experimental session
- North America > United States > Pennsylvania > Allegheny County > Pittsburgh (0.04)
- Asia > Japan (0.04)
- North America > United States > Utah (0.04)
- North America > United States > Pennsylvania > Allegheny County > Pittsburgh (0.04)
- North America > United States > Massachusetts > Middlesex County > Cambridge (0.04)
- Asia > Japan (0.04)
- Health & Medicine > Therapeutic Area > Neurology (1.00)
- Health & Medicine > Health Care Technology (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning (0.93)
- Information Technology > Artificial Intelligence > Machine Learning > Statistical Learning (0.93)
- Information Technology > Modeling & Simulation (0.68)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning (0.46)
Physiologically-Informed Predictability of a Teammate's Future Actions Forecasts Team Performance
Qin, Yinuo, Lee, Richard T., Zhang, Weijia, Sun, Xiaoxiao, Sajda, Paul
In collaborative environments, a deep understanding of multi-human teaming dynamics is essential for optimizing performance. However, the relationship between individuals' behavioral and physiological markers and their combined influence on overall team performance remains poorly understood. To explore this, we designed a triadic human collaborative sensorimotor task in virtual reality (VR) and introduced a novel predictability metric to examine team dynamics and performance. Our findings reveal a strong connection between team performance and the predictability of a team member's future actions based on other team members' behavioral and physiological data. Contrary to conventional wisdom that high-performing teams are highly synchronized, our results suggest that physiological and behavioral synchronizations among team members have a limited correlation with team performance. These insights provide a new quantitative framework for understanding multi-human teaming, paving the way for deeper insights into team dynamics and performance.
- North America > United States > New York > New York County > New York City (0.04)
- North America > United States > Pennsylvania > Philadelphia County > Philadelphia (0.04)
- Health & Medicine > Therapeutic Area (1.00)
- Government > Regional Government > North America Government > United States Government (0.93)
- Government > Military (0.93)
- Leisure & Entertainment > Games (0.68)
Integrated Hardware and Software Architecture for Industrial AGV with Manual Override Capability
Iob, Pietro, Schiavo, Mauro, Cenedese, Angelo
This paper presents a study on transforming a traditional human-operated vehicle into a fully autonomous device. By leveraging previous research and state-of-the-art technologies, the study addresses autonomy, safety, and operational efficiency in industrial environments. Motivated by the demand for automation in hazardous and complex industries, the autonomous system integrates sensors, actuators, advanced control algorithms, and communication systems to enhance safety, streamline processes, and improve productivity. The paper covers system requirements, hardware architecture, software framework and preliminary results. This research offers insights into designing and implementing autonomous capabilities in human-operated vehicles, with implications for improving safety and efficiency in various industrial sectors.
- Automobiles & Trucks (0.71)
- Transportation > Ground > Road (0.49)
- Information Technology > Robotics & Automation (0.30)
A Mixed Reality System for Interaction with Heterogeneous Robotic Systems
Villani, Valeria, Capelli, Beatrice, Sabattini, Lorenzo
The growing spread of robots for service and industrial purposes calls for versatile, intuitive and portable interaction approaches. In particular, in industrial environments, operators should be able to interact with robots in a fast, effective, and possibly effortless manner. To this end, reality enhancement techniques have been used to achieve efficient management and simplify interactions, in particular in manufacturing and logistics processes. Building upon this, in this paper we propose a system based on mixed reality that allows a ubiquitous interface for heterogeneous robotic systems in dynamic scenarios, where users are involved in different tasks and need to interact with different robots. By means of mixed reality, users can interact with a robot through manipulation of its virtual replica, which is always colocated with the user and is extracted when interaction is needed. The system has been tested in a simulated intralogistics setting, where different robots are present and require sporadic intervention by human operators, who are involved in other tasks. In our setting we consider the presence of drones and AGVs with different levels of autonomy, calling for different user interventions. The proposed approach has been validated in virtual reality, considering quantitative and qualitative assessment of performance and user's feedback.
- North America > United States > California (0.04)
- Europe > Italy (0.04)
- Questionnaire & Opinion Survey (0.95)
- Research Report > Experimental Study (0.46)
- Research Report > New Finding (0.46)
- Information Technology (0.68)
- Education (0.46)
- Leisure & Entertainment > Games > Computer Games (0.46)
Multi-AI competing and winning against humans in iterated Rock-Paper-Scissors game
Wang, Lei, Huang, Wenbing, Li, Yuanpeng, Evans, Julian, He, Sailing
Predicting and modeling human behavior and finding trends within human decision-making process is a major social sciences'problem. Rock Paper Scissors (RPS) is the fundamental strategic question in many game theory problems and real-world competitions. Finding the right approach to beat a particular human opponent is challenging. Here we use Markov Chains with set chain lengths as the single AIs (artificial intelligences) to compete against humans in iterated RPS game. This is the first time that an AI algorithm is applied in RPS human competition behavior studies. We developed an architecture of multi-AI with changeable parameters to adapt to different competition strategies. We introduce a parameter "focus length" (an integer of e.g. 5 or 10) to control the speed and sensitivity for our multi-AI to adapt to the opponent's strategy change. We experimented with 52 different people, each playing 300 rounds continuously against one specific multi-AI model, and demonstrated that our strategy could win over more than 95% of human opponents.
- Asia > China > Zhejiang Province > Ningbo (0.04)
- Europe > Middle East > Republic of Türkiye > Istanbul Province > Istanbul (0.04)
- Asia > Middle East > Republic of Türkiye > Istanbul Province > Istanbul (0.04)
- Asia > China > Zhejiang Province > Hangzhou (0.04)
Making brain-machine interfaces robust to future neural variability
Sussillo, David, Stavisky, Sergey D., Kao, Jonathan C., Ryu, Stephen I., Shenoy, Krishna V.
A major hurdle to clinical translation of brain-machine interfaces (BMIs) is that current decoders, which are trained from a small quantity of recent data, become ineffective when neural recording conditions subsequently change. We tested whether a decoder could be made more robust to future neural variability by training it to handle a variety of recording conditions sampled from months of previously collected data as well as synthetic training data perturbations. We developed a new multiplicative recurrent neural network BMI decoder that successfully learned a large variety of neural-to- kinematic mappings and became more robust with larger training datasets. When tested with a non-human primate preclinical BMI model, this decoder was robust under conditions that disabled a state-of-the-art Kalman filter based decoder. These results validate a new BMI strategy in which accumulated data history is effectively harnessed, and may facilitate reliable daily BMI use by reducing decoder retraining downtime.
- North America > United States > California > Santa Clara County > Palo Alto (0.14)
- North America > United States > California > Los Angeles County > Los Angeles (0.14)
- North America > United States > Utah > Salt Lake County > Salt Lake City (0.04)
- (2 more...)
- Research Report > New Finding (1.00)
- Research Report > Experimental Study (1.00)
On Measuring the Impact of Human Actions in the Machine Learning of a Board Game's Playing Policies
We investigate systematically the impact of human intervention in the training of computer players in a strategy board game. In that game, computer players utilise reinforcement learning with neural networks for evolving th eir playing strategies and demonstrate a slow learning speed. Human intervention can significan tly enhance learning performance, but carrying it out systematically seems to be more of a problem of an integrated game development environment as opposed to automatic evolutionary learning.
- North America > United States > Washington > Whatcom County > Bellingham (0.04)
- North America > United States > Nevada > Clark County > Las Vegas (0.04)
- North America > United States > Massachusetts > Middlesex County > Cambridge (0.04)
- (5 more...)
- North America > United States (0.14)
- Europe > United Kingdom > England > Cambridgeshire > Cambridge (0.04)
- Europe > Switzerland > Vaud > Lausanne (0.04)
- North America > United States (0.14)
- Europe > United Kingdom > England > Cambridgeshire > Cambridge (0.04)
- Europe > Switzerland > Vaud > Lausanne (0.04)