1,546 research outputs found

    Searching force-closure optimal grasps of articulated 2D objects with n links

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    This paper proposes a method that finds a locally optimal grasp of an articulated 2D object with n links considering frictionless contacts. The surface of each link of the object is represented by a finite set of points, thus it may have any shape. The proposed approach finds, first, an initial force-closure grasp and from it starts an iterative search of a local optimum grasp. The quality measure considered in this work is the largest perturbation wrench that a grasp can resist with independence of the direction of the perturbation. The approach has been implemented and some illustrative examples are included in the article.Postprint (published version

    Multifingered grasping for robotic manipulation

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    Robotic hand increases the adaptability of grasping and manipulating objects with its system.But this added adaptability of grasping convolute the process of grasping the object. The analysis of the grasp is very much complicated and large number of configuration for grasping is to be investigated. Handling of objects with irregular shapes and that of flexible/soft objects by ordinary robot grippers is difficult. It is required that various objects with different shapes or sizes could be grasped and manipulated by one robot hand mechanism for the sake of factory automation and labour saving. Dexterous grippers will be the appropriate solution to such problems. Corresponding to such needs, the present work is towards the design and development of an articulated mechanical hand with five fingers and twenty five degrees-of-freedom having an improved grasp capability. In the work, the distance between the Thumb and Finger and the workspace generated by the hand is calculated so as to know about the size and shape of the object that could be grasped.Further the Force applied by the Fingers and there point of application is also being calculated so as to have a stable force closure grasp. The method introduced in present study reduces the complexity and computational burden of grasp synthesis by examining grasps at the finger level. A detailed study on the force closure grasping capability and quality has been carried out. The workspace of the five fingered hand has been used as the maximum spatial envelope. The problem has been considered with positive grips constructed as non-negative linear combinations of primitive and pure wrenches. The attention has been restricted to systems of wrenches generated by the hand fingers assuming Coulomb friction. In order to validate the algorithm vis-a-vis the designed five fingered dexterous hand, example problems have been solved with multiple sets of contact points on various shaped objects.Since the designed hand is capable of enveloping and grasping an object mechanically, it can be used conveniently and widely in manufacturing automation and for medical rehabilitation purpose. This work presents the kinematic design and the grasping analysis of such a hand

    Sensory Communication

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    Contains table of contents for Section 2 and reports on five research projects.National Institutes of Health Contract 2 R01 DC00117National Institutes of Health Contract 1 R01 DC02032National Institutes of Health Contract 2 P01 DC00361National Institutes of Health Contract N01 DC22402National Institutes of Health Grant R01-DC001001National Institutes of Health Grant R01-DC00270National Institutes of Health Grant 5 R01 DC00126National Institutes of Health Grant R29-DC00625U.S. Navy - Office of Naval Research Grant N00014-88-K-0604U.S. Navy - Office of Naval Research Grant N00014-91-J-1454U.S. Navy - Office of Naval Research Grant N00014-92-J-1814U.S. Navy - Naval Air Warfare Center Training Systems Division Contract N61339-94-C-0087U.S. Navy - Naval Air Warfare Center Training System Division Contract N61339-93-C-0055U.S. Navy - Office of Naval Research Grant N00014-93-1-1198National Aeronautics and Space Administration/Ames Research Center Grant NCC 2-77

    Robust Scene Estimation for Goal-directed Robotic Manipulation in Unstructured Environments

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    To make autonomous robots "taskable" so that they function properly and interact fluently with human partners, they must be able to perceive and understand the semantic aspects of their environments. More specifically, they must know what objects exist and where they are in the unstructured human world. Progresses in robot perception, especially in deep learning, have greatly improved for detecting and localizing objects. However, it still remains a challenge for robots to perform a highly reliable scene estimation in unstructured environments that is determined by robustness, adaptability and scale. In this dissertation, we address the scene estimation problem under uncertainty, especially in unstructured environments. We enable robots to build a reliable object-oriented representation that describes objects present in the environment, as well as inter-object spatial relations. Specifically, we focus on addressing following challenges for reliable scene estimation: 1) robust perception under uncertainty results from noisy sensors, objects in clutter and perceptual aliasing, 2) adaptable perception in adverse conditions by combined deep learning and probabilistic generative methods, 3) scalable perception as the number of objects grows and the structure of objects becomes more complex (e.g. objects in dense clutter). Towards realizing robust perception, our objective is to ground raw sensor observations into scene states while dealing with uncertainty from sensor measurements and actuator control . Scene states are represented as scene graphs, where scene graphs denote parameterized axiomatic statements that assert relationships between objects and their poses. To deal with the uncertainty, we present a pure generative approach, Axiomatic Scene Estimation (AxScEs). AxScEs estimates a probabilistic distribution across plausible scene graph hypotheses describing the configuration of objects. By maintaining a diverse set of possible states, the proposed approach demonstrates the robustness to the local minimum in the scene graph state space and effectiveness for manipulation-quality perception based on edit distance on scene graphs. To scale up to more unstructured scenarios and be adaptable to adversarial scenarios, we present Sequential Scene Understanding and Manipulation (SUM), which estimates the scene as a collection of objects in cluttered environments. SUM is a two-stage method that leverages the accuracy and efficiency from convolutional neural networks (CNNs) with probabilistic inference methods. Despite the strength from CNNs, they are opaque in understanding how the decisions are made and fragile for generalizing beyond overfit training samples in adverse conditions (e.g., changes in illumination). The probabilistic generative method complements these weaknesses and provides an avenue for adaptable perception. To scale up to densely cluttered environments where objects are physically touching with severe occlusions, we present GeoFusion, which fuses noisy observations from multiple frames by exploring geometric consistency at object level. Geometric consistency characterizes geometric compatibility between objects and geometric similarity between observations and objects. It reasons about geometry at the object-level, offering a fast and reliable way to be robust to semantic perceptual aliasing. The proposed approach demonstrates greater robustness and accuracy than the state-of-the-art pose estimation approach.PHDComputer Science & EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/163060/1/zsui_1.pd

    Progettazione e Controllo di Mani Robotiche

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    The application of dexterous robotic hands out of research laboratories has been limited by the intrinsic complexity that these devices present. This is directly reflected as an economically unreasonable cost and a low overall reliability. Within the research reported in this thesis it is shown how the problem of complexity in the design of robotic hands can be tackled, taking advantage of modern technologies (i.e. rapid prototyping), leading to innovative concepts for the design of the mechanical structure, the actuation and sensory systems. The solutions adopted drastically reduce the prototyping and production costs and increase the reliability, reducing the number of parts required and averaging their single reliability factors. In order to get guidelines for the design process, the problem of robotic grasp and manipulation by a dual arm/hand system has been reviewed. In this way, the requirements that should be fulfilled at hardware level to guarantee successful execution of the task has been highlighted. The contribution of this research from the manipulation planning side focuses on the redundancy resolution that arise in the execution of the task in a dexterous arm/hand system. In literature the problem of coordination of arm and hand during manipulation of an object has been widely analyzed in theory but often experimentally demonstrated in simplified robotic setup. Our aim is to cover the lack in the study of this topic and experimentally evaluate it in a complex system as a anthropomorphic arm hand system

    Planification de prises pour la manipulation robotisée

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    Cette thèse propose une nouvelle approche pour l'analyse des prises. En se basant sur la théorie de l'axe central du torseur des forces de contact, nous avons développé une nouvelle condition nécessaire et suffisante pour qu'une prise soit en fermeture de force (force-closure). Pour le cas des prises planes à n points de contact, nous avons proposé une nouvelle méthode géométrique pour le test de la force-closure. Cet algorithme graphique est basé sur des calculs géométriques simples qui permettent de réduire d'une manière significative le coût de calcul par rapport aux schémas linéaires. En outre, une nouvelle formulation linéaire est proposée pour le test et la caractérisation d'une prise à n points de contact. Cet algorithme présente l'avantage d'être très simple du point de vue implémentation et rapide du point de vue temps de calcul. Afin de valider l'approche proposée, nous l'avons comparée avec les algorithmes basés sur le calcul de l'enveloppe convexe des torseurs primitifs de contact. Des implémentations de cet algorithme sont effectuées dans le démonstrateur ``Move3d'' du LAAS ainsi que dans le simulateur ``GraspIt''. Nous abordons ensuite la synthèse de prises qui définissent une force-closure. En premier lieu, nous avons proposé la formulation du problème de recherche de la configuration des points de contact assurant un maximum de stabilité de l'objet comme étant un problème d'optimisation sous contraintes. En second lieu, pour les prises robotisées, nous avons présenté une approche pour la recherche des prises stables d'objets 3D. Le planificateur de prises proposé permet de générer des prises faisables sans passer par le calcul de la cinématique inverse de la main mécanique. Cette approche exploite, sans aucune transformation géométrique, les modèles CAO des objets à saisir pour minimiser le temps de recherche des prises. Ce planificateur de prises utilise un algorithme de résolution basé sur la technique d'optimisation stochastique du recuit simulé. Cette méthode nous a permis de synthétiser des prises de bonne qualité d'objets complexes même dans des environnements encombrés d'obstacles. Pour illustrer l'efficacité de la démarche proposée, nous avons présenté des implémentations dans l'environnement de simulation ``GraspIt''.This thesis proposes a new approach for grasp analysis. Based on the theory of central axes of grasp wrench, we developed a new necessary and sufficient condition for n-finger grasps to achieve force-closure property. For n-finger planar grasps, we proposed a new graphical method for testing force-closure of arbitrary planar objects. The proposed geometric algorithm is very simple and requires low computational complexity. Thus, it can be used in real-time implementations and reduce significantly the computational cost compared to linear programming schemes. Further, based on friction-cone linearization, we formalized quantitative test of planar and spatial n-fingered force-closure grasps as a new linear programming problem. The proposed quantitative force-closure test offers a good metric of quality measurement without need to compute the convex hull of the primitive contact wrenches, which efficiently reduces the amount of computational time. Implementations were performed on ``Move3D'' and ``GraspIt'' simulation environments. For grasp synthesis, we formulated the computation of fingertips locations problem as an optimization problem under constraints. Furthermore, we presented an approach for finding appropriate stable grasps for a robotic hand on arbitrary objects. We used simulated annealing technique to synthesize suboptimal grasps of 3D objects. Through numerical simulations on arbitrary shaped objects, we showed that the proposed approach is able to compute good grasps for multifingered hands within reasonable computational time. The proposed grasp planner was implemented on ``GraspIt'' simulator

    Computer Vision Measurements for Automated Microrobotic Paper Fiber Studies

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    The mechanical characterization of paper fibers and paper fiber bonds determines the key parameters affecting the mechanical properties of paper. Although bulk measurements from test sheets can give average values, they do not yield any real fiber-level data. The current, state-of-the-art methods for fiberlevel measurements are slow and laborious, requiring delicate manual handling of microscopic samples. There are commercial microrobotic actuators that allow automated or tele-operated manipulation of microscopic objects such as fibers, but it is challenging to acquire the data needed to guide such demanding manipulation. This thesis presents a solution to the illumination problem and computer vision algorithms for obtaining the required data. The solutions are designed for a microrobotic platform that comprises actuators for manipulating the fibers and one or two microscope cameras for visual feedback.The algorithms have been developed both for wet fibers, which can be treated as 2D objects, and for dry fibers and fiber bonds, which are treated as 3D objects. The major innovations in the algorithms are the rules for the micromanipulation of the curly fiber strands and the automated 3D measurements of microscale objects with random geometries. The solutions are validated by imaging and manipulation experiments with wet and dry paper fibers and dry paper fiber bonds. In the imaging experiments, the results are compared with the reference data obtained either from an experienced human or another imaging device. The results show that these solutions provide morphological data about the fibers which is accurate and precise enough to enable automated fiber manipulation. Although this thesis is focused on the manipulation of paper fibers and paper fiber bonds, both the illumination solution and the computer vision algorithms are applicable to other types of fibrous materials

    Visual Feedback in a Coordinated Hand-Eye System

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    This paper reproduces a thesis proposal of the same title submitted to the Dept. of Electrical Engineering for the degree of Master of Science. Work reported herein was conducted at the Artificial Intelligence Laboratory, a Massachusetts Institute of Technology research program supported in part by the Advanced Research Projects Agency of the Department of Defense and monitored by the Office of Naval Research under Contract Number N00014-70-A-0362-0003. Vision flashes are informal papers intended for internal use.A system is proposed for the development of new techniques for the control and monitoring of a mechanical arm-hand. The use of visual feedback is seen to provide new interactive capabilities in a machine hand-eye system. The proposed system explores the use of visual feedback in such operations as the pouring and stirring of liquids, the location of objects for grasping, and the simple rote learning of new arm motions.MIT Artificial Intelligence Laboratory Robotics Section Department of Defense Advanced Research Projects Agenc

    NASA space station automation: AI-based technology review

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    Research and Development projects in automation for the Space Station are discussed. Artificial Intelligence (AI) based automation technologies are planned to enhance crew safety through reduced need for EVA, increase crew productivity through the reduction of routine operations, increase space station autonomy, and augment space station capability through the use of teleoperation and robotics. AI technology will also be developed for the servicing of satellites at the Space Station, system monitoring and diagnosis, space manufacturing, and the assembly of large space structures

    Muscle activation mapping of skeletal hand motion: an evolutionary approach.

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    Creating controlled dynamic character animation consists of mathe- matical modelling of muscles and solving the activation dynamics that form the key to coordination. But biomechanical simulation and control is com- putationally expensive involving complex di erential equations and is not suitable for real-time platforms like games. Performing such computations at every time-step reduces frame rate. Modern games use generic soft- ware packages called physics engines to perform a wide variety of in-game physical e ects. The physics engines are optimized for gaming platforms. Therefore, a physics engine compatible model of anatomical muscles and an alternative control architecture is essential to create biomechanical charac- ters in games. This thesis presents a system that generates muscle activations from captured motion by borrowing principles from biomechanics and neural con- trol. A generic physics engine compliant muscle model primitive is also de- veloped. The muscle model primitive forms the motion actuator and is an integral part of the physical model used in the simulation. This thesis investigates a stochastic solution to create a controller that mimics the neural control system employed in the human body. The control system uses evolutionary neural networks that evolve its weights using genetic algorithms. Examples and guidance often act as templates in muscle training during all stages of human life. Similarly, the neural con- troller attempts to learn muscle coordination through input motion samples. The thesis also explores the objective functions developed that aids in the genetic evolution of the neural network. Character interaction with the game world is still a pre-animated behaviour in most current games. Physically-based procedural hand ani- mation is a step towards autonomous interaction of game characters with the game world. The neural controller and the muscle primitive developed are used to animate a dynamic model of a human hand within a real-time physics engine environment
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