23 research outputs found

    Development of Quadruped Achieving High Terrain Adaptability (DOF Configuration Consideration for Redundant Leg Structures)

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    Abstract Legged locomotion is suitable to move on uneven terrain. However, advantages of legged robots have not been achieved yet. In this study, a relationship between combinations of the joints and generated force or torque will be discussed. Legs with four joints were considered. These legs have a possibility to adapt a rough terrain because of their redundancy. Redundant joint can change the direction of maximum output force without changing output force distribution. After several considerations, three legs out of 81 combinations are examined to simulate. Output force distributions during walking on flat ground and slope are reported

    Toward simple control for complex, autonomous robotic applications: combining discrete and rhythmic motor primitives

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    Vertebrates are able to quickly adapt to new environments in a very robust, seemingly effortless way. To explain both this adaptivity and robustness, a very promising perspective in neurosciences is the modular approach to movement generation: Movements results from combinations of a finite set of stable motor primitives organized at the spinal level. In this article we apply this concept of modular generation of movements to the control of robots with a high number of degrees of freedom, an issue that is challenging notably because planning complex, multidimensional trajectories in time-varying environments is a laborious and costly process. We thus propose to decrease the complexity of the planning phase through the use of a combination of discrete and rhythmic motor primitives, leading to the decoupling of the planning phase (i.e. the choice of behavior) and the actual trajectory generation. Such implementation eases the control of, and the switch between, different behaviors by reducing the dimensionality of the high-level commands. Moreover, since the motor primitives are generated by dynamical systems, the trajectories can be smoothly modulated, either by high-level commands to change the current behavior or by sensory feedback information to adapt to environmental constraints. In order to show the generality of our approach, we apply the framework to interactive drumming and infant crawling in a humanoid robot. These experiments illustrate the simplicity of the control architecture in terms of planning, the integration of different types of feedback (vision and contact) and the capacity of autonomously switching between different behaviors (crawling and simple reaching

    3D Modelling and design of a bioloid compliant quadruped leg

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    Dissertação de mestrado integrado em Engenharia BiomédicaIn the growing fields of rehabilitation robotics, prosthetics, and walking robots, the modeling of a real robot is a complex and passionate challenge. On the crossing point of mechanics, physics and computer-science, the development of a complete model involves multiple tasks ranging from the 3D modeling of the different body parts, the measure of the different physic properties, the understanding of the requirements for an accurate simulation, to the development of a robotic controller. In order to minimize large forces due to shocks, to safely interact with the user or the environment, and knowing the ability of passive elastic elements to store and release energy, compliant mechanisms are increasingly being applied in robots applications. This work aims to the elaboration of an accurate efficient three-dimensional model of the legs of the quadruped Bioloid robot and the development of a world showing the effect on WebotsTM simulation software developed by Cyberbotics Ltd. The goal was to design a segmented pantographic leg with compliant joints, in order to actively retract the collision and the impact of the quadruped legs with the ground during locomotion. Geometrical and mechanical limits have to be evaluated and considered for the modeling setup. Finally a controller based on the use of Central Pattern Generators was improved in order to adapt to the novel model and simple tests were performed in the WebotsTM, rendering a 3D model simulation for the different values of spring-damping coefficients at the legs knee joint. Through the a MATLAB® algorithm, the characterization of the joint angles during simulation was possible to be assessed.A modelação de um robot real é um desafio complexo e fascinante na crescente área da Robótica, que engloba desde robots de reabilitação, próteses a uma diversidade de outros dispositivos locomotores. No cruzamento da mecânica com a física e as ciências computacionais, o desenvolvimento de um modelo completo envolve várias tarefas que vão desde a modelação 3D das diferentes partes do corpo, a medição das propriedades físicos inerentes, a compreensão dos requisitos para uma simulação precisa bem como a aplicação de um controlador robótico. A fim de minimizar grandes forças devido a choques, interagir com segurança com o utilizador ou o ambiente e conhecendo a capacidade de armazenagem de energia por parte de elementos elásticos passivos, um sistema de amortecimento-mola demonstra ser uma aplicação de crescente interesse na Robótica. Este trabalho visa a elaboração de um modelo tridimensional eficiente e preciso das pernas do robô quadrúpede Bioloid a ser reproduzido num mundo no software WebotsTM desenvolvido pela Cyberbotics Ltd. O objectivo foi desenhar uma perna pantográfica segmentada tridimensional a ser aplicada em paralelo com um sistema de amortecimento-mola de forma a retrair activamente a colisão e o impacto das patas do quadrúpede com o solo durante a locomoção. Deste modo para uma configuração do modelo bem sucedida são tidos em conta limites geométricos e mecânicos. Por ultimo, o controlador com base no uso de ‘Central Pattern Generators’ foi melhorado a fim de se adaptar ao novo modelo e por conseguinte foram realizados testes simples usando o simulador WebotsTM. Nesta parte experimental é realizada a simulação do modelo permitindo avaliar o comportamento do modelo 3D para diferentes valores de coeficientes de mola e de amortecimento aplicados a nível do joelho da perna. Através de um algoritmo MATLAB® é possível caracterizar e analisar o comportamento doa ângulos das juntas durante a simulação

    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

    Towards simple control for complex, autonomous robotic applications: Combining discrete and rhythmic motor primitives

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    Vertebrates are able to quickly adapt to new environments in a very robust, seemingly effortless way. To explain both this adaptivity and robustness, a very promising perspective in neurosciences is the modular approach to movement generation: Movements results from combinations of a finite set of stable motor primitives organized at the spinal level. In this article we apply this concept of modular generation of movements to the control of robots with a high number of degrees of freedom, an issue that is challenging notably because planning complex, multidimensional trajectories in time-varying environments is a laborious and costly process.We thus propose to decrease the complexity of the planning phase through the use of a combination of discrete and rhythmic motor primitives, leading to the decoupling of the planning phase (i.e. the choice of behavior) and the actual trajectory generation. Such implementation eases the control of, and the switch between, different behaviors by reducing the dimensionality of the high-level commands.Moreover, since the motor primitives are generated by dynamical systems, the trajectories can be smoothly modulated, either by high-level commands to change the current behavior or by sensory feedback information to adapt to environmental constraints. In order to show the generality of our approach, we apply the framework to interactive drumming and infant crawling in a humanoid robot. These experiments illustrate the simplicity of the control architecture in terms of planning, the integration of different types of feedback (vision and contact) and the capacity of autonomously switching between different behaviors (crawling and simple reaching)

    Sequence generation with reservoir computing systems

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    Comparative evaluation of approaches in T.4.1-4.3 and working definition of adaptive module

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    The goal of this deliverable is two-fold: (1) to present and compare different approaches towards learning and encoding movements us- ing dynamical systems that have been developed by the AMARSi partners (in the past during the first 6 months of the project), and (2) to analyze their suitability to be used as adaptive modules, i.e. as building blocks for the complete architecture that will be devel- oped in the project. The document presents a total of eight approaches, in two groups: modules for discrete movements (i.e. with a clear goal where the movement stops) and for rhythmic movements (i.e. which exhibit periodicity). The basic formulation of each approach is presented together with some illustrative simulation results. Key character- istics such as the type of dynamical behavior, learning algorithm, generalization properties, stability analysis are then discussed for each approach. We then make a comparative analysis of the different approaches by comparing these characteristics and discussing their suitability for the AMARSi project

    Kinematic arrangement optimization of a quadruped robot with genetic algorithms

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    Quadruped robots are capable of performing a multitude of tasks like walking, running carrying and jumping. As research on quadruped robots grows, so does the variety of the designs available. These designs are often inspired by nature and finalized around technical constraints that are different for each project. A load carrying robot design will take its inspiration from a mule, while a running robot will use a cheetah-like design. However, this technique might be too broad when approaching a designing process for a quadruped robot aimed to accomplish certain tasks with varying degrees of importance. In order to reach an efficient design with precise link lengths and joint positions, for some specific task at hand, a complex series of problems have to be solved. This thesis proposes to use genetic algorithms to handle the designing process. An approach that mimics the evolutionary process of living beings, genetic algorithms can be used to reach quadruped designs which are optimized for a given task. The task-specific nature of this process is expected to result in more efficient designs than simply mimicking 4 animal structures, since animals are evolved to be efficient in a bigger variety of tasks. To explore this, genetic algorithms are used to optimize the kinematic structure of quadruped robots designed for the tasks of vertical jumping and trotting. The robots are optimized for these two tasks separately and then together. Algorithm results are compared to a relatively more conventional quadruped design
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