ubiquitous rob

Upload: vpavankumar80

Post on 04-Apr-2018

213 views

Category:

Documents


0 download

TRANSCRIPT

  • 7/31/2019 Ubiquitous Rob

    1/8

    Proceeding of the Second American University of Sharjah International Symposium on Mechatronics, Sharjah, U.A.E. April 19-21, 2005

    UBIQUITOUS ROBOT: THE THIRD GENERATION OF ROBOTICS

    Jong-Hwan Kim, Kang-Hee Lee, and Yong-Duk Kim

    Robot Intelligence Technology Laboratory,Dept. of EECS, KAIST,

    Guseong-dong, Yuseong-gu, Daejeon, 305-701, Republic of Korea{johkim,khlee,ydkim}@rit.kaist.ac.kr

    ABSTRACT

    This paper introduces ubiquitous robot (Ubibot) as a third gener-

    ation of robotics, incorporating three forms of robots: software

    robot (Sobot), embeded robot (Embot) and mobile robot (Mobot),

    which can provide us with various services by any device through

    any network, at any place anytime in a ubiquitous space. Sobot is avirtual robot, which has the ability to move to any place through a

    network. Embot is embedded within the environment or in the

    Mobot. Mobot provides integrated mobile services, which are

    seamless, calm and context-aware. A Sobot, Rity, is introduced

    to investigate the usability of the proposed concept. Rity is a 3D

    synthetic character which exists in the virtual world, has a unique

    IP address and interacts with human beings through an Embot im-

    plemented by a face recognition system using a USB camera. To

    show the possibility of realization of Ubibot by using the current

    state of the art technologies, two kinds of successful demonstra-

    tions are presented. Also robot genome is proposed to implement

    a genetic robot, which is to investigate The Origin of Artificial

    Species. To implement the robot genome, artificial chromosome

    is introduced. This paper shows the personality of genetic robotsis decided by their genome.

    1. INTRODUCTION

    This paper is to investigate the feasibility of implementation of

    ubiquitous robot (Ubibot) by using the current state of the art tech-

    nology, which can be defined as a third generation of robotics.

    Also it is to define genetic robot to investigate The Origin of Arti-

    ficial Species. The genetic robot can be considered as an artificial

    creature created by artificial chromosome.

    In an ubiquitous era we will be living in a world where all

    objects such as electronic appliances are networked to each other

    and a robot will provide us with various services by any device

    through any network, at any place anytime. This robot is definedas a ubiquitous robot, Ubibot, which incorporates three forms of

    robots: software robot (Sobot), embeded robot (Embot) and mo-

    bile robot (Mobot) [1, 2, 3].

    The Ubibot is following the paradigm shift of computer tech-

    nology. The paradigm shift of robotics is motivated by ubiquitous

    computing and the evolution of computer technology in terms of

    the relationship between the technology and humans [4, 5]. Con-

    sidering the evolution of robot technology, the first generation was

    dominated by industrial robots followed by the second generation

    in which personal robots are becoming widespread these days, and

    as a third generation in the near future, Ubibot will appear. Com-

    paring the paradigm change between the personal robot and ubiq-

    uitous robot eras, the former is based on individual robot systems

    and the latter will be employing multiple robot systems using real

    time broadband wireless network based on IPv6.

    The Ubibot has been developed based on the robot technol-

    ogy and the concept of ubiquitous computing in the Robot Intel-

    ligence Technology (RIT) Lab., KAIST since 2,000. In the future

    we will live in a ubiquitous world where all objects and devices are

    networked. In this ubiquitous space, u-space, a Ubibot will pro-

    vide us with various services anytime, at any place, by any device,

    through any network. Following the general concepts of ubiqui-

    tous computing, Ubibot will be seamless, calm, context-aware, and

    networked.

    Although this paper is to investigate the feasibility of Ubibot,

    the basic concept leads us to seek the essence of what it means to

    be robot in the third generation of robotics. So far most of robot

    researchers have been devoted to develop and improve function-

    alities of robot such as intelligence, human-robot interaction, and

    mobility, without mentioning the essence of the robot as an artifi-

    cial creature.

    Since The Origin of Species by Charles Darwin in 1859,

    the concept of evolution has been widely spread around the world.

    Motivated by his discovery of evolution, the simulated evolution

    has been applied to engineering problems to get an optimal so-

    lution by employing the concept of chromosome representing the

    solution candidate. In 1976, Richard Dawkins claimed that We

    and other animals are machines created by our genes [6]. In the

    third generation of robotics, genetic robot can be proposed, which

    is created by artificial chromosome [7].

    This paper introduces a new concept of artificial chromosome

    as the essence to define the personality of a genetic robot and to

    pass on its traits to the next generation, like a genetic inheritance.

    It is an essential component for simulated evolution, which nec-

    essarily defines The Origin of Artificial Species. If we think the

    origin in terms of the essence of the artificial creatures, the essence

    should be a computerized genetic code, which determines a ge-

    netic robots propensity to feel happy, sad, angry, sleepy, hungry

    or afraid.

    The first part of this paper presents the definition and basic

    concepts of Ubibot incorporating three forms of robots; Sobot,

    Embot, and Mobot. A Sobot, called Rity, developed at the RIT

    Lab., KAIST, is introduced to investigate the usability of the pro-

    posed concept of Ubibot [8, 9]. Rity is a 3D synthetic character

    which exists in the virtual world, has a unique IP address and in-

    teracts with human beings through an Embot implemented by a

    face recognition system using a USB camera.

    Rity is an autonomous agent which behaves based on its own

    internal states, and can interact with a person in real-time. It can

    provide us with an entertainment or a help through various interac-

    AUS-ISM/05-1

  • 7/31/2019 Ubiquitous Rob

    2/8

    Proceeding of the Second American University of Sharjah International Symposium on Mechatronics, Sharjah, U.A.E. April 19-21, 2005

    tions in real life. To realize this, it needs an autonomous function,

    artificial emotional model, learning skill, sociableness, and its own

    personality [10, 11]. It can be used as a character on a game or a

    movie or for the purpose of education [12, 13].

    An architecture of Rity can be divided into five modules: per-

    ception module, internal state module to implement motivation,homeostasis, and emotion [14, 15, 16], behavior selection module

    [17, 18], interactive learning module [19], and motor module.

    To show the possibility of realization of Ubibot, two kinds of

    demonstrations are carried out by using the current state of the art

    technologies.

    In the second part, Rity is considered as an artificial creature

    living in a virtual world of a PC. It is a genetic robot which has

    its own genetic information. Rity is employed to test the worlds

    first robotic chromosomes, which is a set of computerized DNA

    (Deoxyribonucleic acid) code for creating genetic robots that can

    think, feel, reason, express desire or intention, and could ulti-

    mately reproduce their kind, and evolve as a distinct species.

    Using this concept, a way to build artificial chromosomes is

    proposed for genetic robots that would be capable of human-styleevolution. Thus, the genetic code should be designed to represent

    all the traits and personality of artificial creature: a manner of re-

    sponse to stimuli, the desire to avoid unpleasantness, to achieve

    intimacy and control, to satisfy curiosity or greed, and to prevent

    boredom, feelings of happiness, sadness, anger and fear to stimuli,

    and states of fatigue, hunger, drowsiness and so on, in order to im-

    bue the artificial creature with life. It can react emotionally to its

    environment, learns and makes reasoned decisions, based on an in-

    dividual personality. The programmed genetic code is modelled on

    human DNA, though equivalent to a single strand of genetic code

    rather than the complex double helix of a real chromosome. The

    main functions of the genetic code are reproduction and evolution.

    This paper is organized as follows. Section II presents the

    definition and basic concepts of Ubibot. Section III describes theoverall architecture of the Sobot. Demonstrations of the Sobot,

    Rity are provided in Section IV. Section V proposes genetic robot.

    Finally, concluding remarks follow in Section VI.

    2. UBIQUITOUS ROBOT: UBIBOT

    Ubibot is a general term for all types of robots incorporating soft-

    ware robot (Sobot), embedded robot (Embot), and mobile robot

    (Mobot) which exist in a u-space. Ubibot exists in the u-space

    which provides physical and virtual environments.

    2.1. U-space and Ubibot

    Ubiquitous space (u-space) is an environment in which ubiquitous

    computing is realized and every device is networked. The world

    will be composed of millions of u-spaces, each of which will be

    closely connected through ubiquitous networks. A robot working

    in a u-space is defined as a Ubibot and provides various services

    through any network by anyone at anytime and anywhere in a u-

    space.

    Ubibot in a u-space consists of both software and hardware

    robots. Sobot is a type of a software system whereas Embot and

    Mobot are hardware systems, Figure 1. Embots are located within

    the environment, human or otherwise, and are embedded in many

    devices. Their role is to sense, analyze and convey information

    to other Ubibots. Mobots are mobile robots. They can move

    Figure 1: Ubibot in ubiquitous space

    both independently and cooperatively, and provide practical ser-

    vices. Each Ubibot has specific individual intelligence and roles,

    and communicates information through networks. Sobot is capa-

    ble of operating as an independent robot but it can also become themaster system, which controls other Sobots, Embots and Mobots

    residing in other platforms as slave units. Their characteristics are

    summarized in the following. For details, the reader is referred to

    [2].

    2.2. Software Robot: Sobot

    Since Sobot is software-based, it can easily move within the net-

    work and connect to other systems without any time or geograph-

    ical limitation. It can be aware of situations and interact with the

    user seamlessly. Sobot can be introduced into the environment

    or other Mobots as a core system. It can control or, at an equal

    level, cooperate with Mobots. It can operate as an individual en-tity, without any help from other Ubibots. Sobot has three main

    characteristics, such as self-learning, context-aware intelligence,

    and calm and seamless interaction.

    2.3. Embedded Robot: Embot

    EmBot is implanted in the environment or in Mobots. In coopera-

    tion with various sensors, Embot can detect the location of the user

    or a Mobot, authenticate them, integrate assorted sensor informa-

    tion and understand the environmental situation. An Embot may

    include all the objects which have both network and sensing func-

    tions, and be equipped with microprocessors. Embots generally

    have three major characteristics, such as calm sensing, informa-

    tion processing, and communication.

    2.4. Mobile robot: Mobot

    Mobot is able to offer both a broad range of services for general

    users and specific functions within a specific u-space. Operating

    in u-space, Mobots have mobility as well as the capacity to pro-

    vide general services in cooperation with Sobots and neighboring

    Embots. Mobot has the characteristics of manipulability by imple-

    menting arms and mobility which can be implemented in various

    types, such as wheel and biped. Mobot actions provide a broad

    range of services, such as personal, public, or field services.

    AUS-ISM/05-2

  • 7/31/2019 Ubiquitous Rob

    3/8

    Proceeding of the Second American University of Sharjah International Symposium on Mechatronics, Sharjah, U.A.E. April 19-21, 2005

    Behavior selector

    Motivation Homeostasis Emotion

    SymbolizerAttention selector Reward/penalty

    signal

    End signal

    Sensorvalue

    Preferencelearner

    Sobot

    Behavior

    Perceptionmodule

    Learningmodule

    Internalstatemodule

    Behaviormodule

    Motormodule

    Fatigue

    Hunger

    Drowsiness

    Behavior

    Virtualenvironment

    Actuator

    Voicelearner

    Curiosity

    Intimacy

    Monotony

    Happiness

    Sadness

    Anger

    Symbol vector

    Inherentbehaviorselector

    Urgentflag

    Masking

    Sensors

    TactileVision Sound Gyro TimerIR

    Figure 2: Internal architecture of Rity

    3. IMPLEMENTATION OF SOBOT

    Sobot is a software robot which recognizes a situation by itself, be-

    haves based on its own internal state, and can interact with a person

    in real-time. Sobot should be autonomous; it must be able to selecta proper behavior according to its internal state such as motiva-

    tion, homeostasis and emotion. Also, Sobot should be adaptable;

    it should adapt itself to its environment. For the purpose of achiev-

    ing these functions easily and efficiently, Sobot mimics an animal

    which is an autonomous and adaptable agent in nature. Fig. 2

    shows an internal architecture of the proposed Sobot, Rity, where

    necessary modules are defined as follows: 1) Perception module,

    which perceives environment through virtual and physical sensors,

    2) Internal state module, which includes motivation,homeostasis

    and emotion, 3) Behavior selection module, which selects a proper

    behavior, 4) Learning module, which learns from the interaction

    with a people, and 5) Motor module, which executes a behavior

    and expresses emotion.

    3.1. Perception module

    The perception module includes a sensor unit, a releaser having

    stimulus information provided by a symbol vector and a sensitivity

    vector, and attention selector. This module can perceive and assess

    the environment and send the stimulus information to the internal

    state module. Sobot has several virtual sensors for light, sound,

    temperature, touch, vision, gyro, and time. Sobot can perceive 47

    types of stimulus information from these sensors. Based on these

    information, Sobot can perform 77 different behaviors.

    3.2. Internal state module

    The internal state module defines the internal state with the mo-

    tivation unit, the homeostasis unit and the emotion unit. Motiva-

    tion (M) is composed of six states: curiosity, intimacy, monotony,avoidance, greed, and the desire to control. Homeostasis (H) in-cludes three states: fatigue, hunger, and drowsiness. Emotion (E)includes five states: happiness, sadness, anger, fear, and neutral.

    According to the internal state, a proper behavior is selected.

    3.3. Behavior selection module

    Behavior selection module is used to choose a proper behavior,

    based on Sobots internal state as well as stimulus information.

    When there is no command input from a user, various behaviors

    can be selected probabilistically by introducing a voting mecha-

    nism, where each behavior has its own voting value. The algorithm

    is described as follows: 1) Determine temporal voting vector, Vtusing M and H, 2) Calculate voting vector Vby masking Vt withattention command and emotion masks, 3) Calculate a behavior

    selection probability, p(b), using V, 4) Select a proper behavior bby p(b) among various behaviors.

    Initially, the temporal voting vector is calculated from the mo-

    tivation and homeostasis as follows:

    VTt =

    M

    TDM +H

    TDH

    =[vt1, vt2, , vtn]

    (1)

    AUS-ISM/05-3

  • 7/31/2019 Ubiquitous Rob

    4/8

    Proceeding of the Second American University of Sharjah International Symposium on Mechatronics, Sharjah, U.A.E. April 19-21, 2005

    DM =

    dM11 dM12 dM1n

    dM21 dM22...

    .

    ...

    . .dMx1 dMxn

    DH =

    dH11 dH12 dH1n

    dH21 dH22...

    .

    ... . .

    dHy1 dHyn

    (2)

    where n, x and y are the numbers of behaviors, motivations, andhomeostases. vtk, k = 1, , n, is the temporal voting value,DM and DH are weights connecting the motivation and home-ostasis to behaviors, respectively.

    As a next step, various maskings to the temporal voting vector,

    Vt are implemented considering emotion and external sensor infor-mation. Here, three kinds of masking are implemented to the tem-poral voting vector. These three kinds of maskings are masking

    for attention, masking for command, and masking for emotion.

    The masking process is to select a more appropriate behavior such

    that it prevents Sobot from carrying out unusual behaviors. For

    example, a behavior when it recognizes a ball should be different

    from that when it recognizes a person. When Sobot does not see

    the ball, masking for attention to the ball is carried out such that

    behaviors related to the ball are masked out and are not activated.

    An attention masking matrixQa(Sa(t)) is obtained by the at-tention symbol, Sa(t). Each attention symbol has its own maskingvalue and the matrix is defined as follows:

    Qa(Sa(t)) =

    qa1(Sa(t)) 0 0

    0 qa2 (Sa(t))...

    .... . .

    0 qan(Sa(t))

    (3)

    where n is a number of behaviors, qa() is a masking value, and0 qa() 1. Similarly, command and emotion masking matri-ces are defined.

    From these three masking matrices and the temporal voting

    vector, the behavior selector obtains a final voting vector as fol-

    lows:

    VT =VTtempQ

    a(a)Qv(c)Qe(e)

    =[v1, v2, , vn](4)

    where vk, k = 1, 2, , n, is the kth behaviors voting value.Finally, the selection probability p(bi) of a behavior, bi, i =

    1, 2, , n, is calculated from the voting values as follows:

    p(bi) =vi

    nk=1

    (vk). (5)

    By using the probability-based selection mechanism, the be-

    havior selector can show diverse behaviors.

    Even if a behavior is selected by both internal state and sensor

    information, there are still some limits on providing Sobot with

    natural behaviors. Inherent behavior selector makes up for the

    weak points in the behavior selector. It imitates an animals in-

    stinct. For instance, as soon as an obstacle like a wall or a cliff is

    found, it makes Sobot react to this situation immediately. Since ituses only sensory information directly, its decision making speed

    is faster than that of the behavior selector. The deterministic in-

    herent behavior selector and the probabilistic behavior selector are

    complementary to each other for realizing a natural behavior. This

    means that it can help Sobot do right thing while carrying out var-

    ious behaviors.

    3.4. Motor module

    The motor module incorporates an actuator to execute behaviors

    and present emotions subject to the situation.

    3.5. Learning module

    Learning module consists of preference learner and command learner.

    The former is to teach Sobot likes and dislikes for an object. If

    Sobot gets a reward or a penalty, the connected weights from the

    symbol to internal states are changed. On the other hand, the latter

    is to teach Sobot to do an appropriate behavior which a user wants

    Sobot to do.

    The learning can be considered as adjusting weighting param-

    eters between commands and behaviors; if Sobot does a proper

    behavior for a given command, the weight between the command

    and the behavior is strengthened, and others are weakened. How-

    ever, there are usually tens of behaviors. Thus, the learning process

    requires lot of time. Also it may be difficult to expect a desired

    behavior for an ordered command. To solve these problems, anal-

    ogous behaviors are grouped into a subset before learning. For in-

    stance, the set SIT is composed of behaviors such as sit, crouch,

    and lie, and so on, as similar behaviors to sit. If a proper behavior

    is carried out for a certain command, all the corresponding weights

    of the subset are strengthened and vice versa. The update law is as

    follows:

    Wij(t + 1) = Wij(t) + Ri (6)

    Ri =

    +Cr on reward

    Cp on penalty

    where Wij is a weight between the ith command and the jth be-havior subset, is an emotion parameter, Ri is for a weight changefor reward or penalty, and Cr and Cp are positive constants. When

    Sobot receivesa patting (hitting) through a tactile sensor or a praise(a scolding) through a sound sensor, the perception module trans-

    lates it as a reward (penalty). Weight is increased on reward, and

    decreased on penalty as shown in (6). It should be noted that an

    emotion parameter, is employed to consider the fact that learningrate depends on internal states. That is, learning speed is fast when

    happiness value is high and vice versa.

    Although the learning has been done on a behavior subset

    level, considering the direct contribution of the selected behavior

    the command masking values are assigned differently as follows:

    qvm(ci) = Wij

    qv(ci) = Wij

    (7)

    AUS-ISM/05-4

  • 7/31/2019 Ubiquitous Rob

    5/8

    Proceeding of the Second American University of Sharjah International Symposium on Mechatronics, Sharjah, U.A.E. April 19-21, 2005

    with > > 0where qvm(ci) is a masking value of a behavior, bm carried out justnow by the command, Ci and q

    v(ci) indicates masking values ofother behaviors in the same subset, Bi and and are positiveconstants. The command masking matrix is updated in proportion

    to weight values. A behavior activated just now and other behav-iors in the same subset influence different weight changes by and . Since is bigger than , the activated behavior gets alarger weight value than others in the same subset.

    4. DEMONSTRATIONS FOR UBIBOT

    To demonstrate the usability of Rity for Ubibot, a Sobot, Rity is

    developed in a 3D virtual world. The following two demonstra-

    tions show seamless and omni-presence properties of Sobot.

    4.1. Seamless integration of real and virtual worlds

    This section will demonstrate how, in a virtual environment, Rity

    will continuously cooperate with the real world with the help of a

    USB camera. The face recognition system stored in a PC watches

    the neighboring environment through the USB camera and, when a

    human is detected, analyzes, recognizes and authenticates the face.

    The result is to be sent to Rity through the network. Sobot will then

    react to the vision input information as it would normally react us-

    ing the virtual sensing information. If the human is Ritys master,

    Rity will tend to stare at the master and happily greet him/her.

    Fig. 3, 4 and 5 are photographs of computer screens show-

    ing the virtual pet, Rity, in a virtual 3D environment. The small

    window at the bottom right of Fig. 3 shows the visual information

    in the form of a recognized face. A PCA method[20], which has

    been enhanced based on the evolutionary algorithm, was used for

    face detection. The window at the top right shows the graphical

    representation of the internal states of Rity.

    Voice command Emotion

    Rity

    Masters face recognition

    Ritys internal state

    Voice command Emotion

    Rity

    Masters face recognition

    Ritys internal state

    Figure 3: Seamless integration of real and virtual worlds

    Fig. 4 shows an example, in which Rity recognizes its master.

    Rity then shows a happy look and welcomes him, with an increase

    of such internal states as curiosity, intimacy, and happiness.

    In Fig. 5, when a human who is not the master appears, Rity

    ignores him/her. In this case, for example, the internal state keeps

    as it has been.

    Figure 4: When Rity recognizes its master

    Figure 5: When Rity detects a stranger

    4.2. Omni-present Sobot

    This section discusses how Sobot can be connected and transmit-

    ted any time and at any place. Fig. 6 shows the interaction between

    Sobot A, owned by User A and Sobot B, owned by User B.

    For example, Sobot A is implemented at a local site, connects

    to the network and then invites Sobot B, located at a remote site,

    into its local space. Both Sobots (A and B) should have their own

    individual IP addresses. The User B will type in the ID and pass-

    word and the IP address of Sobot B in order to access the remote

    site. Once access is approved, Sobot B, carrying its native charac-

    teristics and behavior patterns, can enter the local environment of

    User A.In Fig. 7, there are two Sobots in the local space. They look

    the same but have different characteristics. If the user gives the

    same stimulus to the two Sobots, for example, clicks once to pat

    or twice to hit, each Sobot will react differently because of their

    different characteristics. Fig. 7 shows the results of the experi-

    mentation after applying 10 instances of patting, or clicking, on

    both Sobots A and B. The figure shows the changes in internal

    states, facial expression and their behavior. As the amount of cu-

    riosity, intimacy and happiness increases, Sobot A starts moving

    around with a happy face, Fig. 7(a). On the other hand, in the case

    of Sobot B, the drowsiness increases making it sad and eventually

    sleepy. Fig. 7(b) and7(c) shows a comparison of the internal states

    of Sobot A and B.

    AUS-ISM/05-5

  • 7/31/2019 Ubiquitous Rob

    6/8

    Proceeding of the Second American University of Sharjah International Symposium on Mechatronics, Sharjah, U.A.E. April 19-21, 2005

    (a) (b)

    Figure 6: Omni-present Sobot (a) connection with another Sobot

    in a remote site (b) IP address of a Sobot in a remote site, username

    and password for certification

    Sobot can be downloaded and sent regardless of whether the

    site is local or remote. This is made possible by defining a common

    platform of the 3D graphic environment along with sensors andbehaviors.

    5. ROBOT GENOME

    This section presents a way to build an artificial creature that would

    be capable of human-style evolution. As is well known, there are

    no one gene - one trait relationships in naturally evolved systems

    because of the pleiotypic and polygenic nature of the genotype,

    where pleiotypic nature has the effect that a single gene affects

    multiple phenotypic characters and polygenic nature has the effect

    that a single phenotypic character is affected by multiple genes. It

    means a single genetic change can affect every phenotypic charac-

    teristic.

    To reflect this nature, unlike previously devised methods thatassociated stimuli with responses, Ritys chromosomal coding con-

    tains a sophisticated weighting system provided in the internal ar-

    chitecture (Figure 2). Internal relationships created by the weight-

    ing system allow Rity to be an individual capable of more than

    purely mechanistic response. Also it has a kind of programmed

    favoritism for one subtle shade of emotional or rational response,

    over another.

    Rity has fourteen artificial chromosomes by which its traits

    can be passed on to its offspring. It perceives 47 different types

    of stimuli and can respond with 77 different behaviors as its re-

    sponses. Figure 8 shows its 14 chromosomes, where chromosomes

    C1-C6 are related to motivation,C7-C9 to homeostasis, andC10-

    C14 to emotion. Also, motivation is composed of six states (chro-

    mosomes): curiosity (C1), intimacy (C2), monotony (C3), avoid-ance (C4), greed (C5), and desire to control (C6). Homeosta-

    sis includes three states (chromosomes): fatigue (C7), drowsiness

    (C8), and hunger (C9). Emotion includes five states (chromo-

    somes): happiness (C10), sadness (C11), anger (C12), fear (C13),

    and neutral (C14).

    Each chromosome Ck, k = 1, 2, , 14, consists of threekinds of genes: F-genes xFk, I-genes x

    Ik, and B-genes x

    Rk, de-

    fined as

    Ck =

    xFkxIkxBk

    (8)

    (a)

    (b) (c)

    Figure 7: Omni-presence (a) Sobot A in a local site and Sobot B

    downloaded from a remote site (b) Internal state of Sobot A (c)

    Internal state of Sobot B

    with

    xF

    k =

    xF1xF2

    ...

    xFp

    ,xIk =

    xI1xI2

    ...

    xIq

    ,xBk =

    xB1xB2

    ...

    xBn

    (9)

    where p, q, and n are total numbers of F-genes, I-genes, andB-genes in a chromosome. In Rity, p = 5 , q = 47, and n = 77 .

    Consequently, a robot genome G, which means a chromoso-

    mal set with genetic codes determining Ritys personality, is de-

    fined as

    G = C1 C2 C14 . (10)F-genes represents fundamental characteristics of Rity, includ-

    ing genetic information such as volatility, initial and mean value of

    each internal state, some intrinsic parameters, etc. Volatility means

    whether the internal state is volatile or non-volatile since operating

    point in time. F-genes can also include sex, life span, color and so

    on to define its fundamental nature.

    I-genes includes genetic codes representing its internal prefer-

    ence by setting the weights between the stimulus and internal state.

    Theses genes shape variety of the internal state affected by stimuli

    and have information of whether the stimulus satisfies, amplifies,

    or has nothing to do with the internal state. After the birth, the

    preference can be trained on-line by adapting the weights like pet

    training.

    AUS-ISM/05-6

  • 7/31/2019 Ubiquitous Rob

    7/8

    Proceeding of the Second American University of Sharjah International Symposium on Mechatronics, Sharjah, U.A.E. April 19-21, 2005

    C1 C2 C3 C4 C5 C6 C7 C8 C9 C10 C11 C12 C13 C14

    F-GENES

    I-GENES

    B-GENES

    C1 C2 C3 C4 C5 C6 C7 C8 C9 C10 C11 C12 C13 C14

    F-GENES

    I-GENES

    B-GENES

    Figure 8: Artificial chromosomes of Rity

    B-genes includes genetic codes related to output behavior by

    setting the weights between the internal state and voting vector.

    These genes are in charge of behavior selection, its frequency, and

    its activation level based on the internal state. They also include

    masking information which prevents Rity from doing unnecessary

    emotional expression and behaviors.

    Genetic robot can be defined as a robot which has its own ge-

    netic codes. This section verifies the concept of genetic robot byimplanting the artificial chromosomes into Ritys. The genes in

    Figure 8 are originally represented by real numbers; values of F-

    genes range from 1 to 500, I-genes from 0 to 5000, and B-genes

    from 1 to 1000. Like a DNA analysis, these genes are normalized

    to brightness values from 0 to 255, which are expressed to black-

    and-white rectangles. The darker the color is, the higher its value

    is.

    Figure 9 shows two different chromosome set of Ritys. As

    per their genetic codes, no two Ritys react the same way to their

    surroundings as shown in Figure 10. One was bored; the other was

    panted and expressed happiness at the sight of their human han-

    dlers because they had a different personality. It totally depends

    on their genes.

    Current version is equivalent to a single strand of genetic codeof real numbers rather than the complex double helix of a real chro-

    mosome. One of future works is on the equivalent of X and Y

    chromosomes that would confer sexual characteristics. Thus, if

    male and female like each other, they could have their own chil-

    dren. Also the software chromosomes will be implanted in a mo-

    bile robot so that they will imbue the robot with life. Consider-

    ing the concept of ubiquitous robot and ubiquitous computing en-

    vironment, however, a key future work should be that the robot

    genome is to be sent via the Internet to other computers or pieces

    of hardware, becoming a sort of wirelessly transmissible soul

    that would invisibly control the actions and desires of future inter-

    connected appliances, from devices in a smart home or office, to

    cellphones or security cameras including ubibots.

    (a) (b)

    Figure 9: Two different chromosome set of Ritys: (a) chromo-

    some set of Rity A and (b) chromosome set of Rity B

    (a)

    (b) (c)

    Figure 10: Rity A and Rity B in a virtual space: (a) Rity A and

    Rity B, (b) Internal state of Rity A, and (c) Internal state of Rity B

    AUS-ISM/05-7

  • 7/31/2019 Ubiquitous Rob

    8/8

    Proceeding of the Second American University of Sharjah International Symposium on Mechatronics, Sharjah, U.A.E. April 19-21, 2005

    6. CONCLUDING REMARKS

    This paper introduced a ubiquitous robot, Ubibot, as a third gen-

    eration of robotics, which integrates three forms of robots: Sobot,

    Embot and Mobot. Rity, a Sobot or an artificial creature living in

    a virtual 3D world of a PC, was implemented using two scenariosto demonstrate the possibility of realizing Ubibot. The first sce-

    nario illustrated how Rity, with the support of Embot, could recog-

    nize its master and reacted properly. This was to show the seam-

    less integration of real and virtual worlds. The second scenario

    demonstrated how Sobots could be transmitted through networks

    and be transposed into different locations. This was to demonstrate

    the omni-presence capability by using Sobot. This paper also pro-

    posed a new concept of robot genome to investigate The Origin of

    Artificial Species, such as genetic robot. The robot genome was

    implanted into Rity to test a feasibility that genetic robots could

    have their own personality. The artificial chromosomes will lead

    the genetic robot to reproduction and evolution.

    In the new ubiquitous era, our future world will be composed

    of millions of u-spaces, each of which will be closely connectedthrough ubiquitous networks. In this u-space we can expect that

    Ubibot will help us whenever we click as Genie of the Magic Lamp

    did for Aladdin.

    Acknowledgments

    This work was supported by the Ministry of information & Com-

    munications, Korea, under the Information Technology Research

    Center (ITRC) Support Program.

    7. REFERENCES

    [1] Jong-Hwan Kim, IT-based UbiBot, in the Issue of the 13thof May, 2003, The Korea Electronic Times, Special Theme

    Lecture Article, Seoul, Korea, May 2003.

    [2] Jong-Hwan Kim, Ubiquitous Robot, in Proc.of Fuzzy Days

    International Conference, Dortmund, Germany, September

    2004, (Keynote Speech Paper).

    [3] J.-H. Kim, Y.-D. Kim, and K.-H. Lee,The Third Generation

    of Robotics: Ubiquitous Robot,in Proc. of the International

    Conference on Autonomous Robots and Agents, Palmerston

    North, New Zealand, December 13, 2004 (Keynote Speech

    Paper)

    [4] Mark Weiser, The computer for the 21st century, Scientific

    American, Vol. 265, No. 3, pp. 94-104, Sept. 1991.

    [5] Mark Weiser, Some computer science problems in ubiqui-

    tous computing, Communications of ACM, Vol. 36, No.7,

    pp. 75-84, July 1993.

    [6] R. Dawkins, The Selfish Gene, The Oxford Publication

    Press, 1976.

    [7] J.-H. Kim, K.-H. Lee, Y.-D. Kim, B.-J. Lee, J.-K. Yoo and

    S.-H. Choi, The Origin of Artificial Species: Humanoid

    Robot HanSaRam, in Proc. of the 2nd International Con-

    ference on Humanoid, Nanotechnology, Information technol-

    ogy, Communication and control, Environment, and Man-

    agement (HNICEM05), Manila, Philippines, March 2005

    (Plenary Speech Paper),

    [8] Y.-D. Kim, Y.-J. Kim, J.-H. Kim and J.-R. Lim, Implemen-

    taton of Artificial Creature based on Interactive Learning,

    in Proc.of FIRA Robot World Congress, Seoul, Korea, pp.

    369-373, May 2002.

    [9] Y.-D. Kim, Y.-J. Kim, and J.-H. Kim, Behavior Selection

    and Learning for Synthetic Character, in Proceedings of theIEEE Congress on Evolutionary Computation, pp. 898-903,

    2004.

    [10] C. Breazeal, Function Meets Style: Insights From Emotion

    Theory Applied to HRI, IEEE Trans. on Systems, Man, and

    Cybernetics, Part C, vol.32, no. 2, pp. 187-194, May 2004.

    [11] H. Miwa, T. Umetsu, A. Takanishi, and H. Takanobu, Robot

    personality based on the equation of emotion defined in the

    3d mental space, in Proc. of IEEE Int. Conf. on Robotics

    and Automation, vol. 3, Seoul, Korea, pp. 2602-2607, May

    2001.

    [12] J. Bates, A.B. Loyall and W.S. Reilly, Integrating Reactiv-

    ity, Goals, and Emotion in a Broad Agent, in Proc. of 14th

    Ann. Conf. Cognitive Science Soc., Bloomington, IN, July1992.

    [13] M. Mateas, An Oz-Centric Review of Interactive Drama and

    Believable Agents, AI Today: Recent Trends and Develop-

    ments, Lecture Notes in Artificial Intelligence no. 1600, pp.

    297-328, Springer-Verlag, Berlin, 1999.

    [14] C. Kline and B. Blumberg, The Art and Science of Synthetic

    Character Design, in Proc. of the AISB 1999 Symp. on AI

    and Creativity in Entertainment and visual Art, Edinburgh,

    Scotland, 1999.

    [15] J.-D Velasquez, An emotion-based approach to robotics,

    in Proc. of IEEE/RSJ Int. Conf. on Intellighent Robots and

    Systems, vol. 1, Kyongju, Korea, Oct. 1999, pp. 235-240.

    [16] N. Kubota, Y. Nojima, N. Baba, F. Kojima, and T. Fukuda,

    Evolving pet robot with emotional model, in Proc. of IEEE

    Congress on Evolutionary Computation, vol. 2, San Diego,

    CA, pp. 1231-1237, July 2000.

    [17] R. C. Arkin, M. Fujita, T. Takagi and R. Hasehawa, Etho-

    logical Modeling and Architecture for an Entertainment

    Robot, in Proc. of IEEE Int. Conf. on Robotics and Automa-

    tion, vol.1, Seoul, Korea, May 2001, pp. 453-458.

    [18] D. Isla, R. Burke, M. Downie, and B. Blumberg, A Layered

    Brain Architecture for Synthetic Creatures, in Proc. of the

    Int. Joint Conf. on Artifical Intelligence, Seattle, WA, Aug.

    2001, pp. 1051-1058.

    [19] S.-Y. Yoon, B. M. Blumberg, and G. E. Schneider, Moti-

    vation driven learning for interactive synthetic characters,in Proc. of the fourth Int. Conf. on Autonomous Agents,

    Barcelona, Spain, Jun. 2000, pp. 365-372.

    [20] J.-S. Jang, K.-H. Han, and J.-H. Kim, Face Detection using

    Quantum-inspired Evolutionary Algorithm, in Proc. of the

    Congress on Evolutionary Computation, Portland, OR, Jun.

    2004, pp. 2100-2107.

    AUS-ISM/05-8