202 research outputs found
The seven donkeys: Super A.I. performance in animal categorization by an immature Human brain
This paper reports image categorization performance exhibited by an immature Human brain, that beats current state-of-the art convolutional networks with regards to the training procedure (limited size of the training set and limited training budget). This observation highlights the limits of the current A.I. trend for backpropagation-trained neural networks dedicated to computer vision, as well as its differences with natural neural networks. Based on the identified limitations, I then introduces a new image categorization challenge (the seven donkey challenge)
Bringing a Humanoid Robot Closer to Human Versatility : Hard Realtime Software Architecture and Deep Learning Based Tactile Sensing
For centuries, it has been a vision of man to create humanoid robots, i.e., machines that not only resemble the shape of the human body, but have similar capabilities, especially in dextrously manipulating their environment. But only in recent years it has been possible to build actual humanoid robots with many degrees of freedom (DOF) and equipped with torque controlled joints, which are a prerequisite for sensitively acting in the world. In this thesis, we extend DLR's advanced mobile torque controlled humanoid robot Agile Justin into two important directions to get closer to human versatility. First, we enable Agile Justin, which was originally built as a research platform for dextrous mobile manipulation, to also be able to execute complex dynamic manipulation tasks. We demonstrate this with the challenging task of catching up to two simultaneously thrown balls with its hands. Second, we equip Agile Justin with highly developed and deep learning based tactile sensing capabilities that are critical for dextrous fine manipulation. We demonstrate its tactile capabilities with the delicate task of identifying an objects material simply by gently sweeping with a fingertip over its surface. Key for the realization of complex dynamic manipulation tasks is a software framework that allows for a component based system architecture to cope with the complexity and parallel and distributed computational demands of deep sensor-perception-planning-action loops -- but under tight timing constraints. This thesis presents the communication layer of our aRDx (agile robot development -- next generation) software framework that provides hard realtime determinism and optimal transport of data packets with zero-copy for intra- and inter-process and copy-once for distributed communication. In the implementation of the challenging ball catching application on Agile Justin, we take full advantage of aRDx's performance and advanced features like channel synchronization. Besides developing the challenging visual ball tracking using only onboard sensing while everything is moving and the automatic and self-contained calibration procedure to provide the necessary precision, the major contribution is the unified generation of the reaching motion for the arms. The catch point selection, motion planning and the joint interpolation steps are subsumed in one nonlinear constrained optimization problem which is solved in realtime and allows for the realization of different catch behaviors. For the highly sensitive task of tactile material classification with a flexible pressure-sensitive skin on Agile Justin's fingertip, we present our deep convolutional network architecture TactNet-II. The input is the raw 16000 dimensional complex and noisy spatio-temporal tactile signal generated when sweeping over an object's surface. For comparison, we perform a thorough human performance experiment with 15 subjects which shows that Agile Justin reaches superhuman performance in the high-level material classification task (What material id?), as well as in the low-level material differentiation task (Are two materials the same?). To increase the sample efficiency of TactNet-II, we adapt state of the art deep end-to-end transfer learning to tactile material classification leading to an up to 15 fold reduction in the number of training samples needed. The presented methods led to six publication awards and award finalists and international media coverage but also worked robustly at many trade fairs and lab demos
Haptics: Science, Technology, Applications
This open access book constitutes the proceedings of the 12th International Conference on Human Haptic Sensing and Touch Enabled Computer Applications, EuroHaptics 2020, held in Leiden, The Netherlands, in September 2020. The 60 papers presented in this volume were carefully reviewed and selected from 111 submissions. The were organized in topical sections on haptic science, haptic technology, and haptic applications. This year's focus is on accessibility
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Finding a link in neural correlates of human’s perceptual and illusion
This thesis was submitted for the award of Doctor of Philosophy and was awarded by Brunel University LondonWith the ability to feel through artificial limbs, users regain more function and increasingly see the prosthetics as parts of their own bodies. So, main focus of this project was dedicated to recuperating sensation by deception both in sighted and unsighted patients, started with illusionary experiments on healthy volunteers, brain signals were captured with medical EEG headsets during these tests to have a better understanding of how the brain works during body ownership illusions. EEG results suggest that gender difference exists in the perception of body transfer illusion. Visual input can be induced to trick the brain. Using the results, a new device has been designed (sound generator system-SGS) with the principal goal to find ways to include rich sensory feedback in prosthetic devices that would aid their incorporation of the user’s body representation or schema. Studying the brain is fascinating; SGS tested and was found to have an adequate level of dexterity over course of one-month multiple times. After each try, the results were more tolerable than before that proved the idea that brain can learn and understand anything and can be manipulated temporary or lasting due to influences. Different methods used to validate the results, EEG acquisition, mapping subject brain function with EEG and finally interviewing participant after each attempt. Although the results of the illusion shows that when heat applies on rubber hand, subjects behave in similar manner as if their real hand was effected, but main question is still remains. How can the conditioning apply to daily life of amputees so that illusion become permanent? This is a rapidly developing field with advancements in technology and greater interdisciplinary integration of medicine, mechatronics and control engineering with the future looking to have permanent, low power consumption, highly functional devices with a greater intuitive almost natural feel using a variety of body signals including EMG, ultrasound, and Electrocorticography
Sonic Interactions in Virtual Environments
This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments
Sonic interactions in virtual environments
This book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments
Sonic Interactions in Virtual Environments
This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments
LOUDER THAN WORDS: VOICING, SOUNDING, AND LISTENING TO DEAFNESS IN A QUIET PLACE
LOUDER THAN WORDS: VOICING, SOUNDING, AND LISTENING TO DEAFNESS IN A QUIET PLAC
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