Wiki source code of Design Patterns and Ontology

Version 6.1 by Harmen Kroon on 2022/03/14 14:38

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Ricardo Vogel 2.1 1
2 == Ontology ==
Tim Huisman 4.1 3 A specification of a conceptualization. That is, an ontology is a
4 description of the concepts and relationships that exist within a
Harmen Kroon 6.1 5 certain domain. We have specified an upper ontology based on the entities, locations and activities and their relationships in [[Ontology>>https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group02/view/Main/Ontology/]]. The ontology show which human and/or machine entities interact and in which context the interaction is performed. Our other ontology diagram is focused on more detailed interaction between the Miro robot and other entities and shows which sensors and actuators are used in the specific interaction.
Ricardo Vogel 2.1 6
Tim Huisman 4.1 7
Ricardo Vogel 2.1 8 == Design Pattern ==
Ricardo Vogel 3.1 9 Design patterns are reusable "bits" that can be used in a larger system. We have designed two types of [[design patterns>>https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group02/view/Main/Design%20Patterns/]]: team design patterns and interaction design patterns. The team design patterns give a high-level overview of the interaction. They describe the teamwork: how the human and robot should work together to complete a common task. Both physical and cognitive tasks or components of tasks can be visualized. For our team design pattern, we made a small state diagram, as the human is able to have different levels of control. This helped us specify our core interaction and state diagram too, and showed us which areas needed some more thought: if the human loses concentration, we can use our interaction design patterns to get their attention and guide them back.
Ricardo Vogel 2.1 10
Ricardo Vogel 3.1 11 Interaction design patterns are design patterns for smaller parts of the interaction. We tried to make ours as general as possible. We made design patterns for guiding a human, guiding a human back after a wrong turn, and getting attention. We chose these as they are highly generalizable, and something you might want a robot to commonly do. We made patterns for guiding the human, getting the humans attention, and guiding the human back when they take a wrong turn. Besides making these general, we did highlight some examples for how to implement them for a dog-like robot. We were able to specify these design patterns to [[functions>>https://xwiki.ewi.tudelft.nl/xwiki/wiki/sce2022group02/view/Functions/]]. Making these design patterns helped us not focus on our own project too much, and allowed us to look at how robots should behave in general.