47 research outputs found
Ball positioning in robotic billiards: a nonprehensile manipulation-based solution
The development and testing of a robotic system to play billiards is described in this paper. The last two decades have seen a number of developments in creating robots to play billiards. Although the designed systems have uccessfully incorporated the kinematics required for gameplay, a system level approach needed for accurate shot-
making has not been realized. The current work considers the different aspects, like machine vision, dynamics, robot design and computational intelligence, and proposes, for the first time, a method based on robotic non-prehensile manipulation. High-speed video tracking is employed to determine the parameters of balls dynamics. Furthermore, three-dimensional impact models, involving ball spin and friction, are developed for different collisions. A three degree of freedom manipulator is designed and fabricated to execute shots. The design enables the manipulator to position the cue on the ball accurately and strike with controlled speeds. The manipulator is controlled from a PC via a microcontroller board. For a given table scenario, optimization is used to search the inverse dynamics space to find best parameters for the robotic shot maker. Experimental results show that a 90% potting accuracy and a 100â200 mm post-shot cue ball positioning accuracy has been achieved by the autonomous system
Trajectory solutions for a game-playing robot using nonprehensile manipulation methods and machine vision
The need for autonomous systems designed to play games, both strategy-based and
physical, comes from the quest to model human behaviour under tough and
competitive environments that require human skill at its best. In the last two decades,
and especially after the 1996 defeat of the world chess champion by a chess-playing
computer, physical games have been receiving greater attention. Robocup TM, i.e.
robotic football, is a well-known example, with the participation of thousands of
researchers all over the world. The robots created to play snooker/pool/billiards are
placed in this context. Snooker, as well as being a game of strategy, also requires
accurate physical manipulation skills from the player, and these two aspects qualify
snooker as a potential game for autonomous system development research. Although
research into playing strategy in snooker has made considerable progress using
various artificial intelligence methods, the physical manipulation part of the game is
not fully addressed by the robots created so far. This thesis looks at the different ball
manipulation options snooker players use, like the shots that impart spin to the ball in
order to accurately position the balls on the table, by trying to predict the ball
trajectories under the action of various dynamic phenomena, such as impacts.
A 3-degree of freedom robot, which can manipulate the snooker cue on a par with
humans, at high velocities, using a servomotor, and position the snooker cue on the
ball accurately with the help of a stepper drive, is designed and fabricated. [Continues.
Computational modeling of impact and deformation
This thesis tackles several problems arising in robotics and mechanics: analysis and computation of two- and muti-body impacts, planning a contact velocity for robotic batting, impact of an elastic rod onto a fixed foundation, robotic pickup of soft three-dimensional objects, and recovery of their gravity-free shapes.
Impact is an event that lasts a very short period of time but generates a very large interaction force. Assuming Strongeâs energy-based restitution, a formal impulse-based analysis is presented for the collision of two rigid bodies at single contact point under Coulomb friction in three dimensions (3D). Based on this analysis, we describe a complete algorithm to take advantage of fast numerical integration and closed-form evaluation. For a simultaneous collision involving more than two bodies, we describe a general computational model for predicting its outcome.
Based on the impact model, we then look into the task of planning an initial contact velocity between a bat and an in-flight object to send the latter to a target. In certain situations, a closed-form solution can be found, while in others, a bounding triangle algorithm of iterative nature can be employed.
An alternative way of modeling impact is to consider the engaged objects to be elastic rather than rigid. A damped one-dimensional wave equation can model an elastic rod bouncing off the ground at a given initial velocity, under the influence of gravity. We derive an explicit solution based on the Method of Descent and DâAlembertâs formula. We also obtain formulas for the time of contact and analyze the dependence of the energetic coefficient of restitution on the physical constants.
I conclude the thesis with two pieces of work involving deformable objects. First, an algorithm for picking up a 3D object is introduced. Homotopy continuation method is applied to solve a non-linear system for slips between objects and fingers. Some simulation and experimental results are compared. Second, I discuss an iterative fixed-point method for recovering the gravity-free shape of an object. An experiment shows that the resulting stiffness matrix gives better predictions on deformations than the conventional stiffness matrix influenced by gravity
Proceedings of the NASA Conference on Space Telerobotics, volume 3
The theme of the Conference was man-machine collaboration in space. The Conference provided a forum for researchers and engineers to exchange ideas on the research and development required for application of telerobotics technology to the space systems planned for the 1990s and beyond. The Conference: (1) provided a view of current NASA telerobotic research and development; (2) stimulated technical exchange on man-machine systems, manipulator control, machine sensing, machine intelligence, concurrent computation, and system architectures; and (3) identified important unsolved problems of current interest which can be dealt with by future research
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A novel musculoskeletal joint modelling for orthopaedic applications
This thesis was submitted for the degree of Docter of Philosophy and awarded by Brunel University.The objective of the work carried out in this thesis was to develop analytical and
computational tools to model and investigate musculoskeletal human joints. It was
recognised that the FEA was used by many researchers in modelling human
musculoskeletal motion, loading and stresses. However the continuum mechanics
played only a minor role in determining the articular joint motion, and its value was
questionable. This is firstly due to the computational cost and secondly due to its
impracticality for this application. On the other hand, there isnât any suitable software
for precise articular joint motion analysis to deal with the local joint stresses or non
standard joints. The main requirement in orthopaedics field is to develop a modeller
software (and its associated theories) to model anatomic joint as it is, without any
simplification with respect to joint surface morphology and material properties of
surrounding tissues. So that the proposed modeller can be used for evaluating and
diagnosing different joint abnormalities but furthermore form the basis for performing
implant insertion and analysis of the artificial joints. The work which is presented in this thesis is a new frame work and has been developed for human anatomic joint analysis which describes the joint in terms of its surface geometry and surrounding
musculoskeletal tissues. In achieving such a framework several contributions were
made to the 6DOF linear and nonlinear joint modelling, the mathematical definition of
joint stiffness, tissue path finding and wrapping and the contact with collision analysis. In 6DOF linear joint modelling, the contribution is the development of joint stiffness and damping matrices. This modelling approach is suitable for the linear range of tissue stiffness and damping properties. This is the first of its kind and it gives a firm analytical basis for investigating joints with surrounding tissue and the cartilage. The 6DOF nonlinear joint modelling is a new scheme which is described for modelling the motion of multi bodies joined by non-linear stiffness and contact elements. The proposed method requires no matrix assembly for the stiffness and damping elements or mass elements. The novelty in the nonlinear modelling, relates to the overall algorithmic approach and handling local non-linearity by procedural means. The mathematical definition of joint stiffness is also a new proposal which is based on the mathematical definition of stiffness between two bodies. Based on the joint stiffness matrix properties, number of joint stiffness invariants was obtained analytically such as the centre of stiffness, the principal translational stiffnesses, and the principal rotational stiffnesses. In corresponding to these principal stiffnesses, their principal axes have been also obtained. Altogether, a joint is assessed by six principal axes and six principal stiffnesses and its centre of stiffness. These formulations are new and show that a joint can be described in terms of inherent stiffness properties. It is expected that these will be better in characterising a joint in comparison to laxity based characterisation. The
development of tissue path finding and wrapping algorithms are also introduced as new approaches. The musculoskeletal tissue wrapping involves calculating the shortest
distance between two points on a meshed surface. A new heuristic algorithm was
proposed. The heuristic is based on minimising the accumulative divergence from the straight line between two points on the surface and the direction of travel on the surface (i.e. bone). In contact and collision based development, the novel algorithm has been proposed that detects possible colliding points on the motion trajectory by redefining the distance as a two dimensional measure along the velocity approach vector and perpendicular to this vector. The perpendicular distance determines if there are potentially colliding points, and the distance along the velocity determines how close they are. The closest pair among the potentially colliding points gives the âtime to collisionâ. The algorithm can eliminate the âfly passâ situation where very close points may not collide because of the direction of their relative velocity. All these developed
algorithms and modelling theories, have been encompassed in the developed prototype
software in order to simulate the anatomic joint articulations through modelling
formulations developed. The software platform provides a capability for analysing joints as 6DOF joints based on anatomic joint surfaces. The software is highly interactive and driven by well structured database, designed to be highly flexible for the future developments. Particularly, two case studies are carried out in this thesis in order to generate results relating to all the proposed elements of the study. The results obtained from the case studies show good agreement with previously published results or model based results obtained from Lifemod software, whenever comparison was possible. In some cases the comparison was not possible because there were no equivalent results; the results were supported by other indicators. The modelling based results were also supported by experiments performed in the Brunel Orthopaedic Research and Learning
Centre
Virtual Reality Games for Motor Rehabilitation
This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any productâs acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
Enabling Capillary Self-Assembly for Microsystem Integration
Efficient and precise assembly of very-large quantities of sub-millimeter-sized devices onto pre-processed substrates is presently a key frontier for microelectronics, in its aspiration to large-scale mass production of devices with new functionalities and applications (e.g. thin dies embedded into flexible substrates, 3D microsystem integration). In this perspective, on the one hand established pick&place assembly techniques may be unsuitable, due to a trade-off between throughput and placement accuracy and to difficulties in predictably handling very-small devices. On the other hand, self-assembly processes are massively parallel, may run unsupervised and allow contactless manipulation of objects. The convergence between robotic assembly and self-assembly, epitomized by capillarity-enhanced flip-chip assembly, can therefore enable an ideal technology meeting short-to-medium-term electronic packaging and assembly needs. The objective of this thesis is bridging the gap between academic proofs-of- concept of capillary self-assembly and its industrial application. Our work solves several issues relevant to capillary self-assembly of thin dies onto preprocessed substrates. Very-different phenomena and aspects of both scientific and technological interest coexist in such a broad context. They were tackled both experimentally and theoretically. After a critical review of the state-of-the-art in microsystem integration, a complete quasi-static study of lateral capillary meniscus forces is presented. Our experimental setup enables also a novel method to measure the contact angle of liquids. Recessed binding sites are introduced to obtain perfectly-conformal fluid dip-coating of patterned surfaces, which enables the effective and robust coding of geometrical information into binding sites to direct the assembly of parts. A general procedure to establish solder-mediated electro-mechanical interconnections between parts and substrate is validated. Smart surface chemistries are invoked to solve the issue of mutual adhesion between parts during the capillary self-assembly process. Two chemical kinetic-inspired analytic models of fluidic self-assembly are presented and criticized to introduce a novel agent-based model of the process. The latter approach allows realistic simulations by taking into account spatial factors and collision dynamics. Concluding speculations propose envisioned solutions to residual open issues and further perspectives for this field of rapidly-growing importance
Earth Resources: A continuing bibliography with indexes, issue 16, January 1978
This bibliography lists 543 reports, articles, and other documents introduced onto the NASA scientific and technical information system between October 1 and December 31, 1977. Emphasis is placed on the use of remote sensing and geophysical instrumentation in spacecraft and aircraft to survey and inventory natural resources and urban areas. Subject matter is grouped according to agriculture and forestry, environmental changes and cultural resources, geodesy and cartography, geology and mineral resources, hydrology and water management, data processing and distribution systems, instrumentation and sensors, and economic analysis
Basic set of behaviours for programming assembly robots
We know from the well established Church-Turing thesis that any computer programÂming language needs just a limited set of commands in order to perform any computable process. However, programming in these terms is so very inconvenient that a larger set of machine codes need to be introduced and on top of these higher programming languages are erected.In Assembly Robotics we could theoretically formulate any assembly task, in terms of moves. Nevertheless, it is as tedious and error prone to program assemblies at this low level as it would be to program a computer by using just Turing Machine commands.An interesting survey carried out in the beginning of the nineties showed that the most common assembly operations in manufacturing industry cluster in just seven classes. Since the research conducted in this thesis is developed within the behaviour-based assembly paradigm which views every assembly task as the external manifestation of the execution of a behavioural module, we wonder whether there exists a limited and ergonomical set of elementary modules with which to program at least 80% of the most common operations.IIn order to investigate such a problem, we set a project in which, taking into account the statistics of the aforementioned survey, we analyze the experimental behavioural decomposition of three significant assembly tasks (two similar benchmarks, the STRASS assembly, and a family of torches). From these three we establish a basic set of such modules.The three test assemblies with which we ran the experiments can not possibly exhaust ah the manufacturing assembly tasks occurring in industry, nor can the results gathered or the speculations made represent a theoretical proof of the existence of the basic set. They simply show that it is possible to formulate different assembly tasks in terms of a small set of about 10 modules, which may be regarded as an embryo of a basic set of elementary modules.Comparing this set with Kondoleonâs tasks and with Balchâs general-purpose robot routines, we observed that ours was general enough to represent 80% of the most comÂmon manufacturing assembly tasks and ergonomical enough to be easily used by human operators or automatic planners. A final discussion shows that it would be possible to base an assembly programming language on this kind of set of basic behavioural modules