System for dynamic positioning of an autonomous mobile device with respect to a user

    公开(公告)号:US11480968B1

    公开(公告)日:2022-10-25

    申请号:US16116285

    申请日:2018-08-29

    Abstract: A robot moves about an environment and may interact with a user. A waypoint specifies where the robot is to move to with respect to the user while a proxemic cost map is used to plan the path to the waypoint. User input or preferences may be used to modify the waypoint or the proxemic cost map. The waypoint may specify a particular distance and bearing with respect to the user. The proxemic cost map may be oriented with respect to the user and specifies costs for particular areas. For example, an area immediately behind the user may have a very high cost while an area in front of the user may have a low cost. Based on the waypoint and the proxemic cost map, a path is selected and the robot moves along that path, avoiding the high cost areas in favor of the low cost areas if possible.

    System for movement of autonomous mobile device

    公开(公告)号:US11256261B1

    公开(公告)日:2022-02-22

    申请号:US16162133

    申请日:2018-10-16

    Abstract: A system determines one or more constraint locations that are present in an environment. A constraint location is a location in the environment through which a user, pet, or moving device is deemed likely to pass due to one or more physical constraints such as walls, furniture, and so forth. For example, a constraint location may be located at a midpoint of a doorway, or where a corridor narrows. Movement of an autonomous mobile device in an environment takes these constraint locations into consideration. In one implementation the autonomous mobile device is prevented from stopping within a threshold distance of a constraint location to avoid blocking movement of others.

    Simulation of emotional state of an interactive device

    公开(公告)号:US11260536B1

    公开(公告)日:2022-03-01

    申请号:US16552278

    申请日:2019-08-27

    Abstract: A simulated emotional state of a device is generated and maintained based on previous emotional state and contextual information. A trigger is associated with an effect value. For example, successful completion of a task may have an effect value of +5 while task failure may have an effect value of −6. Upon occurrence of a trigger, an associated effect value of the trigger may be combined with a previously determined effect value to determine a function input value (FIV). The FIV is used as input to a function that provides an emotion value as output. The emotion value may then be used as input to determine a particular action. For example, if the emotion value corresponds to “happy”, the resulting action may be presenting an animation of a smile on a display device. As triggers occur, the function input value is updated, resulting in updates to the emotion value.

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