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A Robotic Companion for Therapeutic Applications

January 2005 — December 2006

Many people lack access to companion animals or pet therapy. One alternative to the benefits that pets offer has been to use robots, such as Sony’s AIBO, as pet surrogates. Since these types of robotic platforms were never originally designed to be used in this way, they do not invite the same types of interactions experienced with an animal, such as petting and other forms of affective touch.

The Huggable is an interactive teddy bear, designed to be a new type of robotic companion for therapeutic applications. The primary design goals are

  • To be viscerally and emotionally pleasing to interact with, both with respect to how it feels to touch and how it responds to people.
  • To provide measurable health benefits to people.
  • To be a useful tool for the nursing staff or other care providers that augments existing animal assisted therapy programs (if present).
  • To be a computationally flexible platform that allows us to explore other applications for the Huggable technology.

Given these goals, the Huggable is being developed with a number of technological features—the most significant of which is a full-body sensate skin consisting of three different types of somatic sensors (electric field, temperature, and force) over the entire surface of the robot. The sensate skin technology resides underneath a soft silicone skin and fur fabric covering to make the teddy bear pleasing to touch. Other sensors include an inertial measurement unit, cameras embedded in the eyes, and microphones in the ears. We have incorporated a new kind of voice coil actuator (with position sensing) to give the Huggable silent, compliant, and backlash-free movement in the neck, shoulders, and face. These actuators are driven by a custom-designed motor controller board. An embedded Windows PC with wireless communication capabilities is used to implement the Huggable’s behaviors, as well as provide the nursing staff with patient monitoring, and data collection capabilities.

Student Participants:

Dan Stiehl

Jeff Lieberman

Faculty Advisor:

Dan Stiehl, Jeff Lieberman

Additional Information:

http://icampus.mit.edu/projects/Huggable.shtml

http://robotic.media.mit.edu/projects/theHuggable.html

 

Library Access to Music Project

February 2002 — December 2006

The illeg al sharing of digital music content across users at universities has generated headlines and lawsuits. However, the availability of legal access to university music libraries can enhance the quality of life and learning for students. The LAMP project explored the idea that the licensing rules governing analog transmission are very different than for digital, and thus, using the MIT cable network, music on demand can be provided much more cheaply than over the MIT digital network.

Using a large, legally acquired library of both classical and contemporary music, LAMP allowed students to play music on demand over the analog MIT Cable network, controlling track selection via a browser. Easy access was provided through 16 TV channels of music across the MIT Cable network. This project showcased how a single university music collection could be shared and enjoyed both efficiently and legally.

Student Participants:

Keith Winstein

Josh Mandel

Additional Information:

http://icampus.mit.edu/projects/LAMP.shtml

 

Projects