116 research outputs found
Progress and Prospects of the Human-Robot Collaboration
International audienceRecent technological advances in hardware designof the robotic platforms enabled the implementationof various control modalities for improved interactions withhumans and unstructured environments. An important applicationarea for the integration of robots with such advancedinteraction capabilities is human-robot collaboration. Thisaspect represents high socio-economic impacts and maintainsthe sense of purpose of the involved people, as the robotsdo not completely replace the humans from the workprocess. The research community’s recent surge of interestin this area has been devoted to the implementation of variousmethodologies to achieve intuitive and seamless humanrobot-environment interactions by incorporating the collaborativepartners’ superior capabilities, e.g. human’s cognitiveand robot’s physical power generation capacity. In fact,the main purpose of this paper is to review the state-of-thearton intermediate human-robot interfaces (bi-directional),robot control modalities, system stability, benchmarking andrelevant use cases, and to extend views on the required futuredevelopments in the realm of human-robot collaboration
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Exploring Engineering Applications of Visual Analytics in Virtual Reality
Recent advancements and technological breakthroughs in the development of so-called immersive interfaces, such as augmented (AR), mixed (MR), and virtual reality (VR), coupled with the growing mass-market adoption of such devices has started to attract attention from academia and industry alike. Out of these technologies, VR offers the most mature option in terms of both hardware and software, as well as the best available range of different off-the-shelf offerings. VR is a term interchangeably used to denote both head-mounted displays (HMDs) and fully immersive, bespoke 3D environments which these devices transport their users to. With modern devices, developers can leverage a range of different interaction modalities, including visual, audio, and even haptic feedback, in the creation of these virtual worlds. With such a rich interaction space it is thus natural to think of VR as a well-suited environment for interactive visualisation and analytical reasoning of complex multidimensional data.
Research in \textit{visual analytics} (VA) combines these two themes, spanning the last one and a half decades, and has revealed a number of research findings. This includes a range of new advanced and effective visualisation and analysis tools for even more complex, more noisy and larger data sets. Furthermore, the extension of this research and the use of immersive interfaces to facilitate visual analytics has spun-off a new field of research: \textit{immersive analytics} (IA). Immersive analytics leverages the potential bestowed by immersive interfaces to aid the user in swift and effective data analysis.
Some of the most promising application domains of such immersive interfaces in the industry are various branches of engineering, including aerospace design and in civil engineering. The range of potential applications is vast and growing as new stakeholders are adopting these immersive tools. However, the use of these technologies brings its own challenges. One such difficulty is the design of appropriate interaction techniques. There is no optimal choice, instead such a choice varies depending on available hardware, the user’s prior experience, their task at hand, and the nature of the dataset.
To this end, my PhD work has focused on designing and analysing various interactive, VR-based immersive systems for engineering visual analytics. One of the key elements of such an immersive system is the selection of an adequate interaction method. In a series of both qualitative and quantitative studies, I have explored the potential of various interaction techniques that can be used to support the user in swift and effective data analysis.
Here, I have investigated the feasibility of using techniques such as hand-held controllers, gaze-tracking and hand-tracking input methods used solo or in combination in various challenging use cases and scenarios. For instance, I developed and verified the usability and effectiveness of the AeroVR system for aerospace design in VR. This research has allowed me to trim the very large design space of such systems that have been not sufficiently explored thus far. Moreover, building on top of this work, I have designed, developed, and tested a system for digital twin assessment in aerospace that coupled gaze-tracking and hand-tracking, achieved via an additional sensor attached to the front of the VR headset, with no need for the user to hold a controller. The analysis of the results obtained from a qualitative study with domain experts allowed me to distill and propose design implications when developing similar systems. Furthermore, I worked towards designing an effective VR-based visualisation of complex, multidimensional abstract datasets. Here, I developed and evaluated the immersive version of the well-known Parallel Coordinates Plots (IPCP) visualisation technique. The results of the series of qualitative user studies allowed me to obtain a list of design suggestions for IPCP, as well as provide tentative evidence that the IPCP can be an effective tool for multidimensional data analysis. Lastly, I also worked on the design, development, and verification of the system allowing its users to capture information in the context of conducting engineering surveys in VR.
Furthermore, conducting a meaningful evaluation of immersive analytics interfaces remains an open problem. It is difficult and often not feasible to use traditional A/B comparisons in controlled experiments as the aim of immersive analytics is to provide its users with new insights into their data rather than focusing on more quantifying factors. To this end, I developed a generative process for synthesising clustered datasets for VR analytics experiments that can be used in the process of interface evaluation. I further validated this approach by designing and carrying out two user studies. The statistical analysis of the gathered data revealed that this generative process for synthesising clustered datasets did indeed result in datasets that can be used in experiments without the datasets themselves being the dominant contributor of the variability between conditions.Engineering and Physical Sciences Research Council (EPSRC-1788814); Trinity Hall and Cambridge Commonwealth, European & International Trust; Cambridge Philosophical Societ
Accelerating Surgical Robotics Research: A Review of 10 Years With the da Vinci Research Kit
Robotic-assisted surgery is now well-established in clinical practice and has
become the gold standard clinical treatment option for several clinical
indications. The field of robotic-assisted surgery is expected to grow
substantially in the next decade with a range of new robotic devices emerging
to address unmet clinical needs across different specialities. A vibrant
surgical robotics research community is pivotal for conceptualizing such new
systems as well as for developing and training the engineers and scientists to
translate them into practice. The da Vinci Research Kit (dVRK), an academic and
industry collaborative effort to re-purpose decommissioned da Vinci surgical
systems (Intuitive Surgical Inc, CA, USA) as a research platform for surgical
robotics research, has been a key initiative for addressing a barrier to entry
for new research groups in surgical robotics. In this paper, we present an
extensive review of the publications that have been facilitated by the dVRK
over the past decade. We classify research efforts into different categories
and outline some of the major challenges and needs for the robotics community
to maintain this initiative and build upon it
Automatic extraction of constraints in manipulation tasks for autonomy and interaction
Tasks routinely executed by humans involve sequences of actions performed with high dexterity and coordination. Fully specifying these actions such that a robot could replicate the task is often difficult. Furthermore the uncertainties introduced by the use of different tools or changing configurations demand the specification to be generic, while enhancing the important task aspects, i.e. the constraints. Therefore the first challenge of this thesis is inferring these constraints from repeated demonstrations. In addition humans explaining a task to another person rely on the person's ability to apprehend missing or implicit information. Therefore observations contain user-specific cues, alongside knowledge on performing the task. Thus our second challenge is correlating the task constraints with the user behavior for improving the robot's performance. We address these challenges using a Programming by Demonstration framework.
In the first part of the thesis we describe an approach for decomposing demonstrations into actions and extracting task-space constraints as continuous features that apply throughout each action. The constraints consist of: (1) the reference frame for performing manipulation, (2) the variables of interest relative to this frame, allowing a decomposition in force and position control, and (3) a stiffness gain modulating the contribution of force and position. We then extend this approach to asymmetrical bimanual tasks by extracting features that enable arm coordination: the master--slave role that enables precedence, and the motion--motion or force--motion coordination that facilitates the physical interaction through an object. The set of constraints and the time-independent encoding of each action form a task prototype, used to execute the task.
In the second part of the thesis we focus on discovering additional features implicit in the demonstrations with respect to two aspects of the teaching interactions: (1) characterizing the user performance and (2) improving the user behavior. For the first goal we assess the skill of the user and implicitly the quality of the demonstrations by using objective task--specific metrics, related directly to the constraints. We further analyze ways of making the user aware of the robot's state during teaching by providing task--related feedback. The feedback has a direct influence on both the teaching efficiency and the user's perception of the interaction. We evaluated our approaches on robotic experiments that encompass daily activities using two 7 degrees of freedom Kuka LWR robotic arms, and a 53 degrees of freedom iCub humanoid robot
Vision Sensor based Action Recognition for Improving Efficiency and Quality under the Environment of Industry 4.0
In the environment of industry 4.0, human beings are still an important influencing factor of efficiency and quality which are the core of product life cycle management. Hence, monitoring and analyzing humans\u27 actions are essential. This paper proposes a vision sensor based method to evaluate the accuracy of operators\u27 actions. Each action of operators is recognized in real time by a Convolutional Neural Network (CNN) based classification model in which hierarchical clustering is introduced to minimize the effects of action uncertainty. Warnings are triggered when incorrect actions occur in real time and applications of action analysis of workers on a reducer assembling line show the effectiveness of the proposed method. The research is expected to provide a guidance for operators to correct their actions to reduce the cost of quality defects and improve the efficiency of workforce
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