International Journal of Control, Automation, and Systems
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v.3
no.4
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pp.564-570
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2005
This paper provides a basis for investigating 'The Origin of Artificial Species,' as a robot can be considered as an artificial creature. To design an artificial creature, its general internal architecture is presented and its artificial chromosomes are proposed as its essential components. Rity as an artificial creature is developed in a virtual world of PC to test the world's first robotic 'chromosomes,' which are a set of computerized DNA (Deoxyribonucleic acid) codes for creating robots (artificial creatures) that can have their own personality, and can ultimately reproduce their kind, or even evolve as a distinct species. The effectiveness of the artificial chromosomes is demonstrated by implanting the genetic code into two Ritys living in a virtual world, in order to define their personality.
For the personal robot to serve humans as a companion in our daily life, it is obviously important that the robot should have a long-term relationship to users. In this paper, we introduce a simple idea on how to make the long-term relationship by using just low-cost and simple robots. We also describe the robotic artificial creature system to implement this idea. The artificial creature robots respond not only physical environment changes but also the logical information changes in the virtual world such as the Web. They consist of a control robot and several simple robots, which show users various group behaviors. Users have a relationship with them by observing these behaviors, rather than interacting with them. We separate physical robots and software applications in order that artificial creature robots can have more various behaviors made by various software applications. Finally, we implemented the system using a robot simulator to show some example cases.
We present a two-step evolution system that produces controllable virtual creatures in physically simulated 3D environment. Previous evolutionary methods for virtual creatures did not allow any user intervention during evolution process, because they generated a creature's shape, locomotion, and high-level behaviors such as target-following and obstacle avoidance simultaneously by one-time evolution process. In this work, we divide a single system into manageable two sub-systems, and this more likely allowsuser interaction. In the first stage, a body structure and low-level motor controllers of a creature for straight movement are generated by an evolutionary algorithm. Next, a high-level control to follow a given path is achieved by a neural network. The connection weights of the neural network are optimized by a genetic algorithm. The evolved controller could follow any given path fairly well. Moreover, users can choose or abort creatures according to their taste before the entire evolution process is finished. This paper also presents a new sinusoidal controller and a simplified hydrodynamics model for a capped-cylinder, which is the basic body primitive of a creature.
Journal of the Korean Institute of Landscape Architecture
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v.27
no.3
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pp.1-17
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1999
The purpose of this study is to evaluate the creation techniques of artificial wetland, one of biotopes developed to promote biodiversity in urban areas, and to look for improvement steps. Specifically, artificial wetland creation techniques were categorized into living environment and living creature classification. Being living conditions for creations, habitat environment was reviewed with a focus on water and soil environments. Living creatures were classified into plants, insects, fish, and birds. The evaluation of creation techniques was done in post-construction evaluation while considering the creation of habitats for living creatures. Intervention by users, changes in living environment and living species, and relevance of creation techniques were reviewed. Key results of this study are as follows. (1) Water environment for the living environment of creatures provides a suitable environment conditions for the living of creatures through a process easing the use of piped water. Various water depths and embankment appear to have a positive impact on the living of aquatic life. In particular, embankment covered in soil naturally played an important role as a place for the activities of aquatic insects and young fish as well as the growth of aquatic plants. (2) Various aquatic and ground plants to promote insect-diversity, shallow water, and old-tree logs had contributed greatly in increasing the types and number of insects. Aquatic insects. Aquatic insects were seen much particularly in areas where aquatic plants are rich but water is shallow than any other areas. (3) A space piled with stone to provide habitats for fish was not much used. However, it was observed that fish used embankment built with natural stones and embankment using logs in areas where water is deep. In addition, it was confirmed that 1,500 fish that had been released propagated using various depths and places for birth. (4) It was analyzed that techniques (creation of island, log setting, and creation of man-made bird nests) to provide habitats and to attract birds are not serving their roles. In such a case, it is believed that species had not increased due to the smallness as well as isolated features of the area. Based on theoretical review, they are judged to be areas that are likely to be used when a greater variety of birds is introduced. It is judged that attracting and keeping more birds at the site, such spaces need to be linked systematically in the future in terms of building eco-network while ensuring an adequate living areas. (5) In the study areas, users intervened greatly. As a result, a blockage was created preventing the normal growth of plants and non-indigenous plants were introduced. In order to limit the intervention by users, setting enough buffer zones, and environment education programs were urgently required. D/H=1>Hyangkyo> houses on the river>temples>lecture halls. D/H ratio of the backside areas is as follows. D/H=1>Hyangkyo>houses on the river>lecture halls. 4. Inner garden were planted deciduous than evergreen trees with Lagerstroemia indica. Enclosed dominant trees were planted by Pinus densiflora, Querces seuata. construct GEM strain, and examined for the expression and functional stability in microcosms.
Several studies arduously reported that gayal (Bos frontalis) is an independent bovine species. The population size is shrinking across its distribution. In Bangladesh, it is the only wild relative of domestic cattle and also a less cared animal. Their body size is much bigger than Bangladeshi native cattle and has prominent beef type characters along with the ability to adjust in any adverse environmental conditions. Human interactions and manipulation of biodiversity is affecting the habitats of gayals in recent decades. Besides, the only artificial reproduction center for gayals, Bangladesh Livestock Research Institute (BLRI), has few animals and could not carry out its long term conservation scheme due to a lack of an objective based scientific mission as well as financial support. This indicates that the current population is much more susceptible to stochastic events which might be natural catastrophes, environmental changes or mutations. Further reduction of the population size will sharply reduce genetic diversity. In our recent investigation with 80K indicine single nucleotide polymorphism chip, the $F_{IS}$ (within-population inbreeding) value was reported as $0.061{\pm}0.229$ and the observed ($0.153{\pm}0.139$) and expected ($0.148{\pm}0.143$) heterozygosities indicated a highly inbred and less diverse gayal population in Bangladesh. Prompt action is needed to tape the genetic information of this semi-domesticated bovine species with considerable sample size and try to investigate its potentials together with native zebu cattle for understanding the large phenotypic variations, improvement and conservation of this valuable creature.
International Journal of Fuzzy Logic and Intelligent Systems
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v.5
no.3
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pp.206-215
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2005
In this paper, we propose a new design method of Genetic Algorithm Processor(GAP) and Evolvable Hardware(EHW). All sorts of creature evolve its structure or shape in order to adapt itself to environments. Evolutionary Computation based on the process of natural selection not only searches the quasi-optimal solution through the evolution process, but also changes the structure to get best results. On the other hand, Genetic Algorithm(GA) is good fur finding solutions of complex optimization problems. However, it has a major drawback, which is its slow execution speed when is implemented in software of a conventional computer. Parallel processing has been one approach to overcome the speed problem of GA. In a point of view of GA, long bit string length caused the system of GA to spend much time that clear up the problem. Evolvable Hardware refers to the automation of electronic circuit design through artificial evolution, and is currently increased with the interested topic in a research domain and an engineering methodology. The studies of EHW generally use the XC6200 of Xilinx. The structure of XC6200 can configure with gate unit. Each unit has connected up, down, right and left cell. But the products can't use because had sterilized. So this paper uses Vertex-E (XCV2000E). The cell of FPGA is made up of Configuration Logic Block (CLB) and can't reconfigure with gate unit. This paper uses Vertex-E is composed of the component as cell of XC6200 cell in VertexE
The purpose of this study was to investigate the inhabiting ecology of wild birds using artificial nests in Gyeongnam province. The sort of birds, the utilization of artificial nests by the materials, by the sites and by the forest type, and other inhabiting ecology of birds were investigated from 1984 to 1986. The results obtained were as follows; 1. Wild birds in surveyed areas were classified into 20 families and 35 species. Among them the birds inhabiting the artificial nests were 6 species and those using them most frequently were Parus ater (17.2%), P. major (16.7%) and P. palustris (12.2%). 2. The artificial nests installed on the top and at the toot of the mountain were chiefly utilized by P. ater and P. major, but the artificial nests in park area were mostly used by Passer montanus and Sturnus cineraceus. 3. Sixty-one percent of the artificial nests were utilized by the birds; 45.5% were used for breeding and 15.6% were inhabitation only. 4. When different nest materials and shapes were tested, mixed nests (sawdust and cement) were used most frequently, and C type. (Diamond shape) of wood nests was used more frequently compared with the A (Roof shape) and B (Box shape) types of wood nests. Meanwhile, the birds prefered the 3cm hole size (81.1% of utilization) to 4cm of hole (57.8%) and 5cm of hole (24.4%). 5. The artificial nests constructed in mixed forest were more frequently inhabited (73.3%) by the birds than coniferous forest (68.3%) and broad-leaved forest (63.3%). 6. The period of egg-laying in Parus species was from late April to early May, while Eophona migratoria, Lanius bucephalus, Motacilla alba and Passer montanus laid eggs generally in the middle of May. 7. Parus species, Passer montanus and Motacilla alba laid one egg every day for 5-10days, but Eopphona migratoria laied 4 eggs in 7 days and Lanius bucephalus laid 5 eggs in 4 days. The incubation period of Parus species was 16-18 days, while the others were about 11 to 14 days. 8. Thirteen days after the hatch of Parus major, chicks reached 13.9g of body weight, 72.0mm of wing-length and 20.9mm of tarsus length. P. montanus chicks reached 20.3g of weight, 66.2mm of wing-length and 20.2mm of tarsus length during the same period. 9. Food item of feeding chicks almost consisted of creatures (98.2%) with following composition; 55.2% of insect larvae, 37.2% adult insects, 2.8% of pupae and 2.8% of spiders. Vegetable items were 2% only. Among those creature food items, 95.2% were insect pests to forest.
Animation is an artificial image created by artist's imagination. Animation is defined as "the art of the animated image" in the sense that immobile images can be seed as a living creature. In other words, the term "diegesis" in modern arts genre is generally considered as something that indicates fictional world in which narration develops. Therefore, when we say that animation world is formed based on diegesis, it represents the fictionality of animation world. The problem occurs at this point. Even thought the animation world is recognized as a fictional world, we contradictorily believe that the event occurring in the screen world are real and accept them as a true message. This condition is called "quasi-emotion". Quasi-emotion is not fake bit not real either, and it is the third emotional state. It happens when we "make believe" that we believe a fictitious figure or a situation. However, in order to actively operate this "make-believe" state, an appropriate environment and props are required, specially metaphorical imagination and storytelling in short animated film. So that this article will draw a conclusion from the method that make-believe the fictional world and communicate the message through analysing the short animate film, form Disney.
The purpose of this study is to analyze conditions that robots depicted in cinematographic works like animations or movies sympathize with and form an attachment with the nuclear person and organize characterizing strategies for emotional sympathetic robots. Along with the development of technology, the areas of artificial intelligence and robots are no longer considered to belong to science fiction but as realistic issues. Therefore, this author assumes that the expressive characteristics of emotional sympathetic robots created by cinematographic works should be used as meaningful factors in expressively embodying human-friendly service robots to be distributed widely afterwards, that is, in establishing the features of characters. To lay the grounds for it, this research has begun. As the subjects of analysis, this researcher has chosen robot characters whose emotional intimacy with the main person is clearly observed among those found in movies and animations produced after the 1920 when robot's contemporary concept was declared. Also, to understand robots' appearance and behavioral tendency, this study (1) has classified robots' external impressions into five types (human-like, cartoon, tool-like, artificial bring, pet or creature) and (2) has classified behavioral tendencies considered to be the outer embodiment of personality by using DiSC, the tool to diagnose behavioral patterns. Meanwhile, it has been observed that robots equipped with high emotional intimacy are all strongly independent about their duties and indicate great emotional acceptance. Therefore, 'influence' and 'Steadiness' types show great emotional acceptance, the influencing type tends to be highly independent, and the 'Conscientiousness' type tends to indicate less emotional acceptance and independency in general. Yet, according to the analysis on external impressions, appearance factors hardly have any significant relationship with emotional sympathy. It implies that regarding the conditions of robots equipped with great emotional sympathy, emotional sympathy grounded on communication exerts more crucial effects than first impression similarly to the process of forming interpersonal relationship in reality. Lastly, to study the characters of robots, it is absolutely needed to have consilient competence embracing different areas widely. This author also has felt that only with design factors or personality factors, it is hard to estimate robot characters and also analyze a vast amount of information demanded in sympathy with humans entirely. However, this researcher will end this thesis as the foundation for it expecting that the general artistic value of animations can be used preciously afterwards in developing robots that have to be studied interdisciplinarily.
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