Dirk Thomas

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The paper presents the self-localization approach used by the World Champion in the Sony Four-Legged Robot League 2004. The method is based on a particle filter that makes use of different features from the environment (beacons, goals, field lines, field wall) that provide different kinds of localization information and that are recognized with different(More)
Autonomous soccer games represent an extraordinary challenge for autonomous hu-manoid robots which must act fast and stable while carrying all needed onboard computers , sensors and batteries. In this paper, the development and system integration of hardware and software modules of the 55 cm tall, autonomous humanoid soccer robot Bruno is described to cope(More)
— For teams of cooperating autonomous lightweight robots with challenging dynamical locomotion properties a platform independent modular software architecture and platform independent modules for sensor data processing, planning and motion control have been developed. The software architecture allows high level communication between modules on different(More)
Developing control software for teams of autonomous mobile robots is a challenging task, which can be facilitated using frameworks with ready to use components. But testing and debugging the resulting system as teached in modern software engineering to be free of errors and tolerant to sensor noise in a real world scenario is to a large extend beyond the(More)
In this paper the design goals for a new, open and modular, four-legged robot platform are described that was developed in reaction to the open call for a standard platform issued by the RoboCup Federation in 2006. The new robot should have similar motion and sensing capabilities like the previously used Sony AIBO plus several new ones. The hardware and(More)
We describe our experience exhibiting a human-size robot in a museum, encouraging visitors to interact with the robot and even program it to perform a sequence of timed poses. At the museum, users' programs were run on a real robot for all to see. The installation attracted and engaged visitors from age two to adult. The most intuitive of our interfaces was(More)
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