The Complete Theatre as a Single Robot. The mechanical design concept Complete automated system of: – robots, – controlled cameras, – controlled furniture,

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Presentation transcript:

The Complete Theatre as a Single Robot

The mechanical design concept Complete automated system of: – robots, – controlled cameras, – controlled furniture, smoke machines, fountains, – curtains, – lights and sounds. More than in standard theatre. Controlled by a centralized or distributed computer system. Actors are physical robots with replaceable standard components. – I could take their heads off. – I could take their hands off. – I want to create Lego-like system of components to build robots: Lego NXT, Tetrix, Lynxmotion, etc. – Connected to internet to acquire knowledge necessary for conversation and behavior – Use GSP, cameras, gyros, accelerometers and other sophisticated sensors for information acquisition.

Robot Design The system will be based on components. From inexpensive to expensive. – A cheap hand for waving hello – An expensive hand to grab items. The robots in the theatre will be seen by a camera and transmitted to world through Internet. People from outside will be able to control one or more robots and connect the robots to their autonomous or semi-autonomous software. Various variants of simplified Turing tests will be designed. No complicated wiring. Just snap-in design with connectors. – Immediate replacement of a broken hand.

Theory of Robot Theatre? 1.Motion Theory: – Motions with symbolic values 2.Theory of sign – Creation of scripts, generalized events, motions to carry meaning 3.Robot theories that may be used: 1.Machine Learning 2.Robot Vision 3.Sensor Integration 4.Motion: kinematics, inverse kinematics, dynamics 5.Group dynamics 6.Developmental robots

Types of robot theatre

Realizations of Robot Theatres Animatronic “Canned” Robot theatre of humanoid robots – Disneyworld, Disneyland, Pizza Theatre Theatre of mobile robots with some improvisation – Ullanta 2000 Theatre of mobile robots and humans – Hedda Gabler, Broadway, 2008 – Phantom in Opera, 2008 – Switzerland 2009

Animatronic Theatre Actors: robots Directors: none Public: no feedback Action: fixed Example: Disney World

Interaction Theatre Actors: robots Directors: none Public: feedback Action: not fixed Example: Hahoe

Input text from keyboard Face Detection and Tracking Face Recognition Facial Emotion Recognition Hand gesture recognition Behavior Machine Perception Machines Motion Machines Machines Output text i Output speech i Behavior Learning Architecture for Interaction Theatre Speech recognition Sonar, infrared, touch and other sensors Output robot motion i Output lights i Output special effects i Output sounds i Robot architecture is a system of three machines: motion machine, perception machine and brain machine

Improvisational Theatre Actors: robots Directors: humans Public: no feedback Action: not fixed Example: Schr ö dinger Cat

Motions of Einstein Motion e1 Improvisational Theatre “What’s That? Schr ö dinger Cat” SiddharArushi Professor Einstein Motion e2 Motion en Motions of Schr ö dinger Cat Motion c1 Motion cm Schr ö dinger Cat

Theatre of Robots and Actors (contemporary) Actors: robots Actors: humans Directors: humans Public: traditional feedback, works only for human actors Action: basically fixed, as in standard theatre

Theatre of Robots and Actors (future) Actors: robots Actors: humans + universal editors Directors: humans + universal editors : traditional feedback, like clapping, hecking, works for both robot and human actors Public: traditional feedback, like clapping, hecking, works for both robot and human actors : improvisational, as in standard improvisational theatre Action: improvisational, as in standard improvisational theatre

Motion Machine

Robot controller Canned code Robot controller Motion language Editor motion

Robot controller Motion language Editor motion Motion Capture Inverse Kinematics Forward Kinematics 1.A very sophisticated system can be used to create motion but all events are designed off-line. 2.Some small feedback, internal and external, can be used, for instance to avoid robots bumping to one another, but the robots generally follow the canned script. Evolutionary Algorithms

Robots controller Events language Universal Event Editor events Motion Capture Inverse Kinematics Forward Kinematics Lighting System Sound System Curtain and all equipment script Universal Event Editor Initial events

Universal Editors for Robot Theatre

Perception Editor Examples – input output pairs cameras Neural Nets Principal Component Analysis Various Feature Extracting Methods Constructive Induction Clustering Speech input Sensors Universal Perception Editor

Robot controller Robot controller Critic Feedback from the environment The environment includes: 1.Other robots 2.Human actors 3.Audience 4.The director

Mouth Motion text Hexapod walking Distance evaluation Biped walking Number of falls evaluation Biped Gestures Comparison to video evaluation Hand gestures Subjective human evaluation Learning problems in Human-Robot Interaction – Motion Generation problems Motion Problems = examples of correct motions – generalize and modify, interpolate Motion

The concept of generalized motions and universal event editor to edit: – robot motions, – behaviors, – lightings and automated events

Languages to describe all kinds of motions and events Labanotation DAP (Disney Animation Principles) and CRL (Common Robot Language)

KHR-1 and iSobot Motion Editor Interface

Editor with integrated video, text to speech and probabilistic regular expressions editing

Chameleon box converts sound to light and controlsUniversal motion editor MIDI Lights and controlled events Sound and effects

Generating Emotional Motions

Spectral filtering Matched filters Hermite interpolation Spline Interpolation Wavelets Repetitions Mirrors

Editor of wwaveforms Editor of wwaveforms

Theory of Event Expressions Reuse concepts from Automata Theory, Quantum Circuits and Bayesian Probability Tool to design motions directly from symbols. This theory is general enough to allow arbitrary motion to be symbolically described but is also detailed enough to allow the designer or the robot to precise the generated behavior to the most fundamental details. Our main concept is that the motion is a sequence of symbols, each symbol corresponding to an elementary action such as shaking head for answering “yes”. We will call them primitive motions. The complex motions are created by combining primitive motions.

Greeting_1 = (Wave_Hand_Up o Wave_Hand_Down ) (Wave_Hand_Up o Wave_Hand_Down ) *  Wave_Hand_Up o Say_Hello Which means, to greet a person the robot should execute one of two actions: – Action 1: wave hand up, follow it by waving hand down. Execute it at least once. – Action 2: Wave hand up, next say “Hello”. The same is true for any complex events. As we see, the semantics of regular expressions is used here, with atomic symbols from the terminal alphabet of basic events {Wave_Hand_Down, Wave_Hand_Up, Say_Hello}. The operators used here are: concatenation ( o ), union (  ) and iteration ( * ). Each operator has one or two arguments. So far, these expressions are the same as regular expressions. Initial state Final state Wave_Hand_Up Say_Hello Wave_Hand_Up Wave_Hand_Down  Wave_Hand_Up Wave_Hand_Down

Acceptor, generator and transformer Observe that this graph can be interpreted as an acceptor, when symbols Xi are inputs. It can be interpreted as a generator when symbols Xi are outputs. The graph can be thus used to recognize if some motion belongs to some language and can generate a motion belonging to the language. This graph is realized in software

Dance, rituality and regularity Dances of groups of robots are already very popular In most cases all robots do the same, or there are few groups of robots programmed identically. It would be interesting to investigate some recursive and iterative patterns, similar to behaviors of flocks of birds and of bees in which emergent behavior can adaptively change one form of regularity to another form of regularity.

Dance, rituality and regularity …….change one form of regularity to another form of regularity…….

Conclusions on motion 1.Motion can be generated based on splines, Spectral methods, regular expressions, grammars, forward and inverse kinematics. 2.Motion can be transformed from other motions or signals (sound, music, speech, light) 3.Motion can be acquired (from camera, from accelerometers, body sensors, etc).

Perception Machine

Face Image 1 Face Image 2 Face Image 3 Face Image 4 John Smith Marek Perkowski Face Recognition as a learning problem Perception

Face Image 1 Face Image 2 Face Image 3 Face Image 4 happy sad Face Emotion Recognition as a learning problem Faceperson Face Emotion (Gesture) Recognition as a learning problem

Faceperson Faceemotion Faceage Facegender Facegesture Learning problems in Human-Robot Interaction – Perception problems Recognition Problems = Who? What? How?

Face features recognition and visualization.

Recognizing Emotions in Human Face

PCA + NN software of Labunsky

Brain Machine

Software Artificial and Computational Intelligence: – Search such as A*. – Natural language such as integrated chattbots. – Sophisticated vision and pattern recognition algorithms. – Evolutionary, Immuno and Neural algorithms. – Multi-processor systems, multi-threading, CUDA and GPU like systems – Individual simple behaviors based on hierarchical architectures: Distance keeping, Tracking. Following

Behaviors 1.Tracking with whole body (mobile robot) 2.Tracking with upper body of humanoid robot 3.Keeping distance 4.Avoiding 5.Following 6.Following when far away, avoiding when close 7.Creating a line of robots 8.Dancing 9.Falling down 10.Standing up 11.Discussion 12.Fight

Concepts for brain (implemented and what is wrong with them?) 1.Genetic algorithm 2.Genetic programming 3.Search such as A* 4.Neural Networks 5.Predicate Calculus Automatic Theorem Proving New integrated models of robot: 1.Emotional robot 2.Quantum robot 3.Moral robot

Input textOutput text Hexapod walking Distance evaluation Biped walking Number of falls evaluation Biped Gestures Comparison to video evaluation Hand gestures Subjective human evaluation Learning problems in Human-Robot Interaction – Motion Behavior (input/output) generation problems Behavior Problems = examples of correct motions – generalize and modify, interpolate How to evaluate?Behaviors