6,647 research outputs found

    A Framework of Hybrid Force/Motion Skills Learning for Robots

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    Human factors and human-centred design philosophy are highly desired in today’s robotics applications such as human-robot interaction (HRI). Several studies showed that endowing robots of human-like interaction skills can not only make them more likeable but also improve their performance. In particular, skill transfer by imitation learning can increase usability and acceptability of robots by the users without computer programming skills. In fact, besides positional information, muscle stiffness of the human arm, contact force with the environment also play important roles in understanding and generating human-like manipulation behaviours for robots, e.g., in physical HRI and tele-operation. To this end, we present a novel robot learning framework based on Dynamic Movement Primitives (DMPs), taking into consideration both the positional and the contact force profiles for human-robot skills transferring. Distinguished from the conventional method involving only the motion information, the proposed framework combines two sets of DMPs, which are built to model the motion trajectory and the force variation of the robot manipulator, respectively. Thus, a hybrid force/motion control approach is taken to ensure the accurate tracking and reproduction of the desired positional and force motor skills. Meanwhile, in order to simplify the control system, a momentum-based force observer is applied to estimate the contact force instead of employing force sensors. To deploy the learned motion-force robot manipulation skills to a broader variety of tasks, the generalization of these DMP models in actual situations is also considered. Comparative experiments have been conducted using a Baxter Robot to verify the effectiveness of the proposed learning framework on real-world scenarios like cleaning a table

    Setting the stage – embodied and spatial dimensions in emerging programming practices.

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    In the design of interactive systems, developers sometimes need to engage in various ways of physical performance in order to communicate ideas and to test out properties of the system to be realised. External resources such as sketches, as well as bodily action, often play important parts in such processes, and several methods and tools that explicitly address such aspects of interaction design have recently been developed. This combined with the growing range of pervasive, ubiquitous, and tangible technologies add up to a complex web of physicality within the practice of designing interactive systems. We illustrate this dimension of systems development through three cases which in different ways address the design of systems where embodied performance is important. The first case shows how building a physical sport simulator emphasises a shift in activity between programming and debugging. The second case shows a build-once run-once scenario, where the fine-tuning and control of the run-time activity gets turned into an act of in situ performance by the programmers. The third example illustrates the explorative and experiential nature of programming and debugging systems for specialised and autonomous interaction devices. This multitude in approaches in existing programming settings reveals an expanded perspective of what practices of interaction design consist of, emphasising the interlinking between design, programming, and performance with the system that is being developed

    Low-fi skin vision: A case study in rapid prototyping a sensory substitution system

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    We describe the design process we have used to develop a minimal, twenty vibration motor Tactile Vision Sensory Substitution (TVSS) system which enables blind-folded subjects to successfully track and bat a rolling ball and thereby experience 'skin vision'. We have employed a low-fi rapid prototyping approach to build this system and argue that this methodology is particularly effective for building embedded interactive systems. We support this argument in two ways. First, by drawing on theoretical insights from robotics, a discipline that also has to deal with the challenge of building complex embedded systems that interact with their environments; second, by using the development of our TVSS as a case study: describing the series of prototypes that led to our successful design and highlighting what we learnt at each stage

    Face-to-face and online collaboration: appreciating rules and adding complexity

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    This paper reports how 6-8 year-old children build, play and share video-games in an animated programming environment. Children program their games using rules as creative tools in the construction process. While working both face-to-face and remotely on their games, we describe how they can collaboratively come to explain phenomena arising from programmed or 'system' rules. Focusing on one illustrative case study of two children, we propose two conjectures. First, we claim that in face-to-face collaboration, the children centre their attention on narrative, and address the problem of translating the narrative into system rules which can be =programmed‘ into the computer. This allowed the children to debug any conflicts between system rules in order to maintain the flow of the game narrative. A second conjecture is that over the Internet children were encouraged to add complexity and innovative elements to their games, not by the addition of socially-constructed or 'player' rules but rather through additional system rules which elaborate the mini-formalism in which they engaged. This shift of attention to system rules occurred at the same time, and perhaps as a result of, a loosening of the game narrative that was a consequence of the remoteness of the interaction
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