674 research outputs found

    Learning-based methods for planning and control of humanoid robots

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    Nowadays, humans and robots are more and more likely to coexist as time goes by. The anthropomorphic nature of humanoid robots facilitates physical human-robot interaction, and makes social human-robot interaction more natural. Moreover, it makes humanoids ideal candidates for many applications related to tasks and environments designed for humans. No matter the application, an ubiquitous requirement for the humanoid is to possess proper locomotion skills. Despite long-lasting research, humanoid locomotion is still far from being a trivial task. A common approach to address humanoid locomotion consists in decomposing its complexity by means of a model-based hierarchical control architecture. To cope with computational constraints, simplified models for the humanoid are employed in some of the architectural layers. At the same time, the redundancy of the humanoid with respect to the locomotion task as well as the closeness of such a task to human locomotion suggest a data-driven approach to learn it directly from experience. This thesis investigates the application of learning-based techniques to planning and control of humanoid locomotion. In particular, both deep reinforcement learning and deep supervised learning are considered to address humanoid locomotion tasks in a crescendo of complexity. First, we employ deep reinforcement learning to study the spontaneous emergence of balancing and push recovery strategies for the humanoid, which represent essential prerequisites for more complex locomotion tasks. Then, by making use of motion capture data collected from human subjects, we employ deep supervised learning to shape the robot walking trajectories towards an improved human-likeness. The proposed approaches are validated on real and simulated humanoid robots. Specifically, on two versions of the iCub humanoid: iCub v2.7 and iCub v3

    Computational Methods for Analysis of Data for Conformational and Phase Equilibria of Disordered Proteins

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    Intrinsically disordered proteins and regions (IDPs / IDRs) are a class of proteins with diverse conformational heterogeneity that do not fold into a tertiary structure due to the lack of a native structural state. Consequently, disordered proteins are remarkably flexible and exhibit multivalent properties that enable them to adopt myriad functional roles within the cell such as: signaling transduction, transcription, enzymatic catalysis, translation, and many more. Due to their multivalency, some IDPs undergo monomeric and heterotypic interactions which can drive phase separation. Such IDPs can form membraneless organelles with specific regulatory roles within the cell which include, but are not limited to: RNA storage, neurotransmission, and cell-cycle regulation. However, the driving forces behind these mechanisms are not well understood. Dysregulation of these roles through the introduction of sequence mutations or cellular stress can lead to the formation of protein aggregates that can detrimentally impact cellular function and ability. Thus, IDPs are also implicated in multiple diseases like Type II diabetes, numerous cancers, and several neurodegenerative disorders such as Alzheimer’s and Parkinson’s disease. Therefore, there is keen interest to understand the sequence-determinants of IDPs and characterize properties of their conformational ensembles that inform their function. This thesis is focused on the development and application of computational tools that can characterize the spatiotemporal properties of IDP simulations, as well as classify and identify possible sequence-determinants of phase separation

    Computational Methods for Cognitive and Cooperative Robotics

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    In the last decades design methods in control engineering made substantial progress in the areas of robotics and computer animation. Nowadays these methods incorporate the newest developments in machine learning and artificial intelligence. But the problems of flexible and online-adaptive combinations of motor behaviors remain challenging for human-like animations and for humanoid robotics. In this context, biologically-motivated methods for the analysis and re-synthesis of human motor programs provide new insights in and models for the anticipatory motion synthesis. This thesis presents the author’s achievements in the areas of cognitive and developmental robotics, cooperative and humanoid robotics and intelligent and machine learning methods in computer graphics. The first part of the thesis in the chapter “Goal-directed Imitation for Robots” considers imitation learning in cognitive and developmental robotics. The work presented here details the author’s progress in the development of hierarchical motion recognition and planning inspired by recent discoveries of the functions of mirror-neuron cortical circuits in primates. The overall architecture is capable of ‘learning for imitation’ and ‘learning by imitation’. The complete system includes a low-level real-time capable path planning subsystem for obstacle avoidance during arm reaching. The learning-based path planning subsystem is universal for all types of anthropomorphic robot arms, and is capable of knowledge transfer at the level of individual motor acts. Next, the problems of learning and synthesis of motor synergies, the spatial and spatio-temporal combinations of motor features in sequential multi-action behavior, and the problems of task-related action transitions are considered in the second part of the thesis “Kinematic Motion Synthesis for Computer Graphics and Robotics”. In this part, a new approach of modeling complex full-body human actions by mixtures of time-shift invariant motor primitives in presented. The online-capable full-body motion generation architecture based on dynamic movement primitives driving the time-shift invariant motor synergies was implemented as an online-reactive adaptive motion synthesis for computer graphics and robotics applications. The last chapter of the thesis entitled “Contraction Theory and Self-organized Scenarios in Computer Graphics and Robotics” is dedicated to optimal control strategies in multi-agent scenarios of large crowds of agents expressing highly nonlinear behaviors. This last part presents new mathematical tools for stability analysis and synthesis of multi-agent cooperative scenarios.In den letzten Jahrzehnten hat die Forschung in den Bereichen der Steuerung und Regelung komplexer Systeme erhebliche Fortschritte gemacht, insbesondere in den Bereichen Robotik und Computeranimation. Die Entwicklung solcher Systeme verwendet heutzutage neueste Methoden und Entwicklungen im Bereich des maschinellen Lernens und der kĂŒnstlichen Intelligenz. Die flexible und echtzeitfĂ€hige Kombination von motorischen Verhaltensweisen ist eine wesentliche Herausforderung fĂŒr die Generierung menschenĂ€hnlicher Animationen und in der humanoiden Robotik. In diesem Zusammenhang liefern biologisch motivierte Methoden zur Analyse und Resynthese menschlicher motorischer Programme neue Erkenntnisse und Modelle fĂŒr die antizipatorische Bewegungssynthese. Diese Dissertation prĂ€sentiert die Ergebnisse der Arbeiten des Autors im Gebiet der kognitiven und Entwicklungsrobotik, kooperativer und humanoider Robotersysteme sowie intelligenter und maschineller Lernmethoden in der Computergrafik. Der erste Teil der Dissertation im Kapitel “Zielgerichtete Nachahmung fĂŒr Roboter” behandelt das Imitationslernen in der kognitiven und Entwicklungsrobotik. Die vorgestellten Arbeiten beschreiben neue Methoden fĂŒr die hierarchische Bewegungserkennung und -planung, die durch Erkenntnisse zur Funktion der kortikalen Spiegelneuronen-Schaltkreise bei Primaten inspiriert wurden. Die entwickelte Architektur ist in der Lage, ‘durch Imitation zu lernen’ und ‘zu lernen zu imitieren’. Das komplette entwickelte System enthĂ€lt ein echtzeitfĂ€higes Pfadplanungssubsystem zur Hindernisvermeidung wĂ€hrend der DurchfĂŒhrung von Armbewegungen. Das lernbasierte Pfadplanungssubsystem ist universell und fĂŒr alle Arten von anthropomorphen Roboterarmen in der Lage, Wissen auf der Ebene einzelner motorischer Handlungen zu ĂŒbertragen. Im zweiten Teil der Arbeit “Kinematische Bewegungssynthese fĂŒr Computergrafik und Robotik” werden die Probleme des Lernens und der Synthese motorischer Synergien, d.h. von rĂ€umlichen und rĂ€umlich-zeitlichen Kombinationen motorischer Bewegungselemente bei Bewegungssequenzen und bei aufgabenbezogenen Handlungs ĂŒbergĂ€ngen behandelt. Es wird ein neuer Ansatz zur Modellierung komplexer menschlicher Ganzkörperaktionen durch Mischungen von zeitverschiebungsinvarianten Motorprimitiven vorgestellt. Zudem wurde ein online-fĂ€higer Synthesealgorithmus fĂŒr Ganzköperbewegungen entwickelt, der auf dynamischen Bewegungsprimitiven basiert, die wiederum auf der Basis der gelernten verschiebungsinvarianten Primitive konstruiert werden. Dieser Algorithmus wurde fĂŒr verschiedene Probleme der Bewegungssynthese fĂŒr die Computergrafik- und Roboteranwendungen implementiert. Das letzte Kapitel der Dissertation mit dem Titel “Kontraktionstheorie und selbstorganisierte Szenarien in der Computergrafik und Robotik” widmet sich optimalen Kontrollstrategien in Multi-Agenten-Szenarien, wobei die Agenten durch eine hochgradig nichtlineare Kinematik gekennzeichnet sind. Dieser letzte Teil prĂ€sentiert neue mathematische Werkzeuge fĂŒr die StabilitĂ€tsanalyse und Synthese von kooperativen Multi-Agenten-Szenarien

    Exploiting Novel Deep Learning Architecture in Character Animation Pipelines

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    This doctoral dissertation aims to show a body of work proposed for improving different blocks in the character animation pipelines resulting in less manual work and more realistic character animation. To that purpose, we describe a variety of cutting-edge deep learning approaches that have been applied to the field of human motion modelling and character animation. The recent advances in motion capture systems and processing hardware have shifted from physics-based approaches to data-driven approaches that are heavily used in the current game production frameworks. However, despite these significant successes, there are still shortcomings to address. For example, the existing production pipelines contain processing steps such as marker labelling in the motion capture pipeline or annotating motion primitives, which should be done manually. In addition, most of the current approaches for character animation used in game production are limited by the amount of stored animation data resulting in many duplicates and repeated patterns. We present our work in four main chapters. We first present a large dataset of human motion called MoVi. Secondly, we show how machine learning approaches can be used to automate proprocessing data blocks of optical motion capture pipelines. Thirdly, we show how generative models can be used to generate batches of synthetic motion sequences given only weak control signals. Finally, we show how novel generative models can be applied to real-time character control in the game production

    Exploiting Novel Deep Learning Architecture in Character Animation Pipelines

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    This doctoral dissertation aims to show a body of work proposed for improving different blocks in the character animation pipelines resulting in less manual work and more realistic character animation. To that purpose, we describe a variety of cutting-edge deep learning approaches that have been applied to the field of human motion modelling and character animation. The recent advances in motion capture systems and processing hardware have shifted from physics-based approaches to data-driven approaches that are heavily used in the current game production frameworks. However, despite these significant successes, there are still shortcomings to address. For example, the existing production pipelines contain processing steps such as marker labelling in the motion capture pipeline or annotating motion primitives, which should be done manually. In addition, most of the current approaches for character animation used in game production are limited by the amount of stored animation data resulting in many duplicates and repeated patterns. We present our work in four main chapters. We first present a large dataset of human motion called MoVi. Secondly, we show how machine learning approaches can be used to automate proprocessing data blocks of optical motion capture pipelines. Thirdly, we show how generative models can be used to generate batches of synthetic motion sequences given only weak control signals. Finally, we show how novel generative models can be applied to real-time character control in the game production

    AutoGraff: towards a computational understanding of graffiti writing and related art forms.

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    The aim of this thesis is to develop a system that generates letters and pictures with a style that is immediately recognizable as graffiti art or calligraphy. The proposed system can be used similarly to, and in tight integration with, conventional computer-aided geometric design tools and can be used to generate synthetic graffiti content for urban environments in games and in movies, and to guide robotic or fabrication systems that can materialise the output of the system with physical drawing media. The thesis is divided into two main parts. The first part describes a set of stroke primitives, building blocks that can be combined to generate different designs that resemble graffiti or calligraphy. These primitives mimic the process typically used to design graffiti letters and exploit well known principles of motor control to model the way in which an artist moves when incrementally tracing stylised letter forms. The second part demonstrates how these stroke primitives can be automatically recovered from input geometry defined in vector form, such as the digitised traces of writing made by a user, or the glyph outlines in a font. This procedure converts the input geometry into a seed that can be transformed into a variety of calligraphic and graffiti stylisations, which depend on parametric variations of the strokes

    Humanoid Robots

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    For many years, the human being has been trying, in all ways, to recreate the complex mechanisms that form the human body. Such task is extremely complicated and the results are not totally satisfactory. However, with increasing technological advances based on theoretical and experimental researches, man gets, in a way, to copy or to imitate some systems of the human body. These researches not only intended to create humanoid robots, great part of them constituting autonomous systems, but also, in some way, to offer a higher knowledge of the systems that form the human body, objectifying possible applications in the technology of rehabilitation of human beings, gathering in a whole studies related not only to Robotics, but also to Biomechanics, Biomimmetics, Cybernetics, among other areas. This book presents a series of researches inspired by this ideal, carried through by various researchers worldwide, looking for to analyze and to discuss diverse subjects related to humanoid robots. The presented contributions explore aspects about robotic hands, learning, language, vision and locomotion

    Bootstrapping movement primitives from complex trajectories

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    Lemme A. Bootstrapping movement primitives from complex trajectories. Bielefeld: Bielefeld University; 2014

    Entropy in Dynamic Systems

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    In order to measure and quantify the complex behavior of real-world systems, either novel mathematical approaches or modifications of classical ones are required to precisely predict, monitor, and control complicated chaotic and stochastic processes. Though the term of entropy comes from Greek and emphasizes its analogy to energy, today, it has wandered to different branches of pure and applied sciences and is understood in a rather rough way, with emphasis placed on the transition from regular to chaotic states, stochastic and deterministic disorder, and uniform and non-uniform distribution or decay of diversity. This collection of papers addresses the notion of entropy in a very broad sense. The presented manuscripts follow from different branches of mathematical/physical sciences, natural/social sciences, and engineering-oriented sciences with emphasis placed on the complexity of dynamical systems. Topics like timing chaos and spatiotemporal chaos, bifurcation, synchronization and anti-synchronization, stability, lumped mass and continuous mechanical systems modeling, novel nonlinear phenomena, and resonances are discussed
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