663 research outputs found
An Asynchronous Simulation Framework for Multi-User Interactive Collaboration: Application to Robot-Assisted Surgery
The field of surgery is continually evolving as there is always room for improvement in the post-operative health of the patient as well as the comfort of the Operating Room (OR) team. While the success of surgery is contingent upon the skills of the surgeon and the OR team, the use of specialized robots has shown to improve surgery-related outcomes in some cases. These outcomes are currently measured using a wide variety of metrics that include patient pain and recovery, surgeonâs comfort, duration of the operation and the cost of the procedure. There is a need for additional research to better understand the optimal criteria for benchmarking surgical performance. Presently, surgeons are trained to perform robot-assisted surgeries using interactive simulators. However, in the absence of well-defined performance standards, these simulators focus primarily on the simulation of the operative scene and not the complexities associated with multiple inputs to a real-world surgical procedure. Because interactive simulators are typically designed for specific robots that perform a small number of tasks controlled by a single user, they are inflexible in terms of their portability to different robots and the inclusion of multiple operators (e.g., nurses, medical assistants). Additionally, while most simulators provide high-quality visuals, simplification techniques are often employed to avoid stability issues for physics computation, contact dynamics and multi-manual interaction. This study addresses the limitations of existing simulators by outlining various specifications required to develop techniques that mimic real-world interactions and collaboration. Moreover, this study focuses on the inclusion of distributed control, shared task allocation and assistive feedback -- through machine learning, secondary and tertiary operators -- alongside the primary human operator
Virtual Reality Games for Motor Rehabilitation
This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any productâs acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
Development and validation of real-time simulation of X-ray imaging with respiratory motion
International audienceWe present a framework that combines evolutionary optimisation, soft tissue modelling and ray tracing on GPU to simultaneously compute the respiratory motion and X-ray imaging in real-time. Our aim is to provide validated building blocks with high fidelity to closely match both the human physiology and the physics of X-rays. A CPU-based set of algorithms is presented to model organ behaviours during respiration. Soft tissue deformation is computed with an extension of the Chain Mail method. Rigid elements move according to kinematic laws. A GPU-based surface rendering method is proposed to compute the X-ray image using the Beer-Lambert law. It is provided as an open-source library. A quantitative validation study is provided to objectively assess the accuracy of both components: i) the respiration against anatomical data, and ii) the X-ray against the Beer-Lambert law and the results of Monte Carlo simulations. Our implementation can be used in various applications, such as interactive medical virtual environment to train percutaneous transhepatic cholangiography in interventional radiology, 2D/3D registration, computation of digitally reconstructed radiograph, simulation of 4D sinograms to test tomography reconstruction tools
Analysis domain model for shared virtual environments
The field of shared virtual environments, which also
encompasses online games and social 3D environments, has a
system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model
Interactive drug-design: using advanced computing to evaluate the induced fit effect
This thesis describes the efforts made to provide protein flexibility in a molecular modelling
software application, which prior to this work, was operating using rigid proteins and semi
flexible ligands. Protein flexibility during molecular modelling simulations is a non-Ââtrivial
task requiring a great number of floating point operations and it could not be accomplished
without the help of supercomputing such as GPGPUs (or possibly Xeon Phi).
The thesis is structured as follows. It provides a background section, where the reader can
find the necessary context and references in order to be able to understand this report.
Next is a state of the art section, which describes what had been done in the fields of
molecular dynamics and flexible haptic protein ligand docking prior to this work. An
implementation section follows, which lists failed efforts that provided the necessary
feedback in order to design efficient algorithms to accomplish this task.
Chapter 6 describes in detail an irregular â grid decomposition approach in order to provide
fast non-Ââbonded interaction computations for GPGPUs. This technique is also associated
with algorithms that provide fast bonded interaction computations and exclusions handling
for 1-Ââ4 bonded atoms during the non-Ââbonded forces computation part. Performance
benchmarks as well as accuracy tables for energy and force computations are provided to
demonstrate the efficiency of the methodologies explained in this chapter.
Chapter 7 provides an overview of an evolutionary strategy used to overcome the problems
associated with the limited capabilities of local search strategies such as steepest descents,
which get trapped in the first local minima they find. Our proposed method is able to
explore the potential energy landscape in such a way that it can pick competitive uphill
solutions to escape local minima in the hope of finding deeper valleys. This methodology
is also serving the purpose of providing a good number of conformational updates such
that it is able to restore the areas of interaction between the protein and the ligand while
searching for optimum global solutions
The Metaverse: Survey, Trends, Novel Pipeline Ecosystem & Future Directions
The Metaverse offers a second world beyond reality, where boundaries are
non-existent, and possibilities are endless through engagement and immersive
experiences using the virtual reality (VR) technology. Many disciplines can
benefit from the advancement of the Metaverse when accurately developed,
including the fields of technology, gaming, education, art, and culture.
Nevertheless, developing the Metaverse environment to its full potential is an
ambiguous task that needs proper guidance and directions. Existing surveys on
the Metaverse focus only on a specific aspect and discipline of the Metaverse
and lack a holistic view of the entire process. To this end, a more holistic,
multi-disciplinary, in-depth, and academic and industry-oriented review is
required to provide a thorough study of the Metaverse development pipeline. To
address these issues, we present in this survey a novel multi-layered pipeline
ecosystem composed of (1) the Metaverse computing, networking, communications
and hardware infrastructure, (2) environment digitization, and (3) user
interactions. For every layer, we discuss the components that detail the steps
of its development. Also, for each of these components, we examine the impact
of a set of enabling technologies and empowering domains (e.g., Artificial
Intelligence, Security & Privacy, Blockchain, Business, Ethics, and Social) on
its advancement. In addition, we explain the importance of these technologies
to support decentralization, interoperability, user experiences, interactions,
and monetization. Our presented study highlights the existing challenges for
each component, followed by research directions and potential solutions. To the
best of our knowledge, this survey is the most comprehensive and allows users,
scholars, and entrepreneurs to get an in-depth understanding of the Metaverse
ecosystem to find their opportunities and potentials for contribution
Design optimization and control of a parallel lower-arm exoskeleton
Wearable force feedback robotic devices, haptic exoskeletons, are becoming increasingly common as they find widespread use in medical and virtual reality (VR) applications. Allowing users to mechanically interact with computationally mediated environments, haptic exoskeletons provide users with better âimmersionâ to VR environments. Design of haptic exoskeletons is a challenging task, since in addition to being ergonomic and light weight, such devices are also required to satisfy the demands of any ideal force-feedback device: ability withstand human applied forces with very high stiffness and capacity to display a full range of impedances down to the minimum value human can perceive. If not properly designed by taking these conflicting requirements into account, the interface can significantly deteriorate the transparency of displayed forces; therefore, the choice of the kinematic structure and determination of the dimensions of this kinematic structure have significant impacts on the overall performance of any haptic display independent of the control algorithm employed. In this thesis, we first propose a general framework for optimal dimensional synthesis of haptic interfaces, in particular for haptic interfaces with closed kinematic chains, with respect to multiple design objectives. We identify and categorize the relevant performance criteria for the force feedback exoskeletons and address the trade-offs between them, by applying a Pareto-front based multi-objective design optimization procedure. Utilizing a fast converging gradient-based method, the proposed framework is computational efficient. Moreover, the approach is applicable to any set of performance indices and extendable to include any number of design criteria. Subsequently, we extend this framework to assist the selection of the most appropriate kinematic structure among multiple mechanisms. Specifically, we perform a rigorous comparison between two spherical parallel mechanisms (SPMs) that satisfy the ergonomic necessities of a human forearm and wrist and select the kinematic structure that results in superior performance for force-feedback applications. Utilizing the Pareto optimal set of solutions, we also assign dimensions to this mechanism to ensure an optimal trade-off between global kinematic and dynamic performance. Following the design optimization phase, we perform kinematic and dynamic analyses of the SPM-based exoskeleton in independent coordinates to facilitate efficient simulation and real-time implementation of model based controllers. We decide on the hardware components considering human wrist torque and force limits, safety and ergonomy constraints, and present the CAD model of a prototype of the exoskeleton. Finally, we implement model based task-space position and impedance controllers in simulation and present the results of them
On discovering and learning structure under limited supervision
Les formes, les surfaces, les Ă©vĂ©nements et les objets (vivants et non vivants) constituent le monde. L'intelligence des agents naturels, tels que les humains, va au-delĂ de la simple reconnaissance de formes. Nous excellons Ă construire des reprĂ©sentations et Ă distiller des connaissances pour comprendre et dĂ©duire la structure du monde. SpĂ©cifiquement, le dĂ©veloppement de telles capacitĂ©s de raisonnement peut se produire mĂȘme avec une supervision limitĂ©e.
D'autre part, malgré son développement phénoménal, les succÚs majeurs de l'apprentissage automatique, en particulier des modÚles d'apprentissage profond, se situent principalement dans les tùches qui ont accÚs à de grands ensembles de données annotées. Dans cette thÚse, nous proposons de nouvelles solutions pour aider à combler cette lacune en permettant aux modÚles d'apprentissage automatique d'apprendre la structure et de permettre un raisonnement efficace en présence de tùches faiblement supervisés.
Le thÚme récurrent de la thÚse tente de s'articuler autour de la question « Comment un systÚme perceptif peut-il apprendre à organiser des informations sensorielles en connaissances utiles sous une supervision limitée ? » Et il aborde les thÚmes de la géométrie, de la composition et des associations dans quatre articles distincts avec des applications à la vision par ordinateur (CV) et à l'apprentissage par renforcement (RL).
Notre premiÚre contribution ---Pix2Shape---présente une approche basée sur l'analyse par synthÚse pour la perception. Pix2Shape exploite des modÚles génératifs probabilistes pour apprendre des représentations 3D à partir d'images 2D uniques. Le formalisme qui en résulte nous offre une nouvelle façon de distiller l'information d'une scÚne ainsi qu'une représentation puissantes des images. Nous y parvenons en augmentant l'apprentissage profond non supervisé avec des biais inductifs basés sur la physique pour décomposer la structure causale des images en géométrie, orientation, pose, réflectance et éclairage.
Notre deuxiÚme contribution ---MILe--- aborde les problÚmes d'ambiguïté dans les ensembles de données à label unique tels que ImageNet. Il est souvent inapproprié de décrire une image avec un seul label lorsqu'il est composé de plus d'un objet proéminent. Nous montrons que l'intégration d'idées issues de la littérature linguistique cognitive et l'imposition de biais inductifs appropriés aident à distiller de multiples descriptions possibles à l'aide d'ensembles de données aussi faiblement étiquetés.
Ensuite, nous passons au paradigme d'apprentissage par renforcement, et considérons un agent interagissant avec son environnement sans signal de récompense. Notre troisiÚme contribution ---HaC--- est une approche non supervisée basée sur la curiosité pour apprendre les associations entre les modalités visuelles et tactiles. Cela aide l'agent à explorer l'environnement de maniÚre autonome et à utiliser davantage ses connaissances pour s'adapter aux tùches en aval. La supervision dense des récompenses n'est pas toujours disponible (ou n'est pas facile à concevoir), dans de tels cas, une exploration efficace est utile pour générer un comportement significatif de maniÚre auto-supervisée.
Pour notre contribution finale, nous abordons l'information limitée contenue dans les représentations obtenues par des agents RL non supervisés. Ceci peut avoir un effet néfaste sur la performance des agents lorsque leur perception est basée sur des images de haute dimension. Notre approche a base de modÚles combine l'exploration et la planification sans récompense pour affiner efficacement les modÚles pré-formés non supervisés, obtenant des résultats comparables à un agent entraßné spécifiquement sur ces tùches. Il s'agit d'une étape vers la création d'agents capables de généraliser rapidement à plusieurs tùches en utilisant uniquement des images comme perception.Shapes, surfaces, events, and objects (living and non-living) constitute the world. The intelligence of natural agents, such as humans is beyond pattern recognition. We excel at building representations and distilling knowledge to understand and infer the structure of the world. Critically, the development of such reasoning capabilities can occur even with limited supervision.
On the other hand, despite its phenomenal development, the major successes of machine learning, in particular, deep learning models are primarily in tasks that have access to large annotated datasets. In this dissertation, we propose novel solutions to help address this gap by enabling machine learning models to learn the structure and enable effective reasoning in the presence of weakly supervised settings.
The recurring theme of the thesis tries to revolve around the question of "How can a perceptual system learn to organize sensory information into useful knowledge under limited supervision?" And it discusses the themes of geometry, compositions, and associations in four separate articles with applications to computer vision (CV) and reinforcement learning (RL).
Our first contribution ---Pix2Shape---presents an analysis-by-synthesis based approach(also referred to as inverse graphics) for perception. Pix2Shape leverages probabilistic generative models to learn 3D-aware representations from single 2D images. The resulting formalism allows us to perform a novel view synthesis of a scene and produce powerful representations of images. We achieve this by augmenting unsupervised learning with physically based inductive biases to decompose a scene structure into geometry, pose, reflectance and lighting.
Our Second contribution ---MILe--- addresses the ambiguity issues in single-labeled datasets such as ImageNet. It is often inappropriate to describe an image with a single label when it is composed of more than one prominent object. We show that integrating ideas from Cognitive linguistic literature and imposing appropriate inductive biases helps in distilling multiple possible descriptions using such weakly labeled datasets.
Next, moving into the RL setting, we consider an agent interacting with its environment without a reward signal. Our third Contribution ---HaC--- is a curiosity based unsupervised approach to learning associations between visual and tactile modalities. This aids the agent to explore the environment in an analogous self-guided fashion and further use this knowledge to adapt to downstream tasks.
In the absence of reward supervision, intrinsic movitivation is useful to generate meaningful behavior in a self-supervised manner.
In our final contribution, we address the representation learning bottleneck in unsupervised RL agents that has detrimental effect on the performance on high-dimensional pixel based inputs. Our model-based approach combines reward-free exploration and planning to efficiently fine-tune unsupervised pre-trained models, achieving comparable results to task-specific baselines. This is a step towards building agents that can generalize quickly on more than a single task using image inputs alone
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