18 research outputs found

    Design of a cybernetic hand for perception and action

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    Strong motivation for developing new prosthetic hand devices is provided by the fact that low functionality and controllability—in addition to poor cosmetic appearance—are the most important reasons why amputees do not regularly use their prosthetic hands. This paper presents the design of the CyberHand, a cybernetic anthropomorphic hand intended to provide amputees with functional hand replacement. Its design was bio-inspired in terms of its modular architecture, its physical appearance, kinematics, sensorization, and actuation, and its multilevel control system. Its underactuated mechanisms allow separate control of each digit as well as thumb–finger opposition and, accordingly, can generate a multitude of grasps. Its sensory system was designed to provide proprioceptive information as well as to emulate fundamental functional properties of human tactile mechanoreceptors of specific importance for grasp-and-hold tasks. The CyberHand control system presumes just a few efferent and afferent channels and was divided in two main layers: a high-level control that interprets the user’s intention (grasp selection and required force level) and can provide pertinent sensory feedback and a low-level control responsible for actuating specific grasps and applying the desired total force by taking advantage of the intelligent mechanics. The grasps made available by the high-level controller include those fundamental for activities of daily living: cylindrical, spherical, tridigital (tripod), and lateral grasps. The modular and flexible design of the CyberHand makes it suitable for incremental development of sensorization, interfacing, and control strategies and, as such, it will be a useful tool not only for clinical research but also for addressing neuroscientific hypotheses regarding sensorimotor control

    Predictive Context-Based Adaptive Compliance for Interaction Control of Robot Manipulators

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    In classical industrial robotics, robots are concealed within structured and well-known environments performing highly-repetitive tasks. In contrast, current robotic applications require more direct interaction with humans, cooperating with them to achieve a common task and entering home scenarios. Above all, robots are leaving the world of certainty to work in dynamically-changing and unstructured environments that might be partially or completely unknown to them. In such environments, controlling the interaction forces that appear when a robot contacts a certain environment (be the environment an object or a person) is of utmost importance. Common sense suggests the need to leave the stiff industrial robots and move towards compliant and adaptive robot manipulators that resemble the properties of their biological counterpart, the human arm. This thesis focuses on creating a higher level of intelligence for active compliance control methods applied to robot manipulators. This work thus proposes an architecture for compliance regulation named Predictive Context-Based Adaptive Compliance (PCAC) which is composed of three main components operating around a 'classical' impedance controller. Inspired by biological systems, the highest-level component is a Bayesian-based context predictor that allows the robot to pre-regulate the arm compliance based on predictions about the context the robot is placed in. The robot can use the information obtained while contacting the environment to update its context predictions and, in case it is necessary, to correct in real time for wrongly predicted contexts. Thus, the predictions are used both for anticipating actions to be taken 'before' proceeding with a task as well as for applying real-time corrective measures 'during' the execution of a in order to ensure a successful performance. Additionally, this thesis investigates a second component to identify the current environment among a set of known environments. This in turn allows the robot to select the proper compliance controller. The third component of the architecture presents the use of neuroevolutionary techniques for selecting the optimal parameters of the interaction controller once a certain environment has been identified

    Neurally Plausible Model of Robot Reaching Inspired by Infant Motor Babbling

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    In this dissertation, we present an abstract model of infant reaching that is neurally-plausible. This model is grounded in embodied artificial intelligence, which emphasizes the importance of the sensorimotor interaction of an agent and the world. It includes both learning sensorimotor correlations through motor babbling and also arm motion planning using spreading activation. We introduce a mechanism called bundle formation as a way to generalize motions during the motor babbling stage. We then offer a neural model for the abstract model, which is composed of three layers of neural maps with parallel structures representing the same sensorimotor space. The motor babbling period shapes the structure of the three neural maps as well as the connections within and between them; these connections encode trajectory bundles in the neural maps. We then investigate an implementation of the neural model using a reaching task on a humanoid robot. Through a set of experiments, we were able to find the best way to implement different components of this model such as motor babbling, neural representation of sensorimotor space, dimension reduction, path planning, and path execution. After the proper implementation had been found, we conducted another set of experiments to analyze the model and evaluate the planned motions. We evaluated unseen reaching motions using jerk, end effector error, and overshooting. In these experiments, we studied the effect of different dimensionalities of the reduced sensorimotor space, different bundle widths, and different bundle structures on the quality of arm motions. We hypothesized a larger bundle width would allow the model to generalize better. The results confirmed that the larger bundles lead to a smaller error of end-effector position for testing targets. An experiment with the resolution of neural maps showed that a neural map with a coarse resolution produces less smooth motions compared to a neural map with a fine resolution. We also compared the unseen reaching motions under different dimensionalities of the reduced sensorimotor space. The results showed that a smaller dimension leads to less smooth and accurate movements

    Computational Methods for Cognitive and Cooperative Robotics

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    In the last decades design methods in control engineering made substantial progress in the areas of robotics and computer animation. Nowadays these methods incorporate the newest developments in machine learning and artificial intelligence. But the problems of flexible and online-adaptive combinations of motor behaviors remain challenging for human-like animations and for humanoid robotics. In this context, biologically-motivated methods for the analysis and re-synthesis of human motor programs provide new insights in and models for the anticipatory motion synthesis. This thesis presents the author’s achievements in the areas of cognitive and developmental robotics, cooperative and humanoid robotics and intelligent and machine learning methods in computer graphics. The first part of the thesis in the chapter “Goal-directed Imitation for Robots” considers imitation learning in cognitive and developmental robotics. The work presented here details the author’s progress in the development of hierarchical motion recognition and planning inspired by recent discoveries of the functions of mirror-neuron cortical circuits in primates. The overall architecture is capable of ‘learning for imitation’ and ‘learning by imitation’. The complete system includes a low-level real-time capable path planning subsystem for obstacle avoidance during arm reaching. The learning-based path planning subsystem is universal for all types of anthropomorphic robot arms, and is capable of knowledge transfer at the level of individual motor acts. Next, the problems of learning and synthesis of motor synergies, the spatial and spatio-temporal combinations of motor features in sequential multi-action behavior, and the problems of task-related action transitions are considered in the second part of the thesis “Kinematic Motion Synthesis for Computer Graphics and Robotics”. In this part, a new approach of modeling complex full-body human actions by mixtures of time-shift invariant motor primitives in presented. The online-capable full-body motion generation architecture based on dynamic movement primitives driving the time-shift invariant motor synergies was implemented as an online-reactive adaptive motion synthesis for computer graphics and robotics applications. The last chapter of the thesis entitled “Contraction Theory and Self-organized Scenarios in Computer Graphics and Robotics” is dedicated to optimal control strategies in multi-agent scenarios of large crowds of agents expressing highly nonlinear behaviors. This last part presents new mathematical tools for stability analysis and synthesis of multi-agent cooperative scenarios.In den letzten Jahrzehnten hat die Forschung in den Bereichen der Steuerung und Regelung komplexer Systeme erhebliche Fortschritte gemacht, insbesondere in den Bereichen Robotik und Computeranimation. Die Entwicklung solcher Systeme verwendet heutzutage neueste Methoden und Entwicklungen im Bereich des maschinellen Lernens und der kĂŒnstlichen Intelligenz. Die flexible und echtzeitfĂ€hige Kombination von motorischen Verhaltensweisen ist eine wesentliche Herausforderung fĂŒr die Generierung menschenĂ€hnlicher Animationen und in der humanoiden Robotik. In diesem Zusammenhang liefern biologisch motivierte Methoden zur Analyse und Resynthese menschlicher motorischer Programme neue Erkenntnisse und Modelle fĂŒr die antizipatorische Bewegungssynthese. Diese Dissertation prĂ€sentiert die Ergebnisse der Arbeiten des Autors im Gebiet der kognitiven und Entwicklungsrobotik, kooperativer und humanoider Robotersysteme sowie intelligenter und maschineller Lernmethoden in der Computergrafik. Der erste Teil der Dissertation im Kapitel “Zielgerichtete Nachahmung fĂŒr Roboter” behandelt das Imitationslernen in der kognitiven und Entwicklungsrobotik. Die vorgestellten Arbeiten beschreiben neue Methoden fĂŒr die hierarchische Bewegungserkennung und -planung, die durch Erkenntnisse zur Funktion der kortikalen Spiegelneuronen-Schaltkreise bei Primaten inspiriert wurden. Die entwickelte Architektur ist in der Lage, ‘durch Imitation zu lernen’ und ‘zu lernen zu imitieren’. Das komplette entwickelte System enthĂ€lt ein echtzeitfĂ€higes Pfadplanungssubsystem zur Hindernisvermeidung wĂ€hrend der DurchfĂŒhrung von Armbewegungen. Das lernbasierte Pfadplanungssubsystem ist universell und fĂŒr alle Arten von anthropomorphen Roboterarmen in der Lage, Wissen auf der Ebene einzelner motorischer Handlungen zu ĂŒbertragen. Im zweiten Teil der Arbeit “Kinematische Bewegungssynthese fĂŒr Computergrafik und Robotik” werden die Probleme des Lernens und der Synthese motorischer Synergien, d.h. von rĂ€umlichen und rĂ€umlich-zeitlichen Kombinationen motorischer Bewegungselemente bei Bewegungssequenzen und bei aufgabenbezogenen Handlungs ĂŒbergĂ€ngen behandelt. Es wird ein neuer Ansatz zur Modellierung komplexer menschlicher Ganzkörperaktionen durch Mischungen von zeitverschiebungsinvarianten Motorprimitiven vorgestellt. Zudem wurde ein online-fĂ€higer Synthesealgorithmus fĂŒr Ganzköperbewegungen entwickelt, der auf dynamischen Bewegungsprimitiven basiert, die wiederum auf der Basis der gelernten verschiebungsinvarianten Primitive konstruiert werden. Dieser Algorithmus wurde fĂŒr verschiedene Probleme der Bewegungssynthese fĂŒr die Computergrafik- und Roboteranwendungen implementiert. Das letzte Kapitel der Dissertation mit dem Titel “Kontraktionstheorie und selbstorganisierte Szenarien in der Computergrafik und Robotik” widmet sich optimalen Kontrollstrategien in Multi-Agenten-Szenarien, wobei die Agenten durch eine hochgradig nichtlineare Kinematik gekennzeichnet sind. Dieser letzte Teil prĂ€sentiert neue mathematische Werkzeuge fĂŒr die StabilitĂ€tsanalyse und Synthese von kooperativen Multi-Agenten-Szenarien

    Toward a Full Prehension Decoding from Dorsomedial Area V6A

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    Neural prosthetics represent a promising approach to restore movements in patients affected by spinal cord lesions. To drive a full capable, brain controlled, prosthetic arm, reaching and grasping components of prehension have to be accurately reconstructed from neural activity. Neurons in the dorsomedial area V6A of macaque show sensitivity to reaching direction accounting also for depth dimension, thus encoding positions in the entire 3D space. Moreover, many neurons are sensible to grips types and wrist orientations. To assess whether these signals are adequate to drive a full capable neural prosthetic arm, we recorded spiking activity of neurons in area V6A, spike counts were used to train machine learning algorithms to reconstruct reaching and grasping. In a first work, two Macaca fascicularis monkeys were trained to perform an instructed-delay reach-to-grasp task in the dark and in the light toward objects of different shapes. The activity of 89 neurons was used to train and validate a Bayes classifier used for decoding objects and grip types. Recognition rates were well above chance level for all the epochs analyzed in this study. In a second work, monkeys were trained to perform reaches to targets located at various depths and directions and the classifier was tested whether it could correctly predict the reach goal position from V6A signals. The reach goal location was reliably decoded with accuracy close to optimal (>90%) throughout the task. Together these results, show a reliable decoding of hand grips and spatial location of reaching goals in the same area, suggesting that V6A is a suitable site to decode the entire prehension action with obvious advantages in terms of implant invasiveness. This new PPC site useful for decoding both reaching and grasping opens new perspectives in the development of human brain-computer interfaces
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