his.sePublications
Change search
Refine search result
1 - 23 of 23
CiteExportLink to result list
Permanent link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Rows per page
  • 5
  • 10
  • 20
  • 50
  • 100
  • 250
Sort
  • Standard (Relevance)
  • Author A-Ö
  • Author Ö-A
  • Title A-Ö
  • Title Ö-A
  • Publication type A-Ö
  • Publication type Ö-A
  • Issued (Oldest first)
  • Issued (Newest first)
  • Created (Oldest first)
  • Created (Newest first)
  • Last updated (Oldest first)
  • Last updated (Newest first)
  • Disputation date (earliest first)
  • Disputation date (latest first)
  • Standard (Relevance)
  • Author A-Ö
  • Author Ö-A
  • Title A-Ö
  • Title Ö-A
  • Publication type A-Ö
  • Publication type Ö-A
  • Issued (Oldest first)
  • Issued (Newest first)
  • Created (Oldest first)
  • Created (Newest first)
  • Last updated (Oldest first)
  • Last updated (Newest first)
  • Disputation date (earliest first)
  • Disputation date (latest first)
Select
The maximal number of hits you can export is 250. When you want to export more records please use the Create feeds function.
  • 1.
    Bevilacqua, Fernando
    et al.
    Federal University of Fronteira Sul, Chapecó, Brazil.
    Backlund, Per
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Engström, Henrik
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Proposal for Non-contact Analysis of Multimodal Inputs to Measure Stress Level in Serious Games2015In: VS-Games 2015: 7th International Conference on Games and Virtual Worlds for Serious Applications / [ed] Per Backlund, Henrik Engström & Fotis Liarokapis, Red Hook, NY: IEEE Computer Society, 2015, p. 171-174Conference paper (Refereed)
    Abstract [en]

    The process of monitoring user emotions in serious games or human-computer interaction is usually obtrusive. The work-flow is typically based on sensors that are physically attached to the user. Sometimes those sensors completely disturb the user experience, such as finger sensors that prevent the use of keyboard/mouse. This short paper presents techniques used to remotely measure different signals produced by a person, e.g. heart rate, through the use of a camera and computer vision techniques. The analysis of a combination of such signals (multimodal input) can be used in a variety of applications such as emotion assessment and measurement of cognitive stress. We present a research proposal for measurement of player’s stress level based on a non-contact analysis of multimodal user inputs. Our main contribution is a survey of commonly used methods to remotely measure user input signals related to stress assessment.

  • 2.
    Billing, Erik
    Umeå universitet, Institutionen för datavetenskap.
    Cognition Rehearsed: Recognition and Reproduction of Demonstrated Behavior2012Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    The work presented in this dissertation investigates techniques for robot Learning from Demonstration (LFD). LFD is a well established approach where the robot is to learn from a set of demonstrations. The dissertation focuses on LFD where a human teacher demonstrates a behavior by controlling the robot via teleoperation. After demonstration, the robot should be able to reproduce the demonstrated behavior under varying conditions. In particular, the dissertation investigates techniques where previous behavioral knowledge is used as bias for generalization of demonstrations.

    The primary contribution of this work is the development and evaluation of a semi-reactive approach to LFD called Predictive Sequence Learning (PSL). PSL has many interesting properties applied as a learning algorithm for robots. Few assumptions are introduced and little task-specific configuration is needed. PSL can be seen as a variable-order Markov model that progressively builds up the ability to predict or simulate future sensory-motor events, given a history of past events. The knowledge base generated during learning can be used to control the robot, such that the demonstrated behavior is reproduced. The same knowledge base can also be used to recognize an on-going behavior by comparing predicted sensor states with actual observations. Behavior recognition is an important part of LFD, both as a way to communicate with the human user and as a technique that allows the robot to use previous knowledge as parts of new, more complex, controllers.

    In addition to the work on PSL, this dissertation provides a broad discussion on representation, recognition, and learning of robot behavior. LFD-related concepts such as demonstration, repetition, goal, and behavior are defined and analyzed, with focus on how bias is introduced by the use of behavior primitives. This analysis results in a formalism where LFD is described as transitions between information spaces. Assuming that the behavior recognition problem is partly solved, ways to deal with remaining ambiguities in the interpretation of a demonstration are proposed.

    The evaluation of PSL shows that the algorithm can efficiently learn and reproduce simple behaviors. The algorithm is able to generalize to previously unseen situations while maintaining the reactive properties of the system. As the complexity of the demonstrated behavior increases, knowledge of one part of the behavior sometimes interferes with knowledge of another parts. As a result, different situations with similar sensory-motor interactions are sometimes confused and the robot fails to reproduce the behavior.

    One way to handle these issues is to introduce a context layer that can support PSL by providing bias for predictions. Parts of the knowledge base that appear to fit the present context are highlighted, while other parts are inhibited. Which context should be active is continually re-evaluated using behavior recognition. This technique takes inspiration from several neurocomputational models that describe parts of the human brain as a hierarchical prediction system. With behavior recognition active, continually selecting the most suitable context for the present situation, the problem of knowledge interference is significantly reduced and the robot can successfully reproduce also more complex behaviors.

  • 3.
    Billing, Erik
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Balkenius, Christian
    Lund University Cognitive Science, Lund, Sweden.
    Modeling the Interplay between Conditioning and Attention in a Humanoid Robot: Habituation and Attentional Blocking2014In: Proceeding of The 4th International Conference on Development and Learning and on Epigenetic Robotics (IEEE ICDL-EPIROB 2014), IEEE conference proceedings, 2014, p. 41-47Conference paper (Refereed)
    Abstract [en]

    A novel model of role of conditioning in attention is presented and evaluated on a Nao humanoid robot. The model implements conditioning and habituation in interaction with a dynamic neural field where different stimuli compete for activation. The model can be seen as a demonstration of how stimulus-selection and action-selection can be combined and illustrates how positive or negative reinforcement have different effects on attention and action. Attention is directed toward both rewarding and punishing stimuli, but appetitive actions are only directed toward positive stimuli. We present experiments where the model is used to control a Nao robot in a task where it can select between two objects. The model demonstrates some emergent effects also observed in similar experiments with humans and animals, including attentional blocking and latent inhibition.

  • 4.
    Billing, Erik
    et al.
    Department of Computing Science, Umeå University, Sweden.
    Hellström, Thomas
    Department of Computing Science, Umeå University, Sweden.
    Janlert, Lars-Erik
    Department of Computing Science, Umeå University, Sweden.
    Robot learning from demonstration using predictive sequence learning2012In: Robotic systems: applications, control and programming / [ed] Ashish Dutta, Kanpur, India: IN-TECH , 2012, p. 235-250Chapter in book (Refereed)
    Abstract [en]

    In this chapter, the prediction algorithm Predictive Sequence Learning (PSL) is presented and evaluated in a robot Learning from Demonstration (LFD) setting. PSL generates hypotheses from a sequence of sensory-motor events. Generated hypotheses can be used as a semi-reactive controller for robots. PSL has previously been used as a method for LFD, but suffered from combinatorial explosion when applied to data with many dimensions, such as high dimensional sensor and motor data. A new version of PSL, referred to as Fuzzy Predictive Sequence Learning (FPSL), is presented and evaluated in this chapter. FPSL is implemented as a Fuzzy Logic rule base and works on a continuous state space, in contrast to the discrete state space used in the original design of PSL. The evaluation of FPSL shows a significant performance improvement in comparison to the discrete version of the algorithm. Applied to an LFD task in a simulated apartment environment, the robot is able to learn to navigate to a specific location, starting from an unknown position in the apartment.

  • 5.
    Durán, Boris
    et al.
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Lee, Gauss
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Lowe, Robert
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Learning a DFT-based sequence with reinforcement learning: A NAO implementation2012In: Paladyn - Journal of Behavioral Robotics, ISSN 2080-9778, E-ISSN 2081-4836, Vol. 3, no 4, p. 181-187Article in journal (Refereed)
  • 6.
    Högnäs, Jerry
    University of Skövde, School of Humanities and Informatics.
    Från 2D till 3D: Reflektioner kring arbetsprocessen bakom filmtrailern till Gabriel Glömmer2008Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Detta är en reflexiv rapport om arbetsmetoden bakom skapandet av en filmtrailer som ska marknadsföra den fiktiva filmen om Gabriel Glömmer baserad på en bok av Ulf Löfgren. Boken handlar om en tillbakadragen pojke med en livlig fantasi som drömmer sig till en sagovärld där han får uppleva äventyr och möta nya vänner. Texten har ett fokus på skapandet av miljöer i 3D, med mål att behålla den grafiska stilen från 2D illustrationer som finns i boken. Resultatet av projektet är en filmtrailer med längden 1 minut och 40 sekunder. Filmtrailerns bilder har en uppbyggnad som försöker efterlikna de illustrationer som finns i boken.

  • 7.
    Jiong, Sun
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Redyuk, Sergey
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Billing, Erik
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Högberg, Dan
    University of Skövde, School of Engineering Science. University of Skövde, The Virtual Systems Research Centre.
    Hemeren, Paul
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Tactile Interaction and Social Touch: Classifying Human Touch using a Soft Tactile Sensor2017In: HAI '17: Proceedings of the 5th International Conference on Human Agent Interaction, New York: Association for Computing Machinery (ACM), 2017, p. 523-526Conference paper (Refereed)
    Abstract [en]

    This paper presents an ongoing study on affective human-robot interaction. In our previous research, touch type is shown to be informative for communicated emotion. Here, a soft matrix array sensor is used to capture the tactile interaction between human and robot and 6 machine learning methods including CNN, RNN and C3D are implemented to classify different touch types, constituting a pre-stage to recognizing emotional tactile interaction. Results show an average recognition rate of 95% by C3D for classified touch types, which provide stable classification results for developing social touch technology. 

  • 8.
    Kiryazov, Kiril
    et al.
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Lowe, Robert
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    The role of arousal in embodying the cue-deficit model in multi-resource human-robot interaction2013In: Advances in Artificial Life: ECAL 2013: 2-6 September 2013, Taormina, Italy: Proceedings of the twelfth European Conference on the Synthesis and Simulation of Living Systems / [ed] Pietro Liò, Orazio Miglino, Giuseppe Nicosia, Stefano Nolfi, Mario Pavone, MIT Press, 2013, p. 19-26Conference paper (Refereed)
  • 9.
    Kiryazov, Kiril
    et al.
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Lowe, Robert
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Becker-Asano, Christian
    Albert-Ludwigs-Universität Freiburg.
    Randazzo, Marco
    Istittuto Italiano di Tecnologia, Genoa.
    The role of arousal in two-resource problem tasks for humanoid service robots2013In: RO-MAN, 2013 IEEE, IEEE conference proceedings, 2013, p. 62-69Conference paper (Refereed)
  • 10.
    Kleinhans, Ashley
    et al.
    CSIR, Pretoria, South Africa.
    Thill, Serge
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Rosman, Benjamin
    CSIR, Pretoria, South Africa.
    Detry, Renaud
    University of Liège, Belgium.
    Tripp, Bryan
    University of Waterloo, Canada.
    Modelling primate control of grasping for robotics applications2015In: Computer Vision - ECCV 2014 Workshops: Zurich, Switzerland, September 6-7 and 12, 2014, Revised Selected Papers, Part II / [ed] Lourdes Agapito, Michael M. Bronstein & Carsten Rother, Springer, 2015, p. 438-447Chapter in book (Refereed)
  • 11.
    Li, Cai
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Lowe, Robert
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Ziemke, Tom
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. Department of Computer and Information Science, Linköping University, Sweden.
    A Novel Approach to Locomotion Learning: Actor-Critic Architecture using Central Pattern Generators and Dynamic Motor Primitives2014In: Frontiers in Neurorobotics, ISSN 1662-5218, Vol. 8, article id 23Article in journal (Refereed)
  • 12.
    Li, Cai
    et al.
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Lowe, Robert
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Ziemke, Tom
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Crawling Posture Learning in Humanoid Robots using a Natural-Actor Critic CPG Architecture2013In: Advances in Artificial Life, ECAL 2013: Proceedings of the twelfth European Conference on the Synthesis and Simulation of Living Systems, 2013, p. 1182-1190Conference paper (Refereed)
  • 13.
    Li, Cai
    et al.
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Lowe, Robert
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Ziemke, Tom
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Humanoids learning to crawl based on Natural CPG-Actor-Critic and Motor Primitives2013In: Proceedings of the IROS 2013 Workshopon Neuroscience and Robotics: Towards a robot-enabled,Neuroscience-guided healthy society, 2013, p. 7-15Conference paper (Refereed)
  • 14.
    Lowe, Robert
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Designing for Emergent Ultrastable Behaviour in Complex Artificial Systems: The Quest for Minimizing Heteronomous Constraints2013In: Constructivist Foundations, ISSN 1782-348X, E-ISSN 1782-348X, Vol. 9, no 1, p. 105-107Article in journal (Refereed)
  • 15.
    Lowe, Robert
    et al.
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre. Göteborgs Universitet, Tillämpad IT.
    Billing, Erik
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Affective-Associative Two-Process theory: A neural network investigation of adaptive behaviour in differential outcomes training2017In: Adaptive Behavior, ISSN 1059-7123, E-ISSN 1741-2633, Vol. 25, no 1, p. 5-23Article in journal (Refereed)
    Abstract [en]

    In this article we present a novel neural network implementation of Associative Two-Process (ATP) theory based on an Actor–Critic-like architecture. Our implementation emphasizes the affective components of differential reward magnitude and reward omission expectation and thus we model Affective-Associative Two-Process theory (Aff-ATP). ATP has been used to explain the findings of differential outcomes training (DOT) procedures, which emphasize learning differentially valuated outcomes for cueing actions previously associated with those outcomes. ATP hypothesizes the existence of a ‘prospective’ memory route through which outcome expectations can bring to bear on decision making and can even substitute for decision making based on the ‘retrospective’ inputs of standard working memory. While DOT procedures are well recognized in the animal learning literature they have not previously been computationally modelled. The model presented in this article helps clarify the role of ATP computationally through the capturing of empirical data based on DOT. Our Aff-ATP model illuminates the different roles that prospective and retrospective memory can have in decision making (combining inputs to action selection functions). In specific cases, the model’s prospective route allows for adaptive switching (correct action selection prior to learning) following changes in the stimulus–response–outcome contingencies.

  • 16.
    Lowe, Robert
    et al.
    University of Skövde, The Informatics Research Centre. University of Skövde, School of Informatics.
    Kiryazov, Kiril
    University of Skövde, The Informatics Research Centre. University of Skövde, School of Informatics.
    Utilizing Emotions in Autonomous Robots: An Enactive Approach2014In: Emotion Modeling: Towards Pragmatic Computational Models of Affective Processes / [ed] Tibor Bosse, Joost Broekens, João Dias & Janneke van der Zwaan, Springer, 2014, p. 76-98Chapter in book (Refereed)
  • 17.
    Montebelli, Alberto
    et al.
    Department of Automation and Systems Technology, Aalto University, Finland.
    Lowe, Robert
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Ziemke, Tom
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Toward Metabolic Robotics: Insights from Modeling Embodied Cognition in a Biomechatronic Symbiont2013In: Artificial Life, ISSN 1064-5462, E-ISSN 1530-9185, Vol. 19, no 3-4, p. 299-315Article in journal (Refereed)
  • 18.
    Rydin, Daniel
    University of Skövde, School of Humanities and Informatics.
    Från ord till handling: reflektioner kring arbetsprocessen bakom trailern ”Gabriel Glömmer”2008Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Rapporten tar upp mina reflektioner dels angående projektarbetet både på ett personligt plan samt samarbetet mellan oss två som gjorde projektet. Vad har fungerat och vad har fungerat mindre bra under projekttiden? Från 2D till 3D är en röd tråd genom hela rapporten då vi gått från 2D-referernsbilder i barnboken Gabriel Glömmer till utrenderade 3D-sekvenser. Jag går igenom vad jag gjort och vad andra gjort under projekttiden då vi haft hjälp av lite olika människor. Dessa människor presenteras snabbt, något annat som presenteras är boken och min relation till densamma. Resultatet av projektarbetet blev att vi lyckades med de uppställde mål vi hade innan projektet startades.

  • 19.
    Sandini, Giulio
    et al.
    Istituto Italiano di Tecnologia, Genova.
    Vernon, David
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    The Hows and Whys of Effective Interdisciplinarity2014In: IEEE AMD Newsletter, ISSN 1550-1914, Vol. 6, no 2, p. 6-7Article, review/survey (Other academic)
  • 20.
    Thill, Serge
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    What we need from an embodied cognitive architecture2019In: Cognitive Architectures / [ed] Aldinhas Ferreira, Maria Isabel, Silva Sequeira, João, Ventura, Rodrigo, Springer, 2019Chapter in book (Refereed)
    Abstract [en]

    Given that original purpose of cognitive architectures was to lead to a unified theory of cognition, this chapter considers the possible contributions that cognitive architectures can make to embodied theories of cognition in particular. This is not a trivial question since the field remains very much divided about what embodied cognition actually means, and we will see some example positions in this chapter. It is then argued that a useful embodied cognitive architecture would be one that can demonstrate (a) what precisely the role of the body in cognition actually is, and (b) whether a body is constitutively needed at all for some (or all) cognitive processes. It is proposed that such questions can be investigated if the cognitive architecture is designed so that consequences of varying the precise embodiment on higher cognitive mechanisms can be explored. This is in contrast with, for example, those cognitive architectures in robotics that are designed for specific bodies first; or architectures in cognitive science that implement embodiment as an add-on to an existing framework (because then, that framework is by definition not constitutively shaped by the embodiment). The chapter concludes that the so-called semantic pointer architecture by Eliasmith and colleagues may be one framework that satisfies our desiderata and may be well-suited for studying theories of embodied cognition further.

  • 21.
    Vernon, David
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Goal-directed Action and Eligible Forms of Embodiment2013In: Constructivist Foundations, ISSN 1782-348X, E-ISSN 1782-348X, Vol. 9, no 1, p. 85-86Article, review/survey (Refereed)
  • 22.
    Vernon, David
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Interpreting Ashby - But which One?2013In: Constructivist Foundations, ISSN 1782-348X, E-ISSN 1782-348X, Vol. 9, no 1, p. 111-113Article, review/survey (Refereed)
  • 23.
    Vernon, David
    University of Skövde, School of Informatics. University of Skövde, The Informatics Research Centre.
    Reconciling Constitutive and Behavioural Autonomy: The Challenge of Modelling Development in Enactive Cognition2016In: Intellectica, ISSN 0769-4113, Vol. 65, p. 63-79Article in journal (Refereed)
    Abstract [en]

    In the enactive paradigm of cognitive science, development plays a crucial role in the realization of cognition. This position runs counter to the computational functionalism upon which cognitivist and classical artificial intelligence systems are founded, especially the assumption that cognition can be achieved by embedding pre-formed knowledge. The enactive stance involves a progressive phased transition from cognitive capacity to cognitive capability, highlighting the role of development in extending the timescale of a cognitive agent’s prospective abilities and in expanding its repertoire of effective action. We review briefly some necessary conditions for cognitive development, drawing on examples from developmental psychology, illustrating the ideas by looking at the ontogenesis of instru- mental helping and collaboration in infants, and identifying some of the essential elements of a developmental cognitive architecture. We then focus on the fact that enactive sys- tems are operationally-closed, autonomous, and self-maintaining. Consequently, there are organizational constitutive processes at play as well as behavioural ones. Reconciling these complementary processes poses a significant challenge for the creation of complete model of development that must show how constitutive autonomy is compatible with and may even give rise to behavioural autonomy. We conclude by drawing attention to recent research which could provide a way of addressing this challenge. 

1 - 23 of 23
CiteExportLink to result list
Permanent link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf