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We propose a new collection of benchmark problems in mechanizing the metatheory of programming languages, in order to compare and push the state of the art of proof assistants. In particular, we focus on proofs using logical relations (LRs) and propose establishing strong normalization of a simply typed calculus with a proof by Kripke-style LRs as a benchmark. We give a modern view of this well-understood problem by formulating our LR on well-typed terms. Using this case study, we share some of the lessons learned tackling this problem in different dependently typed proof environments. In particular, we consider the mechanization in Beluga, a proof environment that supports higher-order abstract syntax encodings and contrast it to the development and strategies used in general-purpose proof assistants such as Coq and Agda. The goal of this paper is to engage the community in discussions on what support in proof environments is needed to truly bring mechanized metatheory to the masses and engage said community in the crafting of future benchmarks.
The paper presents a comprehensive design process for the development of the minimally actuated Closed Loop Articulated Mechanical (CLAM) hand. Each of the fingers is designed as a planar one degree of freedom eight-bar linkage with an anthropomorphic backbone chain. The fingers movement is based on experimentally obtained physiological precision grasping task, with incorporated second-order task specifications, related to maintaining fingertip–body contact with a minimum number of fingers. Instead of actuating individual joints in each finger, the mechanism generates the desired anthropomorphic grasping trajectory using a single actuator in each finger. The paper offers not only details on multi-loop articulated hands design based on anthropometric data and physiological task with second-order effects for maintaining the object–fingertip contact, but also shows how this class of hands that have been considered mostly for adaptive grasping can be successfully utilized for precision grasping. The minimal number of fingers and actuators can simplify the control, resulting in a robust, lightweight, and cost-effective solution for the precision grasping of a variety of objects with different shapes and geometries.
With the increasing demand for humans and robots to collaborate in a joint workspace, it is essential that robots react and adapt instantaneously to unforeseen events to ensure safety. Constraining robot dynamics directly on SE(3), that is, the group of 3D translation and rotation, is essential to comply with the emerging Human–Robot Collaboration (HRC) safety standard ISO/TS 15066. We argue that limiting coordinate-independent magnitudes of physical dynamic quantities at the same time allows more intuitive constraint definitions. We present the first real-time capable online trajectory generator that constrains translational and rotational magnitude values of 3D translation and 3D rotation dynamics in a singularity-free formulation. Simulations as well as experiments on a hardware platform show the utility in HRC contexts.
The 3-valued paraconsistent logic Ciore was developed by Carnielli, Marcos and de Amo under the name LFI2, in the study of inconsistent databases from the point of view of logics of formal inconsistency (LFIs). They also considered a first-order version of Ciore called LFI2*. The logic Ciore enjoys extreme features concerning propagation and retropropagation of the consistency operator: a formula is consistent if and only if some of its subformulas is consistent. In addition, Ciore is algebraizable in the sense of Blok and Pigozzi. On the other hand, the logic LFI2* satisfies a somewhat counter-intuitive property: the universal and the existential quantifier are inter-definable by means of the paraconsistent negation, as it happens in classical first-order logic with respect to the classical negation. This feature seems to be unnatural, given that both quantifiers have the classical meaning in LFI2*, and that this logic does not satisfy the De Morgan laws with respect to its paraconsistent negation. The first goal of the present article is to introduce a first-order version of Ciore (which we call QCiore) preserving the spirit of Ciore, that is, without introducing unexpected relationships between the quantifiers. The second goal of the article is to adapt to QCiore the partial structures semantics for the first-order paraconsistent logic LPT1 introduced by Coniglio and Silvestrini, which generalizes the semantic notion of quasi-truth considered by Mikeberg, da Costa and Chuaqui. Finally, some important results of classical Model Theory are obtained for this logic, such as Robinson’s joint consistency theorem, amalgamation and interpolation. Although we focus on QCiore, this framework can be adapted to other 3-valued first-order LFIs.
Fossil fuel sources are well suited to fulfill the energy needs of human beings. Unfortunately, there are some limitations and disadvantages pertaining to fossil fuels, some of which are drastic. The main issues are: firstly, there is a finite supply of these fuels, eventually this supply will be exhausted; secondly, burning fossil fuels contributes to global warming, leading to disastrous consequences for the environment and the health of humans. Switching to renewable energy sources is the viable solution to the aforementioned issues. Robots bring numerous benefits in a wide variety of applications. Introducing robots to production environments and other applications results in a remarkable improvement in terms of productivity and efficiency. In this paper, the integration between robots and renewable energy sources is discussed. In other words, two main points are investigated: (1) how can renewable energy be a viable source of energy for robots and (2) how can the renewable energy industry benefit from utilizing robots in the execution of renewable energy-related tasks. Some of the recent developments concerning the integration between robots and renewable energy are reviewed. In addition, more opportunities and expected advancements are also discussed.
Design structure matrices (DSMs) are widely known for their ability to support engineers in the management of dependencies across product and organisational architectures. Recent work in the field has exploited product lifecycle management systems to generate DSMs via the co-occurrence of edits to engineering files. These are referred to as dynamic DSMs and results have demonstrated both the efficacy and accuracy of dynamic DSMs in representing engineering work and emergent product architectures. The wide-ranging applicability of the theoretical model and associated analytical process to generate dynamic DSMs enables investigations into the evolving structures within digital engineering work. This paper uses this new capability and presents the results of the world’s first comparison of dynamic DSMs from a set of near-identical systems design projects. Through comparison of the dynamic DSMs’ end-of-project state, change propagation characteristics and evolutionary behaviour, 10 emergent structures are elicited. These emergent structures are considered in the context of team performance and design intent in order to explain and code the identified structures. The significance of these structures for the management of future systems design projects in terms of productivity and efficacy is also described.
The development of hybrid trusses made of carbon-fiber-reinforced plastic struts and aluminum knots is currently not standardized, and there is no overall method for the design, although it has been proven that mass reduction is feasible. This paper introduces a new method for computer-aided engineering based design of hybrid trusses using carbon-fiber-reinforced plastic struts and metal nodes based on a modular system. The method includes all design steps from topology optimization to computer-aided design model generation and offers support to the engineer. The method is discussed in theory. A case study is done with a beam-shaped truss. It shows that if the bisection optimization method is combined with further constraints, it is suitable for selecting the optimum struts from a modular system for the truss. The developed approach is a suitable method for designing hybrid trusses. The basis of the method has been developed and will be further detailed and extended.
In product design engineering (PDE), ideation involves the generation of technical behaviours and physical structures to address specific functional requirements. This differs from generic creative ideation tasks, which emphasise functional and technical considerations less. To advance knowledge about the neural basis of PDE ideation, we present the first fMRI study on professional product design engineers practising in industry. We aimed to explore brain activation during ideation, and compare activation in open-ended and constrained tasks. Imagery manipulation tasks were contrasted with ideation tasks in a sample of 29 PDE professionals. The key findings were: (1) PDE ideation is associated with greater activity in left cingulate gyrus; (2) there were no significant differences between open-ended and constrained tasks; and (3) a preliminary association with activity in the right superior temporal gyrus was also observed. The results are consistent with existing fMRI work on generic creative ideation, suggesting that PDE ideation may share a number of similarities at the neural level. Future work includes: functional connectivity analysis of open-ended and constrained ideation to further investigate potential differences; investigating the effects of aspects of design expertise/training on processing; and the use of novelty measures directly linked to the designer’s internal processing in fMRI analysis.
We consider the behaviour of minimax recursions defined on random trees. Such recursions give the value of a general class of two-player combinatorial games. We examine in particular the case where the tree is given by a Galton–Watson branching process, truncated at some depth 2n, and the terminal values of the level 2n nodes are drawn independently from some common distribution. The case of a regular tree was previously considered by Pearl, who showed that as n → ∞ the value of the game converges to a constant, and by Ali Khan, Devroye and Neininger, who obtained a distributional limit under a suitable rescaling.
For a general offspring distribution, there is a surprisingly rich variety of behaviour: the (unrescaled) value of the game may converge to a constant, or to a discrete limit with several atoms, or to a continuous distribution. We also give distributional limits under suitable rescalings in various cases.
We also address questions of endogeny. Suppose the game is played on a tree with many levels, so that the terminal values are far from the root. To be confident of playing a good first move, do we need to see the whole tree and its terminal values, or can we play close to optimally by inspecting just the first few levels of the tree? The answers again depend in an interesting way on the offspring distribution.
This paper addresses the application of a novel elimination algorithm with a newly developed homotopy continuation method (HCM) for forward kinematics of a specific hybrid modular manipulator known as n-(6UPS). First, the kinematic model of n-(6UPS) was extracted using a homogenous transformation matrix method. Then, a novel algebraic elimination algorithm was developed to transform the highly nonlinear proposed kinematic model into a system of polynomial equations for each module. Next, the HCM is considered to solve the system of equations. Comparison of the results from the proposed approach with experimental data and other methods demonstrates the efficiency of the proposed contribution.
Artificial Institutions are systems where the regulation defined through norms is based on an interpretation of the concrete world where the agents are situated and interact. Such interpretation can be defined through constitutive rules. The literature proposes independent approaches for the definition and management of both norms and constitutive rules. However, they are usually either not coupled or coupled in an ad hoc and limiting solution. This paper investigates how to make such a coupling. The main contribution of this paper is a formal model basing the regulation provided by the norms on the institutional interpretation of the world provided by constitutive rules. This contribution is based on the Situated Artificial Institutions model that proposes an integrated model of constitutive rules based on status functions.
Universal access on equal terms to audiovisual content is a key point for the full inclusion of people with disabilities in activities of daily life. As a real challenge for the current Information Society, it has been detected but not achieved in an efficient way, due to the fact that current access solutions are mainly based in the traditional television standard and other not automated high-cost solutions. The arrival of new technologies within the hybrid television environment together with the application of different artificial intelligence techniques over the content will assure the deployment of innovative solutions for enhancing the user experience for all. In this paper, a set of different tools for image enhancement based on the combination between deep learning and computer vision algorithms will be presented. These tools will provide automatic descriptive information of the media content based on face detection for magnification and character identification. The fusion of this information will be finally used to provide a customizable description of the visual information with the aim of improving the accessibility level of the content, allowing an efficient and reduced cost solution for all.
Detecting and recognizing objects is one of the most important uses of vision systems in nature and is consequently highly evolved. This paper aims to accurately detect an object using its shape and color information from a complex background. In particular, we evaluated our algorithm to detect 19 different integrated circuits (IC) from 10 different printed circuit boards (PCB) of different colors. We have compared three different shape descriptors for four different color space models. We have evaluated shape detection algorithms in different lighting conditions (indoor, outdoor, and controlled light source) to find suitable illumination for image acquisition. We undertook statistical hypothesis testing to find the effect of color space models and shape descriptors on the accuracy, false positive and false negative rates. While measuring accuracy, we have noted that L*a*b* color space is significantly worse, and the best result is obtained in YCbCr color space using bounding box shape descriptors for 2500 Lux using LED.
Talking about design, most discussions circulate around physical objects or products, around their invention, development, production and marketing. While most modern design approaches do also cover questions pertaining to human interaction, e.g. within user- or human-centred design philosophies, a systematic and fundamental conception of the role and implications that human perception and emo-cognitive processing take with regard to designing physical goods is lacking. Under the umbrella term ‘Psychology of Design’, I will develop and elaborate on psychological dimensions that are highly relevant to the optimization and evaluation of design. I propagate a general psychological turn in design theory and practice in order to purposefully include not only the top-down processes triggered by context, framing, expectation, knowledge or habituation but also the psychological effects of Gestalt and Zeitgeist. Such psychological effects have the potential to determine whether the very same physical design will be aesthetically appreciated, desired, loved or rejected in the end. Psychology of design has a tremendous influence on the success and sustainability of design by triggering associations and displaying demand characteristics in a multimodal way. The paper is based on fundamental psychological theories and empirical evidences which are linked to applied examples from the world of art and design.
The development of a versatile, fully-capable humanoid robot as envisioned in science fiction books is one of the most challenging but interesting issues in the robotic field. Currently, existing humanoid robots are designed with different purposes and applications in mind. In humanoid robot development process, each robot is designed with various characteristics, abilities, and equipment, which influence the general structure, cost, and difficulty of development. Even though humanoid robot development is very popular, a few review papers are focusing on the design and development process of humanoid robots. Motivated by this, we present this review paper to show variations in the requirements, design, and development process and also propose a taxonomy of existing humanoid robots. It aims at demonstrating a general perspective of existing humanoid robots’ characteristics and applications. This paper includes state-of-the-art and successfully reported existing humanoid robot designs along with different robots used in various robot competitions.
This study proposed a method to enable a humanoid robot to step up onto a stair by imitating the step-up motion of a human and to accomplish a lift and carry event in HuroCup of Federation of International RoboSports Association. The step-up motion, divided into five states, was captured by a Kinect sensor, and the human joints corresponded to the humanoid robot joints. Selected servomotors and their angle variation were matched with that of human joint numbers by a designed fuzzy inference system on the basis between the human and the humanoid robot joints. Then, the rest of the robot motors were adjusted by the zero moment point obtained from force-sensing registers to maintain stability. Next, two intermediate transition states were added between each state of the humanoid robot step-up to maintain its balance and reduce motor damage. Finally, to be applied in a real lift and carry event, a vision system was integrated to recognize the edge of a color board and determine a suitable site for the step-up. With these functions integrated, the robot under the proposed method was verified to successfully achieve the task of the lift and carry event without losing its balance or falling.
Random constraint satisfaction problems play an important role in computer science and combinatorics. For example, they provide challenging benchmark examples for algorithms, and they have been harnessed in probabilistic constructions of combinatorial structures with peculiar features. In an important contribution (Krzakala et al. 2007, Proc. Nat. Acad. Sci.), physicists made several predictions on the precise location and nature of phase transitions in random constraint satisfaction problems. Specifically, they predicted that their satisfiability thresholds are quite generally preceded by several other thresholds that have a substantial impact both combinatorially and computationally. These include the condensation phase transition, where long-range correlations between variables emerge, and the reconstruction threshold. In this paper we prove these physics predictions for a broad class of random constraint satisfaction problems. Additionally, we obtain contiguity results that have implications for Bayesian inference tasks, a subject that has received a great deal of interest recently (e.g. Banks et al. 2016, Proc. 29th COLT).