Research and Project Samples
Sample projects developed by staff and students - Click on the picture to view
Robot Learning
This project focuses on the training of robots to learn new actions and to communicate about their action capabilities.
A teacher robot (the agent on your left in the movie) first gives a visual demonstrator to the learner robot (agent on the right)
on how to perform actions such as "close_left_elbow" or "raise_right_arm". It also teaches the learner how to name these actions. Subsequently,
the learner is able to autonomously acquire new action capabilities (e.g. "grabbing") simply by listening to a linguistic instruction explaining that
"grabbing consists of close_left_elbow and close_right_elbow". This instruction can be given by the teacher robot, or by a human instructor...
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Brain - Computer Interface
This movie shows a demo of the latest results of the Brain-Computer Music
Interface (BCMI) project currently being developed by Prof E R Miranda. The
system uses electroencephalogram (EEG) information to steer generative rules
in order to compose and perform music. It constantly monitors the EEG of the
subject and activates generative rules associated with the activity of
different frequency bands of the spectrum of the EEG signal. The system also
measures the complexity of the EEG signal in order to modulate the tempo
(beat) and dynamics (loudness) of the performance. Opportunities for
developing a projects in the area of BCMI are offered to students of this
master programme.
Robotic Music
This movie shows a robotic system implemented by Etienne Drouet for his MRes
project. The systems involves interactive autonomous singing robots
programmed with appropriate motor, auditory and cognitive skills can evolve
a shared lexicon of short musical melodies from scratch, after a period of
spontaneous creation, adjustment and memory reinforcement. Musical
expectation is defined as a sensory-motor mechanism whereby the robots
evolve vectors of motor control parameters to produce imitations of heard
intonation patterns. The robots are equipped with a voice synthesiser, a
hearing apparatus and a memory device.
Robot Football - UK Champions
At the University of Plymouth we are continually developing a robot football team that currently
partakes in competitions governed by FIRA.(Federation of International Robot soccer Association).
FIRA Cup competitions bring together skilled researchers and students from different disciplines to play
the game of robot soccer. There are many categories involving different size robots, pitches, and various
levels of robot autonomy, which compete in different soccer tournaments.
The University of Plymouth are UK Champions Since 1997.
PSQ Symphony No 1
The is a piece of electronic music composed by Prof E Miranda for the
inauguration of the new Portland Square building at the University. The
music uses cutting-edge audio processing technology to synthesise and
manipulate sounds. It was inspired by the paradox of the origins of music,
as purported by philosopher Jean-Jacques Rousseau, who described the
earliest spoken languages as being composed of vocal inflections such as
warnings, cries for help, sho?ts, etc. In the beginning, these vocal
utterances primarily expressed feelings, whilst gestures were preferred to
express rational thought. As human society grew in complexity, spoken
language needed to become more precise and less passionate. The composer
intention was to...
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The Animator
Primarily the focus of this work is to investigate the adaptive nature of
learning in a simulated robotic arm. We are interested in the learning that
takes place when the objective of the robotic arm is touch a spherical or
cube-shaped object. To investigate this learning we created a dataset of
two simulated trials. Trial 1 - simulated the learning when the objective
of the robotic arm is to touch a spherical object. Trial 2 -simulated
whilst the arm was aiming to avoid a cube-shaped object. Each of these
trials produced a dataset of 16 variables (the vertical axes in the
parallel coordinate display). Each of these variables was simulated over
a period of 150 time slices. We are interested in the variables involved in the behaviour of the
robotic arm.
Information Visualization
Information Visualization aims to represent large quantities of data in
novel ways. The data used in this movie is multi-dimensional spike
train data. This movie is the animation of the activity of 10 neurons
modelled as the movement of 10 particles in a 10 dimensional space.
Thus, each particle has a location which is a 10 dimensional point. Can
you picture that! Well that’s what we have done! Just like we use x, y
and z for 3-d points. Here we are seeing 10-dimensional space in 2d.
Each vertical axis represents one of the dimensions. The animation
shows the movement of the particles (which is the activity of the
neurons) over time. For more information read the journal paper.
The Tunnel
The Tunnel is a cylindrical investigation environment that supports user
interaction. The snapshot shows the Tunnel visualization of a randomly
generated multi-dimensional spike train dataset over 200ms. Each of the
numbered horizontal bands encodes the spike train of the corresponding
neuron. The two ‘end’ bands, band 1 and band 10 are adjacent to each
other, thus forming the cylindrical environment. Time is represented
down through the Tunnel. Overall, illumination inside the environment
represents the firing of neurons in the currently displayed portion of
the dataset. Synchrony is detected by perception of the position,
intensity and frequency of light sources at different parts of the
Tunnel. For more information please refer to the journal paper.