1,310 research outputs found

    Gesture-Based Robot Path Shaping

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    For many individuals, aging is frequently associated with diminished mobility and dexterity. Such decreases may be accompanied by a loss of independence, increased burden to caregivers, or institutionalization. It is foreseen that the ability to retain independence and quality of life as one ages will increasingly depend on environmental sensing and robotics which facilitate aging in place. The development of ubiquitous sensing strategies in the home underpins the promise of adaptive services, assistive robotics, and architectural design which would support a person\u27s ability to live independently as they age. Instrumentation (sensors and processing) which is capable of recognizing the actions and behavioral patterns of an individual is key to the effective component design in these areas. Recognition of user activity and the inference of user intention may be used to inform the action plans of support systems and service robotics within the environment. Automated activity recognition involves detection of events in a sensor data stream, conversion to a compact format, and classification as one of a known set of actions. Once classified, an action may be used to elicit a specific response from those systems designed to provide support to the user. It is this response that is the ultimate use of recognized activity. Hence, the activity may be considered as a command to the system. Extending this concept, a set of distinct activities in the form of hand and arm gestures may form the basis of a command interface for human-robot interaction. A gesture-based interface of this type promises an intuitive method for accessing computing and other assistive resources so as to promote rapid adoption by elderly, impaired, or otherwise unskilled users. This thesis includes a thorough survey of relevant work in the area of machine learning for activity and gesture recognition. Previous approaches are compared for their relative benefits and limitations. A novel approach is presented which utilizes user-generated feedback to rate the desirability of a robotic response to gesture. Poorly rated responses are altered so as to elicit improved ratings on subsequent observations. In this way, responses are honed toward increasing effectiveness. A clustering method based on the Growing Neural Gas (GNG) algorithm is used to create a topological map of reference nodes representing input gesture types. It is shown that learning of desired responses to gesture may be accelerated by exploiting well-rewarded actions associated with reference nodes in a local neighborhood of the growing neural gas topology. Significant variation in the user\u27s performance of gestures is interpreted as a new gesture for which the system must learn a desired response. A method for allowing the system to learn new gestures while retaining past training is also proposed and shown to be effective

    Interactive Imitation Learning in Robotics: A Survey

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    Interactive Imitation Learning (IIL) is a branch of Imitation Learning (IL) where human feedback is provided intermittently during robot execution allowing an online improvement of the robot's behavior. In recent years, IIL has increasingly started to carve out its own space as a promising data-driven alternative for solving complex robotic tasks. The advantages of IIL are its data-efficient, as the human feedback guides the robot directly towards an improved behavior, and its robustness, as the distribution mismatch between the teacher and learner trajectories is minimized by providing feedback directly over the learner's trajectories. Nevertheless, despite the opportunities that IIL presents, its terminology, structure, and applicability are not clear nor unified in the literature, slowing down its development and, therefore, the research of innovative formulations and discoveries. In this article, we attempt to facilitate research in IIL and lower entry barriers for new practitioners by providing a survey of the field that unifies and structures it. In addition, we aim to raise awareness of its potential, what has been accomplished and what are still open research questions. We organize the most relevant works in IIL in terms of human-robot interaction (i.e., types of feedback), interfaces (i.e., means of providing feedback), learning (i.e., models learned from feedback and function approximators), user experience (i.e., human perception about the learning process), applications, and benchmarks. Furthermore, we analyze similarities and differences between IIL and RL, providing a discussion on how the concepts offline, online, off-policy and on-policy learning should be transferred to IIL from the RL literature. We particularly focus on robotic applications in the real world and discuss their implications, limitations, and promising future areas of research

    Modification of Gesture-Determined-Dynamic Function with Consideration of Margins for Motion Planning of Humanoid Robots

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    The gesture-determined-dynamic function (GDDF) offers an effective way to handle the control problems of humanoid robots. Specifically, GDDF is utilized to constrain the movements of dual arms of humanoid robots and steer specific gestures to conduct demanding tasks under certain conditions. However, there is still a deficiency in this scheme. Through experiments, we found that the joints of the dual arms, which can be regarded as the redundant manipulators, could exceed their limits slightly at the joint angle level. The performance straightly depends on the parameters designed beforehand for the GDDF, which causes a lack of adaptability to the practical applications of this method. In this paper, a modified scheme of GDDF with consideration of margins (MGDDF) is proposed. This MGDDF scheme is based on quadratic programming (QP) framework, which is widely applied to solving the redundancy resolution problems of robot arms. Moreover, three margins are introduced in the proposed MGDDF scheme to avoid joint limits. With consideration of these margins, the joints of manipulators of the humanoid robots will not exceed their limits, and the potential damages which might be caused by exceeding limits will be completely avoided. Computer simulations conducted on MATLAB further verify the feasibility and superiority of the proposed MGDDF scheme

    A Posture Sequence Learning System for an Anthropomorphic Robotic Hand

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    The paper presents a cognitive architecture for posture learning of an anthropomorphic robotic hand. Our approach is aimed to allow the robotic system to perform complex perceptual operations, to interact with a human user and to integrate the perceptions by a cognitive representation of the scene and the observed actions. The anthropomorphic robotic hand imitates the gestures acquired by the vision system in order to learn meaningful movements, to build its knowledge by different conceptual spaces and to perform complex interaction with the human operator

    Human-Robot Collaborations in Industrial Automation

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    Technology is changing the manufacturing world. For example, sensors are being used to track inventories from the manufacturing floor up to a retail shelf or a customer’s door. These types of interconnected systems have been called the fourth industrial revolution, also known as Industry 4.0, and are projected to lower manufacturing costs. As industry moves toward these integrated technologies and lower costs, engineers will need to connect these systems via the Internet of Things (IoT). These engineers will also need to design how these connected systems interact with humans. The focus of this Special Issue is the smart sensors used in these human–robot collaborations

    Robots learn to behave: improving human-robot collaboration in flexible manufacturing applications

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    L'abstract è presente nell'allegato / the abstract is in the attachmen

    STUDY OF HAND GESTURE RECOGNITION AND CLASSIFICATION

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    To recognize different hand gestures and achieve efficient classification to understand static and dynamic hand movements used for communications.Static and dynamic hand movements are first captured using gesture recognition devices including Kinect device, hand movement sensors, connecting electrodes, and accelerometers. These gestures are processed using hand gesture recognition algorithms such as multivariate fuzzy decision tree, hidden Markov models (HMM), dynamic time warping framework, latent regression forest, support vector machine, and surface electromyogram. Hand movements made by both single and double hands are captured by gesture capture devices with proper illumination conditions. These captured gestures are processed for occlusions and fingers close interactions for identification of right gesture and to classify the gesture and ignore the intermittent gestures. Real-time hand gestures recognition needs robust algorithms like HMM to detect only the intended gesture. Classified gestures are then compared for the effectiveness with training and tested standard datasets like sign language alphabets and KTH datasets. Hand gesture recognition plays a very important role in some of the applications such as sign language recognition, robotics, television control, rehabilitation, and music orchestration

    Social Cognition for Human-Robot Symbiosis—Challenges and Building Blocks

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    The next generation of robot companions or robot working partners will need to satisfy social requirements somehow similar to the famous laws of robotics envisaged by Isaac Asimov time ago (Asimov, 1942). The necessary technology has almost reached the required level, including sensors and actuators, but the cognitive organization is still in its infancy and is only partially supported by the current understanding of brain cognitive processes. The brain of symbiotic robots will certainly not be a “positronic” replica of the human brain: probably, the greatest part of it will be a set of interacting computational processes running in the cloud. In this article, we review the challenges that must be met in the design of a set of interacting computational processes as building blocks of a cognitive architecture that may give symbiotic capabilities to collaborative robots of the next decades: (1) an animated body-schema; (2) an imitation machinery; (3) a motor intentions machinery; (4) a set of physical interaction mechanisms; and (5) a shared memory system for incremental symbiotic development. We would like to stress that our approach is totally un-hierarchical: the five building blocks of the shared cognitive architecture are fully bi-directionally connected. For example, imitation and intentional processes require the “services” of the animated body schema which, on the other hand, can run its simulations if appropriately prompted by imitation and/or intention, with or without physical interaction. Successful experiences can leave a trace in the shared memory system and chunks of memory fragment may compete to participate to novel cooperative actions. And so on and so forth. At the heart of the system is lifelong training and learning but, different from the conventional learning paradigms in neural networks, where learning is somehow passively imposed by an external agent, in symbiotic robots there is an element of free choice of what is worth learning, driven by the interaction between the robot and the human partner. The proposed set of building blocks is certainly a rough approximation of what is needed by symbiotic robots but we believe it is a useful starting point for building a computational framework

    Generalize policy on supporting user scenario

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    In this thesis we present a way of combining previously learned robot be- havior policies of different users. The main idea is to combine a set of policies, in tabular representation, into a final sub-optimal solution for the problem all users have contributed to. We assume that the features/differences of users are unknown and need to be extracted from the different policies generated from same user. This information is used to weight the importance of a set of actions to sum up two policies. The proposed approach has been tested on a virtual environment finding out that the combined policy works as a general policy suitable for all users, as it always selects actions that are satisfying the users at the border of the defined sensorial possibilities. All the assumptions has been finally verified on a real environment finding out all the limitations of the proposed model
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