1,346 research outputs found
Pose consensus based on dual quaternion algebra with application to decentralized formation control of mobile manipulators
This paper presents a solution based on dual quaternion algebra to the
general problem of pose (i.e., position and orientation) consensus for systems
composed of multiple rigid-bodies. The dual quaternion algebra is used to model
the agents' poses and also in the distributed control laws, making the proposed
technique easily applicable to time-varying formation control of general
robotic systems. The proposed pose consensus protocol has guaranteed
convergence when the interaction among the agents is represented by directed
graphs with directed spanning trees, which is a more general result when
compared to the literature on formation control. In order to illustrate the
proposed pose consensus protocol and its extension to the problem of formation
control, we present a numerical simulation with a large number of free-flying
agents and also an application of cooperative manipulation by using real mobile
manipulators
Dynamic Active Constraints for Surgical Robots using Vector Field Inequalities
Robotic assistance allows surgeons to perform dexterous and tremor-free
procedures, but robotic aid is still underrepresented in procedures with
constrained workspaces, such as deep brain neurosurgery and endonasal surgery.
In these procedures, surgeons have restricted vision to areas near the surgical
tooltips, which increases the risk of unexpected collisions between the shafts
of the instruments and their surroundings. In this work, our
vector-field-inequalities method is extended to provide dynamic
active-constraints to any number of robots and moving objects sharing the same
workspace. The method is evaluated with experiments and simulations in which
robot tools have to avoid collisions autonomously and in real-time, in a
constrained endonasal surgical environment. Simulations show that with our
method the combined trajectory error of two robotic systems is optimal.
Experiments using a real robotic system show that the method can autonomously
prevent collisions between the moving robots themselves and between the robots
and the environment. Moreover, the framework is also successfully verified
under teleoperation with tool-tissue interactions.Comment: Accepted on T-RO 2019, 19 Page
Self adaptive animation based on user perspective
In this paper we present a new character animation technique in which the animation adapts itself based on the change in the user's perspective, so that when the user moves and their point of viewing the animation changes, then the character animation adapts itself in response to that change. The resulting animation, generated in real-time, is a blend of key animations provided a priori by the animator. The blending is done with the help of efficient dual-quaternion transformation blending. The user's point of view is tracked using either computer vision techniques or a simple user-controlled input modality, such as mouse-based input. This tracked point of view is then used to suitably select the blend of animations. We show a way to author and use such animations in both virtual as well as augmented reality scenarios and demonstrate that it significantly heightens the sense of presence for the users when they interact with such self adaptive animations of virtual character
Robust Cooperative Manipulation without Force/Torque Measurements: Control Design and Experiments
This paper presents two novel control methodologies for the cooperative
manipulation of an object by N robotic agents. Firstly, we design an adaptive
control protocol which employs quaternion feedback for the object orientation
to avoid potential representation singularities. Secondly, we propose a control
protocol that guarantees predefined transient and steady-state performance for
the object trajectory. Both methodologies are decentralized, since the agents
calculate their own signals without communicating with each other, as well as
robust to external disturbances and model uncertainties. Moreover, we consider
that the grasping points are rigid, and avoid the need for force/torque
measurements. Load distribution is also included via a grasp matrix
pseudo-inverse to account for potential differences in the agents' power
capabilities. Finally, simulation and experimental results with two robotic
arms verify the theoretical findings
Comparing and Evaluating Real Time Character Engines for Virtual Environments
As animated characters increasingly become vital parts of virtual environments, then the engines that drive these characters increasingly become vital parts of virtual environment software. This paper gives an overview of the state of the art in character engines, and proposes a taxonomy of the features that are commonly found in them. This taxonomy can be used as a tool for comparison and evaluation of different engines. In order to demonstrate this we use it to compare three engines. The first is Cal3D, the most commonly used open source engine. We also introduce two engines created by the authors, Piavca and HALCA. The paper ends with a brief discussion of some other popular engines
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