Section: Application Domains
Application Domains
Cognitive Sciences The computational modelling of life-long learning and development mechanisms achieved in the team centrally targets to contribute to our understanding of the processes of sensorimotor, cognitive and social development in humans. In particular, it provides a methodological basis to analyze the dynamics of the interaction across learning and inference processes, embodiment and the social environment, allowing to formalize precise hypotheses and later on test them in experimental paradigms with animals and humans. A paradigmatic example of this activity is the Neurocuriosity project achieved in collaboration with the cognitive neuroscience lab of Jacqueline Gottlieb, where theoretical models of the mechanisms of information seeking, active learning and spontaneous exploration have been developped in coordination with experimental evidence and investigation, see https://flowers.inria.fr/curiosity-information-seeking-and-attention-in-human-adults-models-and-experiments/ .
Personal robotics Many indicators show that the arrival of personal robots in homes and everyday life will be a major fact of the 21st century. These robots will range from purely entertainment or educative applications to social companions that many argue will be of crucial help in our aging society. For example, UNECE evaluates that the industry of entertainment, personal and service robotics will grow from 17.1Bn over 2008-2010. Yet, to realize this vision, important obstacles need to be overcome: these robots will have to evolve in unpredictable homes and learn new skills while interacting with non-engineer humans after they left factories, which is out of reach of current technology. In this context, the refoundation of intelligent systems that developmental robotics is exploring opens potentially novel horizons to solve these problems.
Human-Robot Collaboration. Robots play a vital role for industry and ensure the efficient and competitive production of a wide range of goods. They replace humans in many tasks which otherwise would be too difficult, too dangerous, or too expensive to perform. However, the new needs and desires of the society call for manufacturing system centered around personalized products and small series productions. Human-robot collaboration could widen the use of robot in this new situations if robots become cheaper, easier to program and safe to interact with. The most relevant systems for such applications would follow an expert worker and works with (some) autonomy, but being always under supervision of the human and acts based on its task models. Video games. In conjunction with entertainment robotics, a new kind of video games are developing in which the player must either take care of a digital creature (e.g. Neopets), or tame it (e.g. Nintendogs), or raise/accompany them (e.g. Sims). The challenges entailed by programming these creatures share many features with programming personal/entertainment robots. Hence, the video game industry is also a natural field of application for FLOWERS.
Environment perception in intelligent vehicles. When working in simulated traffic environments, elements of FLOWERS research can be applied to the autonomous acquisition of increasingly abstract representations of both traffic objects and traffic scenes. In particular, the object classes of vehicles and pedestrians are if interest when considering detection tasks in safety systems, as well as scene categories (”scene context”) that have a strong impact on the occurrence of these object classes. As already indicated by several investigations in the field, results from present-day simulation technology can be transferred to the real world with little impact on performance. Therefore, applications of FLOWERS research that is suitably verified by real-world benchmarks has direct applicability in safety-system products for intelligent vehicles.
Automated Tutoring Systems. Optimal teaching and efficient teaching/learning environments can be applied to aid teaching in schools aiming both at increase the achievement levels and the reduce time needed. From a practical perspective, improved models could be saving millions of hours of students' time (and effort) in learning. These models should also predict the achievement levels of students in order to influence teaching practices.