RobotA robot is a machine—especially one programmable by a computer—capable of carrying out a complex series of actions automatically. A robot can be guided by an external control device, or the control may be embedded within. Robots may be constructed to evoke human form, but most robots are task-performing machines, designed with an emphasis on stark functionality, rather than expressive aesthetics.
Autonomous robotAn autonomous robot is a robot that acts without recourse to human control. The first autonomous robots environment were known as Elmer and Elsie, which were constructed in the late 1940s by W. Grey Walter. They were the first robots in history that were programmed to "think" the way biological brains do and meant to have free will. Elmer and Elsie were often labeled as tortoises because of how they were shaped and the manner in which they moved. They were capable of phototaxis which is the movement that occurs in response to light stimulus.
Mobile robotA mobile robot is an automatic machine that is capable of locomotion. Mobile robotics is usually considered to be a subfield of robotics and information engineering. Mobile robots have the capability to move around in their environment and are not fixed to one physical location. Mobile robots can be "autonomous" (AMR - autonomous mobile robot) which means they are capable of navigating an uncontrolled environment without the need for physical or electro-mechanical guidance devices.
Human–robot interactionHuman–robot interaction (HRI) is the study of interactions between humans and robots. Human–robot interaction is a multidisciplinary field with contributions from human–computer interaction, artificial intelligence, robotics, natural language processing, design, and psychology. A subfield known as physical human–robot interaction (pHRI) has tended to focus on device design to enable people to safely interact with robotic systems. Human–robot interaction has been a topic of both science fiction and academic speculation even before any robots existed.
Military robotMilitary robots are autonomous robots or remote-controlled mobile robots designed for military applications, from transport to search & rescue and attack. Some such systems are currently in use, and many are under development. Broadly defined, military robots date back to World War II and the Cold War in the form of the German Goliath tracked mines and the Soviet teletanks. The introduction of the MQ-1 Predator drone was when "CIA officers began to see the first practical returns on their decade-old fantasy of using aerial robots to collect intelligence".
RoboticsRobotics is an interdisciplinary branch of electronics and communication, computer science and engineering. Robotics involves the design, construction, operation, and use of robots. The goal of robotics is to design machines that can help and assist humans. Robotics integrates fields of mechanical engineering, electrical engineering, information engineering, mechatronics engineering, electronics, biomedical engineering, computer engineering, control systems engineering, software engineering, mathematics, etc.
Human–computer interactionHuman–computer interaction (HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. A device that allows interaction between human being and a computer is known as a "Human-computer Interface (HCI)".
ASIMOASIMO (Advanced Step in Innovative Mobility) is a humanoid robot created by Honda in 2000. It is displayed in the Miraikan museum in Tokyo, Japan. On 8 July 2018, Honda posted the last update of Asimo through their official page stating that it would be ceasing all development and production of Asimo robots in order to focus on more practical applications using the technology developed through Asimo's lifespan. The name was chosen in honor of Isaac Asimov.
HourAn hour (symbol: h; also abbreviated hr) is a unit of time historically reckoned as of a day and defined contemporarily as exactly 3,600 seconds (SI). There are 60 minutes in an hour, and 24 hours in a day. The hour was initially established in the ancient Near East as a variable measure of of the night or daytime. Such seasonal hours, also known as temporal hours or unequal hours, varied by season and latitude. Equal hours or equinoctial hours were taken as of the day as measured from noon to noon; the minor seasonal variations of this unit were eventually smoothed by making it of the mean solar day.
User interfaceIn the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine from the human end, while the machine simultaneously feeds back information that aids the operators' decision-making process. Examples of this broad concept of user interfaces include the interactive aspects of computer operating systems, hand tools, heavy machinery operator controls and process controls.
Virtual worldA virtual world (also called a virtual space) is a computer-simulated environment which may be populated by many users who can create a personal avatar, and simultaneously and independently explore the virtual world, participate in its activities and communicate with others. These avatars can be textual, graphical representations, or live video avatars with auditory and touch sensations. Virtual worlds are closely related to mirror worlds.
Man-in-the-middle attackIn cryptography and computer security, a man-in-the-middle attack is a cyberattack where the attacker secretly relays and possibly alters the communications between two parties who believe that they are directly communicating with each other, as the attacker has inserted themselves between the two parties. One example of a MITM attack is active eavesdropping, in which the attacker makes independent connections with the victims and relays messages between them to make them believe they are talking directly to each other over a private connection, when in fact the entire conversation is controlled by the attacker.
MonthA month is a unit of time, used with calendars, that is approximately as long as a natural orbital period of the Moon; the words month and Moon are cognates. The traditional concept arose with the cycle of Moon phases; such lunar months ("lunations") are synodic months and last approximately 29.53 days, making for roughly 12.37 such months in one Earth year. From excavated tally sticks, researchers have deduced that people counted days in relation to the Moon's phases as early as the Paleolithic age.
Orbital periodThe orbital period (also revolution period) is the amount of time a given astronomical object takes to complete one orbit around another object. In astronomy, it usually applies to planets or asteroids orbiting the Sun, moons orbiting planets, exoplanets orbiting other stars, or binary stars. It may also refer to the time it takes a satellite orbiting a planet or moon to complete one orbit. For celestial objects in general, the orbital period is determined by a 360° revolution of one body around its primary, e.
Lunar monthIn lunar calendars, a lunar month is the time between two successive syzygies of the same type: new moons or full moons. The precise definition varies, especially for the beginning of the month. In Shona, Middle Eastern, and European traditions, the month starts when the young crescent moon first becomes visible, at evening, after conjunction with the Sun one or two days before that evening (e.g., in the Islamic calendar). In ancient Egypt, the lunar month began on the day when the waning moon could no longer be seen just before sunrise.
Secure communicationSecure communication is when two entities are communicating and do not want a third party to listen in. For this to be the case, the entities need to communicate in a way that is unsusceptible to eavesdropping or interception. Secure communication includes means by which people can share information with varying degrees of certainty that third parties cannot intercept what is said.
UsabilityUsability can be described as the capacity of a system to provide a condition for its users to perform the tasks safely, effectively, and efficiently while enjoying the experience. In software engineering, usability is the degree to which a software can be used by specified consumers to achieve quantified objectives with effectiveness, efficiency, and satisfaction in a quantified context of use. The object of use can be a software application, website, book, tool, machine, process, vehicle, or anything a human interacts with.
InteractivityAcross the many fields concerned with interactivity, including information science, computer science, human-computer interaction, communication, and industrial design, there is little agreement over the meaning of the term "interactivity", but most definitions are related to interaction between users and computers and other machines through a user interface. Interactivity can however also refer to interaction between people.