| overview 
           
 trundle 
          v1.2
 anatomy
 images
 + 
          behavior
 interaction
 movement
 
 trundle v1.1
 anatomy
 images
 behavior
 
 trundle v1.0
 anatomy
 images
   |  Using social 
          language to describe the movement and interaction with Trundle, it can 
          be said that Trundle seeks attention, but is shy. It changes its mood 
          over time as a function of the amount of attention it receives. Mood 
          is communicated through posture and quality of movement. When Trundle 
          is first activated, its basic behavior is to seek out stimulus. This 
          is achieved through slowly scanning its lower four sensors across the 
          space. When it receives a stimulus through one of its sensors, it quickly 
          jerks away and moves down the track until it finds a spot free of stimuli. 
          In addition to a series of simple reflexes, the activity of Trundle 
          is dominated by a number of absolute actions. These are analogous to 
          the fixed action patterns found in many animals. For example, if all 
          four of Trundle's lower sensors are activated, it will quickly jerk 
          away and collapse into its neutral state. It sets all of its excitation 
          variables to neutral and slowly begins to expand the reach of its sensors, 
          starting at the top and moving its way to the bottom of the sculpture. 
          Trundle adapts its behavior over time by changing internal state variables 
          which affect how the sculpture senses and moves. For example, if Trundle 
          is constantly registering stimulus through its IR sensors, it can begin 
          to look for signals at a closer range. This will either cause people 
          to come closer or allow it to ignore large objects consistently in its 
          proximity. Trundle also has a concept of affect. Through continual interaction 
          with the sculpture, it may become excited and change the quality of 
          its movements to become increasingly rapid and short.
 Trundle’s behavior 
          is implemented in C code as a series of finite state machines (FSM). 
          A map of its behavior architecture is displayed in figure 117. As a 
          result of the organic process of programming the architecture, changes 
          have been made to the original plan. It was found that the system was 
          made more flexible by abstracting the sensor data retrieval and conditioning 
          state machines from their initial couplings. For example, the original 
          Reverse_top FSM had the ability to read the IR data embedded within 
          it. By removing this from the machine, this data can now be used by 
          other FSMs as the architecture grows. The core FSMs are the Move machines. 
          Each of these starts one of the three motors in motion. Due to the nature 
          of the motors, these functions all differ. The Move_servo_T FSM, for 
          example, includes a number of state variables that move the motor a 
          specific distance represented in an increment variable every hundredth 
          of a second. In contrast, the Move_top_motor FSM simply stimulates its 
          motor with a constant value. Because this motor has no internal feedback 
          (as the servos do) it requires external sensors to be aware of its position 
          in the world. The Reverse_top machine continually monitors the location 
          of the sculpture and when it sees there is no room to move, it reverses 
          the direction. The Get_IR FSMs all share a similar form. All sensor 
          data is conditioned by a simple low pass filter created through weighted 
          averages.
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