548 research outputs found

    3LP: a linear 3D-walking model including torso and swing dynamics

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    In this paper, we present a new model of biped locomotion which is composed of three linear pendulums (one per leg and one for the whole upper body) to describe stance, swing and torso dynamics. In addition to double support, this model has different actuation possibilities in the swing hip and stance ankle which could be widely used to produce different walking gaits. Without the need for numerical time-integration, closed-form solutions help finding periodic gaits which could be simply scaled in certain dimensions to modulate the motion online. Thanks to linearity properties, the proposed model can provide a computationally fast platform for model predictive controllers to predict the future and consider meaningful inequality constraints to ensure feasibility of the motion. Such property is coming from describing dynamics with joint torques directly and therefore, reflecting hardware limitations more precisely, even in the very abstract high level template space. The proposed model produces human-like torque and ground reaction force profiles and thus, compared to point-mass models, it is more promising for precise control of humanoid robots. Despite being linear and lacking many other features of human walking like CoM excursion, knee flexion and ground clearance, we show that the proposed model can predict one of the main optimality trends in human walking, i.e. nonlinear speed-frequency relationship. In this paper, we mainly focus on describing the model and its capabilities, comparing it with human data and calculating optimal human gait variables. Setting up control problems and advanced biomechanical analysis still remain for future works.Comment: Journal paper under revie

    Straight-Leg Walking Through Underconstrained Whole-Body Control

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    We present an approach for achieving a natural, efficient gait on bipedal robots using straightened legs and toe-off. Our algorithm avoids complex height planning by allowing a whole-body controller to determine the straightest possible leg configuration at run-time. The controller solutions are biased towards a straight leg configuration by projecting leg joint angle objectives into the null-space of the other quadratic program motion objectives. To allow the legs to remain straight throughout the gait, toe-off was utilized to increase the kinematic reachability of the legs. The toe-off motion is achieved through underconstraining the foot position, allowing it to emerge naturally. We applied this approach of under-specifying the motion objectives to the Atlas humanoid, allowing it to walk over a variety of terrain. We present both experimental and simulation results and discuss performance limitations and potential improvements.Comment: Submitted to 2018 IEEE International Conference on Robotics and Automatio

    Control motion approach of a lower limb orthosis to reduce energy consumption

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    By analysing the dynamic principles of the human gait, an economic gait‐control analysis is performed, and passive elements are included to increase the energy efficiency in the motion control of active orthoses. Traditional orthoses use position patterns from the clinical gait analyses (CGAs) of healthy people, which are then de‐normalized and adjusted to each user. These orthoses maintain a very rigid gait, and their energy cosT is very high, reducing the autonomy of the user. First, to take advantage of the inherent dynamics of the legs, a state machine pattern with different gains in eachstate is applied to reduce the actuator energy consumption. Next, different passive elements, such as springs and brakes in the joints, are analysed to further reduce energy consumption. After an off‐line parameter optimization and a heuristic improvement with genetic algorithms, a reduction in energy consumption of 16.8% is obtained by applying a state machine control pattern, and a reduction of 18.9% is obtained by using passive elements. Finally, by combining both strategies, a more natural gait is obtained, and energy consumption is reduced by 24.6%compared with a pure CGA pattern

    Dynamic Walking: Toward Agile and Efficient Bipedal Robots

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    Dynamic walking on bipedal robots has evolved from an idea in science fiction to a practical reality. This is due to continued progress in three key areas: a mathematical understanding of locomotion, the computational ability to encode this mathematics through optimization, and the hardware capable of realizing this understanding in practice. In this context, this review article outlines the end-to-end process of methods which have proven effective in the literature for achieving dynamic walking on bipedal robots. We begin by introducing mathematical models of locomotion, from reduced order models that capture essential walking behaviors to hybrid dynamical systems that encode the full order continuous dynamics along with discrete footstrike dynamics. These models form the basis for gait generation via (nonlinear) optimization problems. Finally, models and their generated gaits merge in the context of real-time control, wherein walking behaviors are translated to hardware. The concepts presented are illustrated throughout in simulation, and experimental instantiation on multiple walking platforms are highlighted to demonstrate the ability to realize dynamic walking on bipedal robots that is agile and efficient

    The Spherical Inverted Pendulum with Pelvis Width in Polar Coordinates for Humanoid Walking Design

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    The present communication is a follow up and extension of the paper “The Spherical Inverted Pendulum: Exact Solutions of Gait and Foot Placement Estimation Based on Symbolic Computation” by the same author. The walk design is approached by a 3-D inverted pendulum in a polar coordinate system. The advantage of this model is to easily offer indications of the energy expenditure of an efficient walk. However, the disadvantages that were never recognized by authors previously using this model is that the COG trajectory has to pass through the supporting foot location. This causes an unnecessary and unrealistic waving in the frontal plane during gait. The problem is discussed here and solved by extending the model of the inverted pendulum by introducing the pelvis width and the distance between the hips of the two legs, without adding dynamical complexity

    Real-time biped character stepping

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    PhD ThesisA rudimentary biped activity that is essential in interactive evirtual worlds, such as video-games and training simulations, is stepping. For example, stepping is fundamental in everyday terrestrial activities that include walking and balance recovery. Therefore an eïŹ€ective 3D stepping control algorithm that is computationally fast and easy to implement is extremely valuable and important to character animation research. This thesis focuses on generating real-time controllable stepping motions on-the-ïŹ‚y without key-framed data that are responsive and robust (e.g.,can remain upright and balanced under a variety of conditions, such as pushes and dynami- cally changing terrain). In our approach, we control the character’s direction and speed by means of varying the stepposition and duration. Our lightweight stepping model is used to create coordinated full-body motions, which produce directable steps to guide the character with speciïŹc goals (e.g., following a particular path while placing feet at viable locations). We also create protective steps in response to random disturbances (e.g., pushes). Whereby, the system automatically calculates where and when to place the foot to remedy the disruption. In conclusion, the inverted pendulum has a number of limitations that we address and resolve to produce an improved lightweight technique that provides better control and stability using approximate feature enhancements, for instance, ankle-torque and elongated-body
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