• Whitley Jokumsen posted an update 6 months ago

    Human-centered artificial intelligence is increasingly deployed in professional workplaces in Industry 4.0 to address various challenges related to the collaboration between the operators and the machines, the augmentation of their capabilities, or the improvement of the quality of their work and life in general. Intelligent systems and autonomous machines need to continuously recognize and follow the professional actions and gestures of the operators in order to collaborate with them and anticipate their trajectories for avoiding potential collisions and accidents. Nevertheless, the recognition of patterns of professional gestures is a very challenging task for both research and the industry. There are various types of human movements that the intelligent systems need to perceive, for example, gestural commands to machines and professional actions with or without the use of tools. Moreover, the interclass and intraclass spatiotemporal variances together with the very limited access to annotated human motion ng, a motion trajectory can be estimated by taking as minimum input two observations only. The performance of the algorithm has been evaluated using four industrial datasets that contain gestures and actions from a TV assembly line, the glassblowing industry, the gestural commands to Automated Guided Vehicles as well as the Human-Robot Collaboration in the automotive assembly lines. The hybrid approach State-Space and HMMs outperforms standard continuous HMMs and a 3DCNN-based end-to-end deep architecture.Plants are movers, but the nature of their movement differs dramatically from that of creatures that move their whole body from point A to point B. Plants grow to where they are going. H-151 Bio-inspired robotics sometimes emulates plants’ growth-based movement; but growing is part of a broader system of movement guidance and control. We argue that ecological psychology’s conception of “information” and “control” can simultaneously make sense of what it means for a plant to navigate its environment and provide a control scheme for the design of ecological plant-inspired robotics. In this effort, we will outline several control laws and give special consideration to the class of control laws identified by tau theory, such as time to contact.Robotics has gained, in recent years, a significant role in educational processes that take place in formal, non-formal, and informal contexts, mainly in the subjects related to STEM (science, technology, engineering, and mathematics). Indeed, educational robotics (ER) can be fruitfully applied also to soft skills, as it allows promoting social links between students, if it is proposed as a group activity. Working in a group to solve a problem or to accomplish a task in the robotics field allows fostering new relations and overcoming the constraints of the established links associated to the school context. Together with this aspect, ER offers an environment where it is possible to assess group dynamics by means of sociometric tools. In this paper, we will describe an example of how ER can be used to foster and assess social relations in students’ group. In particular, we report a study that compares (1) a laboratory with robots, (2) a laboratory with Scratch for coding, and (3) a control group. This study involved Italian students attending middle school. As the focus of this experiment was to study relations in students’ group, we used the sociometric tools proposed by Moreno. Results show that involving students in a robotics lab can effectively foster relations between students and, jointly with sociometric tools, can be employed to portrait group dynamics in a synthetic and manageable way.It is hypothesized that the nonlinear muscle characteristic of biomechanical systems simplify control in the sense that the information the nervous system has to process is reduced through off-loading computation to the morphological structure. It has been proposed to quantify the required information with an information-entropy based approach, which evaluates the minimally required information to control a desired movement, i.e., control effort. The key idea is to compare the same movement but generated by different actuators, e.g., muscles and torque actuators, and determine which of the two morphologies requires less information to generate the same movement. In this work, for the first time, we apply this measure to numerical simulations of more complex human movements point-to-point arm movements and walking. These models consider up to 24 control signals rendering the brute force approach of the previous implementation to search for the minimally required information futile. We therefore propose a novel algorithm based on the pattern search approach specifically designed to solve this constraint optimization problem. We apply this algorithm to numerical models, which include Hill-type muscle-tendon actuation as well as ideal torque sources acting directly on the joints. The controller for the point-to-point movements was obtained by deep reinforcement learning for muscle and torque actuators. Walking was controlled by proprioceptive neural feedback in the muscular system and a PD controller in the torque model. Results show that the neuromuscular models consistently require less information to successfully generate the movement than the torque-driven counterparts. These findings were consistent for all investigated controllers in our experiments, implying that this is a system property, not a controller property. The proposed algorithm to determine the control effort is more efficient than other standard optimization techniques and provided as open source.At present we are witnessing a tremendous interest in Artificial Intelligence (AI), particularly in Deep Learning (DL)/Deep Neural Networks (DNNs). One of the reasons appears to be the unmatched performance achieved by such systems. This has resulted in an enormous hope on such techniques and often these are viewed as all-cure solutions. But most of these systems cannot explain why a particular decision is made (black box) and sometimes miserably fail in cases where other systems would not. Consequently, in critical applications such as healthcare and defense practitioners do not like to trust such systems. Although an AI system is often designed taking inspiration from the brain, there is not much attempt to exploit cues from the brain in true sense. In our opinion, to realize intelligent systems with human like reasoning ability, we need to exploit knowledge from the brain science. Here we discuss a few findings in brain science that may help designing intelligent systems. We explain the relevance of transparency, explainability, learning from a few examples, and the trustworthiness of an AI system.

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