Granthamhendriksen8368
With the advent of computer technology, Virtual Reality (VR) became an integral part of design studios in architecture education. Researchers have been exploring how VR-enhanced design studios can be assessed from a student-centered perspective. This paper illustrates the role of teaching architectural design for developing a novel and contextual curriculum based on an analysis of student feedback. The background focuses on the development of VR-based architectural design education. The methodology frames two digital design ecosystems which are experimented in four undergraduate courses. With an ecosystem-based approach discussed in this paper, a medium-oriented and a content-oriented curriculum are offered for testing students' reaction to teaching design in VR. In both ecosystems, students are engaged with advanced digital design methods and techniques, which include 3D form-finding, building information modeling, visual programming, coding, and real-time rendering. The study screens the usage of software sbutes to future research in the contextualization of the design teaching efforts.Given the features of a video, recurrent neural networks can be used to automatically generate a caption for the video. Existing methods for video captioning have at least three limitations. First, semantic information has been widely applied to boost the performance of video captioning models, but existing networks often fail to provide meaningful semantic features. Second, the Teacher Forcing algorithm is often utilized to optimize video captioning models, but during training and inference, different strategies are applied to guide word generation, leading to poor performance. Third, current video captioning models are prone to generate relatively short captions that express video contents inappropriately. Toward resolving these three problems, we suggest three corresponding improvements. First of all, we propose a metric to compare the quality of semantic features, and utilize appropriate features as input for a semantic detection network (SDN) with adequate complexity in order to generate meaningful semantic features for videos. Then, we apply a scheduled sampling strategy that gradually transfers the training phase from a teacher-guided manner toward a more self-teaching manner. Finally, the ordinary logarithm probability loss function is leveraged by sentence length so that the inclination of generating short sentences is alleviated. Our model achieves better results than previous models on the YouTube2Text dataset and is competitive with the previous best model on the MSR-VTT dataset.Environments in which Global Positioning Systems (GPS), or more generally Global Navigation Satellite System (GNSS), signals are denied or degraded pose problems for the guidance, navigation, and control of autonomous systems. This can make operating in hostile GNSS-Impaired environments, such as indoors, or in urban and natural canyons, impossible or extremely difficult. Pixel Processor Array (PPA) cameras-in conjunction with other on-board sensors-can be used to address this problem, aiding in tracking, localization, and control. In this paper we demonstrate the use of a PPA device-the SCAMP vision chip-combining perception and compute capabilities on the same device for aiding in real-time navigation and control of aerial robots. A PPA consists of an array of Processing Elements (PEs), each of which features light capture, processing, and storage capabilities. This allows various image processing tasks to be efficiently performed directly on the sensor itself. Within this paper we demonstrate visual odometry and target identification running concurrently on-board a single PPA vision chip at a combined frequency in the region of 400 Hz. Results from outdoor multirotor test flights are given along with comparisons against baseline GPS results. The SCAMP PPA's High Dynamic Range (HDR) and ability to run multiple algorithms at adaptive rates makes the sensor well suited for addressing outdoor flight of small UAS in GNSS challenging or denied environments. HDR allows operation to continue during the transition from indoor to outdoor environments, and in other situations where there are significant variations in light levels. Additionally, the PPA only needs to output specific information such as the optic flow and target position, rather than having to output entire images. This significantly reduces the bandwidth required for communication between the sensor and on-board flight computer, enabling high frame rate, low power operation.Brain-computer interfaces (BCIs) have long been seen as control interfaces that translate changes in brain activity, produced either by means of a volitional modulation or in response to an external stimulation. However, recent trends in the BCI and neurofeedback research highlight passive monitoring of a user's brain activity in order to estimate cognitive load, attention level, perceived errors and emotions. Extraction of such higher order information from brain signals is seen as a gateway for facilitation of interaction between humans and intelligent systems. Particularly in the field of robotics, passive BCIs provide a promising channel for prediction of user's cognitive and affective state for development of a user-adaptive interaction. In this paper, we first illustrate the state of the art in passive BCI technology and then provide examples of BCI employment in human-robot interaction (HRI). We finally discuss the prospects and challenges in integration of passive BCIs in socially demanding HRI settings. This work intends to inform HRI community of the opportunities offered by passive BCI systems for enhancement of human-robot interaction while recognizing potential pitfalls.We describe and evaluate a neural network-based architecture aimed to imitate and improve the performance of a fully autonomous soccer team in RoboCup Soccer 2D Simulation environment. The approach utilizes deep Q-network architecture for action determination and a deep neural network for parameter learning. The proposed solution is shown to be feasible for replacing a selected behavioral module in a well-established RoboCup base team, Gliders2d, in which behavioral modules have been evolved with human experts in the loop. Furthermore, we introduce an additional performance-correlated signal (a delayed reward signal), enabling a search for local maxima during a training phase. The extension is compared against a known benchmark. Finally, we investigate the extent to which preserving the structure of expert-designed behaviors affects the performance of a neural network-based solution.We consider the problem of learning generalized first-order representations of concepts from a small number of examples. We augment an inductive logic programming learner with 2 novel contributions. First, we define a distance measure between candidate concept representations that improves the efficiency of search for target concept and generalization. Second, we leverage richer human inputs in the form of advice to improve the sample efficiency of learning. We prove that the proposed distance measure is semantically valid and use that to derive a PAC bound. Our experiments on diverse learning tasks demonstrate both the effectiveness and efficiency of our approach.In our everyday lives we regularly engage in complex, personalized, and adaptive interactions with our peers. To recreate the same kind of rich, human-like interactions, a social robot should be aware of our needs and affective states and continuously adapt its behavior to them. Our proposed solution is to have the robot learn how to select the behaviors that would maximize the pleasantness of the interaction for its peers. To make the robot autonomous in its decision making, this process could be guided by an internal motivation system. We wish to investigate how an adaptive robotic framework of this kind would function and personalize to different users. We also wish to explore whether the adaptability and personalization would bring any additional richness to the human-robot interaction (HRI), or whether it would instead bring uncertainty and unpredictability that would not be accepted by the robot's human peers. To this end, we designed a socially adaptive framework for the humanoid robot iCub. selleck chemical As a result, the robot perceives and reuses the affective and interactive signals from the person as input for the adaptation based on internal social motivation. We strive to investigate the value of the generated adaptation in our framework in the context of HRI. In particular, we compare how users will experience interaction with an adaptive versus a non-adaptive social robot. To address these questions, we propose a comparative interaction study with iCub whereby users act as the robot's caretaker, and iCub's social adaptation is guided by an internal comfort level that varies with the stimuli that iCub receives from its caretaker. We investigate and compare how iCub's internal dynamics would be perceived by people, both in a condition when iCub does not personalize its behavior to the person, and in a condition where it is instead adaptive. Finally, we establish the potential benefits that an adaptive framework could bring to the context of repeated interactions with a humanoid robot.This article presents a method for grasping novel objects by learning from experience. Successful attempts are remembered and then used to guide future grasps such that more reliable grasping is achieved over time. To transfer the learned experience to unseen objects, we introduce the dense geometric correspondence matching network (DGCM-Net). This applies metric learning to encode objects with similar geometry nearby in feature space. Retrieving relevant experience for an unseen object is thus a nearest neighbor search with the encoded feature maps. DGCM-Net also reconstructs 3D-3D correspondences using the view-dependent normalized object coordinate space to transform grasp configurations from retrieved samples to unseen objects. In comparison to baseline methods, our approach achieves an equivalent grasp success rate. However, the baselines are significantly improved when fusing the knowledge from experience with their grasp proposal strategy. Offline experiments with a grasping dataset highlight the capability to transfer grasps to new instances as well as to improve success rate over time from increasing experience. Lastly, by learning task-relevant grasps, our approach can prioritize grasp configurations that enable the functional use of objects.Fabrication of soft pneumatic bending actuators typically involves multiple steps to accommodate the formation of complex internal geometry and the alignment and bonding between soft and inextensible materials. The complexity of these processes intensifies when applied to multi-chamber and small-scale (~10 mm diameter) designs, resulting in poor repeatability. Designs regularly rely on combining multiple prefabricated single chamber actuators or are limited to simple (fixed cross-section) internal chamber geometry, which can result in excessive ballooning and reduced bending efficiency, compelling the addition of constraining materials. In this work, we address existing limitations by presenting a single material molding technique that uses parallel cores with helical features. We demonstrate that through specific orientation and alignment of these internal structures, small diameter actuators may be fabricated with complex internal geometry in a single material-without- additional design-critical steps. The helix design produces wall profiles that restrict radial expansion while allowing compact designs through chamber interlocking, and simplified demolding.