The Social Robot

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Transcript The Social Robot

Dr. Brian Duffy
[email protected]
© 2003 Gina Joue & Brian Duffy
A Flexible Framework for All
Socially engage each other on an equal footing by
encouraging and facilitating minority groups to
seamlessly integrate with everyone through
universal design and a modular peripherals
approach
The Multimodal Approach
Flexible integration between sensor modalities:
Fusion
Flexible integration of actuator modalities:
Fission
© 2003 Gina Joue & Brian Duffy
Multimodal Fusion
Position / Motion
Audio
Video
Tactile / Force
keyboard
tablet
mouse
glove
microphone
camera
haptic device
Typing
Handwriting
Pushing and clicking
Gloved hand gestures
Speaking
Body movement
Head movement
Free hand gestures
Facial expression
Eye movement
Hand pressure
EMG
Muscle activity
Voltage
Skin Conductance
GSR
Body stress levels
Neural
EEG
Brain activity
© 2003 Gina Joue & Brian Duffy
Plug′n PLAY
Flexible Hardware ::
Active Chair
Social Interfaces
::
Robotics
Play with Reality
::
Virtual &
Augmented
Reality
© 2003 Gina Joue & Brian Duffy
The Active Chair :: Design
Air System
3 pneumatic cylinders
Variable air speed controllers
Pressure controllers
Solenoid valves
Control System
USB system using a PIC controller
(PIC16F87x) with Serial
Communications Interface in full
duplex mode (asynchronous) & a
USB interface circuit
Design
Holds the occupant in a minimal-stress posture between the neutral
body posture of zero gravitation and a normal posture of relaxation on a
flat, level surface (based on NASA experimentation).
© 2003 Gina Joue & Brian Duffy
The Active Chair :: Control
© 2003 Gina Joue & Brian Duffy
The Active Chair :: Vicarious Adrenaline
OBJECTIVE: the transference of adrenalinebased motor sport experiences to an observer
through a complex inter-modal interaction.
Can you really know how I feel?
… where the OBSERVER
becomes the PARTICIPANT
© 2003 Gina Joue & Brian Duffy
The Active Chair :: Vicarious Adrenaline
“I used the term ‘rodeo-chair’. It is embedded in therapeutic connotations
that are attached to the medical viewpoint of disability. However, the haptic
chair uses a reality that involves a playful atmosphere. This maze allows
the mind to be in tune with an exterior force. It can be set in a virtual
environment or ultimately in a social context. If the body is paralysed, it
does not mean it has to curl up. It needs exercise.
The mind is in the driving seat.”
JAMES BROSNAN
© 2003 Gina Joue & Brian Duffy
Immersive Play for All :: TRUST
Installed at the KK Women & Children’s
Hospital in Singapore in 2005
© 2003 Gina Joue & Brian Duffy
Social Interfaces :: JoeRobot
OBJECTIVE: To develop a robust modular robot for
explicit social interaction between a robot and one
or more other robots, virtual avatars or humans
The ideal is a balance
between developing a
system that can realistically
meet the expectations of
the people it interacts with
while still embracing its
machine-like qualities that
make it ultimately useful
© 2003 Gina Joue & Brian Duffy
Social Interfaces :: JoeRobot
Articulation
When it moves it comes “alive”
Perception
Vision: Colour tracking, feature recognition
Localisation
Biosensors
Communication
Speech recognition & synthesis
Gestures
Control
Modular code structure
Behaviour libraries
Vision algorithms
Communication protocols
Software interfaces (presentation)
Embedded systems (e.g. speech)
© 2003 Gina Joue & Brian Duffy
Play with Reality :: Seamless Worlds
Judicious synthesis between the real & the virtual
Manage how Virtual & Augmented Reality
can become a powerful medium in our
social play
fuse the REALGAME
Seamless integration of realities
© 2003 Gina Joue & Brian Duffy
Make it real …
A strong need to develop flexible modular designs
to promote real interaction regardless of abilities,
age, or situation.
SENSE – FEEL –EXPERIENCE
The integration of multi-sensory stimulation
creates a highly immersive environment that helps
facilitate motor control rehabilitation.
“… allows the mind to be in tune with
an exterior force.”
James Brosnan
© 2003 Gina Joue & Brian Duffy