290 research outputs found

    Robot Control based on Motor Primitives -- A Comparison of Two Approaches

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    Motor primitives are fundamental building blocks of a controller which enable dynamic robot behavior with minimal high-level intervention. By treating motor primitives as basic "modules," different modules can be sequenced or superimposed to generate a rich repertoire of motor behavior. In robotics, two distinct approaches have been proposed: Dynamic Movement Primitives (DMPs) and Elementary Dynamic Actions (EDAs). While both approaches instantiate similar ideas, significant differences also exist. This paper attempts to clarify the distinction and provide a unifying view by delineating the similarities and differences between DMPs and EDAs. We provide eight robot control examples, including sequencing or superimposing movements, managing kinematic redundancy and singularity, obstacle avoidance, and managing physical interaction. We show that the two approaches clearly diverge in their implementation. We also discuss how DMPs and EDAs might be combined to get the best of both approaches. With this detailed comparison, we enable researchers to make informed decisions to select the most suitable approach for specific robot tasks and applications.Comment: 22 pages, 11 figure

    Inter-Joint Coordination Deficits Revealed in the Decomposition of Endpoint Jerk During Goal-Directed Arm Movement After Stroke

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    It is well documented that neurological deficits after stroke can disrupt motor control processes that affect the smoothness of reaching movements. The smoothness of hand trajectories during multi-joint reaching depends on shoulder and elbow joint angular velocities and their successive derivatives as well as on the instantaneous arm configuration and its rate of change. Right-handed survivors of unilateral hemiparetic stroke and neurologically-intact control participants held the handle of a two-joint robot and made horizontal planar reaching movements. We decomposed endpoint jerk into components related to shoulder and elbow joint angular velocity, acceleration, and jerk. We observed an abnormal decomposition pattern in the most severely impaired stroke survivors consistent with deficits of inter-joint coordination. We then used numerical simulations of reaching movements to test whether the specific pattern of inter-joint coordination deficits observed experimentally could be explained by either a general increase in motor noise related to weakness or by an impaired ability to compensate for multi-joint interaction torque. Simulation results suggest that observed deficits in movement smoothness after stroke more likely reflect an impaired ability to compensate for multi-joint interaction torques rather than the mere presence of elevated motor noise

    Robust Cooperative Manipulation without Force/Torque Measurements: Control Design and Experiments

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    This paper presents two novel control methodologies for the cooperative manipulation of an object by N robotic agents. Firstly, we design an adaptive control protocol which employs quaternion feedback for the object orientation to avoid potential representation singularities. Secondly, we propose a control protocol that guarantees predefined transient and steady-state performance for the object trajectory. Both methodologies are decentralized, since the agents calculate their own signals without communicating with each other, as well as robust to external disturbances and model uncertainties. Moreover, we consider that the grasping points are rigid, and avoid the need for force/torque measurements. Load distribution is also included via a grasp matrix pseudo-inverse to account for potential differences in the agents' power capabilities. Finally, simulation and experimental results with two robotic arms verify the theoretical findings

    Optimization of Muscle Activity for Task-Level Goals Predicts Complex Changes in Limb Forces across Biomechanical Contexts

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    Optimality principles have been proposed as a general framework for understanding motor control in animals and humans largely based on their ability to predict general features movement in idealized motor tasks. However, generalizing these concepts past proof-of-principle to understand the neuromechanical transformation from task-level control to detailed execution-level muscle activity and forces during behaviorally-relevant motor tasks has proved difficult. In an unrestrained balance task in cats, we demonstrate that achieving task-level constraints center of mass forces and moments while minimizing control effort predicts detailed patterns of muscle activity and ground reaction forces in an anatomically-realistic musculoskeletal model. Whereas optimization is typically used to resolve redundancy at a single level of the motor hierarchy, we simultaneously resolved redundancy across both muscles and limbs and directly compared predictions to experimental measures across multiple perturbation directions that elicit different intra- and interlimb coordination patterns. Further, although some candidate task-level variables and cost functions generated indistinguishable predictions in a single biomechanical context, we identified a common optimization framework that could predict up to 48 experimental conditions per animal (n = 3) across both perturbation directions and different biomechanical contexts created by altering animals' postural configuration. Predictions were further improved by imposing experimentally-derived muscle synergy constraints, suggesting additional task variables or costs that may be relevant to the neural control of balance. These results suggested that reduced-dimension neural control mechanisms such as muscle synergies can achieve similar kinetics to the optimal solution, but with increased control effort (≈2×) compared to individual muscle control. Our results are consistent with the idea that hierarchical, task-level neural control mechanisms previously associated with voluntary tasks may also be used in automatic brainstem-mediated pathways for balance

    Motion Control of the Hybrid Wheeled-Legged Quadruped Robot Centauro

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    Emerging applications will demand robots to deal with a complex environment, which lacks the structure and predictability of the industrial workspace. Complex scenarios will require robot complexity to increase as well, as compared to classical topologies such as fixed-base manipulators, wheeled mobile platforms, tracked vehicles, and their combinations. Legged robots, such as humanoids and quadrupeds, promise to provide platforms which are flexible enough to handle real world scenarios; however, the improved flexibility comes at the cost of way higher control complexity. As a trade-off, hybrid wheeled-legged robots have been proposed, resulting in the mitigation of control complexity whenever the ground surface is suitable for driving. Following this idea, a new hybrid robot called Centauro has been developed inside the Humanoid and Human Centered Mechatronics lab at Istituto Italiano di Tecnologia (IIT). Centauro is a wheeled-legged quadruped with a humanoid bi-manual upper-body. Differently from other platform of similar concept, Centauro employs customized actuation units, which provide high torque outputs, moderately fast motions, and the possibility to control the exerted torque. Moreover, with more than forty motors moving its limbs, Centauro is a very redundant platform, with the potential to execute many different tasks at the same time. This thesis deals with the design and development of a software architecture, and a control system, tailored to such a robot; both wheeled and legged locomotion strategies have been studied, as well as prioritized, whole-body and interaction controllers exploiting the robot torque control capabilities, and capable to handle the system redundancy. A novel software architecture, made of (i) a real-time robotic middleware, and (ii) a framework for online, prioritized Cartesian controller, forms the basis of the entire work

    Dynamic primitives of motor behavior

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    We present in outline a theory of sensorimotor control based on dynamic primitives, which we define as attractors. To account for the broad class of human interactive behaviors—especially tool use—we propose three distinct primitives: submovements, oscillations, and mechanical impedances, the latter necessary for interaction with objects. Owing to the fundamental features of the neuromuscular system—most notably, its slow response—we argue that encoding in terms of parameterized primitives may be an essential simplification required for learning, performance, and retention of complex skills. Primitives may simultaneously and sequentially be combined to produce observable forces and motions. This may be achieved by defining a virtual trajectory composed of submovements and/or oscillations interacting with impedances. Identifying primitives requires care: in principle, overlapping submovements would be sufficient to compose all observed movements but biological evidence shows that oscillations are a distinct primitive. Conversely, we suggest that kinematic synergies, frequently discussed as primitives of complex actions, may be an emergent consequence of neuromuscular impedance. To illustrate how these dynamic primitives may account for complex actions, we brieflyreviewthree typesof interactivebehaviors: constrained motion, impact tasks, and manipulation of dynamic objects.United States. National Institutes of Health (T32GM008334)American Heart Association (11SDG7270001)National Science Foundation (U.S.) (NSF DMS-0928587

    Passive Control Architecture for Virtual Humans

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    International audienceIn the present paper, we introduce a new control architecture aimed at driving virtual humans in interaction with virtual environments, by motion capture. It brings decoupling of functionalities, and also of stability thanks to passivity. We show projections can break passivity, and thus must be used carefully. Our control scheme enables task space and internal control, contact, and joint limits management. Thanks to passivity, it can be easily extended. Besides, we introduce a new tool as for manikin's control, which makes it able to build passive projections, so as to guide the virtual manikin when sharp movements are needed
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