243 research outputs found

    Kontextsensitive Körperregulierung für redundante Roboter

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    In the past few decades the classical 6 degrees of freedom manipulators' dominance has been challenged by the rise of 7 degrees of freedom redundant robots. Similarly, with increased availability of humanoid robots in academic research, roboticists suddenly have access to highly dexterous platforms with multiple kinematic chains capable of undertaking multiple tasks simultaneously. The execution of lower-priority tasks, however, are often done in task/scenario specific fashion. Consequently, these systems are not scalable and slight changes in the application often implies re-engineering the entire control system and deployment which impedes the development process over time. This thesis introduces an alternative systematic method of addressing the secondary tasks and redundancy resolution called, context aware body regulation. Contexts consist of one or multiple tasks, however, unlike the conventional definitions, the tasks within a context are not rigidly defined and maintain some level of abstraction. For instance, following a particular trajectory constitutes a concrete task while performing a Cartesian motion with the end-effector represents an abstraction of the same task and is more appropriate for context formulation. Furthermore, contexts are often made up of multiple abstract tasks that collectively describe a reoccurring situation. Body regulation is an umbrella term for a collection of schemes for addressing the robots' redundancy when a particular context occurs. Context aware body regulation offers several advantages over traditional methods. Most notably among them are reusability, scalability and composability of contexts and body regulation schemes. These three fundamental concerns are realized theoretically by in-depth study and through mathematical analysis of contexts and regulation strategies; and are practically implemented by a component based software architecture that complements the theoretical aspects. The findings of the thesis are applicable to any redundant manipulator and humanoids, and allow them to be used in real world applications. Proposed methodology presents an alternative approach for the control of robots and offers a new perspective for future deployment of robotic solutions.Im Verlauf der letzten Jahrzehnte wich der Einfluss klassischer Roboterarme mit 6 Freiheitsgraden zunehmend denen neuer und vielfältigerer Manipulatoren mit 7 Gelenken. Ebenso stehen der Forschung mit den neuartigen Humanoiden inzwischen auch hoch-redundante Roboterplattformen mit mehreren kinematischen Ketten zur Verfügung. Diese überaus flexiblen und komplexen Roboter-Kinematiken ermöglichen generell das gleichzeitige Verfolgen mehrerer priorisierter Bewegungsaufgaben. Die Steuerung der weniger wichtigen Aufgaben erfolgt jedoch oft in anwendungsspezifischer Art und Weise, welche die Skalierung der Regelung zu generellen Kontexten verhindert. Selbst kleine Änderungen in der Anwendung bewirken oft schon, dass große Teile der Robotersteuerung überarbeitet werden müssen, was wiederum den gesamten Entwicklungsprozess behindert. Diese Dissertation stellt eine alternative, systematische Methode vor um die Redundanz neuer komplexer Robotersysteme zu bewältigen und vielfältige, priorisierte Bewegungsaufgaben parallel zu steuern: Die so genannte kontextsensitive Körperregulierung. Darin bestehen Kontexte aus einer oder mehreren Bewegungsaufgaben. Anders als in konventionellen Anwendungen sind die Aufgaben nicht fest definiert und beinhalten eine gewisse Abstraktion. Beispielsweise stellt das Folgen einer bestimmten Trajektorie eine sehr konkrete Bewegungsaufgabe dar, während die Ausführung einer Kartesischen Bewegung mit dem Endeffektor eine Abstraktion darstellt, die für die Kontextformulierung besser geeignet ist. Kontexte setzen sich oft aus mehreren solcher abstrakten Aufgaben zusammen und beschreiben kollektiv eine sich wiederholende Situation. Durch die Verwendung der kontextsensitiven Körperregulierung ergeben sich vielfältige Vorteile gegenüber traditionellen Methoden: Wiederverwendbarkeit, Skalierbarkeit, sowie Komponierbarkeit von Konzepten. Diese drei fundamentalen Eigenschaften werden in der vorliegenden Arbeit theoretisch mittels gründlicher mathematischer Analyse aufgezeigt und praktisch mittels einer auf Komponenten basierenden Softwarearchitektur realisiert. Die Ergebnisse dieser Dissertation lassen sich auf beliebige redundante Manipulatoren oder humanoide Roboter anwenden und befähigen diese damit zur realen Anwendung außerhalb des Labors. Die hier vorgestellte Methode zur Regelung von Robotern stellt damit eine neue Perspektive für die zukünftige Entwicklung von robotischen Lösungen dar

    Proceedings of the NASA Conference on Space Telerobotics, volume 2

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    These proceedings contain papers presented at the NASA Conference on Space Telerobotics held in Pasadena, January 31 to February 2, 1989. The theme of the Conference was man-machine collaboration in space. The Conference provided a forum for researchers and engineers to exchange ideas on the research and development required for application of telerobotics technology to the space systems planned for the 1990s and beyond. The Conference: (1) provided a view of current NASA telerobotic research and development; (2) stimulated technical exchange on man-machine systems, manipulator control, machine sensing, machine intelligence, concurrent computation, and system architectures; and (3) identified important unsolved problems of current interest which can be dealt with by future research

    Proceedings of the NASA Conference on Space Telerobotics, volume 1

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    The theme of the Conference was man-machine collaboration in space. Topics addressed include: redundant manipulators; man-machine systems; telerobot architecture; remote sensing and planning; navigation; neural networks; fundamental AI research; and reasoning under uncertainty

    Supplementing Frequency Domain Interpolation Methods for Character Animation

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    The animation of human characters entails difficulties exceeding those met simulating objects, machines or plants. A person's gait is a product of nature affected by mood and physical condition. Small deviations from natural movement are perceived with ease by an unforgiving audience. Motion capture technology is frequently employed to record human movement. Subsequent playback on a skeleton underlying the character being animated conveys many of the subtleties of the original motion. Played-back recordings are of limited value, however, when integration in a virtual environment requires movements beyond those in the motion library, creating a need for the synthesis of new motion from pre-recorded sequences. An existing approach involves interpolation between motions in the frequency domain, with a blending space defined by a triangle network whose vertices represent input motions. It is this branch of character animation which is supplemented by the methods presented in this thesis, with work undertaken in three distinct areas. The first is a streamlined approach to previous work. It provides benefits including an efficiency gain in certain contexts, and a very different perspective on triangle network construction in which they become adjustable and intuitive user-interface devices with an increased flexibility allowing a greater range of motions to be blended than was possible with previous networks. Interpolation-based synthesis can never exhibit the same motion variety as can animation methods based on the playback of rearranged frame sequences. Limitations such as this were addressed by the second phase of work, with the creation of hybrid networks. These novel structures use properties of frequency domain triangle blending networks to seamlessly integrate playback-based animation within them. The third area focussed on was distortion found in both frequency- and time-domain blending. A new technique, single-source harmonic switching, was devised which greatly reduces it, and adds to the benefits of blending in the frequency domain

    Multi-modal Skill Memories for Online Learning of Interactive Robot Movement Generation

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    Queißer J. Multi-modal Skill Memories for Online Learning of Interactive Robot Movement Generation. Bielefeld: Universität Bielefeld; 2018.Modern robotic applications pose complex requirements with respect to the adaptation of actions regarding the variability in a given task. Reinforcement learning can optimize for changing conditions, but relearning from scratch is hardly feasible due to the high number of required rollouts. This work proposes a parameterized skill that generalizes to new actions for changing task parameters. The actions are encoded by a meta-learner that provides parameters for task-specific dynamic motion primitives. Experimental evaluation shows that the utilization of parameterized skills for initialization of the optimization process leads to a more effective incremental task learning. A proposed hybrid optimization method combines a fast coarse optimization on a manifold of policy parameters with a fine-grained parameter search in the unrestricted space of actions. It is shown that the developed algorithm reduces the number of required rollouts for adaptation to new task conditions. Further, this work presents a transfer learning approach for adaptation of learned skills to new situations. Application in illustrative toy scenarios, for a 10-DOF planar arm, a humanoid robot point reaching task and parameterized drumming on a pneumatic robot validate the approach. But parameterized skills that are applied on complex robotic systems pose further challenges: the dynamics of the robot and the interaction with the environment introduce model inaccuracies. In particular, high-level skill acquisition on highly compliant robotic systems such as pneumatically driven or soft actuators is hardly feasible. Since learning of the complete dynamics model is not feasible due to the high complexity, this thesis examines two alternative approaches: First, an improvement of the low-level control based on an equilibrium model of the robot. Utilization of an equilibrium model reduces the learning complexity and this thesis evaluates its applicability for control of pneumatic and industrial light-weight robots. Second, an extension of parameterized skills to generalize for forward signals of action primitives that result in an enhanced control quality of complex robotic systems. This thesis argues for a shift in the complexity of learning the full dynamics of the robot to a lower dimensional task-related learning problem. Due to the generalization in relation to the task variability, online learning for complex robots as well as complex scenarios becomes feasible. An experimental evaluation investigates the generalization capabilities of the proposed online learning system for robot motion generation. Evaluation is performed through simulation of a compliant 2-DOF arm and scalability to a complex robotic system is demonstrated for a pneumatically driven humanoid robot with 8-DOF

    Engineering data compendium. Human perception and performance. User's guide

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    The concept underlying the Engineering Data Compendium was the product of a research and development program (Integrated Perceptual Information for Designers project) aimed at facilitating the application of basic research findings in human performance to the design and military crew systems. The principal objective was to develop a workable strategy for: (1) identifying and distilling information of potential value to system design from the existing research literature, and (2) presenting this technical information in a way that would aid its accessibility, interpretability, and applicability by systems designers. The present four volumes of the Engineering Data Compendium represent the first implementation of this strategy. This is the first volume, the User's Guide, containing a description of the program and instructions for its use

    Technology 2003: The Fourth National Technology Transfer Conference and Exposition, volume 2

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    Proceedings from symposia of the Technology 2003 Conference and Exposition, Dec. 7-9, 1993, Anaheim, CA, are presented. Volume 2 features papers on artificial intelligence, CAD&E, computer hardware, computer software, information management, photonics, robotics, test and measurement, video and imaging, and virtual reality/simulation

    The 1990 Goddard Conference on Space Applications of Artificial Intelligence

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    The papers presented at the 1990 Goddard Conference on Space Applications of Artificial Intelligence are given. The purpose of this annual conference is to provide a forum in which current research and development directed at space applications of artificial intelligence can be presented and discussed. The proceedings fall into the following areas: Planning and Scheduling, Fault Monitoring/Diagnosis, Image Processing and Machine Vision, Robotics/Intelligent Control, Development Methodologies, Information Management, and Knowledge Acquisition
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