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源自游戏和娱乐产品的灵感:机器人技术中设计机制和算法的新兴范式

Inspiration From Games and Entertainment Artifacts: A Rising Paradigm for Designing Mechanisms and Algorithms in Robotics.

作者信息

Tan Ning, Brahmananthan Nishaan, Mohan Rajesh Elara, Prabakaran Veerajagadheswar

机构信息

School of Data and Computer Science, Sun Yat-sen University, Guangzhou, China.

Key Laboratory of Machine Intelligence and Advanced Computing, Ministry of Education, Guangzhou, China.

出版信息

Front Robot AI. 2019 Jan 29;6:3. doi: 10.3389/frobt.2019.00003. eCollection 2019.

DOI:10.3389/frobt.2019.00003
PMID:33501020
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC7805903/
Abstract

Games and toys have been serving as entertainment tools to humans for a long period of time. While except for entertainment, they can also trigger inspiration and enhance productivity in many other domains such as healthcare and general workplaces. The concept of the game is referred to a series of structured procedures (e.g., card games) and virtual programs. The entertainment artifacts could be a toy or even a handicraft, such as origami and kirigami, for entertainment purposes in a broader sense. Recently, the design of robots and relevant applications in robotics has been emerging in taking inspiration from Games and Entertainment Artifacts (GEA). However, there is a lack of systematic and general process for implementing a GEA-inspired design for developing robot-related applications. In this article, we put forward a design paradigm based on the inspiration of game and entertainment artifacts which is a systematic design approach. The design paradigm could follow two different processes which are driven by problems and solutions, respectively, using analogies of games and entertainment artifacts to build robotic solutions for solving real problems. The problem-driven process starts with an existing real-world problem, which follows the sequences of robotics problem search, robotics problem identification, GEA solution search, GEA solution identification, GEA principle extraction, and the principle implementation. Reversely, the solution-driven process follows the sequence of GEA solution search, GEA solution identification, GEA principle extraction, robotics problem search, robotics problem identification, and principle implementation. We demonstrate the application of the design paradigm using the case study of a new type of reconfigurable floor cleaning robot and its path planning algorithm.

摘要

长期以来,游戏和玩具一直是人类的娱乐工具。除了娱乐之外,它们还能在医疗保健和一般工作场所等许多其他领域激发灵感并提高生产力。游戏的概念指的是一系列结构化程序(如纸牌游戏)和虚拟程序。从更广泛的意义上讲,娱乐制品可以是玩具,甚至是手工艺品,如折纸和剪纸,用于娱乐目的。最近,机器人的设计及其在机器人技术中的相关应用开始从游戏和娱乐制品(GEA)中汲取灵感。然而,缺乏一种系统的通用流程来实施受GEA启发的设计以开发与机器人相关的应用。在本文中,我们提出了一种基于游戏和娱乐制品灵感的设计范式,这是一种系统的设计方法。该设计范式可以遵循两种不同的流程,分别由问题和解决方案驱动,利用游戏和娱乐制品的类比来构建解决实际问题的机器人解决方案。问题驱动的流程从现有的现实世界问题开始,依次进行机器人问题搜索、机器人问题识别、GEA解决方案搜索、GEA解决方案识别、GEA原理提取和原理实施。相反,解决方案驱动的流程依次为GEA解决方案搜索、GEA解决方案识别、GEA原理提取、机器人问题搜索、机器人问题识别和原理实施。我们通过新型可重构地板清洁机器人及其路径规划算法的案例研究来展示该设计范式的应用。

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