3,925 research outputs found

    Data-Driven Grasp Synthesis - A Survey

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    We review the work on data-driven grasp synthesis and the methodologies for sampling and ranking candidate grasps. We divide the approaches into three groups based on whether they synthesize grasps for known, familiar or unknown objects. This structure allows us to identify common object representations and perceptual processes that facilitate the employed data-driven grasp synthesis technique. In the case of known objects, we concentrate on the approaches that are based on object recognition and pose estimation. In the case of familiar objects, the techniques use some form of a similarity matching to a set of previously encountered objects. Finally for the approaches dealing with unknown objects, the core part is the extraction of specific features that are indicative of good grasps. Our survey provides an overview of the different methodologies and discusses open problems in the area of robot grasping. We also draw a parallel to the classical approaches that rely on analytic formulations.Comment: 20 pages, 30 Figures, submitted to IEEE Transactions on Robotic

    Deep Learning Approaches to Grasp Synthesis: A Review

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    Grasping is the process of picking up an object by applying forces and torques at a set of contacts. Recent advances in deep learning methods have allowed rapid progress in robotic object grasping. In this systematic review, we surveyed the publications over the last decade, with a particular interest in grasping an object using all six degrees of freedom of the end-effector pose. Our review found four common methodologies for robotic grasping: sampling-based approaches, direct regression, reinforcement learning, and exemplar approaches In addition, we found two “supporting methods” around grasping that use deep learning to support the grasping process, shape approximation, and affordances. We have distilled the publications found in this systematic review (85 papers) into ten key takeaways we consider crucial for future robotic grasping and manipulation research

    Garment manipulation dataset for robot learning by demonstration through a virtual reality framework

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    .Being able to teach complex capabilities, such as folding garments, to a bi-manual robot is a very challenging task, which is often tackled using learning from demonstration datasets. The few garment folding datasets available nowadays to the robotics research community are either gathered from human demonstrations or generated through simulation. The former have the huge problem of perceiving human action and transferring it to the dynamic control of the robot, while the latter requires coding human motion into the simulator in open loop, resulting in far-from-realistic movements. In this article, we present a reduced but very accurate dataset of human cloth folding demonstrations. The dataset is collected through a novel virtual reality (VR) framework we propose, based on Unity’s 3D platform and the use of a HTC Vive Pro system. The framework is capable of simulating very realistic garments while allowing users to interact with them, in real time, through handheld controllers. By doing so, and thanks to the immersive experience, our framework gets rid of the gap between the human and robot perception-action loop, while simplifying data capture and resulting in more realistic sampleThis work was developed in the context of the project CLOTHILDE (”CLOTH manIpulation Learning from DEmonstrations”) which has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation program (grant agreement No. 741930) and is also supported by the BURG project PCI2019-103447 funded by MCIN/ AEI /10.13039/501100011033 and by the ”European Union”.Peer ReviewedPostprint (published version

    A Survey of Knowledge Representation in Service Robotics

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    Within the realm of service robotics, researchers have placed a great amount of effort into learning, understanding, and representing motions as manipulations for task execution by robots. The task of robot learning and problem-solving is very broad, as it integrates a variety of tasks such as object detection, activity recognition, task/motion planning, localization, knowledge representation and retrieval, and the intertwining of perception/vision and machine learning techniques. In this paper, we solely focus on knowledge representations and notably how knowledge is typically gathered, represented, and reproduced to solve problems as done by researchers in the past decades. In accordance with the definition of knowledge representations, we discuss the key distinction between such representations and useful learning models that have extensively been introduced and studied in recent years, such as machine learning, deep learning, probabilistic modelling, and semantic graphical structures. Along with an overview of such tools, we discuss the problems which have existed in robot learning and how they have been built and used as solutions, technologies or developments (if any) which have contributed to solving them. Finally, we discuss key principles that should be considered when designing an effective knowledge representation.Comment: Accepted for RAS Special Issue on Semantic Policy and Action Representations for Autonomous Robots - 22 Page

    Compositional Servoing by Recombining Demonstrations

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    Learning-based manipulation policies from image inputs often show weak task transfer capabilities. In contrast, visual servoing methods allow efficient task transfer in high-precision scenarios while requiring only a few demonstrations. In this work, we present a framework that formulates the visual servoing task as graph traversal. Our method not only extends the robustness of visual servoing, but also enables multitask capability based on a few task-specific demonstrations. We construct demonstration graphs by splitting existing demonstrations and recombining them. In order to traverse the demonstration graph in the inference case, we utilize a similarity function that helps select the best demonstration for a specific task. This enables us to compute the shortest path through the graph. Ultimately, we show that recombining demonstrations leads to higher task-respective success. We present extensive simulation and real-world experimental results that demonstrate the efficacy of our approach.Comment: http://compservo.cs.uni-freiburg.d

    The Future of Humanoid Robots

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    This book provides state of the art scientific and engineering research findings and developments in the field of humanoid robotics and its applications. It is expected that humanoids will change the way we interact with machines, and will have the ability to blend perfectly into an environment already designed for humans. The book contains chapters that aim to discover the future abilities of humanoid robots by presenting a variety of integrated research in various scientific and engineering fields, such as locomotion, perception, adaptive behavior, human-robot interaction, neuroscience and machine learning. The book is designed to be accessible and practical, with an emphasis on useful information to those working in the fields of robotics, cognitive science, artificial intelligence, computational methods and other fields of science directly or indirectly related to the development and usage of future humanoid robots. The editor of the book has extensive R&D experience, patents, and publications in the area of humanoid robotics, and his experience is reflected in editing the content of the book

    Knowledge representation to enable high-level planning in cloth manipulation tasks

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    Cloth manipulation is very relevant for domestic robotic tasks, but it presents many challenges due to the complexity of representing, recognizing and predicting the behaviour of cloth under manipulation. In this work, we propose a generic, compact and simplified representation of the states of cloth manipulation that allows for representing tasks as sequences of states and transitions semantically. We also define a Cloth Manipulation Graph that encodes all the strategies to accomplish a task. Our novel representation is used to encode two different cloth manipulation tasks, learned from an experiment with human subjects manipulating clothes with video data. We show how our simplified representation allows to obtain a map of meaningful steps that can serve to describe cloth manipulation tasks as domain models in PDDL, enabling high-level planning. Finally, we discuss on the existing skills that could enable the sensory motor grounding and the low-level execution of the plan.Peer ReviewedPostprint (published version

    GRAB: A Dataset of Whole-Body Human Grasping of Objects

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    Training computers to understand, model, and synthesize human grasping requires a rich dataset containing complex 3D object shapes, detailed contact information, hand pose and shape, and the 3D body motion over time. While "grasping" is commonly thought of as a single hand stably lifting an object, we capture the motion of the entire body and adopt the generalized notion of "whole-body grasps". Thus, we collect a new dataset, called GRAB (GRasping Actions with Bodies), of whole-body grasps, containing full 3D shape and pose sequences of 10 subjects interacting with 51 everyday objects of varying shape and size. Given MoCap markers, we fit the full 3D body shape and pose, including the articulated face and hands, as well as the 3D object pose. This gives detailed 3D meshes over time, from which we compute contact between the body and object. This is a unique dataset, that goes well beyond existing ones for modeling and understanding how humans grasp and manipulate objects, how their full body is involved, and how interaction varies with the task. We illustrate the practical value of GRAB with an example application; we train GrabNet, a conditional generative network, to predict 3D hand grasps for unseen 3D object shapes. The dataset and code are available for research purposes at https://grab.is.tue.mpg.de.Comment: ECCV 202

    Tightly-coupled manipulation pipelines: Combining traditional pipelines and end-to-end learning

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    Traditionally, robot manipulation tasks are solved by engineering solutions in a modular fashion --- typically consisting of object detection, pose estimation, grasp planning, motion planning, and finally run a control algorithm to execute the planned motion. This traditional approach to robot manipulation separates the hard problem of manipulation into several self-contained stages, which can be developed independently, and gives interpretable outputs at each stage of the pipeline. However, this approach comes with a plethora of issues, most notably, their generalisability to a broad range of tasks; it is common that as tasks get more difficult, the systems become increasingly complex. To combat the flaws of these systems, recent trends have seen robots visually learning to predict actions and grasp locations directly from sensor input in an end-to-end manner using deep neural networks, without the need to explicitly model the in-between modules. This thesis investigates a sample of methods, which fall somewhere on a spectrum from pipelined to fully end-to-end, which we believe to be more advantageous for developing a general manipulation system; one that could eventually be used in highly dynamic and unpredictable household environments. The investigation starts at the far end of the spectrum, where we explore learning an end-to-end controller in simulation and then transferring to the real world by employing domain randomisation, and finish on the other end, with a new pipeline, where the individual modules bear little resemblance to the "traditional" ones. The thesis concludes with a proposition of a new paradigm: Tightly-coupled Manipulation Pipelines (TMP). Rather than learning all modules implicitly in one large, end-to-end network or conversely, having individual, pre-defined modules that are developed independently, TMPs suggest taking the best of both world by tightly coupling actions to observations, whilst still maintaining structure via an undefined number of learned modules, which do not have to bear any resemblance to the modules seen in "traditional" systems.Open Acces
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