89 research outputs found

    Peripersonal Space in the Humanoid Robot iCub

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    Developing behaviours for interaction with objects close to the body is a primary goal for any organism to survive in the world. Being able to develop such behaviours will be an essential feature in autonomous humanoid robots in order to improve their integration into human environments. Adaptable spatial abilities will make robots safer and improve their social skills, human-robot and robot-robot collaboration abilities. This work investigated how a humanoid robot can explore and create action-based representations of its peripersonal space, the region immediately surrounding the body where reaching is possible without location displacement. It presents three empirical studies based on peripersonal space findings from psychology, neuroscience and robotics. The experiments used a visual perception system based on active-vision and biologically inspired neural networks. The first study investigated the contribution of binocular vision in a reaching task. Results indicated the signal from vergence is a useful embodied depth estimation cue in the peripersonal space in humanoid robots. The second study explored the influence of morphology and postural experience on confidence levels in reaching assessment. Results showed that a decrease of confidence when assessing targets located farther from the body, possibly in accordance to errors in depth estimation from vergence for longer distances. Additionally, it was found that a proprioceptive arm-length signal extends the robot’s peripersonal space. The last experiment modelled development of the reaching skill by implementing motor synergies that progressively unlock degrees of freedom in the arm. The model was advantageous when compared to one that included no developmental stages. The contribution to knowledge of this work is extending the research on biologically-inspired methods for building robots, presenting new ways to further investigate the robotic properties involved in the dynamical adaptation to body and sensing characteristics, vision-based action, morphology and confidence levels in reaching assessment.CONACyT, Mexico (National Council of Science and Technology

    Towards adaptive and autonomous humanoid robots: from vision to actions

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    Although robotics research has seen advances over the last decades robots are still not in widespread use outside industrial applications. Yet a range of proposed scenarios have robots working together, helping and coexisting with humans in daily life. In all these a clear need to deal with a more unstructured, changing environment arises. I herein present a system that aims to overcome the limitations of highly complex robotic systems, in terms of autonomy and adaptation. The main focus of research is to investigate the use of visual feedback for improving reaching and grasping capabilities of complex robots. To facilitate this a combined integration of computer vision and machine learning techniques is employed. From a robot vision point of view the combination of domain knowledge from both imaging processing and machine learning techniques, can expand the capabilities of robots. I present a novel framework called Cartesian Genetic Programming for Image Processing (CGP-IP). CGP-IP can be trained to detect objects in the incoming camera streams and successfully demonstrated on many different problem domains. The approach requires only a few training images (it was tested with 5 to 10 images per experiment) is fast, scalable and robust yet requires very small training sets. Additionally, it can generate human readable programs that can be further customized and tuned. While CGP-IP is a supervised-learning technique, I show an integration on the iCub, that allows for the autonomous learning of object detection and identification. Finally this dissertation includes two proof-of-concepts that integrate the motion and action sides. First, reactive reaching and grasping is shown. It allows the robot to avoid obstacles detected in the visual stream, while reaching for the intended target object. Furthermore the integration enables us to use the robot in non-static environments, i.e. the reaching is adapted on-the- fly from the visual feedback received, e.g. when an obstacle is moved into the trajectory. The second integration highlights the capabilities of these frameworks, by improving the visual detection by performing object manipulation actions

    Final report key contents: main results accomplished by the EU-Funded project IM-CLeVeR - Intrinsically Motivated Cumulative Learning Versatile Robots

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    This document has the goal of presenting the main scientific and technological achievements of the project IM-CLeVeR. The document is organised as follows: 1. Project executive summary: a brief overview of the project vision, objectives and keywords. 2. Beneficiaries of the project and contacts: list of Teams (partners) of the project, Team Leaders and contacts. 3. Project context and objectives: the vision of the project and its overall objectives 4. Overview of work performed and main results achieved: a one page overview of the main results of the project 5. Overview of main results per partner: a bullet-point list of main results per partners 6. Main achievements in detail, per partner: a throughout explanation of the main results per partner (but including collaboration work), with also reference to the main publications supporting them

    A modular bio-inspired architecture for movement generation for the infant-like robot iCub

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    Movement generation in humans appears to be processed through a three-layered architecture, where each layer corresponds to a different level of abstraction in the representation of the movement. In this article, we will present an architecture reflecting this three-layered organization and based on a modular approach to human movement generation. We will show that our architecture is well suited for the online generation and modulation of motor behaviors, but also for switching between motor behaviors. This will be illustrated respectively through an interactive drumming task and through switching between reaching and crawling

    Advances in humanoid control and perception

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    One day there will be humanoid robots among us doing our boring, time-consuming, or dangerous tasks. They might cook a delicious meal for us or do the groceries. For this to become reality, many advances need to be made to the artificial intelligence of humanoid robots. The ever-increasing available computational processing power opens new doors for such advances. In this thesis we develop novel algorithms for humanoid control and vision that harness this power. We apply these methods on an iCub humanoid upper-body with 41 degrees of freedom. For control, we develop Natural Gradient Inverse Kinematics (NGIK), a sampling-based optimiser that applies natural evolution strategies to perform inverse kinematics. The resulting algorithm makes very few assumptions and gives much more freedom in definable constraints than its Jacobian-based counterparts. A special graph-building procedure is introduced to build Task-Relevant Roadmaps (TRM) by iteratively applying NGIK and storing the results. TRMs form searchable graphs of kinematic configurations on which a wide range of task-relevant humanoid movements can be planned. Through coordinating several instances of NGIK, a fast parallelised version of the TRM building algorithm is developed. To contrast the offline TRM algorithms, we also develop Natural Gradient Control which directly uses the optimisation pass in NGIK as an online control signal. For vision, we develop dynamic vision algorithms that form cyclic information flows that affect their own processing. Deep Attention Selective Networks (dasNet) implement feedback in convolutional neural networks through a gating mechanism that is steered by a policy. Through this feedback, dasNet can focus on different features in the image in light of previously gathered information and improve classification, with state-of-the- art results at the time of publication. Then, we develop PyraMiD-LSTM, which processes 3D volumetric data by employing a novel convolutional Long Short-Term Memory network (C-LSTM) to compute pyramidal contexts for every voxel, and combine them to perform segmentation. This resulted in state-of-the-art performance on a segmentation benchmark. The work on control and vision is integrated into an application on the iCub robot. A Fast-Weight PyraMiD-LSTM is developed that dynamically generates weights for a C-LSTM layer given actions of the robot. An explorative policy using NGC generates a stream of data, which the Fast-Weight PyraMiD-LSTM has to predict. The resulting integrated system learns to model the effects of head and hand movements and their effects on future visual input. To our knowledge, this is the first effective visual prediction system on an iCub

    A psychology based approach for longitudinal development in cognitive robotics.

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    A major challenge in robotics is the ability to learn, from novel experiences, new behavior that is useful for achieving new goals and skills. Autonomous systems must be able to learn solely through the environment, thus ruling out a priori task knowledge, tuning, extensive training, or other forms of pre-programming. Learning must also be cumulative and incremental, as complex skills are built on top of primitive skills. Additionally, it must be driven by intrinsic motivation because formative experience is gained through autonomous activity, even in the absence of extrinsic goals or tasks. This paper presents an approach to these issues through robotic implementations inspired by the learning behavior of human infants. We describe an approach to developmental learning and present results from a demonstration of longitudinal development on an iCub humanoid robot. The results cover the rapid emergence of staged behavior, the role of constraints in development, the effect of bootstrapping between stages, and the use of a schema memory of experiential fragments in learning new skills. The context is a longitudinal experiment in which the robot advanced from uncontrolled motor babbling to skilled hand/eye integrated reaching and basic manipulation of objects. This approach offers promise for further fast and effective sensory-motor learning techniques for robotic learning

    MIMo: A Multi-Modal Infant Model for Studying Cognitive Development

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    Human intelligence and human consciousness emerge gradually during the process of cognitive development. Understanding this development is an essential aspect of understanding the human mind and may facilitate the construction of artificial minds with similar properties. Importantly, human cognitive development relies on embodied interactions with the physical and social environment, which is perceived via complementary sensory modalities. These interactions allow the developing mind to probe the causal structure of the world. This is in stark contrast to common machine learning approaches, e.g., for large language models, which are merely passively ``digesting'' large amounts of training data, but are not in control of their sensory inputs. However, computational modeling of the kind of self-determined embodied interactions that lead to human intelligence and consciousness is a formidable challenge. Here we present MIMo, an open-source multi-modal infant model for studying early cognitive development through computer simulations. MIMo's body is modeled after an 18-month-old child with detailed five-fingered hands. MIMo perceives its surroundings via binocular vision, a vestibular system, proprioception, and touch perception through a full-body virtual skin, while two different actuation models allow control of his body. We describe the design and interfaces of MIMo and provide examples illustrating its use. All code is available at https://github.com/trieschlab/MIMo .Comment: 11 pages, 8 figures. Submitted to IEEE Transactions on Congnitive and Developmental Systems (TCDS

    Learning-based methods for planning and control of humanoid robots

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    Nowadays, humans and robots are more and more likely to coexist as time goes by. The anthropomorphic nature of humanoid robots facilitates physical human-robot interaction, and makes social human-robot interaction more natural. Moreover, it makes humanoids ideal candidates for many applications related to tasks and environments designed for humans. No matter the application, an ubiquitous requirement for the humanoid is to possess proper locomotion skills. Despite long-lasting research, humanoid locomotion is still far from being a trivial task. A common approach to address humanoid locomotion consists in decomposing its complexity by means of a model-based hierarchical control architecture. To cope with computational constraints, simplified models for the humanoid are employed in some of the architectural layers. At the same time, the redundancy of the humanoid with respect to the locomotion task as well as the closeness of such a task to human locomotion suggest a data-driven approach to learn it directly from experience. This thesis investigates the application of learning-based techniques to planning and control of humanoid locomotion. In particular, both deep reinforcement learning and deep supervised learning are considered to address humanoid locomotion tasks in a crescendo of complexity. First, we employ deep reinforcement learning to study the spontaneous emergence of balancing and push recovery strategies for the humanoid, which represent essential prerequisites for more complex locomotion tasks. Then, by making use of motion capture data collected from human subjects, we employ deep supervised learning to shape the robot walking trajectories towards an improved human-likeness. The proposed approaches are validated on real and simulated humanoid robots. Specifically, on two versions of the iCub humanoid: iCub v2.7 and iCub v3
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