• Title/Summary/Keyword: 감성 로봇

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Development of Piano Playing Robot (피아노 연주 로봇의 개발)

  • Park, Kwang-Hyun;Jung, Seong-Hoon;Pelczar, Christopher;Hoang, Thai V.;Bien, Zeung-Nam
    • Proceedings of the KIEE Conference
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    • 2007.04a
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    • pp.334-336
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    • 2007
  • This paper presents a beat gesture recognition method to synchronize the tempo of a robot playing a piano with the desired tempo of the user. To detect an unstructured beat gesture expressed by any part of a body, we apply an optical flow method, and obtain the trajectories of the center of gravity and normalized central moments of moving objects in images. The period of a beat gesture is estimated from the results of the fast Fourier transform. In addition, we also apply a motion control method by which robotic fingers are trained to follow a set of trajectories, Since the ability to track the trajectories influences the sound a piano generates, we adopt an iterative learning control method to reduce the tracking error.

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Improvement of Dynamic Performance of Vehicle Simulator Using Human Sensibility Ergonomics (감성공학 기법을 이용한 차량 시뮬레이터의 동적 성능 향상에 대한 연구)

  • Lee, Sang-Chul;Um, Sung-Sook;Son, Kwon;Choi, Kyung-Hyun
    • 제어로봇시스템학회:학술대회논문집
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    • 2000.10a
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    • pp.312-312
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    • 2000
  • Human sensibility ergonomics is applied to evaluation of dynamic performance of a vehicle driving simulator. Vehicle, driving environment, and human perception models are constructed and integrated. Driving simulations are carried out based on these models. This study defines a set verbal expressions collected and investigates which are the most appropriate for describing the fidelity of translational and angular accelerations of the driving simulator. An statistical analysis is uscd to find correlation between the ergonomic sensibility and the cut-off frequency of the washout algorithm. This study suggests a methodology to obtain an ergonomic database which can be used for the performance evaluation of dynamic environments.

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KOBIE: A Pet-type Emotion Robot (KOBIE: 애완형 감성로봇)

  • Ryu, Joung-Woo;Park, Cheon-Shu;Kim, Jae-Hong;Kang, Sang-Seung;Oh, Jin-Hwan;Sohn, Joo-Chan;Cho, Hyun-Kyu
    • The Journal of Korea Robotics Society
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    • v.3 no.2
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    • pp.154-163
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    • 2008
  • This paper presents the concept for the development of a pet-type robot with an emotion engine. The pet-type robot named KOBIE (KOala roBot with Intelligent Emotion) is able to interact with a person through touch. KOBIE is equipped with tactile sensors on the body for interaction with a person through recognition of his/her touching behaviors such as "Stroke","Tickle","Hit". We have covered KOBIE with synthetic fur fabric in order to can make him/her feel affection as well. KOBIE is able to also express an emotional status that varies according to the circumstances under which it is presented. The emotion engine of KOBIE's emotion expression system generates an emotional status in an emotion vector space which is associated with a predefined needs and mood models. In order to examine the feasibility of our emotion expression system, we verified a changing emotional status in our emotion vector space by a touching behavior. We specially examined the reaction of children who have interacted with three kind of pet-type robots: KOBIE, PARO, AIBO for roughly 10 minutes to investigate the children's preference for pet-type robots.

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Emotional Interface Technologies for Service Robot (서비스 로봇을 위한 감성인터페이스 기술)

  • Yang, Hyun-Seung;Seo, Yong-Ho;Jeong, Il-Woong;Han, Tae-Woo;Rho, Dong-Hyun
    • The Journal of Korea Robotics Society
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    • v.1 no.1
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    • pp.58-65
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    • 2006
  • The emotional interface is essential technology for the robot to provide the proper service to the user. In this research, we developed emotional components for the service robot such as a neural network based facial expression recognizer, emotion expression technologies based on 3D graphical face expression and joints movements, considering a user's reaction, behavior selection technology for emotion expression. We used our humanoid robots, AMI and AMIET as the test-beds of our emotional interface. We researched on the emotional interaction between a service robot and a user by integrating the developed technologies. Emotional interface technology for the service robot, enhance the performance of friendly interaction to the service robot, to increase the diversity of the service and the value-added of the robot for human. and it elevates the market growth and also contribute to the popularization of the robot. The emotional interface technology can enhance the performance of friendly interaction of the service robot. This technology can also increase the diversity of the service and the value-added of the robot for human. and it can elevate the market growth and also contribute to the popularization of the robot.

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Mechanization of humans, humanization of machines, and coexistence through dance works (무용작품을 통해 본 인간의 기계화, 기계의 인간화 그리고 공존)

  • Chang, So-Jung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.145-150
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    • 2021
  • This thesis attempted to examine the mechanization of humans, humanization of machines, and coexistence through dance works. The dance works were reviewed by partial excerpts from Oscar Schlemer's <3 Chord Ballet>, Felindrome Dance Company's , and . Also, I looked at the dance work , which has an inherent form of coexistence. Through the above work, robot-like science and technology and fusion. It was found that various dance performances that coexist in complex forms provide continuous creativity to humans, and various forms of sensibility and creative movements based on data make it possible to produce rich performances for humans. This researcher expects numerous works that accept and reflect the changes of the times through the embodied interaction of dance performances with science and technology.

Walking Intention Detection using Fusion of FSR and Tilt Sensor Signals (저항 센서와 기울기 센서의 융합에 의한 보행 의도 감지)

  • Jang, Eun-Hye;Chun, Byung-Tae;Lee, Jae-Yeon;Chi, Su-Young;Kang, Sang-Seung;Cho, Young-Jo
    • Science of Emotion and Sensibility
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    • v.13 no.3
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    • pp.441-448
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    • 2010
  • In the aging society, the walking assist robot is a necessary device for being able to help the older and the lower limb disabled people to walk. In order to produce a convenient robot for the older and the lower limb disabled, it is needed for the research to detect the implicit walking intention and to control robot by a user's intention. This study is a previous study to develop the detection model of the walking intention and analyze the user's walking intention while a person is walking with Lofstrand crutches, by the combination of FSR and tilt signals. The FSR sensors attached user's the palm and the soles of foot are sensing force/pressure signals from these areas and are used for detecting the walking intention and states. The tilt sensor acquires roll and pitch signal from area of vertebrae lumbales and reflects the pose of the upper limb. We can recognize the user's walking intention such as 'start walking', 'start of right or left foot forward', and 'stop walking' by the combination of FSR and tilt signals can recognize.

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Perceptions of Disabled Sports in Newspapers Using Semantic Networks Analysis (신문기사에 나타난 장애인스포츠에 대한 인식 -의미연결망을 활용한 빅데이터 분석-)

  • Han, Min-kyu;Kim, Won-Kyoung;Yoon, Jiwun
    • 재활복지
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    • v.20 no.4
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    • pp.157-175
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    • 2016
  • The purpose of this study was to analyze the perceptions of disabled sports that were reported the newspapers using semantic network analysis method. for this purpose, 745 news articles were selected from 21 source in Naver news searching engine. The main keyword for searching on newspapers was 'disabled sports'. Krkwic software was used for keyword cleansing and co-occurrence of text to text matrix in frequencies. Centrality indices that are degree, between and eigenvector, were used to analyze the perceptions of disabled sports from Netminer 4.0 for semantic network analysis. The conclusion of overall results from this study are follows; First, the core keyword of disabled sports in newspapers are 'impression', 'challenge', 'festival', 'dream' and hope. And there is different concepts of cognition among types of disability. Second, there are two elements on the perceptions of disabled sports from reported newspapers; sports performance and emotional. Specifically, main stream of keyword were 'Paralympics' and 'Special Olympics' on sports performance element and 'impressive' and 'challenge' in emotion element.

Study on Propeller Grinding Applied by a High Stiffness Robot (고감성 로봇을 이용한 프로펠러 연삭에 관한 연구)

  • Lee, M.K.;Park, B.O.;Park, K.W.
    • Journal of the Korean Society for Precision Engineering
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    • v.14 no.12
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    • pp.56-65
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    • 1997
  • This paper presents the robot program for propeller grinding. A robot manipulator is constructed by combining a parallel and a serial mechanism to increase high sitffness as well as workspace. The robot program involves inverse/direct kinematics, velocity mapping, Jacobian, and etc. They are cerived in efficient formulations and implemented in a real time control. A velocity control is used to measure the hight of a propeller blade with a touch probe and a position control is performed to grind the surface of the blade.

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Smart pet providing emotion (감성을 제공하는 스마트 펫)

  • Kim, Su-Hyun;Park, Se-eun;Park, Su-Young;Hong, Ji-sung
    • Annual Conference of KIPS
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    • 2017.11a
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    • pp.518-521
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    • 2017
  • 가상의 애완동물인 스마트펫 로봇으로, 사람과 소통하는 양방향적인 제품을 제작하였다. 음성인식기능을 이용하여 몸체를 움직이게 하고, 사용자의 생활 패턴을 앱에서 설정하면, 스마트펫이 해당 시간에 알람을 울리고 스마트펫도 함께 주인을 따라 식사를 하는 등 펫을 실제로 육성하는 기분을 느끼게 하여 유대감 형성을 추구한다.

Behavioral Generation of Android-oriented 3D character using kinect (Kinect를 활용한 안드로이드용 3D 캐릭터 행동 제작)

  • Choi, Hong-Seon;Lee, Kang-Hee;Lee, Won-Joo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.07a
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    • pp.31-32
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    • 2012
  • 본 논문에서는 3D 캐릭터의 애니메이션을 제작하기에 앞서 kinect를 활용하여 캐릭터의 동작을 모션캡처를 통해 쉽게 제작하는 방법을 다룬다. 또한 제작된 캐릭터 애니메이션을 md2포맷으로 export하고 안드로이드 환경의 OpenGL을 활용하여 재생하는 기술을 제안하고 이를 이용하여 향후 스마트폰 증강현실에서 도우미로서 소프트웨어 로봇 또는 에이전트의 다양한 감성 행동을 제작하고자 한다.

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