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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.
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