2,534 research outputs found

    Large Area Electronic Skin

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    Technological advances have enabled various approaches for developing artificial organs such as bionic eyes, artificial ears, and lungs etc. Recently electronics (e-skin) or tactile skin has attracted increasing attention for its potential to detect subtle pressure changes, which may open up applications including real-time health monitoring, minimally invasive surgery, and prosthetics. The development of e-skin is challenging as, unlike other artificial organs, tactile skin has large number of different types of sensors, which are distributed over large areas and generate large amount of data. On top of this, the attributes such as softness, stretchability, and bendability etc., are difficult to be achieved as today's electronics technology is meant for electronics on planar and stiff substrates such as silicon wafers. This said, many advances, pursued through “More than Moore” technology, have recently raised hope as some of these relate to flexible electronics and have been targeted towards developing e-skin. Depending on the technology and application, the scale of e-skin could vary from small patch (e.g. for health monitoring) to large area skin (e.g. for robotics). This invited paper presents some of the advances in large area e-skin and flexible electronics, particularly related to robotics

    More Than a Feeling: Learning to Grasp and Regrasp using Vision and Touch

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    For humans, the process of grasping an object relies heavily on rich tactile feedback. Most recent robotic grasping work, however, has been based only on visual input, and thus cannot easily benefit from feedback after initiating contact. In this paper, we investigate how a robot can learn to use tactile information to iteratively and efficiently adjust its grasp. To this end, we propose an end-to-end action-conditional model that learns regrasping policies from raw visuo-tactile data. This model -- a deep, multimodal convolutional network -- predicts the outcome of a candidate grasp adjustment, and then executes a grasp by iteratively selecting the most promising actions. Our approach requires neither calibration of the tactile sensors, nor any analytical modeling of contact forces, thus reducing the engineering effort required to obtain efficient grasping policies. We train our model with data from about 6,450 grasping trials on a two-finger gripper equipped with GelSight high-resolution tactile sensors on each finger. Across extensive experiments, our approach outperforms a variety of baselines at (i) estimating grasp adjustment outcomes, (ii) selecting efficient grasp adjustments for quick grasping, and (iii) reducing the amount of force applied at the fingers, while maintaining competitive performance. Finally, we study the choices made by our model and show that it has successfully acquired useful and interpretable grasping behaviors.Comment: 8 pages. Published on IEEE Robotics and Automation Letters (RAL). Website: https://sites.google.com/view/more-than-a-feelin

    Tactile Interactions with a Humanoid Robot : Novel Play Scenario Implementations with Children with Autism

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    Acknowledgments: This work has been partially supported by the European Commission under contract number FP7-231500-ROBOSKIN. Open Access: This article is distributed under the terms of the Creative Commons Attribution License which permits any use, distribution, and reproduction in any medium, provided the original author(s) and the source are credited.The work presented in this paper was part of our investigation in the ROBOSKIN project. The project has developed new robot capabilities based on the tactile feedback provided by novel robotic skin, with the aim to provide cognitive mechanisms to improve human-robot interaction capabilities. This article presents two novel tactile play scenarios developed for robot-assisted play for children with autism. The play scenarios were developed against specific educational and therapeutic objectives that were discussed with teachers and therapists. These objectives were classified with reference to the ICF-CY, the International Classification of Functioning – version for Children and Youth. The article presents a detailed description of the play scenarios, and case study examples of their implementation in HRI studies with children with autism and the humanoid robot KASPAR.Peer reviewedFinal Published versio
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