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Robotower 2.0

Robotower 2.0 is a robogame where the robot has to tear down at least a tower, while the human player can defend them by going between the attacked tower and the robot. The human played can also get the control over the tower, making it unattackable by the robot, by pushing a button on its top. Every 2.5 seconds a LED turns on. When all the 4 LEDs are on, the tower is safe. Of course, in the meanwhile, the robot can attack another tower… To make the game interesting for a generic player, the robot builds a model of the ability of the player online, and adapt its performance to that of the player, aiming at equilibrate challenge and skill, following the theory of Flow. The robot is also able to decide how and when to perform specific behaviors (such as defective moves, or specific trajectories). AI and machine learning are used for this. Contact Person: Andrea Bonarini Youtube presentation clip: https://www.youtube.com/watch?v=3azXf8V64iM https://www.youtube.com/watch?v=3azXf8V64iM
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RoboTower

RoboTower is a PIRG (Physically Interacting RoboGame), a kind of Robogame characterized by dynamism and physical interaction among users and robots in non-structured environments. The game challenges both movement and cogitive skills. The robot has  to knock dowown yellow towers and the red tower. The human players can delay its activity by selecting a card to be put in front of the robot RFID cards that are read when the robot goes over them. Each card makes the robot doing some action (turn, go back, stop) or prebvents it from seeing the towers. Once used, a card can be used again after a time shorter as more yellow towers are standing). The game finishes either when the timeout is reached, or the red tower is down. Among the interesting aspects emerged in this game, is the hard involvement of players induced by timing pressure.
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Theatre Robot Actor

Human social interactions are based on the correct response to social situations. If someone does not respond in an expected way, he/she is margined by the others. Thus, robots that interact with humans in everyday life places, such as home, office, classroom and public spaces, should not only accomplish their task, but also be accepted by humans, which means that they feel comfortable to interact with robots. As a consequence, social robots must have the capacity to show emotions and behave in a socially correct way. However, building robots that could accomplish their tasks and show emotion is not an easy job due to the difficulty to select the correct emotion, show the emotion in a way that could be understandable by humans, together with all the traditional problems to perform a given task. This makes crucial to find a real environment that allows focusing the research efforts on the production of effective social and emotional interaction, without the need for other abilities (e.g., emotion detection, status detection, person recognition, etc.). Several researches have suggested that theatre could be an excellent place to test social and emotional abilities, due to theatre constraints that make the actor know what to say, […]
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Jedi Trainer

Jedi Trainer is a PIRG (Physically Interacting RoboGame), a kind of Robogame characterized by dynamism and physical interaction among users and robots in non-structured environments. This is a project aimed at implementing a system that recreates the Luke Skywalker’s training as a Jedi Knight: a quadricopter (drone) flies around the Player (trainee), who wears a special game uniform and wields a light-saber. the drone has a strategy to shoot the Player with laser blasts. The Player must parry those blasts with his light-saber. The player is supposed to wear a uniform with the double purpose of being identified and “feel” the game. The sword used is a red swimming noodle. Laser blasts are simulated by a special noise produced by the drone. The game is very dynamic, being the player able to move freely in the space, while the drone follows him/her, to keep the interaction on. D. Martinoia, D. Calandriello, A. Bonarini (2013). Physically Interactive Robogames: Definition and Design Giudeline. Robotics and Autonomous Systems. 61 (8), pp. 739-748. doi:10.1016/j.robot.2013.04.017 Contact Person: Andrea Bonarini
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