Application of social entertainment robots based on machine learning algorithms and the Internet of Things in collaborative art performances

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Zhao Zhenhua , Guo Feng
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引用次数: 0

Abstract

In terms of control strategies for social entertainment robots, advanced control system design was adopted in the study, aiming to enable robots to achieve efficient collaborative art performances. The control system is based on machine learning algorithms and Internet of Things technology, combined with the application of sensing technology, providing accurate environmental perception and real-time feedback mechanisms for robots. Considering the collaboration and interaction between robots and human actors, control strategies adapted to different scenes were designed by analyzing and understanding the needs of artistic performances. These strategies not only consider the robot’s own actions and performance, but also the interaction with human actors and the coordination with the entire performance scene. The control method in this article combines machine learning algorithms and sensing technology to enable robots to make intelligent decisions and action planning by learning and perceiving real-time environmental information. By modeling and simulating the structure and characteristics of the robot, precise planning and control of the robot’s motion trajectory can be achieved. Through dynamic modeling, it is possible to better understand the motion characteristics and energy consumption of robots, and to adjust and optimize their actions during the performance process.

基于机器学习算法和物联网的社交娱乐机器人在合作艺术表演中的应用
在社交娱乐机器人的控制策略方面,研究采用了先进的控制系统设计,旨在使机器人实现高效的协作艺术表演。控制系统基于机器学习算法和物联网技术,结合传感技术的应用,为机器人提供精确的环境感知和实时反馈机制。考虑到机器人与人类演员之间的协作和互动,通过分析和理解艺术表演的需求,设计了适应不同场景的控制策略。这些策略不仅考虑了机器人自身的动作和表演,还考虑了与人类演员的互动以及与整个表演场景的协调。本文的控制方法结合了机器学习算法和传感技术,使机器人能够通过学习和感知实时环境信息,做出智能决策和行动规划。通过对机器人的结构和特性进行建模和仿真,可以实现对机器人运动轨迹的精确规划和控制。通过动态建模,可以更好地了解机器人的运动特性和能耗,并在执行过程中调整和优化机器人的行动。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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