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Our success with Rufus 1.0 motivated us to consider how far we might take a second version. We considered a number of directions: environmental perception, a more compelling physical appearance, new types of input and output, and even integrating learning into the system. Three months, one new behaviour system, and a whole lot of silicone later, Rufus 2.0 has brought us closer to our vision of a hardware system that conveys emotion, is responsive to its environment, and is capable of learning like a real dog. Our design goal for Rufus 2.0 was to create a compelling, interactive character that is physically situated and able to respond to and learn from his environment. While developing Rufus 2.0, the Synthetic Characters group was developing a new version of the Creature Kernel Framework that includes a robust new learning model. |
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