34 research outputs found
GELLO: A General, Low-Cost, and Intuitive Teleoperation Framework for Robot Manipulators
Imitation learning from human demonstrations is a powerful framework to teach
robots new skills. However, the performance of the learned policies is
bottlenecked by the quality, scale, and variety of the demonstration data. In
this paper, we aim to lower the barrier to collecting large and high-quality
human demonstration data by proposing GELLO, a general framework for building
low-cost and intuitive teleoperation systems for robotic manipulation. Given a
target robot arm, we build a GELLO controller that has the same kinematic
structure as the target arm, leveraging 3D-printed parts and off-the-shelf
motors. GELLO is easy to build and intuitive to use. Through an extensive user
study, we show that GELLO enables more reliable and efficient demonstration
collection compared to commonly used teleoperation devices in the imitation
learning literature such as VR controllers and 3D spacemouses. We further
demonstrate the capabilities of GELLO for performing complex bi-manual and
contact-rich manipulation tasks. To make GELLO accessible to everyone, we have
designed and built GELLO systems for 3 commonly used robotic arms: Franka, UR5,
and xArm. All software and hardware are open-sourced and can be found on our
website: https://wuphilipp.github.io/gello/
Scaled Autonomy for Networked Humanoids
Humanoid robots have been developed with the intention of aiding in environments designed for humans. As such, the control of humanoid morphology and effectiveness of human robot interaction form the two principal research issues for deploying these robots in the real world. In this thesis work, the issue of humanoid control is coupled with human robot interaction under the framework of scaled autonomy, where the human and robot exchange levels of control depending on the environment and task at hand. This scaled autonomy is approached with control algorithms for reactive stabilization of human commands and planned trajectories that encode semantically meaningful motion preferences in a sequential convex optimization framework.
The control and planning algorithms have been extensively tested in the field for robustness and system verification. The RoboCup competition provides a benchmark competition for autonomous agents that are trained with a human supervisor. The kid-sized and adult-sized humanoid robots coordinate over a noisy network in a known environment with adversarial opponents, and the software and routines in this work allowed for five consecutive championships. Furthermore, the motion planning and user interfaces developed in the work have been tested in the noisy network of the DARPA Robotics Challenge (DRC) Trials and Finals in an unknown environment.
Overall, the ability to extend simplified locomotion models to aid in semi-autonomous manipulation allows untrained humans to operate complex, high dimensional robots. This represents another step in the path to deploying humanoids in the real world, based on the low dimensional motion abstractions and proven performance in real world tasks like RoboCup and the DRC
Generalized Anthropomorphic Functional Grasping with Minimal Demonstrations
This article investigates the challenge of achieving functional tool-use
grasping with high-DoF anthropomorphic hands, with the aim of enabling
anthropomorphic hands to perform tasks that require human-like manipulation and
tool-use. However, accomplishing human-like grasping in real robots present
many challenges, including obtaining diverse functional grasps for a wide
variety of objects, handling generalization ability for kinematically diverse
robot hands and precisely completing object shapes from a single-view
perception. To tackle these challenges, we propose a six-step grasp synthesis
algorithm based on fine-grained contact modeling that generates physically
plausible and human-like functional grasps for category-level objects with
minimal human demonstrations. With the contact-based optimization and learned
dense shape correspondence, the proposed algorithm is adaptable to various
objects in same category and a board range of robot hand models. To further
demonstrate the robustness of the framework, over 10K functional grasps are
synthesized to train our neural network, named DexFG-Net, which generates
diverse sets of human-like functional grasps based on the reconstructed object
model produced by a shape completion module. The proposed framework is
extensively validated in simulation and on a real robot platform. Simulation
experiments demonstrate that our method outperforms baseline methods by a large
margin in terms of grasp functionality and success rate. Real robot experiments
show that our method achieved an overall success rate of 79\% and 68\% for
tool-use grasp on 3-D printed and real test objects, respectively, using a
5-Finger Schunk Hand. The experimental results indicate a step towards
human-like grasping with anthropomorphic hands.Comment: 20 pages, 23 figures and 7 table
Shared Control Templates for Assistive Robotics
Light-weight robotic manipulators can be used to restore the manipulation capability of people with a motor disability. However, manipulating the environment poses a complex task, especially when the control interface is of low bandwidth, as may be the case for users with impairments. Therefore, we propose a constraint-based shared control scheme to define skills which provide support during task execution. This is achieved by representing a skill as a sequence of states, with specific user command mappings and different sets of constraints being applied in each state. New skills are defined by combining different types of constraints and conditions for state transitions, in a human-readable format. We demonstrate its versatility in a pilot experiment with three activities of daily living. Results show that even complex, high-dimensional tasks can be performed with a low-dimensional interface using our shared control approach
Computational interaction techniques for 3D selection, manipulation and navigation in immersive VR
3D interaction provides a natural interplay for HCI. Many techniques involving diverse sets of hardware and software components have been proposed, which has generated an explosion of Interaction Techniques (ITes), Interactive Tasks (ITas) and input devices, increasing thus the heterogeneity of tools in 3D User Interfaces (3DUIs). Moreover, most of those techniques are based on general formulations that fail in fully exploiting human capabilities for interaction. This is because while 3D interaction enables naturalness, it also produces complexity and limitations when using 3DUIs.
In this thesis, we aim to generate approaches that better exploit the high potential human capabilities for interaction by combining human factors, mathematical formalizations and computational methods. Our approach is focussed on the exploration of the close coupling between specific ITes and ITas while addressing common issues of 3D interactions.
We specifically focused on the stages of interaction within Basic Interaction Tasks (BITas) i.e., data input, manipulation, navigation and selection. Common limitations of these tasks are: (1) the complexity of mapping generation for input devices, (2) fatigue in mid-air object manipulation, (3) space constraints in VR navigation; and (4) low accuracy in 3D mid-air selection.
Along with two chapters of introduction and background, this thesis presents five main works. Chapter 3 focusses on the design of mid-air gesture mappings based on human tacit knowledge. Chapter 4 presents a solution to address user fatigue in mid-air object manipulation. Chapter 5 is focused on addressing space limitations in VR navigation. Chapter 6 describes an analysis and a correction method to address Drift effects involved in scale-adaptive VR navigation; and Chapter 7 presents a hybrid technique 3D/2D that allows for precise selection of virtual objects in highly dense environments (e.g., point clouds). Finally, we conclude discussing how the contributions obtained from this exploration, provide techniques and guidelines to design more natural 3DUIs
Capture and generalisation of close interaction with objects
Robust manipulation capture and retargeting has been a longstanding goal in both the
fields of animation and robotics. In this thesis I describe a new approach to capture
both the geometry and motion of interactions with objects, dealing with the problems
of occlusion by the use of magnetic systems, and performing the reconstruction of the
geometry by an RGB-D sensor alongside visual markers. This ‘interaction capture’
allows the scene to be described in terms of the spatial relationships between the character
and the object using novel topological representations such as the Electric Parameters,
which parametrise the outer space of an object using properties of the surface of
the object. I describe the properties of these representations for motion generalisation
and discuss how they can be applied to the problems of human-like motion generation
and programming by demonstration. These generalised interactions are shown
to be valid by demonstration of retargeting grasping and manipulation to robots with
dissimilar kinematics and morphology using only local, gradient-based planning
Human Motion Transfer on Humanoid Robot
The aim of this thesis is to transfer human motion to a humanoid robot online. In the first part of this work, the human motion recorded by a motion capture system is analyzed to extract salient features that are to be transferred on the humanoid robot. We introduce the humanoid normalized model as the set of motion properties. In the second part of this work, the robot motion that includes the human motion features is computed using the inverse kinematics with priority. In order to transfer the motion properties a stack of tasks is predefined. Each motion property in the humanoid normalized model corresponds to one target in the stack of tasks. We propose a framework to transfer human motion online as close as possible to a human motion performance for the upper body. Finally, we study the problem of transfering feet motion. In this study, the motion of feet is analyzed to extract the Euclidean trajectories adapted to the robot. Moreover, the trajectory of the center of mass which ensures that the robot does not fall is calculated from the feet positions and the inverse pendulum model of the robot. Using this result, it is possible to achieve complete imitation of upper body movements and including feet motio
Transfert de Mouvement Humain vers Robot Humanoïde
Le but de cette thèse est le transfert du mouvement humain vers un robot humanoïde en ligne. Dans une première partie, le mouvement humain, enregistré par un système de capture de mouvement, est analysé pour extraire des caractéristiques qui doivent être transférées vers le robot humanoïde. Dans un deuxième temps, le mouvement du robot qui comprend ces caractéristiques est calculé en utilisant la cinématique inverse avec priorité. L'ensemble des tâches avec leurs priorités est ainsi transféré. La méthode permet une reproduction du mouvement la plus fidèle possible, en ligne et pour le haut du corps. Finalement, nous étudions le problème du transfert mouvement des pieds. Pour cette étude, le mouvement des pieds est analysé pour extraire les trajectoires euclidiennes qui sont adaptées au robot. Les trajectoires du centre du masse qui garantit que le robot ne tombe pas sont calculées `a partir de la position des pieds et du modèle du pendule inverse. Il est ainsi possible réaliser une imitation complète incluant les mouvements du haut du corps ainsi que les mouvements des pieds. ABSTRACT : The aim of this thesis is to transfer human motion to a humanoid robot online. In the first part of this work, the human motion recorded by a motion capture system is analyzed to extract salient features that are to be transferred on the humanoid robot. We introduce the humanoid normalized model as the set of motion properties. In the second part of this work, the robot motion that includes the human motion features is computed using the inverse kinematics with priority. In order to transfer the motion properties a stack of tasks is predefined. Each motion property in the humanoid normalized model corresponds to one target in the stack of tasks. We propose a framework to transfer human motion online as close as possible to a human motion performance for the upper body. Finally, we study the problem of transfering feet motion. In this study, the motion of feet is analyzed to extract the Euclidean trajectories adapted to the robot. Moreover, the trajectory of the center of mass which ensures that the robot does not fall is calculated from the feet positions and the inverse pendulum model of the robot. Using this result, it is possible to achieve complete imitation of upper body movements and including feet motio