170 research outputs found

    Multidisciplinary perspectives on Artificial Intelligence and the law

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    This open access book presents an interdisciplinary, multi-authored, edited collection of chapters on Artificial Intelligence (‘AI’) and the Law. AI technology has come to play a central role in the modern data economy. Through a combination of increased computing power, the growing availability of data and the advancement of algorithms, AI has now become an umbrella term for some of the most transformational technological breakthroughs of this age. The importance of AI stems from both the opportunities that it offers and the challenges that it entails. While AI applications hold the promise of economic growth and efficiency gains, they also create significant risks and uncertainty. The potential and perils of AI have thus come to dominate modern discussions of technology and ethics – and although AI was initially allowed to largely develop without guidelines or rules, few would deny that the law is set to play a fundamental role in shaping the future of AI. As the debate over AI is far from over, the need for rigorous analysis has never been greater. This book thus brings together contributors from different fields and backgrounds to explore how the law might provide answers to some of the most pressing questions raised by AI. An outcome of the Católica Research Centre for the Future of Law and its interdisciplinary working group on Law and Artificial Intelligence, it includes contributions by leading scholars in the fields of technology, ethics and the law.info:eu-repo/semantics/publishedVersio

    GelSight360: An Omnidirectional Camera-Based Tactile Sensor for Dexterous Robotic Manipulation

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    Camera-based tactile sensors have shown great promise in enhancing a robot's ability to perform a variety of dexterous manipulation tasks. Advantages of their use can be attributed to the high resolution tactile data and 3D depth map reconstructions they can provide. Unfortunately, many of these tactile sensors use either a flat sensing surface, sense on only one side of the sensor's body, or have a bulky form-factor, making it difficult to integrate the sensors with a variety of robotic grippers. Of the camera-based sensors that do have all-around, curved sensing surfaces, many cannot provide 3D depth maps; those that do often require optical designs specified to a particular sensor geometry. In this work, we introduce GelSight360, a fingertip-like, omnidirectional, camera-based tactile sensor capable of producing depth maps of objects deforming the sensor's surface. In addition, we introduce a novel cross-LED lighting scheme that can be implemented in different all-around sensor geometries and sizes, allowing the sensor to easily be reconfigured and attached to different grippers of varying DOFs. With this work, we enable roboticists to quickly and easily customize high resolution tactile sensors to fit their robotic system's needs

    Learning-based robotic grasping: A review

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    As personalization technology increasingly orchestrates individualized shopping or marketing experiences in industries such as logistics, fast-moving consumer goods, and food delivery, these sectors require flexible solutions that can automate object grasping for unknown or unseen objects without much modification or downtime. Most solutions in the market are based on traditional object recognition and are, therefore, not suitable for grasping unknown objects with varying shapes and textures. Adequate learning policies enable robotic grasping to accommodate high-mix and low-volume manufacturing scenarios. In this paper, we review the recent development of learning-based robotic grasping techniques from a corpus of over 150 papers. In addition to addressing the current achievements from researchers all over the world, we also point out the gaps and challenges faced in AI-enabled grasping, which hinder robotization in the aforementioned industries. In addition to 3D object segmentation and learning-based grasping benchmarks, we have also performed a comprehensive market survey regarding tactile sensors and robot skin. Furthermore, we reviewed the latest literature on how sensor feedback can be trained by a learning model to provide valid inputs for grasping stability. Finally, learning-based soft gripping is evaluated as soft grippers can accommodate objects of various sizes and shapes and can even handle fragile objects. In general, robotic grasping can achieve higher flexibility and adaptability, when equipped with learning algorithms

    Novel Bidirectional Body - Machine Interface to Control Upper Limb Prosthesis

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    Objective. The journey of a bionic prosthetic user is characterized by the opportunities and limitations involved in adopting a device (the prosthesis) that should enable activities of daily living (ADL). Within this context, experiencing a bionic hand as a functional (and, possibly, embodied) limb constitutes the premise for mitigating the risk of its abandonment through the continuous use of the device. To achieve such a result, different aspects must be considered for making the artificial limb an effective support for carrying out ADLs. Among them, intuitive and robust control is fundamental to improving amputees’ quality of life using upper limb prostheses. Still, as artificial proprioception is essential to perceive the prosthesis movement without constant visual attention, a good control framework may not be enough to restore practical functionality to the limb. To overcome this, bidirectional communication between the user and the prosthesis has been recently introduced and is a requirement of utmost importance in developing prosthetic hands. Indeed, closing the control loop between the user and a prosthesis by providing artificial sensory feedback is a fundamental step towards the complete restoration of the lost sensory-motor functions. Within my PhD work, I proposed the development of a more controllable and sensitive human-like hand prosthesis, i.e., the Hannes prosthetic hand, to improve its usability and effectiveness. Approach. To achieve the objectives of this thesis work, I developed a modular and scalable software and firmware architecture to control the Hannes prosthetic multi-Degree of Freedom (DoF) system and to fit all users’ needs (hand aperture, wrist rotation, and wrist flexion in different combinations). On top of this, I developed several Pattern Recognition (PR) algorithms to translate electromyographic (EMG) activity into complex movements. However, stability and repeatability were still unmet requirements in multi-DoF upper limb systems; hence, I started by investigating different strategies to produce a more robust control. To do this, EMG signals were collected from trans-radial amputees using an array of up to six sensors placed over the skin. Secondly, I developed a vibrotactile system to implement haptic feedback to restore proprioception and create a bidirectional connection between the user and the prosthesis. Similarly, I implemented an object stiffness detection to restore tactile sensation able to connect the user with the external word. This closed-loop control between EMG and vibration feedback is essential to implementing a Bidirectional Body - Machine Interface to impact amputees’ daily life strongly. For each of these three activities: (i) implementation of robust pattern recognition control algorithms, (ii) restoration of proprioception, and (iii) restoration of the feeling of the grasped object's stiffness, I performed a study where data from healthy subjects and amputees was collected, in order to demonstrate the efficacy and usability of my implementations. In each study, I evaluated both the algorithms and the subjects’ ability to use the prosthesis by means of the F1Score parameter (offline) and the Target Achievement Control test-TAC (online). With this test, I analyzed the error rate, path efficiency, and time efficiency in completing different tasks. Main results. Among the several tested methods for Pattern Recognition, the Non-Linear Logistic Regression (NLR) resulted to be the best algorithm in terms of F1Score (99%, robustness), whereas the minimum number of electrodes needed for its functioning was determined to be 4 in the conducted offline analyses. Further, I demonstrated that its low computational burden allowed its implementation and integration on a microcontroller running at a sampling frequency of 300Hz (efficiency). Finally, the online implementation allowed the subject to simultaneously control the Hannes prosthesis DoFs, in a bioinspired and human-like way. In addition, I performed further tests with the same NLR-based control by endowing it with closed-loop proprioceptive feedback. In this scenario, the results achieved during the TAC test obtained an error rate of 15% and a path efficiency of 60% in experiments where no sources of information were available (no visual and no audio feedback). Such results demonstrated an improvement in the controllability of the system with an impact on user experience. Significance. The obtained results confirmed the hypothesis of improving robustness and efficiency of a prosthetic control thanks to of the implemented closed-loop approach. The bidirectional communication between the user and the prosthesis is capable to restore the loss of sensory functionality, with promising implications on direct translation in the clinical practice

    All Hands on Deck: Choosing Virtual End Effector Representations to Improve Near Field Object Manipulation Interactions in Extended Reality

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    Extended reality, or XR , is the adopted umbrella term that is heavily gaining traction to collectively describe Virtual reality (VR), Augmented reality (AR), and Mixed reality (MR) technologies. Together, these technologies extend the reality that we experience either by creating a fully immersive experience like in VR or by blending in the virtual and real worlds like in AR and MR. The sustained success of XR in the workplace largely hinges on its ability to facilitate efficient user interactions. Similar to interacting with objects in the real world, users in XR typically interact with virtual integrants like objects, menus, windows, and information that convolve together to form the overall experience. Most of these interactions involve near-field object manipulation for which users are generally provisioned with visual representations of themselves also called self-avatars. Representations that involve only the distal entity are called end-effector representations and they shape how users perceive XR experiences. Through a series of investigations, this dissertation evaluates the effects of virtual end effector representations on near-field object retrieval interactions in XR settings. Through studies conducted in virtual, augmented, and mixed reality, implications about the virtual representation of end-effectors are discussed, and inferences are made for the future of near-field interaction in XR to draw upon from. This body of research aids technologists and designers by providing them with details that help in appropriately tailoring the right end effector representation to improve near-field interactions, thereby collectively establishing knowledge that epitomizes the future of interactions in XR

    From Underactuation to Quasi‐Full Actuation: A Unifying Control Framework for Rigid and Elastic Joint Robot

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    The quest for animal-like performance in robots has driven the integration of elastic elements in their drive trains, sparking a revolution in robot design. Elastic robots can store and release potential energy, providing distinct advantages over traditional robots, such as enhanced safety in human-robot interaction, resilience to mechanical shocks, improved energy efficiency in cyclic tasks, and dynamic motion capabilities. Exploiting their full potential, however, necessitates novel control methods. This thesis advances the field of nonlinear control for underactuated systems and utilizes the results to push the boundaries of motion and interaction performance of elastic robots. Through real-life experiments and applications, the proposed controllers demonstrate that compliant robots hold promise as groundbreaking robotic technology. To achieve these objectives, we first derive a simultaneous phase space and input transformation that enables a specific class of underactuated Lagrangian systems to be treated as if fully actuated. These systems can be represented as the interconnection of actuated and underactuated subsystems, with the kinetic energy of each subsystem depending only on its own velocity. Elastic robots are typical representatives. We refer to the transformed system as quasi-fully actuated due to weak constraints on the new inputs. Fundamental aspects of the transforming equations are 1) the same Lagrangian function characterizes both the original and transformed systems, 2) the transformed system establishes a passive mapping between inputs and outputs, and 3) the solutions of both systems are in a one-to-one correspondence, describing the same physical reality. This correspondence allows us to study and control the behavior of the quasi-fully actuated system instead of the underactuated one. Thus, this approach unifies the control design for rigid and elastic joint robots, enabling the direct application of control results inherited from the fully-actuated case while ensuring closed-loop system stability and passivity. Unlike existing methods, the quasi-full actuation concept does not rely on inner control loops or the neglect and cancellation of dynamics. Notably, as joint stiffness values approach infinity, the control equivalent of a rigid robot is recovered. Building upon the quasi-full actuation concept, we extend energy-based control schemes such as energy shaping and damping injection, Euler-Lagrange controllers, and impedance control. Moreover, we introduce Elastic Structure Preserving (ESP) control, a passivity-based control scheme designed for robots with elastic or viscoelastic joints, guided by the principle of ``do as little as possible''. The underlying hope is that reducing the system shaping, i.e., having a closed-loop dynamics match in some way the robot's intrinsic structure, will award high performance with little control effort. By minimizing the system shaping, we obtain low-gain designs, which are favorable concerning robustness and facilitate the emergence of natural motions. A comparison with state-of-the-art controllers highlights the minimalistic nature of ESP control. Additionally, we present a synthesis method, based on purely geometric arguments, for achieving time-optimal rest-to-rest motions of an elastic joint with bounded input. Finally, we showcase the remarkable performance and robustness of the proposed ESP controllers on DLR David, an anthropomorphic robot implemented with variable impedance actuators. Experimental evidence reveals that ESP designs enable safe and compliant interaction with the environment and rigid-robot-level accuracy in free motion. Additionally, we introduce a control framework that allows DLR David to perform commercially relevant tasks, such as pick and place, teleoperation, hammer drilling into a concrete block, and unloading a dishwasher. The successful execution of these tasks provides compelling evidence that compliant robots have a promising future in commercial applications

    Applied Cognitive Sciences

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    Cognitive science is an interdisciplinary field in the study of the mind and intelligence. The term cognition refers to a variety of mental processes, including perception, problem solving, learning, decision making, language use, and emotional experience. The basis of the cognitive sciences is the contribution of philosophy and computing to the study of cognition. Computing is very important in the study of cognition because computer-aided research helps to develop mental processes, and computers are used to test scientific hypotheses about mental organization and functioning. This book provides a platform for reviewing these disciplines and presenting cognitive research as a separate discipline

    Development and evaluation of a haptic framework supporting telerehabilitation robotics and group interaction

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    Telerehabilitation robotics has grown remarkably in the past few years. It can provide intensive training to people with special needs remotely while facilitating therapists to observe the whole process. Telerehabilitation robotics is a promising solution supporting routine care which can help to transform face-to-face and one-on-one treatment sessions that require not only intensive human resource but are also restricted to some specialised care centres to treatments that are technology-based (less human involvement) and easy to access remotely from anywhere. However, there are some limitations such as network latency, jitter, and delay of the internet that can affect negatively user experience and quality of the treatment session. Moreover, the lack of social interaction since all treatments are performed over the internet can reduce motivation of the patients. As a result, these limitations are making it very difficult to deliver an efficient recovery plan. This thesis developed and evaluated a new framework designed to facilitate telerehabilitation robotics. The framework integrates multiple cutting-edge technologies to generate playful activities that involve group interaction with binaural audio, visual, and haptic feedback with robot interaction in a variety of environments. The research questions asked were: 1) Can activity mediated by technology motivate and influence the behaviour of users, so that they engage in the activity and sustain a good level of motivation? 2) Will working as a group enhance users’ motivation and interaction? 3) Can we transfer real life activity involving group interaction to virtual domain and deliver it reliably via the internet? There were three goals in this work: first was to compare people’s behaviours and motivations while doing the task in a group and on their own; second was to determine whether group interaction in virtual and reala environments was different from each other in terms of performance, engagement and strategy to complete the task; finally was to test out the effectiveness of the framework based on the benchmarks generated from socially assistive robotics literature. Three studies have been conducted to achieve the first goal, two with healthy participants and one with seven autistic children. The first study observed how people react in a challenging group task while the other two studies compared group and individual interactions. The results obtained from these studies showed that the group interactions were more enjoyable than individual interactions and most likely had more positive effects in terms of user behaviours. This suggests that the group interaction approach has the potential to motivate individuals to make more movements and be more active and could be applied in the future for more serious therapy. Another study has been conducted to measure group interaction’s performance in virtual and real environments and pointed out which aspect influences users’ strategy for dealing with the task. The results from this study helped to form a better understanding to predict a user’s behaviour in a collaborative task. A simulation has been run to compare the results generated from the predictor and the real data. It has shown that, with an appropriate training method, the predictor can perform very well. This thesis has demonstrated the feasibility of group interaction via the internet using robotic technology which could be beneficial for people who require social interaction (e.g. stroke patients and autistic children) in their treatments without regular visits to the clinical centres
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