6,072 research outputs found
A Whole-Body Pose Taxonomy for Loco-Manipulation Tasks
Exploiting interaction with the environment is a promising and powerful way
to enhance stability of humanoid robots and robustness while executing
locomotion and manipulation tasks. Recently some works have started to show
advances in this direction considering humanoid locomotion with multi-contacts,
but to be able to fully develop such abilities in a more autonomous way, we
need to first understand and classify the variety of possible poses a humanoid
robot can achieve to balance. To this end, we propose the adaptation of a
successful idea widely used in the field of robot grasping to the field of
humanoid balance with multi-contacts: a whole-body pose taxonomy classifying
the set of whole-body robot configurations that use the environment to enhance
stability. We have revised criteria of classification used to develop grasping
taxonomies, focusing on structuring and simplifying the large number of
possible poses the human body can adopt. We propose a taxonomy with 46 poses,
containing three main categories, considering number and type of supports as
well as possible transitions between poses. The taxonomy induces a
classification of motion primitives based on the pose used for support, and a
set of rules to store and generate new motions. We present preliminary results
that apply known segmentation techniques to motion data from the KIT whole-body
motion database. Using motion capture data with multi-contacts, we can identify
support poses providing a segmentation that can distinguish between locomotion
and manipulation parts of an action.Comment: 8 pages, 7 figures, 1 table with full page figure that appears in
landscape page, 2015 IEEE/RSJ International Conference on Intelligent Robots
and System
Toward a computational theory for motion understanding: The expert animators model
Artificial intelligence researchers claim to understand some aspect of human intelligence when their model is able to emulate it. In the context of computer graphics, the ability to go from motion representation to convincing animation should accordingly be treated not simply as a trick for computer graphics programmers but as important epistemological and methodological goal. In this paper we investigate a unifying model for animating a group of articulated bodies such as humans and robots in a three-dimensional environment. The proposed model is considered in the framework of knowledge representation and processing, with special reference to motion knowledge. The model is meant to help setting the basis for a computational theory for motion understanding applied to articulated bodies
Locomotion-Action-Manipulation: Synthesizing Human-Scene Interactions in Complex 3D Environments
Synthesizing interaction-involved human motions has been challenging due to
the high complexity of 3D environments and the diversity of possible human
behaviors within. We present LAMA, Locomotion-Action-MAnipulation, to
synthesize natural and plausible long-term human movements in complex indoor
environments. The key motivation of LAMA is to build a unified framework to
encompass a series of everyday motions including locomotion, scene interaction,
and object manipulation. Unlike existing methods that require motion data
"paired" with scanned 3D scenes for supervision, we formulate the problem as a
test-time optimization by using human motion capture data only for synthesis.
LAMA leverages a reinforcement learning framework coupled with a motion
matching algorithm for optimization, and further exploits a motion editing
framework via manifold learning to cover possible variations in interaction and
manipulation. Throughout extensive experiments, we demonstrate that LAMA
outperforms previous approaches in synthesizing realistic motions in various
challenging scenarios. Project page: https://jiyewise.github.io/projects/LAMA/ .Comment: Accepted to ICCV 202
Hierarchical Planning and Control for Box Loco-Manipulation
Humans perform everyday tasks using a combination of locomotion and
manipulation skills. Building a system that can handle both skills is essential
to creating virtual humans. We present a physically-simulated human capable of
solving box rearrangement tasks, which requires a combination of both skills.
We propose a hierarchical control architecture, where each level solves the
task at a different level of abstraction, and the result is a physics-based
simulated virtual human capable of rearranging boxes in a cluttered
environment. The control architecture integrates a planner, diffusion models,
and physics-based motion imitation of sparse motion clips using deep
reinforcement learning. Boxes can vary in size, weight, shape, and placement
height. Code and trained control policies are provided
A review and consideration on the kinematics of reach-to-grasp movements in macaque monkeys
The bases for understanding the neuronal mechanisms that underlie the control of reach-to-grasp movements among nonhuman primates, particularly macaques, has been widely studied. However, only a few kinematic descriptions of their prehensile actions are available. A thorough understanding of macaques' prehensile movements is manifestly critical, in light of their role in biomedical research as valuable models for studying neuromotor disorders and brain mechanisms, as well as for developing brain-machine interfaces to facilitate arm control. This article aims to review the current state of knowledge on the kinematics of grasping movements that macaques perform in naturalistic, semi-naturalistic, and laboratory settings, to answer the following questions: Are kinematic signatures affected by the context within which the movement is performed? In what ways is kinematics of humans' and macaques' prehensile actions similar/dissimilar? Our analysis reflects the challenges involved in making comparisons across settings and species due to the heterogeneous picture in terms of the number of subjects, stimuli, conditions, and hands used. The kinematics of free-ranging macaques are characterized by distinctive features that are exhibited neither by macaques in laboratory setting nor human subjects. The temporal incidence of key kinematic landmarks diverges significantly between species, indicating disparities in the overall organization of movement. Given such complexities, we attempt a synthesis of extant body of evidence, intending to generate some significant implications for directions that future research might take, to recognize the remaining gaps and pursue the insights and resolutions to generate an interpretation of movement kinematics that accounts for all settings and subjects
Populating 3D Cities: a True Challenge
In this paper, we describe how we can model crowds in real-time using dynamic meshes, static meshes andimpostors. Techniques to introduce variety in crowds including colors, shapes, textures, individualanimation, individualized path-planning, simple and complex accessories are explained. We also present ahybrid architecture to handle the path planning of thousands of pedestrians in real time, while ensuringdynamic collision avoidance. Several behavioral aspects are presented as gaze control, group behaviour, aswell as the specific technique of crowd patches
Real Time Animation of Virtual Humans: A Trade-off Between Naturalness and Control
Virtual humans are employed in many interactive applications using 3D virtual environments, including (serious) games. The motion of such virtual humans should look realistic (or ‘natural’) and allow interaction with the surroundings and other (virtual) humans. Current animation techniques differ in the trade-off they offer between motion naturalness and the control that can be exerted over the motion. We show mechanisms to parametrize, combine (on different body parts) and concatenate motions generated by different animation techniques. We discuss several aspects of motion naturalness and show how it can be evaluated. We conclude by showing the promise of combinations of different animation paradigms to enhance both naturalness and control
Motion primitive based random planning for loco-manipulation tasks
Several advanced control laws are available for complex robotic systems such as humanoid robots and mobile manipulators. Controls are usually developed for locomotion or for manipulation purposes. Resulting motions are usually executed sequentially and the potentiality of the robotic platform is not fully exploited. In this work we consider the problem of loco-manipulation planning for a robot with given parametrized control laws known as primitives. Such primitives, may have not been designed to be executed simultaneously and by composing them instability may easily arise. With the proposed approach, primitives combination that guarantee stability of the system are obtained resulting in complex whole-body behavior. A formal definition of motion primitives is provided and a random sampling approach on a manifold with limited dimension is investigated. Probabilistic completeness and asymptotic optimality are also proved. The proposed approach is tested both on a mobile manipulator and on the humanoid robot Walk-Man, performing loco-manipulation tasks
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