829 research outputs found

    An Introduction of Takashi Nagai's Kagayaku Minato [A Bright Port] from the Original Manuscript (Part 2)

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    Following the previous paper, this article gives a partial introduction and a comment to Dr. Paul Takashi Nagai's unpublished work titled Kagayaku Minato. Though this work lacks its former part, it still has the original meanings and values, showing the living and social conditions of the people of the Urakami Catholic Church in those days. The author also points out some parallels in the contents to Nagai's other works.departmental bulletin pape

    Developing Central Pattern Generator based periodic motions using tactile interaction

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    Controlling robots by Central Pattern Generators (CPGs) is a widespread bio-inspired technique for the realization of robot motions. The numerous parameters of the CPGs, often specialized for a specific task, are usually set by automatic techniques like genetic algorithms or policy gradient. However, using these approaches leaves the users with little control on the resulting motion, which can be modified only by changing the evaluation function. Conversely manually setting each parameter gives the user full control over the motion, but identifying which parameters should be altered to obtain a desired effect is not intuitive and therefore developing motion requires time and effort. We present a system that allows programming the CPG parameters by interacting with the robot and in particular by intuitively touching the robot, giving the user full control on the resulting motion without requiring a direct modification of the parameter values

    PENERAPAN KAWAII BUNKA PADA FIGUR VTUBER MINATO AQUA DALAM BUDAYA POPULER JEPANG

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    Jepang merupakan negara yang sukses dalam mengembangkan ilmu pengetahuan dan teknologinya. Hal tersebut yang kemudian mendorong lahirnya budaya baru dari kemajuan teknologi itu sendiri. Jepang juga merupakan negara yang memiliki berbagai macam budaya salah satunya adalah budaya modernya. Budaya modern Jepang secara umum dikenal sebagai “Japanese Pop Culture” yang kemudian melahirkan budaya kawaii atau kawaii bunka. Kawaii bunka merupakan budaya estetika Jepang yang lahir seiring berkembangnya budaya populer di Jepang. Kawaii bunka dapat ditemukan pada produk budaya populer seperti anime, manga, pop music, fashion dan karakter di Jepang. Dalam budaya populer Jepang masyarakat global dapat merasakan berbagai fenomena terbaru. Salah satunya fenomena Virtual YouTuber atau VTuber. Kemudian pada makalah ini penerapan kawaii bunka pada fenomena VTuber akan dibahas. Pada makalah ini dengan menggunakan metode deskriptif, penulis mendeskripsikan kebenaran bahwa fenomena VTuber merupakan bagian dari kawaii bunka. Kemudian penulis melakukan studi kasus terhadap salah satu VTuber terpopuler dari Jepang yaitu Minato Aqua. Hal tersebut ditujukan untuk menjabarkan contoh penerapan unsur kawaii bunka pada figur VTuber. Ditemukan bahwa VTuber merupakan bagian dari kawaii bunka. Hal ini dikarenakan VTuber sendiri diciptakan mengusung ide dan konsep dari fenomena sebelumnya yang juga merupakan bagian dari kawaii bunka. VTuber juga diciptakan dengan estetika yang berkaitan dengan kawaii bunka. Unsur kawaii bunka pada sosok figur VTuber Minato Aqua dapat ditemukan dalam aspek fisik meliputi penampilan dan aspek non fisik meliputi suara, ekspresi wajah, dan kepribadian. **** Japan is a country that has a variety of cultures, one of which is its modern culture known as "Japanese Pop Culture" which then gave birth to kawaii culture or kawaii bunka. Kawaii bunka is a Japanese aesthetic culture that was born with the development of popular culture in Japan. Kawaii bunka can be found in popular culture products such as anime, manga, pop music, fashion and characters in Japan. In Japanese popular culture, the global community can experience the latest phenomena. One of them is the VTuber phenomenon. In this study, the application of kawaii bunkato the VTuber phenomenon will be discussed. Using a descriptive method, the author describes the truth that the VTuber phenomenon is part of kawaii bunka. Then the author conducted a case study of one of the most popular VTuber from Japan, Minato Aqua. It is intended to describe examples of the application of kawaii bunkaelements in VTuber figures. This study was conducted as a form of contribution to the development of cultural science, especially Japanese popular culture. It was found that VTuber is a part of kawaii bunka. The kawaii bunka element in the figure of VTuber Minato Aqua can be found in physical aspects including appearance and non-physical aspects including voice, facial expressions, and personality

    Artificial neural network-based storm surge forecast model: Practical application to Sakai Minato, Japan

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    The present study describes a novel way of a systematic and objective selection procedure for the development of an Artificial Neural Network-based storm Surge Forecast Model (ANN-SFM) with the 5, 12 and 24 h-lead times and its application to Sakai Minato area on the Tottori coast, Japan. The selection procedure guides how to determine the superiority of the best performing model in terms of the appropriate combination of unit number in the hidden layer and parameter in the input layer. In the application of ANN-SFM to Sakai Minato, it is found that the best 5 and 12 h-forecast ANN-SFMs are established with the most suitable set of 70 units (the number of hidden neurons) and the input components of surge level, sea level pressure, the depression rate of sea level pressure, longitude, latitude, central atmospheric pressure and highest wind speed. The best 24 h-forecast ANN-SFM is determined with 160 units and the input parameters of surge level, sea level pressure, the depression rate of sea level pressure, longitude and latitude. The proposed method of the selection procedure is able to be adaptable to other coastal locations for the development of the artificial neural network-based storm surge forecast model as establishing the superiority of the most relevant set combining unit numbers and input parameters

    Distributed Vision System For Robot Localisation In Indoor Environment

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    Traditional image-based localisation methods do not work when the robot is moving in an environment whose appear- ance is changing in time. We propose an extension to the classical image-based localisation that uses a Distributed Vision System (DVS) and can work also in highly dynamic environments. The DVS is composed of omnidirectional cameras installed in the environment and can communicate with the robot. The localisation of the robot is achieved by comparing the current image grabbed by the robot with the images grabbed at the same time by the DVS. Finding the DVS’s image most similar to the robot’s image gives a topological localisation of the robot. In this paper, we an- alyze requirements and effectiveness of this approach and we present some preliminary experimental results obtained with the Distributed Vision System

    Intuitive humanoid motion generation joining user-defined key-frames and automatic learning

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    In this paper we present a new method for generating humanoid robot movements. We propose to merge the intuitiveness of the widely used key-frame technique with the optimization provided by automatic learning algorithms. Key-frame approaches are straightforward but require the user to precisely define the position of each robot joint, a very time consuming task. Automatic learning strategies can search for a good combination of parameters resulting in an effective motion of the robot without requiring user effort. On the other hand their search usually cannot be easily driven by the operator and the results can hardly be modified manually. While the fitness function gives a quantitative evaluation of the motion (e.g. ”How far the robot moved?”), it cannot provide a qualitative evaluation, for instance the similarity to the human movements. In the proposed technique the user, exploiting the key-frame approach, can intuitively bound the search by specifying relationships to be maintained between the joints and by giving a range of possible values for easily understandable parameters. The automatic learning algorithm then performs a local exploration of the parameter space inside the defined bounds. Thanks to the clear meaning of the parameters provided by the user, s/he can give qualitative evaluation of the generated motion (e.g. ”This walking gait looks odd. Let’s raise the knee more”) and easily introduce new constraints to the motion. Experimental results proved the approach to be successful in terms of reduction of motion-development time, in terms of natural appearance of the motion, and in terms of stability of the walking

    Teaching by touching: an intuitivemethod for development of humanoid robot motions

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    This paper investigates touching as a natural way for humans to communicate with robots. In particular we developed a system to edit motions of a small humanoid robot by touching its body parts. This interface has two purposes: it allows the user to develop robot motions in a very intuitive way, and it allows us to collect data useful for studying the characteristics of touching as a means of communication. Experimental results confirm the interface's ease of use for inexpert users, and analysis of the data collected during human-robot teaching episodes has yielded several useful insights

    Teaching by touching: Interpretation of tactile instructions for motion development

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    Touch is an important means for communication among humans. Sport instructors or dance teachers often use touch to adjust students' postures in a very intuitive way. Using tactile instructions appears thus to be a very appealing modality for developing humanoid robot motions as well. Spontaneous interpretation of tactile instructions given by users reveals itself to be a complex task for artificial systems. This paper describes a proof of concept system for robot motion creation based on tactile interaction. The system is interesting for two reasons. Firstly, it shows the feasibility of using tactile instructions for motion development. Secondly, it can be used as a tool for studying the way humans intuitively use touch to communicate. This, in turn, will allow the development of better algorithms for predicting the meaning of tactile instructions. Results of a pilot experiment are discussed, and a first set of features of tactile communication, yielded by the analysis of the data collected, is identified

    Humanoid motion representation by sensory state transitions

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    Given the complexity and the high number of degrees of freedom humanoid robot motions often are generated off-line, stored in the robot memory and then reproduced. In the simplest cases motor commands are just replayed in open-loop (i.e. feed-forward), in more advanced implementations few parameters are changed on fly to adapt the motion to the external conditions. Indeed, several authors proposed a large variety of techniques to exploit the input from sensory feedback to modify a reference trajectory, in order to cope with environment changes and disturbances. In this paper, we propose a motion representation for humanoid robots that includes the sensory feedback information in the motion representation itself. This motion description allows stabilization against disturbances and environmental changes, but does not require any design or tuning of the relationships between sensory inputs and movement modification. We present experimental results on a simulated small humanoid robot equipped with motor encoders and touch sensors covering the whole body
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