62 research outputs found
Manipulation of unknown objects to improve the grasp quality using tactile information
This work presents a novel and simple approach in the area of manipulation of unknown objects considering both geometric and mechanical constraints of the robotic hand. Starting with an initial blind grasp, our method improves the grasp quality through manipulation considering the three common goals of the manipulation process: improving the hand configuration, the grasp quality and the object positioning, and, at the same time, prevents the object from falling. Tactile feedback is used to obtain local information of the contacts between the fingertips and the object, and no additional exteroceptive feedback sources are considered in the approach. The main novelty of this work lies in the fact that the grasp optimization is performed on-line as a reactive procedure using the tactile and kinematic information obtained during the manipulation. Experimental results are shown to illustrate the efficiency of the approachPeer ReviewedPostprint (published version
Visuo-Haptic Grasping of Unknown Objects through Exploration and Learning on Humanoid Robots
Die vorliegende Arbeit befasst sich mit dem Greifen unbekannter Objekte durch humanoide Roboter. Dazu werden visuelle Informationen mit haptischer Exploration kombiniert, um Greifhypothesen zu erzeugen. Basierend auf simulierten Trainingsdaten wird außerdem eine Greifmetrik gelernt, welche die Erfolgswahrscheinlichkeit der Greifhypothesen bewertet und die mit der größten geschätzten Erfolgswahrscheinlichkeit auswählt. Diese wird verwendet, um Objekte mit Hilfe einer reaktiven Kontrollstrategie zu greifen. Die zwei Kernbeiträge der Arbeit sind zum einen die haptische Exploration von unbekannten Objekten und zum anderen das Greifen von unbekannten Objekten mit Hilfe einer neuartigen datengetriebenen Greifmetrik
Multi-finger grasps in a dynamic environment
Most current state-of-the-art haptic devices render only a single force, however almost all human grasps are characterised by multiple forces and torques applied by the fingers and palms of the hand to the object. In this chapter we will begin by considering the different types of grasp and then consider the physics of rigid objects that will be needed for correct haptic rendering. We then describe an algorithm to represent the forces associated
with grasp in a natural manner. The power of the algorithm is that it considers only the capabilities of the haptic device and requires no model of the hand, thus applies to most practical grasp types. The technique is sufficiently general that it would also apply to multi-hand interactions, and hence to collaborative interactions where several people interact with the same rigid object. Key concepts in friction and rigid body dynamics are discussed and applied to the problem of rendering multiple forces to allow the person to choose their grasp on a virtual object and perceive the resulting movement via the forces in a natural way. The algorithm also generalises well to support computation of
multi-body physic
Design and Development of Sensor Integrated Robotic Hand
Most of the automated systems using robots as agents do use few sensors according to the need. However, there are situations where the tasks carried out by the end-effector, or for that matter by the robot hand needs multiple sensors. The hand, to make the best use of these sensors, and behave autonomously, requires a set of appropriate types of sensors which could be integrated in proper manners.
The present research work aims at developing a sensor integrated robot hand that can collect information related to the assigned tasks, assimilate there correctly and then do task action as appropriate. The process of development involves selection of sensors of right types and of right specification, locating then at proper places in the hand, checking their functionality individually and calibrating them for the envisaged process. Since the sensors need to be integrated so that they perform in the desired manner collectively, an integration platform is created using NI PXIe-1082.
A set of algorithm is developed for achieving the integrated model. The entire process is first modelled and simulated off line for possible modification in order to ensure that all the sensors do contribute towards the autonomy of the hand for desired activity.
This work also involves design of a two-fingered gripper. The design is made in such a way that it is capable of carrying out the desired tasks and can accommodate all the sensors within its fold. The developed sensor integrated hand has been put to work and its performance test has been carried out. This hand can be very useful for part assembly work in industries for any shape of part with a limit on the size of the part in mind.
The broad aim is to design, model simulate and develop an advanced robotic hand. Sensors for pick up contacts pressure, force, torque, position, surface profile shape using suitable sensing elements in a robot hand are to be introduced. The hand is a complex structure with large number of degrees of freedom and has multiple sensing capabilities apart from the associated sensing assistance from other organs. The present work is envisaged to add multiple sensors to a two-fingered robotic hand having motion capabilities and constraints similar to the human hand. There has been a good amount of research and development in this field during the last two decades a lot remains to be explored and achieved.
The objective of the proposed work is to design, simulate and develop a sensor integrated robotic hand. Its potential applications can be proposed for industrial environments and in healthcare field. The industrial applications include electronic assembly tasks, lighter inspection tasks, etc. Application in healthcare could be in the areas of rehabilitation and assistive techniques.
The work also aims to establish the requirement of the robotic hand for the target application areas, to identify the suitable kinds and model of sensors that can be integrated on hand control system. Functioning of motors in the robotic hand and integration of appropriate sensors for the desired motion is explained for the control of the various elements of the hand. Additional sensors, capable of collecting external information and information about the object for manipulation is explored.
Processes are designed using various software and hardware tools such as mathematical computation MATLAB, OpenCV library and LabVIEW 2013 DAQ system as applicable, validated theoretically and finally implemented to develop an intelligent robotic hand. The multiple smart sensors are installed on a standard six degree-of-freedom industrial robot KAWASAKI RS06L articulated manipulator, with the two-finger pneumatic SHUNK robotic hand or designed prototype and robot control programs are integrated in such a manner that allows easy application of grasping in an industrial pick-and-place operation where the characteristics of the object can vary or are unknown. The effectiveness of the actual recommended structure is usually proven simply by experiments using calibration involving sensors and manipulator. The dissertation concludes with a summary of the contribution and the scope of further work
Sense, Think, Grasp: A study on visual and tactile information processing for autonomous manipulation
Interacting with the environment using hands is one of the distinctive
abilities of humans with respect to other species. This aptitude reflects on
the crucial role played by objects\u2019 manipulation in the world that we have
shaped for us. With a view of bringing robots outside industries for supporting
people during everyday life, the ability of manipulating objects
autonomously and in unstructured environments is therefore one of the basic
skills they need. Autonomous manipulation is characterized by great
complexity especially regarding the processing of sensors information to
perceive the surrounding environment. Humans rely on vision for wideranging
tridimensional information, prioprioception for the awareness of
the relative position of their own body in the space and the sense of touch
for local information when physical interaction with objects happens. The
study of autonomous manipulation in robotics aims at transferring similar
perceptive skills to robots so that, combined with state of the art control
techniques, they could be able to achieve similar performance in manipulating
objects. The great complexity of this task makes autonomous
manipulation one of the open problems in robotics that has been drawing
increasingly the research attention in the latest years.
In this work of Thesis, we propose possible solutions to some key components
of autonomous manipulation, focusing in particular on the perception
problem and testing the developed approaches on the humanoid robotic platform iCub. When available, vision is the first source of information
to be processed for inferring how to interact with objects. The object
modeling and grasping pipeline based on superquadric functions we designed
meets this need, since it reconstructs the object 3D model from partial
point cloud and computes a suitable hand pose for grasping the object.
Retrieving objects information with touch sensors only is a relevant skill
that becomes crucial when vision is occluded, as happens for instance during
physical interaction with the object. We addressed this problem with
the design of a novel tactile localization algorithm, named Memory Unscented
Particle Filter, capable of localizing and recognizing objects relying solely
on 3D contact points collected on the object surface. Another key point of
autonomous manipulation we report on in this Thesis work is bi-manual
coordination. The execution of more advanced manipulation tasks in fact
might require the use and coordination of two arms. Tool usage for instance
often requires a proper in-hand object pose that can be obtained via
dual-arm re-grasping. In pick-and-place tasks sometimes the initial and
target position of the object do not belong to the same arm workspace, then
requiring to use one hand for lifting the object and the other for locating it
in the new position. At this regard, we implemented a pipeline for executing
the handover task, i.e. the sequences of actions for autonomously passing an
object from one robot hand on to the other.
The contributions described thus far address specific subproblems of
the more complex task of autonomous manipulation. This actually differs
from what humans do, in that humans develop their manipulation
skills by learning through experience and trial-and-error strategy. Aproper
mathematical formulation for encoding this learning approach is given by
Deep Reinforcement Learning, that has recently proved to be successful in
many robotics applications. For this reason, in this Thesis we report also
on the six month experience carried out at Berkeley Artificial Intelligence
Research laboratory with the goal of studying Deep Reinforcement Learning
and its application to autonomous manipulation
Object Recognition and Localization : the Role of Tactile Sensors
Tactile sensors, because of their intrinsic insensitivity to lighting conditions and water turbidity, provide promising opportunities for augmenting the capabilities of vision sensors in applications involving object recognition and localization. This thesis presents two approaches for haptic object recognition and localization for ground and underwater environments. The first approach called Batch Ransac and Iterative Closest Point augmented Sequential Filter (BRICPSF) is based on an innovative combination of a sequential filter, Iterative-Closest-Point algorithm, and a feature-based Random Sampling and Consensus (RANSAC) algorithm for database matching. It can handle a large database of 3D-objects of complex shapes and performs a complete six-degree-of-freedom localization of static objects. The algorithms are validated by experimentation in simulation and using actual hardware. To our knowledge this is the first instance of haptic object recognition and localization in underwater environments. The second approach is biologically inspired, and provides a close integration between exploration and recognition. An edge following exploration strategy is developed that receives feedback from the current state of recognition. A recognition by parts approach is developed which uses BRICPSF for object part recognition. Object exploration is either directed to explore a part until it is successfully recognized, or is directed towards new parts to endorse the current recognition belief. This approach is validated by simulation experiments
Muscle activation mapping of skeletal hand motion: an evolutionary approach.
Creating controlled dynamic character animation consists of mathe- matical modelling of muscles and solving the activation dynamics that form the key to coordination. But biomechanical simulation and control is com- putationally expensive involving complex di erential equations and is not suitable for real-time platforms like games. Performing such computations at every time-step reduces frame rate. Modern games use generic soft- ware packages called physics engines to perform a wide variety of in-game physical e ects. The physics engines are optimized for gaming platforms. Therefore, a physics engine compatible model of anatomical muscles and an alternative control architecture is essential to create biomechanical charac- ters in games. This thesis presents a system that generates muscle activations from captured motion by borrowing principles from biomechanics and neural con- trol. A generic physics engine compliant muscle model primitive is also de- veloped. The muscle model primitive forms the motion actuator and is an integral part of the physical model used in the simulation. This thesis investigates a stochastic solution to create a controller that mimics the neural control system employed in the human body. The control system uses evolutionary neural networks that evolve its weights using genetic algorithms. Examples and guidance often act as templates in muscle training during all stages of human life. Similarly, the neural con- troller attempts to learn muscle coordination through input motion samples. The thesis also explores the objective functions developed that aids in the genetic evolution of the neural network. Character interaction with the game world is still a pre-animated behaviour in most current games. Physically-based procedural hand ani- mation is a step towards autonomous interaction of game characters with the game world. The neural controller and the muscle primitive developed are used to animate a dynamic model of a human hand within a real-time physics engine environment
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