87 research outputs found

    Hopping, Landing, and Balancing with Springs

    Get PDF
    This work investigates the interaction of a planar double pendulum robot and springs, where the lower body (the leg) has been modified to include a spring-loaded passive prismatic joint. The thesis explores the mechanical advantage of adding a spring to the robot in hopping, landing, and balancing activities by formulating the motion problem as a boundary value problem; and also provides a control strategy for such scenarios. It also analyses the robustness of the developed controller to uncertain spring parameters, and an observer solution is provided to estimate these parameters while the robot is performing a tracking task. Finally, it shows a study of how well IMUs perform in bouncing conditions, which is critical for the proper operation of a hopping robot or a running-legged one

    Analysis and generation of highly dynamic motions of anthropomorphic systems: application to parkour

    Get PDF
    Cette thèse propose une approche interdisciplinaire originale du traitement du mouvement humain corps-complet grâce à l'utilisation couplée d'approches issues de la biomécanique, du contrôle moteur et de la robotique. Les méthodes biomécaniques sont utilisées pour l'enregistrement, le traitement et l'analyse du mouvement humain. L'approche > du contrôle moteur est étendue à l'étude des mouvements hautement dynamiques. Ceci permet de déterminer si d'éventuelles tâches dynamiques sont contrôlées et stabilisées par le cerveau, puis d'inférer une organisation hiérarchique des tâches motrices. Le formalisme de l'espace des tâches utilisé en robotique pour la génération de mouvement corps-complet ainsi que la hiérarchie des tâches extraites dans l'étude du contrôle moteur sont utilisés pour simuler des mouvements humains hautement dynamiques. Cette approche permet de mieux comprendre le mouvement humain et de générer des mouvements inspirés de l'humain pour d'autres systèmes anthropomorphes tel que des robots ou avatars. La discipline du Parkour, impliquant des actions hautement dynamiques tels que des sauts et des techniques d'atterisage, est choisie pour illustrer l'approche proposée.This thesis proposes an original and interdisciplinary approach to the treatment of whole-body human movements through the synergistic utilization of biomechanics, motor control and robotics. Robust methods of biomechanics are used to record, process and analyze whole-body human motions. The Uncontrolled Manifold approach (UCM) of motor control is extended to study highly dynamic movements processed in the biomechanical study, in order to determine if hypothesized dynamic tasks are being controlled stably by the central nervous system. This extension permits also to infer a hierarchical organization of the controlled dynamic tasks. The task space formalism of motion generation in robotics is used to generate whole-body motion by taking into account the hierarchy of tasks extracted in the motor control study. This approach permits to better understand the organization of human dynamic motions and provide a new methodology to generate whole-body human motions with anthropomorphic systems. A case study of highly dynamic and complex movements of Parkour, including jumps and landings, is utilized to illustrate the proposed approach

    Robot motion planning via curve shortening flows

    Get PDF
    This work will present a series of developments of geometric heat flow method in robot motion planning and estimation. The key of geometric heat flow is to formulate the motion planning problem into a curve shortening problem. By solving the geometric heat flow, an arbitrary initial curve can be deformed to a curve of minimal length, which corresponds to a feasible motion. Preliminary theories and algorithms for motion planning based on geometric heat flow have been developed for driftless control affine systems. The main contribution of this research is to extend the algorithm to robotic systems, which are dynamic systems with drifts and different types of constraint. Early stages of the research focus on adapting the algorithm to solve motion planning problems for systems with drift. To tackle systems with drift, actuated curve length and affine geometric heat flow is proposed. The method is then enriched to solve robot gymnastics motion planning, in which the effect of state constraints is encoded into curve length. Free boundary conditions are also studied to enforce the conservation of the robot's momentum. The second stage of the research focus on the construction of the geometric heat flow framework for robot locomotion planning, which involves hybrid dynamics due to contact. The activation and deactivation of phase-dependent constraints are controlled by activation functions. Lastly, to solve 3D problems in robotics, planning and estimation in SO(3) space is formulated using the geometric heat flow method

    Design of high-performance legged robots: A case study on a hopping and balancing robot

    Get PDF
    The availability and capabilities of present-day technology suggest that legged robots should be able to physically outperform their biological counterparts. This thesis revolves around the philosophy that the observed opposite is caused by over-complexity in legged robot design, which is believed to substantially suppress design for high-performance. In this dissertation a design philosophy is elaborated with a focus on simple but high performance design. This philosophy is governed by various key points, including holistic design, technology-inspired design, machine and behaviour co-design and design at the performance envelope. This design philosophy also focuses on improving progress in robot design, which is inevitably complicated by the aspire for high performance. It includes an approach of iterative design by trial-and-error, which is believed to accelerate robot design through experience. This thesis mainly focuses on the case study of Skippy, a fully autonomous monopedal balancing and hopping robot. Skippy is maximally simple in having only two actuators, which is the minimum number of actuators required to control a robot in 3D. Despite its simplicity, it is challenged with a versatile set of high-performance activities, ranging from balancing to reaching record jump heights, to surviving crashes from several meters and getting up unaided after a crash, while being built from off-the-shelf technology. This thesis has contributed to the detailed mechanical design of Skippy and its optimisations that abide the design philosophy, and has resulted in a robust and realistic design that is able to reach a record jump height of 3.8m. Skippy is also an example of iterative design through trial-and-error, which has lead to the successful design and creation of the balancing-only precursor Tippy. High-performance balancing has been successfully demonstrated on Tippy, using a recently developed balancing algorithm that combines the objective of tracking a desired position command with balancing, as required for preparing hopping motions. This thesis has furthermore contributed to several ideas and theories on Skippy's road of completion, which are also useful for designing other high-performance robots. These contributions include (1) the introduction of an actuator design criterion to maximize the physical balance recovery of a simple balancing machine, (2) a generalization of the centre of percussion for placement of components that are sensitive to shock and (3) algebraic modelling of a non-linear high-gravimetric energy density compression spring with a regressive stress-strain profile. The activities performed and the results achieved have been proven to be valuable, however they have also delayed the actual creation of Skippy itself. A possible explanation for this happening is that Skippy's requirements and objectives were too ambitious, for which many complications were encountered in the decision-making progress of the iterative design strategy, involving trade-offs between exercising trial-and-error, elaborate simulation studies and the development of above-mentioned new theories. Nevertheless, from (1) the resulting realistic design of Skippy, (2) the successful creation and demonstrations of Tippy and (3) the contributed theories for high-performance robot design, it can be concluded that the adopted design philosophy has been generally successful. Through the case study design project of the hopping and balancing robot Skippy, it is shown that proper design for high physical performance (1) can indeed lead to a robot design that is capable of physically outperforming humans and animals and (2) is already very challenging for a robot that is intended to be very simple

    Utilizing gravity in movement-based games and play

    Get PDF
    This paper seeks to expand the understanding of gravity as a powerful but underexplored design resource for movement-based games and play. We examine how gravity has been utilized and manipulated in digital, physical, and mixed reality games and sports, considering five central and gravity-related facets of user experience: realism, affect, challenge, movement diversity, and sociality. For each facet, we suggest new directions for expanding the field of movement-based games and play, for example through novel combinations of physical and digital elements. Our primary contribution is a structured articulation of a novel point of view for designing games and interactions for the moving body. Additionally, we point out new research directions, and our conceptual framework can be used as a design tool. We demonstrate this in 1) creating and evaluating a novel gravity-based game mechanic, and 2) analyzing an existing movement-based game and suggesting future improvements

    Utilizing gravity in movement-based games and play

    Get PDF
    This paper seeks to expand the understanding of gravity as a powerful but underexplored design resource for movement-based games and play. We examine how gravity has been utilized and manipulated in digital, physical, and mixed reality games and sports, considering five central and gravity-related facets of user experience: realism, affect, challenge, movement diversity, and sociality. For each facet, we suggest new directions for expanding the field of movement-based games and play, for example through novel combinations of physical and digital elements. Our primary contribution is a structured articulation of a novel point of view for designing games and interactions for the moving body. Additionally, we point out new research directions, and our conceptual framework can be used as a design tool. We demonstrate this in 1) creating and evaluating a novel gravity-based game mechanic, and 2) analyzing an existing movement-based game and suggesting future improvements

    Developing agile motor skills on virtual and real humanoids

    Get PDF
    Demonstrating strength and agility on virtual and real humanoids has been an important goal in computer graphics and robotics. However, developing physics- based controllers for various agile motor skills requires a tremendous amount of prior knowledge and manual labor due to complex mechanisms of the motor skills. The focus of the dissertation is to develop a set of computational tools to expedite the design process of physics-based controllers that can execute a variety of agile motor skills on virtual and real humanoids. Instead of designing directly controllers real humanoids, this dissertation takes an approach that develops appropriate theories and models in virtual simulation and systematically transfers the solutions to hardware systems. The algorithms and frameworks in this dissertation span various topics from spe- cific physics-based controllers to general learning frameworks. We first present an online algorithm for controlling falling and landing motions of virtual characters. The proposed algorithm is effective and efficient enough to generate falling motions for a wide range of arbitrary initial conditions in real-time. Next, we present a robust falling strategy for real humanoids that can manage a wide range of perturbations by planning the optimal contact sequences. We then introduce an iterative learning framework to easily design various agile motions, which is inspired by human learn- ing techniques. The proposed framework is followed by novel algorithms to efficiently optimize control parameters for the target tasks, especially when they have many constraints or parameterized goals. Finally, we introduce an iterative approach for exporting simulation-optimized control policies to hardware of robots to reduce the number of hardware experiments, that accompany expensive costs and labors.Ph.D

    Becoming Human with Humanoid

    Get PDF
    Nowadays, our expectations of robots have been significantly increases. The robot, which was initially only doing simple jobs, is now expected to be smarter and more dynamic. People want a robot that resembles a human (humanoid) has and has emotional intelligence that can perform action-reaction interactions. This book consists of two sections. The first section focuses on emotional intelligence, while the second section discusses the control of robotics. The contents of the book reveal the outcomes of research conducted by scholars in robotics fields to accommodate needs of society and industry
    • …
    corecore