17 research outputs found
Pattern Generation for Rough Terrain Locomotion with Quadrupedal Robots:Morphed Oscillators & Sensory Feedback
Animals are able to locomote on rough terrain without any apparent difficulty, but this does not mean that the locomotor system is simple. The locomotor system is actually a complex multi-input multi-output closed-loop control system. This thesis is dedicated to the design of controllers for rough terrain locomotion, for animal-like quadrupedal robots. We choose the problem of blind rough terrain locomotion as the target of experiments. Blind rough terrain locomotion requires continuous and momentary corrections of leg movements and body posture, and provides a proper testbed to observe the interaction of different mod- ules involved in locomotion control. As for the specific case of this thesis, we have to design rough terrain locomotion controllers that do not depend on the torque-control capability, have limited sensing, and have to be computationally light, all due to the properties of the robotics platform that we use. We propose that a robust locomotion controller, taking into account the aforementioned constraints, is constructed from at least three modules: 1) pattern generators providing the nominal patterns of locomotion; 2) A posture controller continuously adjusting the attitude of the body and keeping the robot upright; and 3) quick reflexes to react to unwanted momentary events like stumbling or an external force impulse. We introduce the framework of morphed oscillators to systematize the design of pattern gen- erators realized as coupled nonlinear oscillators. Morphed oscillators are nonlinear oscillators that can encode arbitrary limit cycle shapes and simultaneously have infinitely large basins of attraction. More importantly, they provide dynamical systems that can assume the role of feedforward locomotion controllers known as Central Pattern Generators (CPGs), and accept discontinuous sensory feedback without the risk of producing discontinuous output. On top of the CPG module, we add a kinematic model-based posture controller inspired by virtual model control (VMC), to control the body attitude. Virtual model control produces forces, and through the application of the Jacobian transpose method, generates torques which are added to the CPG torques. However, because our robots do not have a torque- control capability, we adapt the posture controller by producing task-space velocities instead of forces, thus generating joint-space velocity feedback signals. Since the CPG model used for locomotion generates joint velocities and accepts feedback without the fear of instability or discontinuity, the posture control feedback is easily integrated into the CPG dynamics. More- over, we introduce feedback signals for adjusting the posture by shifting the trunk positions, which directly update the limit cycle shape of the morphed oscillator nodes of the CPG. Reflexes are added, with minimal complexity, to react to momentary events. We implement simple impulse-based feedback mechanisms inspired by animals and successful rough terrain robots to 1) flex the leg if the robot is stumbling (stumbling correction reflex); 2) extend the leg if an expected contact is missing (leg extension reflex); or 3) initiate a lateral stepping sequence in response to a lateral external perturbation. CPG, posture controller, and reflexes are put together in a modular control architecture alongside additional modules that estimate inclination, control speed and direction, maintain timing of feedback signals, etc. [...
MUSME 2011 4 th International Symposium on Multibody Systems and Mechatronics
El libro de actas recoge las aportaciones de los autores a travĂ©s de los correspondientes artĂculos a la Dinámica de Sistemas Multicuerpo y la MecatrĂłnica (Musme). Estas disciplinas se han convertido en una importante herramienta para diseñar máquinas, analizar prototipos virtuales y realizar análisis CAD sobre complejos sistemas mecánicos articulados multicuerpo. La dinámica de sistemas multicuerpo comprende un gran nĂşmero de aspectos que incluyen la mecánica, dinámica estructural, matemáticas aplicadas, mĂ©todos de control, ciencia de los ordenadores y mecatrĂłnica. Los artĂculos recogidos en el libro de actas están relacionados con alguno de los siguientes tĂłpicos del congreso:
Análisis y sĂntesis de mecanismos
; Diseño de algoritmos para sistemas mecatrónicos
; Procedimientos de simulaciĂłn y resultados
; Prototipos y rendimiento
; Robots y micromáquinas
; Validaciones experimentales
; TeorĂa de simulaciĂłn mecatrĂłnica
; Sistemas mecatrĂłnicos
; Control de sistemas mecatrónicosUniversitat Politècnica de València (2011). MUSME 2011 4 th International Symposium on Multibody Systems and Mechatronics. Editorial Universitat Politècnica de València. http://hdl.handle.net/10251/13224Archivo delegad
Machine Performers: Agents in a Multiple Ontological State
In this thesis, the author explores and develops new attributes for machine
performers and merges the trans-disciplinary fields of the performing arts and artificial
intelligence. The main aim is to redefine the term “embodiment” for robots on the
stage and to demonstrate that this term requires broadening in various fields of
research. This redefining has required a multifaceted theoretical analysis of
embodiment in the field of artificial intelligence (e.g. the uncanny valley), as well as
the construction of new robots for the stage by the author. It is hoped that these
practical experimental examples will generate more research by others in similar
fields.
Even though the historical lineage of robotics is engraved with theatrical
strategies and dramaturgy, further application of constructive principles from the
performing arts and evidence from psychology and neurology can shift the perception
of robotic agents both on stage and in other cultural environments. In this light, the
relation between representation, movement and behaviour of bodies has been further
explored to establish links between constructed bodies (as in artificial intelligence)
and perceived bodies (as performers on the theatrical stage). In the course of this
research, several practical works have been designed and built, and subsequently
presented to live audiences and research communities. Audience reactions have been
analysed with surveys and discussions. Interviews have also been conducted with
choreographers, curators and scientists about the value of machine performers.
The main conclusions from this study are that fakery and mystification can be
used as persuasive elements to enhance agency. Morphologies can also be applied that
tightly couple brain and sensorimotor actions and lead to a stronger stage presence. In
fact, if this lack of presence is left out of human replicants, it causes an “uncanny”
lack of agency. Furthermore, the addition of stage presence leads to stronger
identification from audiences, even for bodies dissimilar to their own. The author
demonstrates that audience reactions are enhanced by building these effects into
machine body structures: rather than identification through mimicry, this causes them
to have more unambiguously biological associations. Alongside these traits,
atmospheres such as those created by a cast of machine performers tend to cause even
more intensely visceral responses.
In this thesis, “embodiment” has emerged as a paradigm shift – as well as
within this shift – and morphological computing has been explored as a method to
deepen this visceral immersion. Therefore, this dissertation considers and builds
machine performers as “true” performers for the stage, rather than mere objects with
an aura. Their singular and customized embodiment can enable the development of
non-anthropocentric performances that encompass the abstract and conceptual patterns
in motion and generate – as from human performers – empathy, identification and
experiential reactions in live audiences
Muscle-controlled physics simulations of the emu (a large running bird) resolve grounded running paradox
AbstractHumans and birds utilize very different running styles. Unlike humans, birds adopt “grounded running” at intermediate speeds – a running gait where at least one foot is always in contact with the ground. Avian grounded running is paradoxical: animals tend to minimize locomotor energy expenditure, but birds prefer grounded running despite incurring higher energy costs. Using predictive gait simulations of the emu (Dromaius novaehollandiae), we resolve this paradox by demonstrating that grounded running represents an energetic optimum for birds. Our virtual experiments decoupled biomechanically relevant anatomical features that cannot be isolated in a real bird. The avian body plan prevents (near) vertical leg postures while running, making the running style used by humans impossible. Under this anatomical constraint, grounded running is optimal if the muscles produce the highest forces in crouched postures, as is true in most birds. Anatomical similarities between birds and non-avian dinosaurs suggest that, as a behavior, avian grounded running first evolved within non-avian theropods.</jats:p
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Soft actuator and agile soft robot
Robots play an important part in many aspects of our society by doing repetitive, dangerous, or precision tasks. Most existing robots are made of rigid components, which lack passive compliance and pose a challenge in adapting to the environment and safe human-robot interaction. Rigid robots may be equipped with sensors and programmed with proprioceptive feedback control to achieve active compliance, but this may fail in the event of unforeseen situations or sensor failure.
In contrast, animals have evolved flexible or soft body parts to help them adapt to changing environments. Soft robotics is an emerging field in robotics, drawing inspiration from nature by integrating soft material into the actuator and mechanical design. With the inclusion of soft material, soft actuators and robots can deform actively/passively, making it possible to sense, absorb impact, and adapt to its environment with deformation. However, while soft actuators/robots have superior properties to rigid ones, they are often challenging to manufacture and control precisely. In addition, they may suffer from slow speed and material degradation. Thus, in this thesis, we aim to address the issues in developing high-performance soft actuators and soft robots.
The thesis is divided into two parts. In the first part, we focus on improving the manufacturability and performance of a self-contained soft actuator originated in the Creative Machines Lab. The soft actuator is composed of a cured silicone-ethanol mixture embedded with heating coils. When the coils are electrically actuated, ethanol trapped inside undergoes liquid-vapor transitions, and thus the actuator undergoes extreme volume change. While this actuator exhibits high strain and high stress, it is very slow to actuate, has limited life cycles, and requires molds to manufacture.
The first part of the thesis will address these issues. Specifically, in chapter 2, we discuss using multi-material 3D printing to automate the manufacturing of silicone-ethanol composite. In chapter 3, we discuss using laser-cut flexible Kirigami patterns to improve the manufacturability of its heating element. Chapter 4 characterizes its actuation profile and addresses improvements to the thermal conductivity by infusing thermally conductive fillers.
Soft actuation is an actively researched area; however, many high-performance soft actuators are challenging to manufacture and thus are less accessible to the general robotics community. Conventional actuators such as electric motors are widely available but lack flexibility. Therefore, the second part of the thesis aims at combining rigid motors with soft materials to design and control high-performance hybrid soft robots. Simulation is a good way to evaluate and optimize robot design and control. However, existing simulators that support motor-driven soft robots have limited features. Chapter 5 discusses this issue and presents a physically based real-time soft robot simulator capable of simulating motor-driven soft robots. In addition, chapter 5 presents the design and control of a 3D printed hybrid soft quadruped robot. Chapter 6 presents the design and control of a 3D printed hybrid soft humanoid robot.
The two parts of the thesis aim to improve aspects in soft actuators and soft robots. In conclusion, we summarize the lessons learned in developing soft actuators/robots and new possibilities and challenges for advancing soft robotics research
Advanced Mobile Robotics: Volume 3
Mobile robotics is a challenging field with great potential. It covers disciplines including electrical engineering, mechanical engineering, computer science, cognitive science, and social science. It is essential to the design of automated robots, in combination with artificial intelligence, vision, and sensor technologies. Mobile robots are widely used for surveillance, guidance, transportation and entertainment tasks, as well as medical applications. This Special Issue intends to concentrate on recent developments concerning mobile robots and the research surrounding them to enhance studies on the fundamental problems observed in the robots. Various multidisciplinary approaches and integrative contributions including navigation, learning and adaptation, networked system, biologically inspired robots and cognitive methods are welcome contributions to this Special Issue, both from a research and an application perspective
Dancing Media: The Contagious Movement of Posthuman Bodies (or Towards A Posthuman Theory of Dance)
My dissertation seeks to define a posthuman theory of dance through a historical study of the dancer as an instrument or technology for exploring emergent visual media, and by positioning screendance as an experimental technique for animating posthuman relation and thought. Commonly understood as ephemeral, dance is produced by assemblages that include bodies but are not limited to them. In this way, dance exceeds the human body. There is a central tension in the practice of dance, between the persistent presumption of the dancing body as a channel for human expression, and dance as a technicity of the body—a discipline and a practice of repeated gesture—that calls into question categories of the human. A posthuman theory of dance invites examination of such tensions and interrogates traditional notions of authenticity, ownership and commodification, as well as the bounded, individual subject who can assess the surrounding world with precise clarity, certain of where the human begins and ends.
The guiding historical question for my dissertation is: if it is possible to describe both a modern form of posthuman dance (turn of the 19th-20th century), and a more recent form of posthuman dance (turn of the 20th-21st century), are they part of the same assemblage or are they constituted differently, and if so, how? Throughout my four chapters, I explore an array of case studies from early modernism to advanced capitalism, including Loie Fuller’s otherworldly stage dances; the scientific motion studies of Muybridge and Marey; Fritz Lang’s dancing maschinenmensch (or the first on-screen dancing machine) in the 1927 film Metropolis; the performances of singer-dancer hologram pop star, Hatsune Miku; and American engineering firm Boston Dynamics’ dancing military robots. The figure of the “dancing machine” (McCarren) is central to my project, especially given that dance has historically been used as a means of testing machines—from automata to robots to CGI images animated with MoCap—in their capacity to be lively or human-like. In each case, I am interested in how dance continues to be productive of some kind of subjectivity (or interiority, or “soul”), even in the absence of the human body, and how technique and gesture passes between bodies, both virtual and organic, dispersing agency often attributed to the human alone.
I propose that a posthuman theory of dance is a necessary intervention to the broad and contradictory field of posthumanism because dance returns us to questions about bodies that are often suspiciously ignored in theories of posthumanism, especially regarding race (and historically racist categories of non/inhumanity), thereby exposing many of posthumanism’s biases, appropriations, dispossessions and erasures. Throughout my dissertation, I look to dance as both a concrete example and as a method of thinking through the potentials and limitations of posthumanism