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Figure 3: System interface
Experiment
Tn our experiment, we provide participants our design system to design behaviors of pitching a
baseball. The participants evaluated the design system in a questionnaire, in which there are two
questions for evaluating the methods: one is whether the behaviors produced by the methods have
creativity; the other is whether the software created by the methods can be regarded as a design tool.
The questions are ranked from 1 to 5. The answers from Design Students (DS) and Engineering
Students (ES) are arranged in table 1.
TABLE 1
DATA FROM EXPERIMENT
Creativity Possibility as tools
Answers from DS 3.5 3.7
Answers from ES 4.0 3.4
Results analysis
We compared the data of answers from design students with those of engineering students, and we
found that the scores from design students for evaluating creativity is lower than those from
engineering students, while the scores for evaluating possibility as tools is higher than those from
engineering students. Probably, the reason of the difference is that the design system helped design
students who are good at creating novel items but not good at programming techniques to program
behaviors; and it helped engineering students expand their creativity.
CONCLUSIONS AND FUTURE TASKS
We have described a prototype of behavioral design system using evolutionary techniques. New
robotic behavioral patterns have been created by the design system. As a result of the interaction
between the user and the system, it becomes possible to help the users who do not have any
experience in programming to produce interesting behavioral patterns with computer.
REFERENCES
An Min, Kagawa Kenichi and Taura Toshiharu, 2003, A study on acquiring model's criterion focusing
on learning efficiency, proceedings of the 12 th TASTED International Conference on Applied
Simulation and Modeling, 2003, pp. 163-168.