首页> 外文OA文献 >Curiosity-Based Learning Algorithm for Interactive Art Sculptures
【2h】

Curiosity-Based Learning Algorithm for Interactive Art Sculptures

机译:基于好奇心的交互式艺术雕塑学习算法

代理获取
本网站仅为用户提供外文OA文献查询和代理获取服务,本网站没有原文。下单后我们将采用程序或人工为您竭诚获取高质量的原文,但由于OA文献来源多样且变更频繁,仍可能出现获取不到、文献不完整或与标题不符等情况,如果获取不到我们将提供退款服务。请知悉。

摘要

This thesis is part of the research activities of the Living Architecture System Group (LASG). Combining techniques in architecture, the arts, electronics, and software, LASG develops interactive art sculptures that engage occupants in an immersive environment. The overarching goal of this research is to develop architectural systems that possess life-like qualities. Recent advances in miniaturization of computing and sensing units enable system-wide responsive behaviours. Though complexity may emerge in current LASG systems through superposition of a set of simple and prescripted behaviours, the responses of the systems to occupants remain rather robotic and ultimately dictated by the will of the designers. In this thesis, a new series of sculptural system was initiated, implementing an additional layer of behavioural autonomy. In this thesis, the Curiosity-Based Learning Algorithm (CBLA), a reinforcement learning algorithm which selects actions that lead to maximum potential knowledge gains, is introduced to enable the sculpture to automatically generate interactive behaviours and adapt to changes. The CBLA allows the sculptural system to construct models of its own mechanisms and its surroundings through self-experimentation and interaction with human occupants. A novel formulation using multiple learning agents, each comprising a subset of the system, was developed in order to integrate a large number of sensors and actuators. These agents form a network of independent, asynchronous CBLA Nodes that share information about localized events through shared sensors and virtual inputs. Given different network configurations of the CBLA system, the emergence of system behaviours with varying activation patterns was observed. To realize the CBLA system on a physical interactive art sculpture, an overhaul of the previous series' interactive control hardware was necessary. CBLA requires the system to be able to sense the consequences of its own actions and its surrounding at a much higher resolution and frequency than previously implemented behaviour algorithms. This translates to the need to interface and collect samples from a substantially larger number of sensors. A new series of hardware as well as control system software was developed, which enables the control and sampling of hundreds of devices on a centralized computer through USB connections. Moving the computation from an embedded platform simplifies the implementation of the CBLA system, which is a computationally intensive and complex program. In addition, the large amount of data generated by the system can now be recorded without sacrificing response time nor resolution. An experimental test bed was built to validate the behaviours of the CBLA system. This small-scale interactive art sculpture resembles previous sculptures displayed publicly by the LASG and Philip Beesley Architect Inc (PBAI). Experiments were done on the testbed at PBAI's Toronto studios, to demonstrate the exploratory patterns of CBLA as well as the collective learning behaviours produced by the CBLA system. Furthermore, a user study was conducted to better understand users' responses to this new form of interactive behaviour. Comparing with prescripted behaviours that were explicitly programmed, the participants of the study did not find this implementation of the CBLA system more interesting. However, the positive correlations between activation level, responsiveness, and users' interest levels revealed insights about users' preferences and perceptions of the system. In addition, observations during the trials and the responses from the questionnaires showed a wide variety of user behaviours and expectations. This suggests that, in future work, results should be categorized to analyze how different types of users respond to the sculpture. Moreover, the experiments should also be designed to better reflect the actual use cases of the sculpture.
机译:本论文是生活建筑系统小组(LASG)研究活动的一部分。 LASG结合了建筑,艺术,电子学和软件方面的技术,开发了互动艺术雕塑,使居住在沉浸式环境中的人们参与其中。这项研究的总体目标是开发具有逼真的品质的建筑系统。计算和传感单元小型化的最新进展使系统范围内的响应行为成为可能。尽管当前的LASG系统中可能会通过叠加一系列简单且规定的行为而出现复杂性,但是系统对乘员的响应仍然是机器人化的,并且最终由设计者的意愿决定。本文提出了一系列新的雕塑系统,实现了额外的行为自主层。在本文中,引入了一种基于好奇心的学习算法(CBLA),它是一种增强学习算法,它选择可导致最大程度的潜在知识获取的动作,从而使雕塑能够自动生成交互行为并适应变化。 CBLA允许雕塑系统通过自我实验以及与人类居住者的互动来构建其自身机制及其周围环境的模型。为了集成大量传感器和执行器,开发了一种使用多个学习代理的新颖配方,每个学习代理都包含系统的一个子集。这些代理形成独立的异步CBLA节点网络,这些节点通过共享的传感器和虚拟输入共享有关本地化事件的信息。给定CBLA系统的不同网络配置,观察到了具有不同激活模式的系统行为的出现。为了在物理交互式艺术雕塑上实现CBLA系统,必须对先前系列的交互式控制硬件进行全面检查。 CBLA要求系统能够以比以前实现的行为算法更高的分辨率和频率感知其自身动作及其周围环境的后果。这意味着需要从大量传感器中进行接口并收集样品。开发了一系列新的硬件以及控制系统软件,从而可以通过USB连接控制和采样集中式计算机上的数百个设备。从嵌入式平台上移动计算可以简化CBLA系统的实现,该系统是一个计算量大且复杂的程序。另外,现在可以记录系统生成的大量数据,而无需牺牲响应时间或分辨率。建立了一个实验测试台来验证CBLA系统的行为。这种小型互动式艺术雕塑类似于LASG和Philip Beesley Architect Inc(PBAI)公开展示的先前雕塑。在PBAI的多伦多工作室的试验台上进行了实验,以证明CBLA的探索模式以及CBLA系统产生的集体学习行为。此外,进行了一项用户研究,以更好地了解用户对这种新形式的互动行为的反应。与明确编程的规定行为相比,研究参与者并未发现CBLA系统的这种实现更有趣。但是,激活水平,响应速度和用户兴趣水平之间的正相关关系揭示了有关用户偏好和系统感知的见解。此外,在试验过程中的观察和问卷调查的回答显示出各种各样的用户行为和期望。这表明,在将来的工作中,应该对结果进行分类,以分析不同类型的用户对雕塑的反应。此外,还应设计实验以更好地反映雕塑的实际使用情况。

著录项

  • 作者

    Chan Tsz Kiu;

  • 作者单位
  • 年度 2016
  • 总页数
  • 原文格式 PDF
  • 正文语种 en
  • 中图分类

相似文献

  • 外文文献
  • 中文文献
  • 专利

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号