1,778 research outputs found

    Symbiotic interaction between humans and robot swarms

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    Comprising of a potentially large team of autonomous cooperative robots locally interacting and communicating with each other, robot swarms provide a natural diversity of parallel and distributed functionalities, high flexibility, potential for redundancy, and fault-tolerance. The use of autonomous mobile robots is expected to increase in the future and swarm robotic systems are envisioned to play important roles in tasks such as: search and rescue (SAR) missions, transportation of objects, surveillance, and reconnaissance operations. To robustly deploy robot swarms on the field with humans, this research addresses the fundamental problems in the relatively new field of human-swarm interaction (HSI). Four groups of core classes of problems have been addressed for proximal interaction between humans and robot swarms: interaction and communication; swarm-level sensing and classification; swarm coordination; swarm-level learning. The primary contribution of this research aims to develop a bidirectional human-swarm communication system for non-verbal interaction between humans and heterogeneous robot swarms. The guiding field of application are SAR missions. The core challenges and issues in HSI include: How can human operators interact and communicate with robot swarms? Which interaction modalities can be used by humans? How can human operators instruct and command robots from a swarm? Which mechanisms can be used by robot swarms to convey feedback to human operators? Which type of feedback can swarms convey to humans? In this research, to start answering these questions, hand gestures have been chosen as the interaction modality for humans, since gestures are simple to use, easily recognized, and possess spatial-addressing properties. To facilitate bidirectional interaction and communication, a dialogue-based interaction system is introduced which consists of: (i) a grammar-based gesture language with a vocabulary of non-verbal commands that allows humans to efficiently provide mission instructions to swarms, and (ii) a swarm coordinated multi-modal feedback language that enables robot swarms to robustly convey swarm-level decisions, status, and intentions to humans using multiple individual and group modalities. The gesture language allows humans to: select and address single and multiple robots from a swarm, provide commands to perform tasks, specify spatial directions and application-specific parameters, and build iconic grammar-based sentences by combining individual gesture commands. Swarms convey different types of multi-modal feedback to humans using on-board lights, sounds, and locally coordinated robot movements. The swarm-to-human feedback: conveys to humans the swarm's understanding of the recognized commands, allows swarms to assess their decisions (i.e., to correct mistakes: made by humans in providing instructions, and errors made by swarms in recognizing commands), and guides humans through the interaction process. The second contribution of this research addresses swarm-level sensing and classification: How can robot swarms collectively sense and recognize hand gestures given as visual signals by humans? Distributed sensing, cooperative recognition, and decision-making mechanisms have been developed to allow robot swarms to collectively recognize visual instructions and commands given by humans in the form of gestures. These mechanisms rely on decentralized data fusion strategies and multi-hop messaging passing algorithms to robustly build swarm-level consensus decisions. Measures have been introduced in the cooperative recognition protocol which provide a trade-off between the accuracy of swarm-level consensus decisions and the time taken to build swarm decisions. The third contribution of this research addresses swarm-level cooperation: How can humans select spatially distributed robots from a swarm and the robots understand that they have been selected? How can robot swarms be spatially deployed for proximal interaction with humans? With the introduction of spatially-addressed instructions (pointing gestures) humans can robustly address and select spatially- situated individuals and groups of robots from a swarm. A cascaded classification scheme is adopted in which, first the robot swarm identifies the selection command (e.g., individual or group selection), and then the robots coordinate with each other to identify if they have been selected. To obtain better views of gestures issued by humans, distributed mobility strategies have been introduced for the coordinated deployment of heterogeneous robot swarms (i.e., ground and flying robots) and to reshape the spatial distribution of swarms. The fourth contribution of this research addresses the notion of collective learning in robot swarms. The questions that are answered include: How can robot swarms learn about the hand gestures given by human operators? How can humans be included in the loop of swarm learning? How can robot swarms cooperatively learn as a team? Online incremental learning algorithms have been developed which allow robot swarms to learn individual gestures and grammar-based gesture sentences supervised by human instructors in real-time. Humans provide different types of feedback (i.e., full or partial feedback) to swarms for improving swarm-level learning. To speed up the learning rate of robot swarms, cooperative learning strategies have been introduced which enable individual robots in a swarm to intelligently select locally sensed information and share (exchange) selected information with other robots in the swarm. The final contribution is a systemic one, it aims on building a complete HSI system towards potential use in real-world applications, by integrating the algorithms, techniques, mechanisms, and strategies discussed in the contributions above. The effectiveness of the global HSI system is demonstrated in the context of a number of interactive scenarios using emulation tests (i.e., performing simulations using gesture images acquired by a heterogeneous robotic swarm) and by performing experiments with real robots using both ground and flying robots

    A framework for developing motion-based games

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    Dissertação para obtenção do Grau de Mestre em Engenharia InformáticaNowadays, whenever one intents to develop an application that allows interaction through the use of more or less complex gestures, it is necessary to go through a long process. In this process, the gesture recognition system may not obtain high accuracy results, particularly among different users. Since the total number of applications for mobile systems, like Android and iOS, is close to a million and a half and is still increasing, it appears essential the development of a platform that abstracts developers from all the low-level gesture gathering and that streamlines the process of developing applications that make use of this kind of interaction, in a standardize way. In this case such was developed for the iOS system. At the present time, given the existing environment issues, it is ideal to attract the attention, motivate and influence the greatest number of people into having more proenvironmental behaviors. Thus, as a proof of concept for the developed framework, an educational game was created, using persuasive technology, to influence players’s behaviors and attitudes in a pro-environmental way. Therefore, having this idea as a basis, it was also developed a game that is presented in a public ambient display and can be played by any participant close to the displaywho has a device with iOS mobile system

    Robust Facial Expression Recognition via Compressive Sensing

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    Recently, compressive sensing (CS) has attracted increasing attention in the areas of signal processing, computer vision and pattern recognition. In this paper, a new method based on the CS theory is presented for robust facial expression recognition. The CS theory is used to construct a sparse representation classifier (SRC). The effectiveness and robustness of the SRC method is investigated on clean and occluded facial expression images. Three typical facial features, i.e., the raw pixels, Gabor wavelets representation and local binary patterns (LBP), are extracted to evaluate the performance of the SRC method. Compared with the nearest neighbor (NN), linear support vector machines (SVM) and the nearest subspace (NS), experimental results on the popular Cohn-Kanade facial expression database demonstrate that the SRC method obtains better performance and stronger robustness to corruption and occlusion on robust facial expression recognition tasks

    Loughborough University Spontaneous Expression Database and baseline results for automatic emotion recognition

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    The study of facial expressions in humans dates back to the 19th century and the study of the emotions that these facial expressions portray dates back even further. It is a natural part of non-verbal communication for humans to pass across messages using facial expressions either consciously or subconsciously, it is also routine for other humans to recognize these facial expressions and understand or deduce the underlying emotions which they represent. Over two decades ago and following technological advances, particularly in the area of image processing, research began into the use of machines for the recognition of facial expressions from images with the aim of inferring the corresponding emotion. Given a previously unknown test sample, the supervised learning problem is to accurately determine the facial expression class to which the test sample belongs using the knowledge of the known class memberships of each image from a set of training images. The solution to this problem building an effective classifier to recognize the facial expression is hinged on the availability of representative training data. To date, much of the research in the area of Facial Expression Recognition (FER) is still based on posed (acted) facial expression databases, which are often exaggerated and therefore not representative of real life affective displays, as such there is a need for more publically accessible spontaneous databases that are well labelled. This thesis therefore reports on the development of the newly collected Loughborough University Spontaneous Expression Database (LUSED); designed to bolster the development of new recognition systems and to provide a benchmark for researchers to compare results with more natural expression classes than most existing databases. To collect the database, an experiment was set up where volunteers were discretely videotaped while they watched a selection of emotion inducing video clips. The utility of the new LUSED dataset is validated using both traditional and more recent pattern recognition techniques; (1) baseline results are presented using the combination of Principal Component Analysis (PCA), Fisher Linear Discriminant Analysis (FLDA) and their kernel variants Kernel Principal Component Analysis (KPCA), Kernel Fisher Discriminant Analysis (KFDA) with a Nearest Neighbour-based classifier. These results are compared to the performance of an existing natural expression database Natural Visible and Infrared Expression (NVIE) database. A scheme for the recognition of encrypted facial expression images is also presented. (2) Benchmark results are presented by combining PCA, FLDA, KPCA and KFDA with a Sparse Representation-based Classifier (SRC). A maximum accuracy of 68% was obtained recognizing five expression classes, which is comparatively better than the known maximum for a natural database; around 70% (from recognizing only three classes) obtained from NVIE

    Vision-Based 2D and 3D Human Activity Recognition

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    Wi-Fi based people tracking in challenging environments

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    People tracking is a key building block in many applications such as abnormal activity detection, gesture recognition, and elderly persons monitoring. Video-based systems have many limitations making them ineffective in many situations. Wi-Fi provides an easily accessible source of opportunity for people tracking that does not have the limitations of video-based systems. The system will detect, localise, and track people, based on the available Wi-Fi signals that are reflected from their bodies. Wi-Fi based systems still need to address some challenges in order to be able to operate in challenging environments. Some of these challenges include the detection of the weak signal, the detection of abrupt people motion, and the presence of multipath propagation. In this thesis, these three main challenges will be addressed. Firstly, a weak signal detection method that uses the changes in the signals that are reflected from static objects, to improve the detection probability of weak signals that are reflected from the person’s body. Then, a deep learning based Wi-Fi localisation technique is proposed that significantly improves the runtime and the accuracy in comparison with existing techniques. After that, a quantum mechanics inspired tracking method is proposed to address the abrupt motion problem. The proposed method uses some interesting phenomena in the quantum world, where the person is allowed to exist at multiple positions simultaneously. The results show a significant improvement in reducing the tracking error and in reducing the tracking delay

    Design and recognition of microgestures for always-available input

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    Gestural user interfaces for computing devices most commonly require the user to have at least one hand free to interact with the device, for example, moving a mouse, touching a screen, or performing mid-air gestures. Consequently, users find it difficult to operate computing devices while holding or manipulating everyday objects. This limits the users from interacting with the digital world during a significant portion of their everyday activities, such as, using tools in the kitchen or workshop, carrying items, or workout with sports equipment. This thesis pushes the boundaries towards the bigger goal of enabling always-available input. Microgestures have been recognized for their potential to facilitate direct and subtle interactions. However, it remains an open question how to interact using gestures with computing devices when both of the user’s hands are occupied holding everyday objects. We take a holistic approach and focus on three core contributions: i) To understand end-users preferences, we present an empirical analysis of users’ choice of microgestures when holding objects of diverse geometries. Instead of designing a gesture set for a specific object or geometry and to identify gestures that generalize, this thesis leverages the taxonomy of grasp types established from prior research. ii) We tackle the critical problem of avoiding false activation by introducing a novel gestural input concept that leverages a single-finger movement, which stands out from everyday finger motions during holding and manipulating objects. Through a data-driven approach, we also systematically validate the concept’s robustness with different everyday actions. iii) While full sensor coverage on the user’s hand would allow detailed hand-object interaction, minimal instrumentation is desirable for real-world use. This thesis addresses the problem of identifying sparse sensor layouts. We present the first rapid computational method, along with a GUI-based design tool that enables iterative design based on the designer’s high-level requirements. Furthermore, we demonstrate that minimal form-factor devices, like smart rings, can be used to effectively detect microgestures in hands-free and busy scenarios. Overall, the presented findings will serve as both conceptual and technical foundations for enabling interaction with computing devices wherever and whenever users need them.Benutzerschnittstellen für Computergeräte auf Basis von Gesten erfordern für eine Interaktion meist mindestens eine freie Hand, z.B. um eine Maus zu bewegen, einen Bildschirm zu berühren oder Gesten in der Luft auszuführen. Daher ist es für Nutzer schwierig, Geräte zu bedienen, während sie Gegenstände halten oder manipulieren. Dies schränkt die Interaktion mit der digitalen Welt während eines Großteils ihrer alltäglichen Aktivitäten ein, etwa wenn sie Küchengeräte oder Werkzeug verwenden, Gegenstände tragen oder mit Sportgeräten trainieren. Diese Arbeit erforscht neue Wege in Richtung des größeren Ziels, immer verfügbare Eingaben zu ermöglichen. Das Potential von Mikrogesten für die Erleichterung von direkten und feinen Interaktionen wurde bereits erkannt. Die Frage, wie der Nutzer mit Geräten interagiert, wenn beide Hände mit dem Halten von Gegenständen belegt sind, bleibt jedoch offen. Wir verfolgen einen ganzheitlichen Ansatz und konzentrieren uns auf drei Kernbeiträge: i) Um die Präferenzen der Endnutzer zu verstehen, präsentieren wir eine empirische Analyse der Wahl von Mikrogesten beim Halten von Objekte mit diversen Geometrien. Anstatt einen Satz an Gesten für ein bestimmtes Objekt oder eine bestimmte Geometrie zu entwerfen, nutzt diese Arbeit die aus früheren Forschungen stammenden Taxonomien an Griff-Typen. ii) Wir adressieren das Problem falscher Aktivierungen durch ein neuartiges Eingabekonzept, das die sich von alltäglichen Fingerbewegungen abhebende Bewegung eines einzelnen Fingers nutzt. Durch einen datengesteuerten Ansatz validieren wir zudem systematisch die Robustheit des Konzepts bei diversen alltäglichen Aktionen. iii) Auch wenn eine vollständige Sensorabdeckung an der Hand des Nutzers eine detaillierte Hand-Objekt-Interaktion ermöglichen würde, ist eine minimale Ausstattung für den Einsatz in der realen Welt wünschenswert. Diese Arbeit befasst sich mit der Identifizierung reduzierter Sensoranordnungen. Wir präsentieren die erste, schnelle Berechnungsmethode in einem GUI-basierten Designtool, das iteratives Design basierend auf den Anforderungen des Designers ermöglicht. Wir zeigen zudem, dass Geräte mit minimalem Formfaktor wie smarte Ringe für die Erkennung von Mikrogesten verwendet werden können. Insgesamt dienen die vorgestellten Ergebnisse sowohl als konzeptionelle als auch als technische Grundlage für die Realisierung von Interaktion mit Computergeräten wo und wann immer Nutzer sie benötigen.Bosch Researc

    Fused mechanomyography and inertial measurement for human-robot interface

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    Human-Machine Interfaces (HMI) are the technology through which we interact with the ever-increasing quantity of smart devices surrounding us. The fundamental goal of an HMI is to facilitate robot control through uniting a human operator as the supervisor with a machine as the task executor. Sensors, actuators, and onboard intelligence have not reached the point where robotic manipulators may function with complete autonomy and therefore some form of HMI is still necessary in unstructured environments. These may include environments where direct human action is undesirable or infeasible, and situations where a robot must assist and/or interface with people. Contemporary literature has introduced concepts such as body-worn mechanical devices, instrumented gloves, inertial or electromagnetic motion tracking sensors on the arms, head, or legs, electroencephalographic (EEG) brain activity sensors, electromyographic (EMG) muscular activity sensors and camera-based (vision) interfaces to recognize hand gestures and/or track arm motions for assessment of operator intent and generation of robotic control signals. While these developments offer a wealth of future potential their utility has been largely restricted to laboratory demonstrations in controlled environments due to issues such as lack of portability and robustness and an inability to extract operator intent for both arm and hand motion. Wearable physiological sensors hold particular promise for capture of human intent/command. EMG-based gesture recognition systems in particular have received significant attention in recent literature. As wearable pervasive devices, they offer benefits over camera or physical input systems in that they neither inhibit the user physically nor constrain the user to a location where the sensors are deployed. Despite these benefits, EMG alone has yet to demonstrate the capacity to recognize both gross movement (e.g. arm motion) and finer grasping (e.g. hand movement). As such, many researchers have proposed fusing muscle activity (EMG) and motion tracking e.g. (inertial measurement) to combine arm motion and grasp intent as HMI input for manipulator control. However, such work has arguably reached a plateau since EMG suffers from interference from environmental factors which cause signal degradation over time, demands an electrical connection with the skin, and has not demonstrated the capacity to function out of controlled environments for long periods of time. This thesis proposes a new form of gesture-based interface utilising a novel combination of inertial measurement units (IMUs) and mechanomyography sensors (MMGs). The modular system permits numerous configurations of IMU to derive body kinematics in real-time and uses this to convert arm movements into control signals. Additionally, bands containing six mechanomyography sensors were used to observe muscular contractions in the forearm which are generated using specific hand motions. This combination of continuous and discrete control signals allows a large variety of smart devices to be controlled. Several methods of pattern recognition were implemented to provide accurate decoding of the mechanomyographic information, including Linear Discriminant Analysis and Support Vector Machines. Based on these techniques, accuracies of 94.5% and 94.6% respectively were achieved for 12 gesture classification. In real-time tests, accuracies of 95.6% were achieved in 5 gesture classification. It has previously been noted that MMG sensors are susceptible to motion induced interference. The thesis also established that arm pose also changes the measured signal. This thesis introduces a new method of fusing of IMU and MMG to provide a classification that is robust to both of these sources of interference. Additionally, an improvement in orientation estimation, and a new orientation estimation algorithm are proposed. These improvements to the robustness of the system provide the first solution that is able to reliably track both motion and muscle activity for extended periods of time for HMI outside a clinical environment. Application in robot teleoperation in both real-world and virtual environments were explored. With multiple degrees of freedom, robot teleoperation provides an ideal test platform for HMI devices, since it requires a combination of continuous and discrete control signals. The field of prosthetics also represents a unique challenge for HMI applications. In an ideal situation, the sensor suite should be capable of detecting the muscular activity in the residual limb which is naturally indicative of intent to perform a specific hand pose and trigger this post in the prosthetic device. Dynamic environmental conditions within a socket such as skin impedance have delayed the translation of gesture control systems into prosthetic devices, however mechanomyography sensors are unaffected by such issues. There is huge potential for a system like this to be utilised as a controller as ubiquitous computing systems become more prevalent, and as the desire for a simple, universal interface increases. Such systems have the potential to impact significantly on the quality of life of prosthetic users and others.Open Acces
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