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dc.contributor.authorC. Zhai
dc.contributor.authorF. Alderisio
dc.contributor.authorP. Słowiński
dc.contributor.authorK. Tsaneva-Atanasova
dc.contributor.authorM. di Bernardo
dc.date.accessioned2017-03-20T09:23:22Z
dc.date.issued2017-03-07
dc.description.abstractThe mirror game has been recently proposed as a simple, yet powerful paradigm for studying interpersonal interactions. It has been suggested that a virtual partner able to play the game with human subjects can be an effective tool to affect the underlying neural processes needed to establish the necessary connections between the players, and also to provide new clinical interventions for rehabilitation of patients suffering from social disorders. Inspired by the motor processes of the central nervous system (CNS) and the musculoskeletal system in the human body, in this paper we develop a novel interactive cognitive architecture based on nonlinear control theory to drive a virtual player (VP) to play the mirror game with a human player (HP) in different configurations. Specifically, we consider two cases: the former where the VP acts as leader and the latter where it acts as follower. The crucial problem is to design a feedback control architecture capable of imitating and following or leading a human player in a joint action task. Movement of the end-effector of the VP is modeled by means of a feedback controlled Haken-Kelso-Bunz (HKB) oscillator, which is coupled with the observed motion of the HP measured in real time. To this aim, two types of control algorithms (adaptive control and optimal control) are used and implemented on the HKB model so that the VP can generate a human-like motion while satisfying certain kinematic constraints. A proof of convergence of the control algorithms is presented in the paper together with an extensive numerical and experimental validation of their effectiveness. A comparison with other existing designs is also discussed, showing the flexibility and the advantages of our control-based approach.en_GB
dc.description.sponsorshipThis work was funded by the European Project AlterEgo FP7 ICT 2.9 - Cognitive Sciences and Robotics, Grant Number 600610.en_GB
dc.identifier.citationVol. 48 (3), pp. 1018 - 1029en_GB
dc.identifier.doi10.1109/TCYB.2017.2671456
dc.identifier.urihttp://hdl.handle.net/10871/26683
dc.language.isoenen_GB
dc.publisherInstitute of Electrical and Electronics Engineers (IEEE)en_GB
dc.rights(c) 2017 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other users, including reprinting/ republishing this material for advertising or promotional purposes, creating new collective works for resale or redistribution to servers or lists, or reuse of any copyrighted components of this work in other worksen_GB
dc.subjectFeedback controlen_GB
dc.subjectGamesen_GB
dc.subjectKinematicsen_GB
dc.subjectMirrorsen_GB
dc.subjectOscillatorsen_GB
dc.subjectProbability density functionen_GB
dc.subjectTime series analysisen_GB
dc.subjectJoint actionen_GB
dc.subjectmirror gameen_GB
dc.subjectmotor coordinationen_GB
dc.subjectnonlinear controlen_GB
dc.subjectvirtual playeren_GB
dc.titleDesign and validation of a virtual player for studying interpersonal coordination in the mirror gameen_GB
dc.typeArticleen_GB
dc.date.available2017-03-20T09:23:22Z
dc.identifier.issn2168-2267
dc.descriptionThis is the author accepted manuscript. The final version is available from the publisher via the DOI in this record.en_GB
dc.identifier.journalIEEE Transactions on Cyberneticsen_GB


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