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LIREC aims to establish a multi-faceted theory of artificial long-term companions (including memory, emotions, cognition, communication, learning, etc.), embody this theory in robust and innovative technology and experimentally verify both the theory and technology in real social environments. Whether as robots, social toys or graphical and mobile synthetic characters, interactive and sociable technology is advancing rapidly. However, the social, psychological and cognitive foundations and consequences of such technological artefacts entering our daily lives - at work, or in the home - are less well understood.
The platforms currently under consideration for long term companions are:
An interesting feature of the research is migration between these platforms. Agents which need to build up a long term relationship with their users will have to switch forms depending on the needs of the user at different times. The migration of an agent between devices, and how people relate to it, is a core element of the research.
In order to test and showcase the technology developed for Lirec, several scenarios have been designed to promote companionship. These scenarios are shared between three of the research partners.
Spirit of the building:
All scenarios developed are to be experimentally tested and showcased to the public.
The technology developed for Lirec is shared between the research partners, and has to:
In the whole, there has historically been a lack of sharing of this kind of technology. This is partly because generalising is hard, considering all types of robots and implementations possible. However, Lirec has to generalise as it's using a wide variety of platforms and needs to share as much as possible.
While some existing architectures are available, none of them address the needs of Lirec, given the focus is:
In the past there have been 2 broad approaches to robot design:
This can be summed up as “predictive vs reactive”.
The plan is to use a hybrid approach, example BIRON. Where the high level predictive element constrains the reactive in order to combine local decisions with a world model.
The architecture will consist of 3 layers of abstraction:
Level 2 will provide a reference architecture with modular capabilities called competencies. Not all competencies will make sense for all platforms, and different implementations of the same competency will be needed for different platforms.
Competencies table
Actuation | Sensing | ||||||||
---|---|---|---|---|---|---|---|---|---|
Speech/Sound | Visual | Movement | Object Manipulation | Identification | Vision | Sounds | Positioning | Distance | Internal State |
Text to speech | Gesture execution | Move limb | Grasp/Place object | User recognition | Face detection | Speech recogn | Localization | Obstacle avoidance | Battery status |
Non-verbal sounds | Lip sync | Follow person | Obj recognition | Gesture recognition (simple set) | Non-verbal sounds | Locate person | Locate obj | Competence execution monitoring | |
Facial expression | Path planning | Emotion recognition (simple set) | User proximic distance sensing/control | ||||||
Gaze/head movement | Body tracking | ||||||||
Expressive behaviour |
The computer vision competencies are to be concentrated on at first.
YARP is a good example of sharing code in this way on a Linux platform.