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Ajit Rao

dblp:97/1506 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2006
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 1Systems, architecture and hardware · 1Graphics, computer vision, multimedia, augmented reality and games · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
1 paper
Motion planning and robot control · 91% 3D vision · 9%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Robotics › Motion planning and robot control › robot learning
learning by doing
0.012003
Learning about objects through action -initial steps towards artificial cognition · ICRA 2003
Robotics › Motion planning and robot control › robot learning › object learning
object affordance learning
0.012003
Learning about objects through action -initial steps towards artificial cognition · ICRA 2003
Robotics › Motion planning and robot control
robot learning
0.012003
Learning about objects through action -initial steps towards artificial cognition · ICRA 2003
Computer vision › 3D vision
object representation
0.012003
Learning about objects through action -initial steps towards artificial cognition · ICRA 2003

Methods — techniques the papers use, named apart from their topics

self-generated action · 0.0imitation learning · 0.0
YearPublicationVenuePosition
2006 SMVLite: Reduced Complexity Selectable Mode Vocoder
abstract
This paper describes the recently developed SMVLite speech codec. SMVLite is the reduced complexity variant of the new 3GPP2 (3rd generation partnership project 2) CDMA standard SMV (selectable mode vocoder). SMV provides superior speech quality at low bit-rates compared to other CDMA codecs. However, its computational complexity is significantly higher than other CDMA standards, thereby rendering it inefficient for real-time implementation. We have developed a lower complexity version of the SMV called SMVLite. SMVLite is bit-stream interoperable with SMV and its voice quality is perceptually equivalent to SMV in all modes & conditions of interest. The computational complexity of SMVLite is 25% lower than SMV. The voice quality equivalence of SMV and SMVLite has been conclusively proven in a formal subjective listening test conducted at Dynastat
Chanaveeragouda Goudar, Pankaj Rabha, Murali Deshpande, Ajit Rao
ICASSP (1)4
2003 Learning about objects through action -initial steps towards artificial cognition
abstract
Within the field of Neuro Robotics we are driven primarily by the desire to understand how humans and animals live and grow and solve every day's problems. To this aim we adopted a "learn by doing" approach by building artificial systems, e.g. robots that not only look like human beings but also represent a model of some brain process. They should, ideally, behave and interact like human beings (being situated). The main emphasis in robotics has been on systems that act as a reaction to an external stimulus (e.g. tracking, reaching), rather than as a result of an internal drive to explore or "understand" the environment. We think it is now appropriate to try to move from acting, in the sense explained above, to "understanding". As a starting point we addressed the problem of learning about the effects and consequences of self-generated actions. How does the robot learn how to pull an object toward itself or to push it away? How does the robot learn that spherical objects roll while a cube only slides if pushed? Interacting with objects is important because it implicitly explores object representation, event understanding, and can provide definition of object-hood that could not be grasped with a mere passive observation of the world. Further, learning to understand what one's own body can do is an essential step toward learning by imitation. In this view two actions are similar not only if their kinematics and dynamics are similar but rather if the effects on the external world are the same. Along this line of research we discuss some recent experiments performed at the AI-Lab at MIT and at the LIRA-Lab at the University of Genova on COG and Babybot respectively. We show how the humanoid robots can learn how to poke and prod objects to obtain a consistently repeatable effect (e.g. sliding in a given direction), to help visual segmentation, and to interpret a poking action performed by a human manipulator.
Paul M. Fitzpatrick, Giorgio Metta, Lorenzo Natale, Ajit Rao, Giulio Sandini
ICRA4