5,253 research outputs found

    This Far, No Further: Introducing Virtual Borders to Mobile Robots Using a Laser Pointer

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    We address the problem of controlling the workspace of a 3-DoF mobile robot. In a human-robot shared space, robots should navigate in a human-acceptable way according to the users' demands. For this purpose, we employ virtual borders, that are non-physical borders, to allow a user the restriction of the robot's workspace. To this end, we propose an interaction method based on a laser pointer to intuitively define virtual borders. This interaction method uses a previously developed framework based on robot guidance to change the robot's navigational behavior. Furthermore, we extend this framework to increase the flexibility by considering different types of virtual borders, i.e. polygons and curves separating an area. We evaluated our method with 15 non-expert users concerning correctness, accuracy and teaching time. The experimental results revealed a high accuracy and linear teaching time with respect to the border length while correctly incorporating the borders into the robot's navigational map. Finally, our user study showed that non-expert users can employ our interaction method.Comment: Accepted at 2019 Third IEEE International Conference on Robotic Computing (IRC), supplementary video: https://youtu.be/lKsGp8xtyI

    Virtual Borders: Accurate Definition of a Mobile Robot's Workspace Using Augmented Reality

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    We address the problem of interactively controlling the workspace of a mobile robot to ensure a human-aware navigation. This is especially of relevance for non-expert users living in human-robot shared spaces, e.g. home environments, since they want to keep the control of their mobile robots, such as vacuum cleaning or companion robots. Therefore, we introduce virtual borders that are respected by a robot while performing its tasks. For this purpose, we employ a RGB-D Google Tango tablet as human-robot interface in combination with an augmented reality application to flexibly define virtual borders. We evaluated our system with 15 non-expert users concerning accuracy, teaching time and correctness and compared the results with other baseline methods based on visual markers and a laser pointer. The experimental results show that our method features an equally high accuracy while reducing the teaching time significantly compared to the baseline methods. This holds for different border lengths, shapes and variations in the teaching process. Finally, we demonstrated the correctness of the approach, i.e. the mobile robot changes its navigational behavior according to the user-defined virtual borders.Comment: Accepted on 2018 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS), supplementary video: https://youtu.be/oQO8sQ0JBR

    A template based user-teaching system for an Assistive Robot

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    Demographics issues, characterised by an increasing elderly population, are expected to be a major concern both in Europe and other countries around the world. A proposed cost and care solution to these issues has been suggested that uses assistive robots in 'smarthome' environments. The deployment of such integrated facilities presents many challenges, one of which concerns the customisation of such systems to meet the needs of the elderly person themselves. One approach is to allow the elderly person to actually teach the robot sufficient behaviours that meet their care requirements. The teaching could equally well be carried out by the elderly person's relatives or carers. The overriding premise being that teaching is both intuitive and 'non-technical'. As part of a European project investigating these issues we have deployed a commercially available robot in a fully sensorised but otherwise ordinary suburban house, and designed a non-technical teaching system, based on behavioural templates, to achieve this goal. We have evaluated this integrated system within the house with 20 participants in a Human-Robot interaction experiment. Results indicate that participants overall found the interface easy to use, and felt that they would be capable of using it in a real-life situation. There were also some salient individual differences within the sample

    Makers at School, Educational Robotics and Innovative Learning Environments

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    This open access book contains observations, outlines, and analyses of educational robotics methodologies and activities, and developments in the field of educational robotics emerging from the findings presented at FabLearn Italy 2019, the international conference that brought together researchers, teachers, educators and practitioners to discuss the principles of Making and educational robotics in formal, non-formal and informal education. The editors’ analysis of these extended versions of papers presented at FabLearn Italy 2019 highlight the latest findings on learning models based on Making and educational robotics. The authors investigate how innovative educational tools and methodologies can support a novel, more effective and more inclusive learner-centered approach to education. The following key topics are the focus of discussion: Makerspaces and Fab Labs in schools, a maker approach to teaching and learning; laboratory teaching and the maker approach, models, methods and instruments; curricular and non-curricular robotics in formal, non-formal and informal education; social and assistive robotics in education; the effect of innovative spaces and learning environments on the innovation of teaching, good practices and pilot projects

    Structural Innovation Through Digital Means: Wooden Waves, Galaxia, Conifera, Sandwaves, Polibot, Silkworm

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    This folio presents a body of investigation into the possibilities of innovative built structures developed by manipulating digital technologies to generate new structural systems and tested using manual as well as digital construction methods. Research is generated through a range of projects, in different contexts, at various scales, using innovative building and structural design, and considering the tools generated to make the project as part of the research output. The work further tests new and emerging patterns of architectural practice, construction and procurement. Projects have moved towards a more environmentally-friendly parametrically generated approach e.g. through developing re-useable and compostable structures. Mamou-Mani developed this research through commissioned briefs by clients and self-initiated competition entries for large-scale permanent structures. Often, projects are inspired by patterns found in nature, and the research explores, develops, tests and expands upon these parametrically to suggest new structural models. Structures included are the installations for Buro Happold’s headquarters (2015): for fashion brand COS (2018) –one of the largest PLA (bioplastic made from fermented sugar) 3D-printed structures in the world to date; the largest sand-printed installation to date; and the well-published 60 metre-wide, 20 metre-high Galaxia temporary temple building erected for the 2018 Burning Man event in the USA, duly burned down after use. Innovative procurement and construction methods involved working with volunteers and students as well as skilled construction teams, and formulating self-generated projects that raise finance using crowd-funding platforms and ‘investment angels’, and considering the new architectures these might generate. Software innovations include the Silkworm plugin that exports G-code from Grasshopper, enabling one of the world’s largest 3D-printed pavilions. Iterative knowledge development from this research is shared through the WeWantToLearn.net blog which has 1.6M viewers, as well hands-on exchange with volunteers, students and skilled construction teams, as well as more conventional dissemination

    Exploring Natural User Abstractions For Shared Perceptual Manipulator Task Modeling & Recovery

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    State-of-the-art domestic robot assistants are essentially autonomous mobile manipulators capable of exerting human-scale precision grasps. To maximize utility and economy, non-technical end-users would need to be nearly as efficient as trained roboticists in control and collaboration of manipulation task behaviors. However, it remains a significant challenge given that many WIMP-style tools require superficial proficiency in robotics, 3D graphics, and computer science for rapid task modeling and recovery. But research on robot-centric collaboration has garnered momentum in recent years; robots are now planning in partially observable environments that maintain geometries and semantic maps, presenting opportunities for non-experts to cooperatively control task behavior with autonomous-planning agents exploiting the knowledge. However, as autonomous systems are not immune to errors under perceptual difficulty, a human-in-the-loop is needed to bias autonomous-planning towards recovery conditions that resume the task and avoid similar errors. In this work, we explore interactive techniques allowing non-technical users to model task behaviors and perceive cooperatively with a service robot under robot-centric collaboration. We evaluate stylus and touch modalities that users can intuitively and effectively convey natural abstractions of high-level tasks, semantic revisions, and geometries about the world. Experiments are conducted with \u27pick-and-place\u27 tasks in an ideal \u27Blocks World\u27 environment using a Kinova JACO six degree-of-freedom manipulator. Possibilities for the architecture and interface are demonstrated with the following features; (1) Semantic \u27Object\u27 and \u27Location\u27 grounding that describe function and ambiguous geometries (2) Task specification with an unordered list of goal predicates, and (3) Guiding task recovery with implied scene geometries and trajectory via symmetry cues and configuration space abstraction. Empirical results from four user studies show our interface was much preferred than the control condition, demonstrating high learnability and ease-of-use that enable our non-technical participants to model complex tasks, provide effective recovery assistance, and teleoperative control

    Virgil Robot at Racconigi’s Castle: a Design Challenge.

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    This paper discusses the role of Design Research (DR) as a mediator between robotics and cultural heritage. This issue has been addressed in the project Virgil, a telepresence robot for visiting inaccessible areas of Racconigi Castle in Piedmont, Italy. A project developed applying an iterative design process that combines the traditional activities of design practice, such as product and service design, to a more theoretical and conceptual activities of DR aimed to generate a meaningful solution. Both the museum context and the state of the art of museum robotic applications have been analysed to define the ethical requirements for the development of the service. The analytical phase is followed by the design stage in which a service concept has been defined, through a process of continuous debate and co-design with various stakeholders. The process has led to the prototyping of a dedicated robot tested in the real environment with random visitors
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