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In recent years a new approach for the dynamic usage of computational power, memory and other
resources comes into play: the Cloud Computing paradigm. This new approach needs to be concerned with
respect to IT Service Management since cloud based infrastructures have to be managed differently from a
usual infrastructure. This paper discusses, based on the IT Infrastructure Library (ITIL), as the de-facto
standard for IT Service Management, what kind of processes needs to be concerned especially if a certain
service should be deployed in the cloud.
In recent years, the number of mobile devices that are available for learning scenarios has increased a lot. Different learning settings are usually supported by mobile devices. On the one hand we find mobile devices in informal learning settings, and on the other hand in formal learning settings like a usual lecture. This paper motivates the question whether the usage of mobile devices in a usual lecture is something that is wanted by the students. A first case study is provided with an platform independent prototype that gives an initial indication for preferred usage.
Today usually every student owns a reasonably powerful mobile device that allows to be integrated in scenarios. One of the drawbacks of the fast evolution of reasonably powerful devices, is the
heterogeneity of that these kind of devices us ually bring with them. This paper provides an overview how rich mobile learning scenarios can be implemented platform independent on the basis of HTML5 and JavaScript. The paper presents a mobile learning application based on the principles of Situated Lea
rning entirely developed in HTML5. The paper also presents the results of tests performed with the application which were aimed at finding out the difference in performance users perceived when compared with the native desktop version of the
application and the added value that mobility introduces in learning activities.
Simulated reality environment incorporating humans and physically plausible behaving robots, providing natural interaction channels, with the option to link simulator to real perception and motion, is gaining importance for the development of cognitive, intuitive interacting and collaborating robotic systems. In the present work we introduce a head tracking system which is utilized to incorporate human ego motion in simulated environment improving immersion in the context of human-robot collaborative tasks.
Autonomous robots with limited computational capacity call for control approaches that generate meaningful, goal-directed behavior without using a large amount of resources. The attractor dynamics approach to movement generation is a framework that links sensor data to motor commands via coupled dynamical systems that have attractors at behaviorally desired states. The low computational demands leave enough system resources for higher level function like forming a sequence of local goals to reach a distant one. The comparatively high performance of local behavior generation allows the global planning to be relatively simple. In the present paper, we apply this approach to generate walking trajectories for a small humanoid robot, the Aldebaran Nao, that are goal-directed and avoid obstacles. The sensor information is a single camera in the head of the robot. The limited field of vision is compensated by head movements. The design of the dynamical system for motion generation and the choice of state variable makes a computationally expensive scene representation or local map building unnecessary.
The neuronal basis of movement preparation, during which movement parameters such as movement direction are assigned values, is fairly well understood (Georgopoulos, 2000). Motor and premotor cortex as well as portions of the parietal cortex represent movement parameters through the activity of neuronal populations (Bastian et al., 2003; Cisek & Kalaska, 2005).
The parameter representation is of dynamic nature, updated in the course of movement. It adapts to boundary conditions of the motion plan or to environmental changes. Schwartz (2004) was able to decode motor cortical activity in the motor cortex and utilized this knowledge to drive a virtual or robotic end-effector. Thus he proved that the motor cortex is involved in the generation of movement planning. At this level of abstraction we assume that the movement of an end-effector, as well as human walking movement, is represented appropriately by its direction and satisfies other constraints, such as obstacle avoidance or movement coordination.
A neuronal dynamic of movement generates goal-directed movements and satisfies other constraints, such as obstacle avoidance. Movement is generated by choosing low-dimensional, behaviorally relevant state variables. Behavioral goals are represented as attractors of dynamical systems over such behavioral variables (Schöner et al., 1995). The robots trajectory emerges as a solution of these dynamical systems, in which the behavioral variables are stabilized at attractors corresponding to behavioral goals. Constraints are included in a similar manner as repellers. Recently we applied this approach to generate reaching movements for manipulators under obstacle avoidance and orientation con- straints (Iossifidis & Schöner, 2009; Reimann et al., 2010a,b).
We aim to develop an approach to robotic action based on dynamical systems 1
that is quantitatively modeled on human behavior. By varying the intrinsic parameters obtained for different individuals we will be able to implement different personal styles of movement. In this contribution we implement the neuronal dynamics of movement on a humanoid robotic system which generates goal-directed walking movements while avoiding obstacles.
Recognition of emotions from multimodal cues is of basic interest for the design of many adaptive interfaces in human-machine interaction (HMI) in general and human-robot interaction (HRI) in particular. It provides a means to incorporate non-verbal feedback in the course of interaction. Humans express their emotional and affective state rather unconsciously exploiting their different natural communication modalities such as body language, facial expression and prosodic intonation. In order to achieve applicability in realistic HRI settings, we develop person-independent affective models. In this paper, we present a study on multimodal recognition of emotions from such auditive and visual cues for interaction interfaces. We recognize six classes of basic emotions plus the neutral one of talking persons. The focus hereby lies on the simultaneous online visual and accoustic analysis of speaking faces. A probabilistic decision level fusion scheme based on Bayesian networks is applied to draw benefit of the complementary information from both – the acoustic and the visual – cues. We compare the performance of our state of the art recognition systems for separate modalities to the improved results after applying our fusion scheme on both DaFEx database and a real-life data that captured directly from robot. We furthermore discuss the results with regard to the theoretical background and future applications.
Based on the concepts of dynamic field theory (DFT), we present an architecture that autonomously generates scene representations by controlling gaze and attention, creating visual objects in the foreground, tracking objects, reading them into working memory, and taking into account their visibility. At the core of this architecture are three-dimensional dynamic neural fields (DNFs) that link feature to spatial information. These three-dimensional fields couple into lower dimensional fields, which provide the links to the sensory surface and to the motor systems. We discuss how DNFs can be used as building blocks for cognitive architectures, characterize the critical bifurcations in DNFs, as well as the possible coupling structures among DNFs. In a series of robotic experiments, we demonstrate how the DNF architecture provides the core functionalities of a scene representation.