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Kismet (robot)
__NOTOC__ Kismet is a robot head made in the 1990s at Massachusetts Institute of Technology by Dr. Cynthia Breazeal as an experiment in affective computing; a machine that can recognize and simulate emotions. The name Kismet comes from a Turkish word meaning "fate" or sometimes "luck". Hardware design and construction In order for Kismet to properly interact with human beings, it contains input devices that give it auditory, visual, and proprioception abilities. Kismet simulates emotion through various facial expressions, vocalizations, and movement. Facial expressions are created through movements of the ears, eyebrows, eyelids, lips, jaw, and head. The cost of physical materials was an estimated US$25,000. In addition to the equipment mentioned above, there are four Motorola 68332s, nine 400 MHz PCs, and another 500 MHz PC.Peter Menzel and Faith D'Aluisio. Robosapiens. Cambridge: The MIT Press, 2000. Pg. 66 Software system Kismet's social intelligence softwar ...
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Gaussian Mixture Model
In statistics, a mixture model is a probabilistic model for representing the presence of subpopulations within an overall population, without requiring that an observed data set should identify the sub-population to which an individual observation belongs. Formally a mixture model corresponds to the mixture distribution that represents the probability distribution of observations in the overall population. However, while problems associated with "mixture distributions" relate to deriving the properties of the overall population from those of the sub-populations, "mixture models" are used to make statistical inferences about the properties of the sub-populations given only observations on the pooled population, without sub-population identity information. Mixture models should not be confused with models for compositional data, i.e., data whose components are constrained to sum to a constant value (1, 100%, etc.). However, compositional models can be thought of as mixture models ...
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Robots Of The United States
"\n\n\n\n\nThe robots exclusion standard, also known as the robots exclusion protocol or simply robots.txt, is a standard used by websites to indicate to visiting web crawlers and other web robots which portions of the site they are allowed to visit.\n\nThis relies on voluntary compliance. Not all robots comply with the standard; email harvesters, spambots, malware and robots that scan for security vulnerabilities may even start with the portions of the website where they have been told to stay out.\n\nThe \"robots.txt\" file can be used in conjunction with sitemaps, another robot inclusion standard for websites.\n History\nThe standard was proposed by Martijn Koster, when working for Nexor in February 1994\n on the ''www-talk'' mailing list, the main communication channel for WWW-related activities at the time. Charles Stross claims to have provoked Koster to suggest robots.txt, after he wrote a badly-behaved web crawler that inadvertently caused a denial-of-service attack on Kost ...
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Social Robots
A social robot is an autonomous robot that interacts and communicates with humans or other autonomous physical agents by following social behaviors and rules attached to its role. Like other robots, a social robot is physically embodied (avatars or on-screen synthetic social characters are not embodied and thus distinct) Some synthetic social agents are designed with a screen to represent the head or 'face' to dynamically communicate with users. In these cases, the status as a social robot depends on the form of the 'body' of the social agent; if the body has and uses some physical motors and sensor abilities, then the system could be considered a robot. Background While robots have often been described as possessing social qualities (see for example the tortoises developed by William Grey Walter in the 1950s), social robotics is a fairly recent branch of robotics. Since the early 1990s artificial intelligence and robotics researchers have developed robots which explicitly enga ...
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Prototype Robots
A prototype is an early sample, model, or release of a product built to test a concept or process. It is a term used in a variety of contexts, including semantics, design, electronics, and software programming. A prototype is generally used to evaluate a new design to enhance precision by system analysts and users. Prototyping serves to provide specifications for a real, working system rather than a theoretical one. In some design workflow models, creating a prototype (a process sometimes called materialization) is the step between the formalization and the evaluation of an idea. A prototype can also mean a typical example of something such as in the use of the derivation 'prototypical'. This is a useful term in identifying objects, behaviours and concepts which are considered the accepted norm and is analogous with terms such as stereotypes and archetypes. The word ''prototype'' derives from the Greek , "primitive form", neutral of , "original, primitive", from πρῶτο ...
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Humanoid Robots
A humanoid robot is a robot resembling the human body in shape. The design may be for functional purposes, such as interacting with human tools and environments, for experimental purposes, such as the study of bipedal locomotion, or for other purposes. In general, humanoid robots have a torso, a head, two arms, and two legs, though some humanoid robots may replicate only part of the body, for example, from the waist up. Some humanoid robots also have heads designed to replicate human facial features such as eyes and mouths. Androids are humanoid robots built to aesthetically resemble humans. History The concept of a humanoid robot originated in many different cultures around the world. Some of the earliest accounts of the idea of humanoid automata date to the 4th century BCE in Greek mythologies and various religious and philosophical texts from China. Physical prototypes of humanoid automata were later created in the Middle East, Italy, Japan, and France. Greece The Greek ...
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Artificial Intelligence
Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech recognition, computer vision, translation between (natural) languages, as well as other mappings of inputs. The ''Oxford English Dictionary'' of Oxford University Press defines artificial intelligence as: the theory and development of computer systems able to perform tasks that normally require human intelligence, such as visual perception, speech recognition, decision-making, and translation between languages. AI applications include advanced web search engines (e.g., Google), recommendation systems (used by YouTube, Amazon and Netflix), understanding human speech (such as Siri and Alexa), self-driving cars (e.g., Tesla), automated decision-making and competing at the highest level in strategic game systems (such as chess and G ...
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Affective Computing
Affective computing is the study and development of systems and devices that can recognize, interpret, process, and simulate human affects. It is an interdisciplinary field spanning computer science, psychology, and cognitive science. While some core ideas in the field may be traced as far back as to early philosophical inquiries into emotion, the more modern branch of computer science originated with Rosalind Picard's 1995 paper on affective computing and her book ''Affective Computing'' published by MIT Press. One of the motivations for the research is the ability to give machines emotional intelligence, including to simulate empathy. The machine should interpret the emotional state of humans and adapt its behavior to them, giving an appropriate response to those emotions. Areas Detecting and recognizing emotional information Detecting emotional information usually begins with passive sensors that capture data about the user's physical state or behavior without interpreting ...
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Infant-directed Speech
Baby talk is a type of speech associated with an older person speaking to a child or infant. It is also called caretaker speech, infant-directed speech (IDS), child-directed speech (CDS), child-directed language (CDL), caregiver register, parentese, or motherese. CDS is characterized by a "sing song" pattern of intonation that differentiates it from the more monotone style used with other adults e.g., CDS has higher and wider pitch, slower speech rate and shorter utterances. It can display vowel hyperarticulation (an increase in distance in the formant space of the peripheral vowels e.g., and and words tend to be shortened and simplified. There is evidence that the exaggerated pitch modifications are similar to the affectionate speech style employed when people speak to their pets (pet-directed speech). However, the hyperarticulation of vowels appears to be related to the propensity for the infant to learn language, as it is not exaggerated in speech to infants with hear ...
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Robot
A robot is a machine—especially one programmable by a computer—capable of carrying out a complex series of actions automatically. A robot can be guided by an external control device, or the control may be embedded within. Robots may be constructed to evoke human form, but most robots are task-performing machines, designed with an emphasis on stark functionality, rather than expressive aesthetics. Robots can be autonomous or semi-autonomous and range from humanoids such as Honda's ''Advanced Step in Innovative Mobility'' ( ASIMO) and TOSY's ''TOSY Ping Pong Playing Robot'' ( TOPIO) to industrial robots, medical operating robots, patient assist robots, dog therapy robots, collectively programmed ''swarm'' robots, UAV drones such as General Atomics MQ-1 Predator, and even microscopic nano robots. By mimicking a lifelike appearance or automating movements, a robot may convey a sense of intelligence or thought of its own. Autonomous things are expected to prolif ...
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