Day 1: (Tue Aug 26, Week 1) Welcome and Introduction

Notes for 2025-08-26.

Please bookmark this site: https://courses.ideate.cmu.edu/16-375

Please make a tape nametag before we begin.

Agenda

  1. Welcome to 16-375/54-375 Robotics for Creative Practice!

    • scope and style of the course

    • IDeATe “Physical Computing” minor

    • collaboration and reflection

    • major objective: explore human-robot interaction and deception


  2. Examples of previous projects:

  3. Mutual introductions, In-Class Exercise: Interview Game

    • Name tags and photos.

  4. Administrative

  5. Assignments

    • Please complete the RCP Fall 2025 Skill Survey if you haven’t already. This should just take a few minutes.

    • Please arrange for laser-cutter training if you have not already done so. Details on the current requirements can be found on IDeATe Laser Cutters.

  6. Brief mid-class break


Discussion Notes

  1. so what’s a robot anyway?

    • a surprisingly animate machine [1]

  2. the question of hidden agency

    • several meanings of agency in play: authorial, artifactual

    • intrinsic to any designed artifact, but acute for devices with behavior

    • currently relevant to ‘AI’

    • not always addressed in Human-Robot Interaction (HRI) research

  3. related video

  4. what might we do?

    • ambient architectural interactions

    • public space interactions

    • attention-seeking behavior

    • unconscious manipulation

    • teleoperated interactions: machine form, human intuition, semi-automated behaviors

    • simple machines play to our institutional strengths

    • programming at the AI Makerspace is an option


Extra Notes (not necessarily addressed in class)

  1. definitions of “Robotics”

    • AI-oriented: the integration of sensing, cognition, and action

    • Engineering: the discipline of integrating mechanism, software and electronics

    • Industrial: programmable tools

    • Historical: telemanipulation

    • Military: teleoperation

    • Cultural: machines which emulate humans

    • Our working definition: surprisingly animate machines which produce embodied behavior using both algorithms and physical dynamics


  2. definitions of “Creative Practice”. In various contexts:

    • art gallery

    • theater

    • advertising

    • consumer products

    • animatronics

    • the course focus this semester is toward interactive systems


  3. definitions of “dynamic”

    • \(F = m a\)

    • \(\frac{dx}{dt} <> 0\)

    • something that moves or changes

    • closed-loop, sensor-driven feedback

    • non-repeating pattern

    • constructed of liquid or flexible material

    • interactive

    • fast or energetic

    • computationally generated

    • at the core: a process unfolding through both physics and computation


  4. definitions of “surprisingly animate”. Elusive, much like “Artificial Intelligence”. For us:

    • evoking life

    • using physical movement and dynamics to expose hidden means and intent

    • using the hidden nature of algorithms to construct a performance vocabulary


  5. definitions of “expressive dynamic behavior”

    • physical and mechanical dynamic behavior (without computation)

    • programmed behavior (e.g. animation)

    • feedback-driven generated behavior

    • all told: creating an illusion of life and agency