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Mark Blanchard

dblp:96/3809 · DBLP profile ↗
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6ranked-venue papers
2as first author
0since 2021 · last 2003
—ORCID · none

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

Artificial intelligence and machine learning · 5 · 2 first-authorSystems, architecture and hardware · 2Human-computer interaction and ubiquitous computing · 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.

Human-computer interaction and pervasive computing
1 paper
Ubiquitous computing and smart environments · 56% Collaborative and social computing · 44%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Ubiquitous computing and smart environments › interactive environments
interactive space
0.012003
Ada -intelligent space: an artificial creature for the swiss Expo.02 · ICRA 2003
Collaborative and social computing › social interaction
multi-user interaction
0.012003
Ada -intelligent space: an artificial creature for the swiss Expo.02 · ICRA 2003

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

light and sound interaction · 0.0
YearPublicationVenuePosition
2003 Ada -intelligent space: an artificial creature for the swiss Expo.02
abstract
Ada is an entertainment exhibit that is able to interact with many people simultaneously, using a language of light and sound. "She " received 553,700 visitors over 5 months during the Swiss Expo.02 in 2002. In this paper we present the broad motivations, design and technologies behind Ada, and a first overview of the outcomes of the exhibit.
Kynan Eng, Andreas Bäbler, Ulysses Bernardet, Mark Blanchard, Márcio O. Costa, Tobi Delbruck, Rodney J. Douglas, Klaus Hepp, David Klein 0002, Jônatas Manzolli 0001, Matti Mintz, Fabian Roth, Ueli Rutishauser, Klaus Wassermann, Adrian M. Whatley, Aaron Wittmann, Reto Wyss, Paul F. M. J. Verschure
ICRA4
2003 Ada: a Playful Interactive Space
Tobi Delbruck, Kynan Eng, Andreas Bäbler, Ulysses Bernardet, Mark Blanchard, Adam Briska, Márcio O. Costa, Rodney J. Douglas, Klaus Hepp, David Klein 0002, Jônatas Manzolli 0001, Matti Mintz, Fabian Roth, Ueli Rutishauser, Klaus Wassermann, Aaron Wittmann, Adrian M. Whatley, Reto Wyss, Paul F. M. J. Verschure
INTERACT5
2002 Ada: constructing a synthetic organism
abstract
Despite immense progress in neuroscience, we remain restricted in our ability to construct autonomous behaving robots that match the competence of even simple animals. The barriers to the realisation of this goal include: the lack of knowledge of system integration issues, engineering limitations and organisational constraints common to many research laboratories. In this paper we describe our approach to addressing these issues by constructing an artificial organism within the framework of the Ada project - a large-scale public exhibit for the Swiss Expo.02 national exhibition.
Kynan Eng, Andreas Bäbler, Ulysses Bernardet, Mark Blanchard, Adam Briska, Jörg Conradt, Márcio O. Costa, Tobi Delbruck, Rodney J. Douglas, Klaus Hepp, David Klein 0002, Jônatas Manzolli 0001, Matti Mintz, Thomas Netter, Fabian Roth, Ueli Rutishauser, Klaus Wassermann, Adrian M. Whatley, Aaron Wittmann, Reto Wyss, Paul F. M. J. Verschure
IROS4
2002 IQR: a distributed system for real-time real-world neuronal simulation
Ulysses Bernardet, Mark Blanchard, Paul F. M. J. Verschure
Neurocomputing2
2001 How accurate need sensory coding be for behaviour? Experiments using a mobile robot
Mark Blanchard, F. Claire Rind, Paul F. M. J. Verschure
Neurocomputing1
1999 Using a Mobile Robot to Study Locust Collision Avoidance Responses
abstract
The visual systems of insects perform complex processing using remarkably compact neural circuits, yet these circuits are often studied using simplified stimuli which fail to reveal their behaviour in more complex visual environments. We address this issue by testing models of these circuits in real-world visual environments using a mobile robot. In this paper we focus on the lobula giant movement detector (LGMD) system of the locust which responds selectively to objects which approach the animal on a collision course and is thought to trigger escape behaviours. We show that a neural network model of the LGMD system shares the preference for approaching objects and detects obstacles over a range of speeds. Our results highlight aspects of the basic response properties of the biological system which have important implications for the behavioural role of the LGMD.
Mark Blanchard, Paul F. M. J. Verschure, F. Claire Rind
Int. J. Neural Syst.1