132 research outputs found

    Visually guided vergence in a new stereo camera system

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    People move their eyes several times each second, to selectivelyanalyze visual information from specific locations. This is impor-tant, because analyzing the whole scene in foveal detail would re-quire a beachball-sized brain and thousands of additional caloriesper day. As artificial vision becomes more sophisticated, it mayface analogous constraints. Anticipating this, we previously devel-oped a robotic head with biologically realistic oculomotor capabil-ities. Here we present a system for accurately orienting the cam-eras toward a three-dimensional point. The robot’s cameras con-verge when looking at something nearby, so each camera shouldideally centre the same visual feature. At the end of a saccade,we combine priors with cross-correlation of the images from eachcamera to iteratively fine-tune their alignment, and we use the ori-entations to set focus distance. This system allows the robot toaccurately view a visual target with both eyes

    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

    Scene understanding by robotic interactive perception

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    This thesis presents a novel and generic visual architecture for scene understanding by robotic interactive perception. This proposed visual architecture is fully integrated into autonomous systems performing object perception and manipulation tasks. The proposed visual architecture uses interaction with the scene, in order to improve scene understanding substantially over non-interactive models. Specifically, this thesis presents two experimental validations of an autonomous system interacting with the scene: Firstly, an autonomous gaze control model is investigated, where the vision sensor directs its gaze to satisfy a scene exploration task. Secondly, autonomous interactive perception is investigated, where objects in the scene are repositioned by robotic manipulation. The proposed visual architecture for scene understanding involving perception and manipulation tasks has four components: 1) A reliable vision system, 2) Camera-hand eye calibration to integrate the vision system into an autonomous robot’s kinematic frame chain, 3) A visual model performing perception tasks and providing required knowledge for interaction with scene, and finally, 4) A manipulation model which, using knowledge received from the perception model, chooses an appropriate action (from a set of simple actions) to satisfy a manipulation task. This thesis presents contributions for each of the aforementioned components. Firstly, a portable active binocular robot vision architecture that integrates a number of visual behaviours are presented. This active vision architecture has the ability to verge, localise, recognise and simultaneously identify multiple target object instances. The portability and functional accuracy of the proposed vision architecture is demonstrated by carrying out both qualitative and comparative analyses using different robot hardware configurations, feature extraction techniques and scene perspectives. Secondly, a camera and hand-eye calibration methodology for integrating an active binocular robot head within a dual-arm robot are described. For this purpose, the forward kinematic model of the active robot head is derived and the methodology for calibrating and integrating the robot head is described in detail. A rigid calibration methodology has been implemented to provide a closed-form hand-to-eye calibration chain and this has been extended with a mechanism to allow the camera external parameters to be updated dynamically for optimal 3D reconstruction to meet the requirements for robotic tasks such as grasping and manipulating rigid and deformable objects. It is shown from experimental results that the robot head achieves an overall accuracy of fewer than 0.3 millimetres while recovering the 3D structure of a scene. In addition, a comparative study between current RGB-D cameras and our active stereo head within two dual-arm robotic test-beds is reported that demonstrates the accuracy and portability of our proposed methodology. Thirdly, this thesis proposes a visual perception model for the task of category-wise objects sorting, based on Gaussian Process (GP) classification that is capable of recognising objects categories from point cloud data. In this approach, Fast Point Feature Histogram (FPFH) features are extracted from point clouds to describe the local 3D shape of objects and a Bag-of-Words coding method is used to obtain an object-level vocabulary representation. Multi-class Gaussian Process classification is employed to provide a probability estimate of the identity of the object and serves the key role of modelling perception confidence in the interactive perception cycle. The interaction stage is responsible for invoking the appropriate action skills as required to confirm the identity of an observed object with high confidence as a result of executing multiple perception-action cycles. The recognition accuracy of the proposed perception model has been validated based on simulation input data using both Support Vector Machine (SVM) and GP based multi-class classifiers. Results obtained during this investigation demonstrate that by using a GP-based classifier, it is possible to obtain true positive classification rates of up to 80\%. Experimental validation of the above semi-autonomous object sorting system shows that the proposed GP based interactive sorting approach outperforms random sorting by up to 30\% when applied to scenes comprising configurations of household objects. Finally, a fully autonomous visual architecture is presented that has been developed to accommodate manipulation skills for an autonomous system to interact with the scene by object manipulation. This proposed visual architecture is mainly made of two stages: 1) A perception stage, that is a modified version of the aforementioned visual interaction model, 2) An interaction stage, that performs a set of ad-hoc actions relying on the information received from the perception stage. More specifically, the interaction stage simply reasons over the information (class label and associated probabilistic confidence score) received from perception stage to choose one of the following two actions: 1) An object class has been identified with high confidence, so remove from the scene and place it in the designated basket/bin for that particular class. 2) An object class has been identified with less probabilistic confidence, since from observation and inspired from the human behaviour of inspecting doubtful objects, an action is chosen to further investigate that object in order to confirm the object’s identity by capturing more images from different views in isolation. The perception stage then processes these views, hence multiple perception-action/interaction cycles take place. From an application perspective, the task of autonomous category based objects sorting is performed and the experimental design for the task is described in detail

    Design of Environment Aware Planning Heuristics for Complex Navigation Objectives

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    A heuristic is the simplified approximations that helps guide a planner in deducing the best way to move forward. Heuristics are valued in many modern AI algorithms and decision-making architectures due to their ability to drastically reduce computation time. Particularly in robotics, path planning heuristics are widely leveraged to aid in navigation and exploration. As the robotic platform explores and navigates, information about the world can and should be used to augment and update the heuristic to guide solutions. Complex heuristics that can account for environmental factors, robot capabilities, and desired actions provide optimal results with little wasted exploration, but are computationally expensive. This thesis demonstrates results of research into simplifying heuristics that maintains the performance improvements from complicated heuristics. The research presented is validated on two complex robotic tasks: stealth planning and energy efficient planning. The stealth heuristic was created to inform a planner and allow a ground robot to navigate unknown environments in a less visible manner. Due to the highly uncertain nature of the world (where unknown observers exist) this heuristic implemented was instrumental to enabling the first high-uncertainty stealth planner. Heuristic guidance is further explored for use in energy efficient planning, where a machine learning approach is used to generate a heuristic measure. This thesis demonstrates effective learned heuristics that simplify convergence time and accounts for the complexities of environment. A reduction of 60% in required compute time for planning was found

    Event-driven visual attention for the humanoid robot iCub.

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    Fast reaction to sudden and potentially interesting stimuli is a crucial feature for safe and reliable interaction with the environment. Here we present a biologically inspired attention system developed for the humanoid robot iCub. It is based on input from unconventional event-driven vision sensors and an efficient computational method. The resulting system shows low-latency and fast determination of the location of the focus of attention. The performance is benchmarked against an instance of the state of the art in robotics artificial attention system used in robotics. Results show that the proposed system is two orders of magnitude faster that the benchmark in selecting a new stimulus to attend

    On Neuromechanical Approaches for the Study of Biological Grasp and Manipulation

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    Biological and robotic grasp and manipulation are undeniably similar at the level of mechanical task performance. However, their underlying fundamental biological vs. engineering mechanisms are, by definition, dramatically different and can even be antithetical. Even our approach to each is diametrically opposite: inductive science for the study of biological systems vs. engineering synthesis for the design and construction of robotic systems. The past 20 years have seen several conceptual advances in both fields and the quest to unify them. Chief among them is the reluctant recognition that their underlying fundamental mechanisms may actually share limited common ground, while exhibiting many fundamental differences. This recognition is particularly liberating because it allows us to resolve and move beyond multiple paradoxes and contradictions that arose from the initial reasonable assumption of a large common ground. Here, we begin by introducing the perspective of neuromechanics, which emphasizes that real-world behavior emerges from the intimate interactions among the physical structure of the system, the mechanical requirements of a task, the feasible neural control actions to produce it, and the ability of the neuromuscular system to adapt through interactions with the environment. This allows us to articulate a succinct overview of a few salient conceptual paradoxes and contradictions regarding under-determined vs. over-determined mechanics, under- vs. over-actuated control, prescribed vs. emergent function, learning vs. implementation vs. adaptation, prescriptive vs. descriptive synergies, and optimal vs. habitual performance. We conclude by presenting open questions and suggesting directions for future research. We hope this frank assessment of the state-of-the-art will encourage and guide these communities to continue to interact and make progress in these important areas

    On neuromechanical approaches for the study of biological and robotic grasp and manipulation

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    abstract: Biological and robotic grasp and manipulation are undeniably similar at the level of mechanical task performance. However, their underlying fundamental biological vs. engineering mechanisms are, by definition, dramatically different and can even be antithetical. Even our approach to each is diametrically opposite: inductive science for the study of biological systems vs. engineering synthesis for the design and construction of robotic systems. The past 20 years have seen several conceptual advances in both fields and the quest to unify them. Chief among them is the reluctant recognition that their underlying fundamental mechanisms may actually share limited common ground, while exhibiting many fundamental differences. This recognition is particularly liberating because it allows us to resolve and move beyond multiple paradoxes and contradictions that arose from the initial reasonable assumption of a large common ground. Here, we begin by introducing the perspective of neuromechanics, which emphasizes that real-world behavior emerges from the intimate interactions among the physical structure of the system, the mechanical requirements of a task, the feasible neural control actions to produce it, and the ability of the neuromuscular system to adapt through interactions with the environment. This allows us to articulate a succinct overview of a few salient conceptual paradoxes and contradictions regarding under-determined vs. over-determined mechanics, under- vs. over-actuated control, prescribed vs. emergent function, learning vs. implementation vs. adaptation, prescriptive vs. descriptive synergies, and optimal vs. habitual performance. We conclude by presenting open questions and suggesting directions for future research. We hope this frank and open-minded assessment of the state-of-the-art will encourage and guide these communities to continue to interact and make progress in these important areas at the interface of neuromechanics, neuroscience, rehabilitation and robotics.The electronic version of this article is the complete one and can be found online at: https://jneuroengrehab.biomedcentral.com/articles/10.1186/s12984-017-0305-

    Exploring the intersection of biology and design for product innovations

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    Design, development, productization, and applications of advanced product concepts are pressing for higher multifunctionality, resilience, and maximization of available resources equitably to meet the growing and continuing demands of global customers. These demands have further accelerated during the recent COVID- 19 pandemic and are continuing to be a challenge. Engineering designs are one of the most effective ways to endow products with functions, resilience, and sustainability. Biology, through millions of years of evolution, has met these acute requirements under severe resource and environmental constraints. As the manufacturing of products is reaching the fundamental limits of raw materials, labor, and resource constraints in terms of availability, accessibility, and affordability, new approaches are a call to action to meet these challenges. Understanding the designs in biology is an attractive, novel, and desired frontier for learning and implementation to meet this call to action. This is the focus of the paper discussed through examples for convergence of fundamental engineering design concepts and the lessons learned and applied from biology

    Autonomously Reconfigurable Artificial Neural Network on a Chip

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    Artificial neural network (ANN), an established bio-inspired computing paradigm, has proved very effective in a variety of real-world problems and particularly useful for various emerging biomedical applications using specialized ANN hardware. Unfortunately, these ANN-based systems are increasingly vulnerable to both transient and permanent faults due to unrelenting advances in CMOS technology scaling, which sometimes can be catastrophic. The considerable resource and energy consumption and the lack of dynamic adaptability make conventional fault-tolerant techniques unsuitable for future portable medical solutions. Inspired by the self-healing and self-recovery mechanisms of human nervous system, this research seeks to address reliability issues of ANN-based hardware by proposing an Autonomously Reconfigurable Artificial Neural Network (ARANN) architectural framework. Leveraging the homogeneous structural characteristics of neural networks, ARANN is capable of adapting its structures and operations, both algorithmically and microarchitecturally, to react to unexpected neuron failures. Specifically, we propose three key techniques --- Distributed ANN, Decoupled Virtual-to-Physical Neuron Mapping, and Dual-Layer Synchronization --- to achieve cost-effective structural adaptation and ensure accurate system recovery. Moreover, an ARANN-enabled self-optimizing workflow is presented to adaptively explore a "Pareto-optimal" neural network structure for a given application, on the fly. Implemented and demonstrated on a Virtex-5 FPGA, ARANN can cover and adapt 93% chip area (neurons) with less than 1% chip overhead and O(n) reconfiguration latency. A detailed performance analysis has been completed based on various recovery scenarios
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