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1.
Cogn Process ; 19(2): 285-296, 2018 May.
Artigo em Inglês | MEDLINE | ID: mdl-28808825

RESUMO

This paper presents a method to reduce the time spent by a robot with cognitive abilities when looking for objects in unknown locations. It describes how machine learning techniques can be used to decide which places should be inspected first, based on images that the robot acquires passively. The proposal is composed of two concurrent processes. The first one uses the aforementioned images to generate a description of the types of objects found in each object container seen by the robot. This is done passively, regardless of the task being performed. The containers can be tables, boxes, shelves or any other kind of container of known shape whose contents can be seen from a distance. The second process uses the previously computed estimation of the contents of the containers to decide which is the most likely container having the object to be found. This second process is deliberative and takes place only when the robot needs to find an object, whether because it is explicitly asked to locate one or because it is needed as a step to fulfil the mission of the robot. Upon failure to guess the right container, the robot can continue making guesses until the object is found. Guesses are made based on the semantic distance between the object to find and the description of the types of the objects found in each object container. The paper provides quantitative results comparing the efficiency of the proposed method and two base approaches.


Assuntos
Percepção , Robótica , Pensamento , Humanos
2.
Sensors (Basel) ; 17(2)2017 Feb 11.
Artigo em Inglês | MEDLINE | ID: mdl-28208671

RESUMO

Object detection and classification have countless applications in human-robot interacting systems. It is a necessary skill for autonomous robots that perform tasks in household scenarios. Despite the great advances in deep learning and computer vision, social robots performing non-trivial tasks usually spend most of their time finding and modeling objects. Working in real scenarios means dealing with constant environment changes and relatively low-quality sensor data due to the distance at which objects are often found. Ambient intelligence systems equipped with different sensors can also benefit from the ability to find objects, enabling them to inform humans about their location. For these applications to succeed, systems need to detect the objects that may potentially contain other objects, working with relatively low-resolution sensor data. A passive learning architecture for sensors has been designed in order to take advantage of multimodal information, obtained using an RGB-D camera and trained semantic language models. The main contribution of the architecture lies in the improvement of the performance of the sensor under conditions of low resolution and high light variations using a combination of image labeling and word semantics. The tests performed on each of the stages of the architecture compare this solution with current research labeling techniques for the application of an autonomous social robot working in an apartment. The results obtained demonstrate that the proposed sensor architecture outperforms state-of-the-art approaches.

3.
Cogn Process ; 19(2): 231-232, 2018 05.
Artigo em Inglês | MEDLINE | ID: mdl-29658054
4.
J Neural Eng ; 18(2)2021 02 25.
Artigo em Inglês | MEDLINE | ID: mdl-33418548

RESUMO

Objective.The novelty of this study consists of the exploration of multiple new approaches of data pre-processing of brainwave signals, wherein statistical features are extracted and then formatted as visual images based on the order in which dimensionality reduction algorithms select them. This data is then treated as visual input for 2D and 3D convolutional neural networks (CNNs) which then further extract 'features of features'.Approach.Statistical features derived from three electroencephalography (EEG) datasets are presented in visual space and processed in 2D and 3D space as pixels and voxels respectively. Three datasets are benchmarked, mental attention states and emotional valences from the four TP9, AF7, AF8 and TP10 10-20 electrodes and an eye state data from 64 electrodes. Seven hundred twenty-nine features are selected through three methods of selection in order to form 27 × 27 images and 9 × 9 × 9 cubes from the same datasets. CNNs engineered for the 2D and 3D preprocessing representations learn to convolve useful graphical features from the data.Main results.A 70/30 split method shows that the strongest methods for classification accuracy of feature selection are One Rule for attention state and Relative Entropy for emotional state both in 2D. In the eye state dataset 3D space is best, selected by Symmetrical Uncertainty. Finally, 10-fold cross validation is used to train best topologies. Final best 10-fold results are 97.03% for attention state (2D CNN), 98.4% for Emotional State (3D CNN), and 97.96% for Eye State (3D CNN).Significance.The findings of the framework presented by this work show that CNNs can successfully convolve useful features from a set of pre-computed statistical temporal features from raw EEG waves. The high performance of K-fold validated algorithms argue that the features learnt by the CNNs hold useful knowledge for classification in addition to the pre-computed features.


Assuntos
Eletroencefalografia , Redes Neurais de Computação , Algoritmos , Eletroencefalografia/métodos , Emoções , Projetos de Pesquisa
5.
Front Comput Neurosci ; 12: 37, 2018.
Artigo em Inglês | MEDLINE | ID: mdl-29910720

RESUMO

Obtaining good quality image features is of remarkable importance for most computer vision tasks. It has been demonstrated that the first layers of the human visual cortex are devoted to feature detection. The need for these features has made line, segment, and corner detection one of the most studied topics in computer vision. HT3D is a recent variant of the Hough transform for the combined detection of corners and line segments in images. It uses a 3D parameter space that enables the detection of segments instead of whole lines. This space also encloses canonical configurations of image corners, transforming corner detection into a pattern search problem. Spiking neural networks (SNN) have previously been proposed for multiple image processing tasks, including corner and line detection using the Hough transform. Following these ideas, this paper presents and describes in detail a model to implement HT3D as a Spiking Neural Network for corner detection. The results obtained from a thorough testing of its implementation using real images evince the correctness of the Spiking Neural Network HT3D implementation. Such results are comparable to those obtained with the regular HT3D implementation, which are in turn superior to other corner detection algorithms.

6.
JMIR Rehabil Assist Technol ; 1(1): e1, 2014 Oct 07.
Artigo em Inglês | MEDLINE | ID: mdl-28582242

RESUMO

BACKGROUND: Neurorehabilitation therapies exploiting the use-dependent plasticity of our neuromuscular system are devised to help patients who suffer from injuries or diseases of this system. These therapies take advantage of the fact that the motor activity alters the properties of our neurons and muscles, including the pattern of their connectivity, and thus their functionality. Hence, a sensor-motor treatment where patients makes certain movements will help them (re)learn how to move the affected body parts. But these traditional rehabilitation processes are usually repetitive and lengthy, reducing motivation and adherence to the treatment, and thus limiting the benefits for the patients. OBJECTIVE: Our goal was to create innovative neurorehabilitation therapies based on THERAPIST, a socially assistive robot. THERAPIST is an autonomous robot that is able to find and execute plans and adapt them to new situations in real-time. The software architecture of THERAPIST monitors and determines the course of action, learns from previous experiences, and interacts with people using verbal and non-verbal channels. THERAPIST can increase the adherence of the patient to the sessions using serious games. Data are recorded and can be used to tailor patient sessions. METHODS: We hypothesized that pediatric patients would engage better in a therapeutic non-physical interaction with a robot, facilitating the design of new therapies to improve patient motivation. We propose RoboCog, a novel cognitive architecture. This architecture will enhance the effectiveness and time-of-response of complex multi-degree-of-freedom robots designed to collaborate with humans, combining two core elements: a deep and hybrid representation of the current state, own, and observed; and a set of task-dependent planners, working at different levels of abstraction but connected to this central representation through a common interface. Using RoboCog, THERAPIST engages the human partner in an active interactive process. But RoboCog also endows the robot with abilities for high-level planning, monitoring, and learning. Thus, THERAPIST engages the patient through different games or activities, and adapts the session to each individual. RESULTS: RoboCog successfully integrates a deliberative planner with a set of modules working at situational or sensorimotor levels. This architecture also allows THERAPIST to deliver responses at a human rate. The synchronization of the multiple interaction modalities results from a unique scene representation or model. THERAPIST is now a socially interactive robot that, instead of reproducing the phrases or gestures that the developers decide, maintains a dialogue and autonomously generate gestures or expressions. THERAPIST is able to play simple games with human partners, which requires humans to perform certain movements, and also to capture the human motion, for later analysis by clinic specialists. CONCLUSIONS: The initial hypothesis was validated by our experimental studies showing that interaction with the robot results in highly attentive and collaborative attitudes in pediatric patients. We also verified that RoboCog allows the robot to interact with patients at human rates. However, there remain many issues to overcome. The development of novel hands-off rehabilitation therapies will require the intersection of multiple challenging directions of research that we are currently exploring.

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