. Participants perceived the unexpected disconfirmation behavior to be more novel and enjoyable such that they preferred this type over the other types. On the other hand, they evaluated the positive disconfirmation behavior as more intelligent and reliable than the other types. These findings will provide an essential basis for designing the behavior of an entertainment robot with the use of unexpectedness.
- Published
- 2012
- Full Text
- View/download PDF
44. A Musical Robot that Synchronizes with a Coplayer Using Non-Verbal Cues
- Author
-
Angelica Lim, Tetsuya Ogata, Hiroshi G. Okuno, and Takeshi Mizumoto
- Subjects
Engineering ,Multimedia ,Entertainment robot ,business.industry ,computer.software_genre ,Computer Science Applications ,Human-Computer Interaction ,Nonverbal communication ,Hardware and Architecture ,Control and Systems Engineering ,Human–computer interaction ,Gesture recognition ,Synchronization (computer science) ,Robot ,Visual communication ,Singing ,business ,computer ,Software ,Gesture - Abstract
Music has long been used to strengthen bonds between humans. In our research, we develop musical coplayer robots with the hope that music may improve human–robot symbiosis as well. In this paper, we underline the importance of non-verbal, visual communication for ensemble synchronization at the start, during and end of a piece. We propose three cues for interplayer communication, and present a thereminplaying, singing robot that can detect them and adapt its play to a human flutist. Experiments with two naive flutists suggest that the system can recognize naturally occurring flutist gestures without requiring specialized user training. In addition, we show how the use of audio-visual aggregation can allow a robot to adapt to tempo changes quickly.
- Published
- 2012
- Full Text
- View/download PDF
45. Evolving behavior sequences for a humanoid entertainment robot
- Author
-
Tsung-Hsien Yang, Wei-Po Lee, and Jih-Shiou Jong
- Subjects
Ubiquitous robot ,Personal robot ,Social robot ,Entertainment robot ,Computer science ,business.industry ,Mobile robot ,Robot learning ,General Biochemistry, Genetics and Molecular Biology ,Robot control ,Artificial Intelligence ,Artificial intelligence ,business ,Humanoid robot - Abstract
One of the most important issues in developing an entertainment robot is human-robot interaction, in which the robot is expected to learn new behaviors specified by the user. In this article we present an imitation-based mechanism to support robot learning, and use evolutionary computing to learn new behavior sequences. We also propose several advanced techniques at the task level and the computational level to evolve complex sequences. To evaluate our approach, we use it to evolve different behaviors for a humanoid robot. The results show the promise of our approach.
- Published
- 2010
- Full Text
- View/download PDF
46. Biasing behavioral activation with intent for an entertainment robot
- Author
-
Ronald C. Arkin and Patrick D. Ulam
- Subjects
Entertainment robot ,Computer science ,Mechanical Engineering ,Interface (computing) ,Serialization ,Computational Mechanics ,Theory of planned behavior ,Action selection ,Action (philosophy) ,Artificial Intelligence ,Human–computer interaction ,Behavior-based robotics ,Engineering (miscellaneous) ,Humanoid robot ,Simulation - Abstract
Deliberate control of an entertainment robot presents a special problem in balancing the requirement for intentional behavior with the existing mechanisms for autonomous action selection. It is proposed that the intentional biasing of activation in lower-level reactive behaviors is the proper mechanism for realizing such deliberative action. In addition, it is suggested that directed intentional bias can result in goal-oriented behavior without subsuming the underlying action selection used to generate natural behavior. This objective is realized through a structure called the intentional bus. The intentional bus serves as the interface between deliberative and reactive control by realizing high-level goals through the modulation of intentional signals sent to the reactive layer. A deliberative architecture that uses the intentional bus to realize planned behavior is described. In addition, it is shown how the intentional bus framework can be expanded to support the serialization of planned behavior by shifting from direct intentional influence for plan execution to attentional triggering of a learned action sequence. Finally, an implementation of this architecture, developed and tested on Sony’s humanoid robot QRIO, is described.
- Published
- 2008
- Full Text
- View/download PDF
47. エンタテインメント ロボット オ モチイタ ロボット カイザイ リハビリテーション ノコ コロミ
- Author
-
Toshihiro , Tetusi, Eiichi , Ohkubo, Noriko , Kato, Shin'ichi , Sato, Ryuhei , Kimura, and Mitsuru, Naganuma
- Subjects
body regions ,Robot Assisted Activity ,Robot Assisted Therapy ,technology, industry, and agriculture ,human activities ,wireless LAN ,entertainment robot ,rehabilitation - Abstract
Robot Assisted Activity (RAA) and Robot Assisted Therapy (RAT) were put into practice and shown to be effective at the rehabilitation ward and elderly persons' nursing home using commercially available entertainment robots. Animal Assisted Activity (AAA) and Animal Assisted Therapy (AAT) are well known and modeled on this study. Remote control of the robot that is impossible in the case of an animal showed very effective in the rehabilitation practice and Robot Assisted Rehabilitation (RAR) was proposed. However there are several problems for the remote controlled RAR to receive wide recognition as the candidate of the complementary medicine. One of the problems is that the robot operator is needed besides intervener or therapist. To solve this problem a small and simple operating terminal with www browser was developed aiming it can be used by the intervener. In this paper, preliminary studies of RAA/RAT are reported laying stress on rehabilitation application and improvement of the robot remote control system.
- Published
- 2008
48. Development of the compact English LVCSR acoustic model for embedded entertainment robot applications
- Author
-
Ajay Patrikar, Xavier Menendez-Pidal, Lex Olorenshaw, and Hitoshi Honda
- Subjects
Linguistics and Language ,Vocabulary ,Entertainment robot ,Computer science ,business.industry ,Speech recognition ,media_common.quotation_subject ,Decision tree ,Acoustic model ,Machine learning ,computer.software_genre ,Triphone ,Language and Linguistics ,Human-Computer Interaction ,Search engine ,Computer Science::Sound ,Redundancy (engineering) ,Computer Vision and Pattern Recognition ,Artificial intelligence ,Hidden Markov model ,business ,computer ,Software ,media_common - Abstract
In this paper we discuss two techniques to reduce the size of the acoustic model while maintaining or improving the accuracy of the recognition engine. The first technique, demiphone modeling, tries to reduce the redundancy existing in a context dependent state-clustered Hidden Markov Model (HMM). Three-state demiphones optimally designed from the triphone decision tree are introduced to drastically reduce the phone space of the acoustic model and to improve system accuracy. The second redundancy elimination technique is a more classical approach based on parameter tying. Similar vectors of variances in each HMM cluster are tied together to reduce the number of parameters. The closeness between the vectors of variances is measured using a Vector Quantizer (VQ) to maintain the information provided by the variances parameters. The paper also reports speech recognition improvements using assignment of variable number Gaussians per cluster and gender-based HMMs. The main motivation behind these techniques is to improve the acoustic model and at the same time lower its memory usage. These techniques may help in reducing memory and improving accuracy of an embedded Large Vocabulary Continuous Speech Recognition (LVCSR) application.
- Published
- 2007
- Full Text
- View/download PDF
49. Knowledge model-based heterogeneous multi-robot system implemented by a software platform
- Author
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Haruki Ueno and Tao Zhang
- Subjects
Information Systems and Management ,Social robot ,Entertainment robot ,Knowledge representation and reasoning ,Computer science ,business.industry ,Mobile robot ,Management Information Systems ,Robot control ,Artificial Intelligence ,Human–computer interaction ,Robot ,AIBO ,Artificial intelligence ,business ,Software ,Humanoid robot - Abstract
In order to build a heterogeneous multi-robot system that can be regarded as a primitive prototype of a future symbiotic autonomous human-robot system, this paper presents a knowledge model-based heterogeneous multi-robot system implemented by a software platform. With using frame-based knowledge representation, a knowledge model is constructed to describe the features of heterogeneous robots as well as their behaviors according to human requests. The required knowledge for constructing a heterogeneous multi-robot system can be therefore integrated in a single model and shared by robots and users. Based on the knowledge model, the heterogeneous multi-robot system is defined in the Software Platform for Agents and Knowledge Management (SPAK) by use of XML format. With the use of SPAK, the cooperative operation of heterogeneous multi-robot system can be flexibly carried out. The proposed system not only can integrate heterogeneous robots and various techniques for robots, but also can automatically perform human-robot interaction and plan robot behaviors taking into account different intelligence of robots corresponding to human requests. In this paper, an actual heterogeneous multi-robot system comprised by humanoid robots (Robovie, PINO), mobile robot (Scout) and entertainment robot dog (AIBO) is built and the effectiveness of the proposed system is verified by experiment.
- Published
- 2007
- Full Text
- View/download PDF
50. Tema 2: The NAO robot as a Persuasive Educational and Entertainment Robot (PEER) – a case study on children’s articulation, categorization and interaction with a social robot for learning
- Author
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Lykke Brogaard Bertel and Glenda Hannibal
- Subjects
Nao robot ,Social robot ,Multimedia ,Point (typography) ,Entertainment robot ,computer.software_genre ,lcsh:LB5-3640 ,lcsh:Theory and practice of education ,Categorization ,Embodied cognition ,Psychology ,Articulation (phonetics) ,computer ,Cognitive psychology - Abstract
The application of social robots as motivational tools and companions in education is increasingly being explored from a theoretical and practical point of view. In this paper, we examine the social robot NAO as a Persuasive Educational and Entertainment Robot (PEER) and present findings from a case study on the use of NAO to support learning environments in Danish primary schools.In the case study we focus on the children’s practice of articulation and embodied interaction with NAO and investigate the role of NAO as a ‘tool’, ‘social actor’ or ‘simulating medium’ in the learning designs. We examine whether this categorization is static or dynamic, i. e. develops and changes over the course of the interaction and explore how this relates to and affects the student’s motivation to engage in the NAO-supported learning activities.
- Published
- 2015
- Full Text
- View/download PDF
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