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The natural connectivity of autonomous systems (2019)
Presentation / Conference
Battle, S. (2019, April). The natural connectivity of autonomous systems. Paper presented at 2019 AISB Convention, Falmouth, UK

The concept of enaction, or embodied cognition, de- scribed by Varela et al., aims to resolve the the dilemma of Cartesian mind-body dualism by re-casting these categories as complementary explanations of the same phenomena. This paper explores Varel... Read More about The natural connectivity of autonomous systems.

Conversation analysis structured dialogue for multi-domain dialogue management (2018)
Presentation / Conference
Duran, N., & Battle, S. (2018, December). Conversation analysis structured dialogue for multi-domain dialogue management. Paper presented at The International Workshop on Dialogue, Explanation and Argumentation in Human-Agent Interaction (DEXAHAI), Southampton

Dialogue state tracking is a vital component of task-oriented dialogue systems. Often, dialogue states are constrained by their target domains entity's, slots and values. Adding new domains and knowledge may require laborious hand-crafting or retrain... Read More about Conversation analysis structured dialogue for multi-domain dialogue management.

Principles of robot autonomy (2018)
Presentation / Conference
Battle, S. (2018, April). Principles of robot autonomy. Paper presented at 2018 Convention of the Society for the Study of Artificial Intelligence and Simulation of Behaviour (AISB 2018)

This paper is an exploration of the theory of autonomy as set out by Francisco J. Varela in his groundbreaking book, “Principles of Biological Autonomy.” Varela argues that autonomy is an expression of a pervasive circularity, or indeed complete orga... Read More about Principles of robot autonomy.

LoRaWAN Bristol (2017)
Presentation / Conference
Battle, S., & Gaster, B. (2017, July). LoRaWAN Bristol. Paper presented at IDEAS 2017

The Bristol LoRaWAN Network is a low power radio network for the Internet of Things, based on LoRaWAN and utilising The Things Network. LoRaWAN is a Low Power Wide Area Network (LPWAN) specification intended for wireless battery operated Things in re... Read More about LoRaWAN Bristol.

Understanding learning strategy as conversation (2017)
Presentation / Conference
Battle, S. (2017, April). Understanding learning strategy as conversation. Paper presented at AISB 2017

The goal of this research is to understand the learning strategies employed by students using so called Intelligent Tutoring Systems (ITS), with the aim of supporting efforts to improve the effectiveness of this type of educational technology. An exp... Read More about Understanding learning strategy as conversation.

A mobile homeostat with three degrees of freedom (2015)
Presentation / Conference
Battle, S. (2015, September). A mobile homeostat with three degrees of freedom. Paper presented at IMA Conference on Mathematics of Robotics

In the foundational cybernetics text, Design for a Brain, W. Ross Ashby introduces an adaptive system called the homeostat, and speculates about the possibility of creating a mobile homeostat “with its critical states set so that it seeks situations... Read More about A mobile homeostat with three degrees of freedom.

Droid geometry (2015)
Presentation / Conference
Battle, S. (2015, June). Droid geometry. Presented at DigiMakers

An introduction to the geometry and inverse kinematics of robot arms. Suitable for beginners (as are most things worth learning), covering basic Python and trigonometry.

Governing narrative events with institutional norms (2015)
Presentation / Conference
Thompson, M., Padget, J., & Battle, S. (2015, May). Governing narrative events with institutional norms. Paper presented at 6th Workshop on Computational Models of Narrative (CMN’15)

A narrative world can be viewed as a form of society in which characters follow a set of social norms whose collective function is to guide the characters through (the creation of) a story arc and reach some conclusion. By modelling the rules of a na... Read More about Governing narrative events with institutional norms.

An interactive, generative Punch and Judy show using institutions, ASP and emotional agents (2015)
Presentation / Conference
Thompson, M., Padget, J., & Battle, S. (2015, April). An interactive, generative Punch and Judy show using institutions, ASP and emotional agents. Paper presented at AISB 2015: AI & GAMES SYMPOSIUM

A narrative world can be viewed as a form of society in which characters follow a set of social norms whose collective function is to guide the characters through (the creation of) a story arc and reach some conclusion. By modelling the rules of a na... Read More about An interactive, generative Punch and Judy show using institutions, ASP and emotional agents.

Squishy logic (2014)
Presentation / Conference
Battle, S. (2014, November). Squishy logic. Presented at DigiMakers

Based on the idea of ‘Squishy Circuits’ from the Playful Learning Lab at the University of St. Thomas (Minnesota), we’re using conductive play dough to create simple logic circuits – AND, OR, and NOT gates – from which computers are built.

Ashby’s mobile homeostat (2014)
Presentation / Conference
Battle, S. (2014, November). Ashby’s mobile homeostat. Paper presented at Artificial Life and Intelligent Agents 2014

In Design for a Brain, W. Ross Ashby speculates about the possibility of creating a mobile homeostat " with its critical states set so that it seeks situations of high illumination. " This paper explores an embedding of Ashby's homeostat within a sim... Read More about Ashby’s mobile homeostat.

Turtle geometry the Python way (2014)
Presentation / Conference
Battle, S. (2014, October). Turtle geometry the Python way. Presented at DigiMakers

An introduction to coding using Python’s on-screen ‘turtle’ that can be commanded with a few simple instructions including forward, backward, left and right. The turtle leaves a trace that can be used to draw geometric figures. This workshop is aimed... Read More about Turtle geometry the Python way.

Beginners' brushbots (2014)
Presentation / Conference
Battle, S. (2014, June). Beginners' brushbots. Presented at DigiMakers

Upcycling trash into toys. Suitable for absolute beginners and aspiring makers. Parents should accompany young children. This is a practical hands-on workshop. Where we will be building simple brush-bots from recycled toothbrushes. We will add a smal... Read More about Beginners' brushbots.

ArtFinder: A faceted browser for cross-cultural art discovery (2014)
Presentation / Conference
Thompson, M., Battle, S., Padget, J., & Takeda, H. (2014, May). ArtFinder: A faceted browser for cross-cultural art discovery. Paper presented at 2nd Human-Semantic Web Interaction Workshop (HSWI2014)

Exploring art from a different culture without prior knowledge of the domain is difficult. Though traditionally experts are required to guide people through the unknown knowledge base, the use of linked data can help consumers to explore for themselv... Read More about ArtFinder: A faceted browser for cross-cultural art discovery.

Autaptic circuits for neural vehicles (2014)
Presentation / Conference
Battle, S. (2014, April). Autaptic circuits for neural vehicles. Paper presented at Artificial Intelligence and Simulation of Behaviour 2014

This paper develops models for single recurrent neural circuits, known as autapses, where the axon of a neuron forms synapses onto its own dendrites. Once thought to be curiosities or artefacts of growing cells in vitro, autapses play a key role in t... Read More about Autaptic circuits for neural vehicles.

The animated android: Graphical animation in processing 2 (2014)
Presentation / Conference
Battle, S. (2014, March). The animated android: Graphical animation in processing 2. Presented at DigiMakers

Processing is an approach to programming through interactive graphics. In this workshop we will create a simple animated toy robot by applying transformations to the graphical coordinate system. By mixing and matching graphical parts, participants wi... Read More about The animated android: Graphical animation in processing 2.

Blitz resurrection: Re-creating a classic 80’s video game in Processing 2.0 (2014)
Presentation / Conference
Battle, S. (2014, February). Blitz resurrection: Re-creating a classic 80’s video game in Processing 2.0. Presented at DigiMakers

The Blitz video game was released in 1981 by Commodore for the VIC-20 and later the Commodore-64 personal computers http://en.wikipedia.org/wiki/Blitz_(video_game). We will re-create this classic game in the Processing 2.0 language as a way of teachi... Read More about Blitz resurrection: Re-creating a classic 80’s video game in Processing 2.0.