688 research outputs found

    On Reconfiguring Tree Linkages: Trees can Lock

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    It has recently been shown that any simple (i.e. nonintersecting) polygonal chain in the plane can be reconfigured to lie on a straight line, and any simple polygon can be reconfigured to be convex. This result cannot be extended to tree linkages: we show that there are trees with two simple configurations that are not connected by a motion that preserves simplicity throughout the motion. Indeed, we prove that an NN-link tree can have 2Ω(N)2^{\Omega(N)} equivalence classes of configurations.Comment: 16 pages, 6 figures Introduction reworked and references added, as the main open problem was recently close

    Evolutionary Motion Design for Humanoid Robots

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    Flexible Object Manipulation

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    Flexible objects are a challenge to manipulate. Their motions are hard to predict, and the high number of degrees of freedom makes sensing, control, and planning difficult. Additionally, they have more complex friction and contact issues than rigid bodies, and they may stretch and compress. In this thesis, I explore two major types of flexible materials: cloth and string. For rigid bodies, one of the most basic problems in manipulation is the development of immobilizing grasps. The same problem exists for flexible objects. I have shown that a simple polygonal piece of cloth can be fully immobilized by grasping all convex vertices and no more than one third of the concave vertices. I also explored simple manipulation methods that make use of gravity to reduce the number of fingers necessary for grasping. I have built a system for folding a T-shirt using a 4 DOF arm and a fixed-length iron bar which simulates two fingers. The main goal with string manipulation has been to tie knots without the use of any sensing. I have developed single-piece fixtures capable of tying knots in fishing line, solder, and wire, along with a more complex track-based system for autonomously tying a knot in steel wire. I have also developed a series of different fixtures that use compressed air to tie knots in string. Additionally, I have designed four-piece fixtures, which demonstrate a way to fully enclose a knot during the insertion process, while guaranteeing that extraction will always succeed

    Interlocking structure design and assembly

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    Many objects in our life are not manufactured as whole rigid pieces. Instead, smaller components are made to be later assembled into larger structures. Chairs are assembled from wooden pieces, cabins are made of logs, and buildings are constructed from bricks. These components are commonly designed by many iterations of human thinking. In this report, we will look at a few problems related to interlocking components design and assembly. Given an atomic object, how can we design a package that holds the object firmly without a gap in-between? How many pieces should the package be partitioned into? How can we assemble/extract each piece? We will attack this problem by first looking at the lower bound on the number of pieces, then at the upper bound. Afterwards, we will propose a practical algorithm for designing these packages. We also explore a special kind of interlocking structure which has only one or a small number of movable pieces. For example, a burr puzzle. We will design a few blocks with joints whose combination can be assembled into almost any voxelized 3D model. Our blocks require very simple motions to be assembled, enabling robotic assembly. As proof of concept, we also develop a robot system to assemble the blocks. In some extreme conditions where construction components are small, controlling each component individually is impossible. We will discuss an option using global controls. These global controls can be from gravity or magnetic fields. We show that in some special cases where the small units form a rectangular matrix, rearrangement can be done in a small space following a technique similar to bubble sort algorithm

    Robot graphic simulation testbed

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    The objective of this research was twofold. First, the basic capabilities of ROBOSIM (graphical simulation system) were improved and extended by taking advantage of advanced graphic workstation technology and artificial intelligence programming techniques. Second, the scope of the graphic simulation testbed was extended to include general problems of Space Station automation. Hardware support for 3-D graphics and high processing performance make high resolution solid modeling, collision detection, and simulation of structural dynamics computationally feasible. The Space Station is a complex system with many interacting subsystems. Design and testing of automation concepts demand modeling of the affected processes, their interactions, and that of the proposed control systems. The automation testbed was designed to facilitate studies in Space Station automation concepts

    Development of a Locomotion and Balancing Strategy for Humanoid Robots

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    The locomotion ability and high mobility are the most distinguished features of humanoid robots. Due to the non-linear dynamics of walking, developing and controlling the locomotion of humanoid robots is a challenging task. In this thesis, we study and develop a walking engine for the humanoid robot, NAO, which is the official robotic platform used in the RoboCup Spl. Aldebaran Robotics, the manufacturing company of NAO provides a walking module that has disadvantages, such as being a black box that does not provide control of the gait as well as the robot walk with a bent knee. The latter disadvantage, makes the gait unnatural, energy inefficient and exert large amounts of torque to the knee joint. Thus creating a walking engine that produces a quality and natural gait is essential for humanoid robots in general and is a factor for succeeding in RoboCup competition. Humanoids robots are required to walk fast to be practical for various life tasks. However, its complex structure makes it prone to falling during fast locomotion. On the same hand, the robots are expected to work in constantly changing environments alongside humans and robots, which increase the chance of collisions. Several human-inspired recovery strategies have been studied and adopted to humanoid robots in order to face unexpected and avoidable perturbations. These strategies include hip, ankle, and stepping, however, the use of the arms as a recovery strategy did not enjoy as much attention. The arms can be employed in different motions for fall prevention. The arm rotation strategy can be employed to control the angular momentum of the body and help to regain balance. In this master\u27s thesis, I developed a detailed study of different ways in which the arms can be used to enhance the balance recovery of the NAO humanoid robot while stationary and during locomotion. I model the robot as a linear inverted pendulum plus a flywheel to account for the angular momentum change at the CoM. I considered the role of the arms in changing the body\u27s moment of inertia which help to prevent the robot from falling or to decrease the falling impact. I propose a control algorithm that integrates the arm rotation strategy with the on-board sensors of the NAO. Additionally, I present a simple method to control the amount of recovery from rotating the arms. I also discuss the limitation of the strategy and how it can have a negative impact if it was misused. I present simulations to evaluate the approach in keeping the robot stable against various disturbance sources. The results show the success of the approach in keeping the NAO stable against various perturbations. Finally,I adopt the arm rotation to stabilize the ball kick, which is a common reason for falling in the soccer humanoid RoboCup competitions

    Motion Primitives and Planning for Robots with Closed Chain Systems and Changing Topologies

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    When operating in human environments, a robot should use predictable motions that allow humans to trust and anticipate its behavior. Heuristic search-based planning offers predictable motions and guarantees on completeness and sub-optimality of solutions. While search-based planning on motion primitive-based (lattice-based) graphs has been used extensively in navigation, application to high-dimensional state-spaces has, until recently, been thought impractical. This dissertation presents methods we have developed for applying these graphs to mobile manipulation, specifically for systems which contain closed chains. The formation of closed chains in tasks that involve contacts with the environment may reduce the number of available degrees-of-freedom but adds complexity in terms of constraints in the high-dimensional state-space. We exploit the dimensionality reduction inherent in closed kinematic chains to get efficient search-based planning. Our planner handles changing topologies (switching between open and closed-chains) in a single plan, including what transitions to include and when to include them. Thus, we can leverage existing results for search-based planning for open chains, combining open and closed chain manipulation planning into one framework. Proofs regarding the framework are introduced for the application to graph-search and its theoretical guarantees of optimality. The dimensionality-reduction is done in a manner that enables finding optimal solutions to low-dimensional problems which map to correspondingly optimal full-dimensional solutions. We apply this framework to planning for opening and navigating through non-spring and spring-loaded doors using a Willow Garage PR2. The framework motivates our approaches to the Atlas humanoid robot from Boston Dynamics for both stationary manipulation and quasi-static walking, as a closed chain is formed when both feet are on the ground

    Grasping and Assembling with Modular Robots

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    A wide variety of problems, from manufacturing to disaster response and space exploration, can benefit from robotic systems that can firmly grasp objects or assemble various structures, particularly in difficult, dangerous environments. In this thesis, we study the two problems, robotic grasping and assembly, with a modular robotic approach that can facilitate the problems with versatility and robustness. First, this thesis develops a theoretical framework for grasping objects with customized effectors that have curved contact surfaces, with applications to modular robots. We present a collection of grasps and cages that can effectively restrain the mobility of a wide range of objects including polyhedra. Each of the grasps or cages is formed by at most three effectors. A stable grasp is obtained by simple motion planning and control. Based on the theory, we create a robotic system comprised of a modular manipulator equipped with customized end-effectors and a software suite for planning and control of the manipulator. Second, this thesis presents efficient assembly planning algorithms for constructing planar target structures collectively with a collection of homogeneous mobile modular robots. The algorithms are provably correct and address arbitrary target structures that may include internal holes. The resultant assembly plan supports parallel assembly and guarantees easy accessibility in the sense that a robot does not have to pass through a narrow gap while approaching its target position. Finally, we extend the algorithms to address various symmetric patterns formed by a collection of congruent rectangles on the plane. The basic ideas in this thesis have broad applications to manufacturing (restraint), humanitarian missions (forming airfields on the high seas), and service robotics (grasping and manipulation)

    Kinegami: Algorithmic Design of Compliant Kinematic Chains From Tubular Origami

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    Origami processes can generate both rigid and compliant structures from the same homogeneous sheet material. In this article, we advance the origami robotics literature by showing that it is possible to construct an arbitrary rigid kinematic chain with prescribed joint compliance from a single tubular sheet. Our “Kinegami” algorithm converts a Denavit–Hartenberg specification into a single-sheet crease pattern for an equivalent serial robot mechanism by composing origami modules from a catalogue. The algorithm arises from the key observation that tubular origami linkage design reduces to a Dubins path planning problem. The automatically generated structural connections and movable joints that realize the specified design can also be endowed with independent user-specified compliance. We apply the Kinegami algorithm to a number of common robot mechanisms and hand-fold their algorithmically generated single-sheet crease patterns into functioning kinematic chains. We believe this is the first completely automated end-to-end system for converting an abstract manipulator specification into a physically realizable origami design that requires no additional human input
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