404 research outputs found

    Tactile mesh saliency

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    While the concept of visual saliency has been previously explored in the areas of mesh and image processing, saliency detection also applies to other sensory stimuli. In this paper, we explore the problem of tactile mesh saliency, where we define salient points on a virtual mesh as those that a human is more likely to grasp, press, or touch if the mesh were a real-world object. We solve the problem of taking as input a 3D mesh and computing the relative tactile saliency of every mesh vertex. Since it is difficult to manually define a tactile saliency measure, we introduce a crowdsourcing and learning framework. It is typically easy for humans to provide relative rankings of saliency between vertices rather than absolute values. We thereby collect crowdsourced data of such relative rankings and take a learning-to-rank approach. We develop a new formulation to combine deep learning and learning-to-rank methods to compute a tactile saliency measure. We demonstrate our framework with a variety of 3D meshes and various applications including material suggestion for rendering and fabricatio

    Tactile Mesh Saliency:a brief synopsis

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    This work has previously been published [LDS 16] and this extended abstract provides a synopsis for further discussion at the UK CGVC 2016 conference. We introduce the concept of tactile mesh saliency, where tactile salient points on a virtual mesh are those that a human is more likely to grasp, press, or touch if the mesh were a real-world object. We solve the problem of taking as input a 3D mesh and computing the tactile saliency of every mesh vertex. The key to solving this problem is in a new formulation that combines deep learning and learning-to-rank methods to compute a tactile saliency measure. Finally, we discuss possibilities for future work

    Attention for Robot Touch: Tactile Saliency Prediction for Robust Sim-to-Real Tactile Control

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    High-resolution tactile sensing can provide accurate information about local contact in contact-rich robotic tasks. However, the deployment of such tasks in unstructured environments remains under-investigated. To improve the robustness of tactile robot control in unstructured environments, we propose and study a new concept: \textit{tactile saliency} for robot touch, inspired by the human touch attention mechanism from neuroscience and the visual saliency prediction problem from computer vision. In analogy to visual saliency, this concept involves identifying key information in tactile images captured by a tactile sensor. While visual saliency datasets are commonly annotated by humans, manually labelling tactile images is challenging due to their counterintuitive patterns. To address this challenge, we propose a novel approach comprised of three interrelated networks: 1) a Contact Depth Network (ConDepNet), which generates a contact depth map to localize deformation in a real tactile image that contains target and noise features; 2) a Tactile Saliency Network (TacSalNet), which predicts a tactile saliency map to describe the target areas for an input contact depth map; 3) and a Tactile Noise Generator (TacNGen), which generates noise features to train the TacSalNet. Experimental results in contact pose estimation and edge-following in the presence of distractors showcase the accurate prediction of target features from real tactile images. Overall, our tactile saliency prediction approach gives robust sim-to-real tactile control in environments with unknown distractors. Project page: https://sites.google.com/view/tactile-saliency/.Comment: Accepted by IROS 202

    Exploring Robot Teleoperation in Virtual Reality

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    This thesis presents research on VR-based robot teleoperation with a focus on remote environment visualisation in virtual reality, the effects of remote environment reconstruction scale in virtual reality on the human-operator's ability to control the robot and human-operator's visual attention patterns when teleoperating a robot from virtual reality. A VR-based robot teleoperation framework was developed, it is compatible with various robotic systems and cameras, allowing for teleoperation and supervised control with any ROS-compatible robot and visualisation of the environment through any ROS-compatible RGB and RGBD cameras. The framework includes mapping, segmentation, tactile exploration, and non-physically demanding VR interface navigation and controls through any Unity-compatible VR headset and controllers or haptic devices. Point clouds are a common way to visualise remote environments in 3D, but they often have distortions and occlusions, making it difficult to accurately represent objects' textures. This can lead to poor decision-making during teleoperation if objects are inaccurately represented in the VR reconstruction. A study using an end-effector-mounted RGBD camera with OctoMap mapping of the remote environment was conducted to explore the remote environment with fewer point cloud distortions and occlusions while using a relatively small bandwidth. Additionally, a tactile exploration study proposed a novel method for visually presenting information about objects' materials in the VR interface, to improve the operator's decision-making and address the challenges of point cloud visualisation. Two studies have been conducted to understand the effect of virtual world dynamic scaling on teleoperation flow. The first study investigated the use of rate mode control with constant and variable mapping of the operator's joystick position to the speed (rate) of the robot's end-effector, depending on the virtual world scale. The results showed that variable mapping allowed participants to teleoperate the robot more effectively but at the cost of increased perceived workload. The second study compared how operators used a virtual world scale in supervised control, comparing the virtual world scale of participants at the beginning and end of a 3-day experiment. The results showed that as operators got better at the task they as a group used a different virtual world scale, and participants' prior video gaming experience also affected the virtual world scale chosen by operators. Similarly, the human-operator's visual attention study has investigated how their visual attention changes as they become better at teleoperating a robot using the framework. The results revealed the most important objects in the VR reconstructed remote environment as indicated by operators' visual attention patterns as well as their visual priorities shifts as they got better at teleoperating the robot. The study also demonstrated that operators’ prior video gaming experience affects their ability to teleoperate the robot and their visual attention behaviours

    Object pop-up: Can we infer 3D objects and their poses from human interactions alone?

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    The intimate entanglement between objects affordances and human poses is of large interest, among others, for behavioural sciences, cognitive psychology, and Computer Vision communities. In recent years, the latter has developed several object-centric approaches: starting from items, learning pipelines synthesizing human poses and dynamics in a realistic way, satisfying both geometrical and functional expectations. However, the inverse perspective is significantly less explored: Can we infer 3D objects and their poses from human interactions alone? Our investigation follows this direction, showing that a generic 3D human point cloud is enough to pop up an unobserved object, even when the user is just imitating a functionality (e.g., looking through a binocular) without involving a tangible counterpart. We validate our method qualitatively and quantitatively, with synthetic data and sequences acquired for the task, showing applicability for XR/VR. The code is available at https://github.com/ptrvilya/object-popup.Comment: Accepted at CVPR'2

    Deep learning models for 3D mesh saliency prediction.

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    El estudio de la atención visual humana ha sido ampliamente explorado en muchos trabajos. Consiste en detectar e identificar las regiones del estímulo que más llaman la atención del usuario, generalmente utilizando un eye tracker para recolectar los datos. Esta medida de las regiones de interés se conoce como saliencia, y su detección y modelado es un problema fundamental en gráficos por computadora y visión por computadora. Esta tesis de fin de máster presenta un modelo de predicción de salienia para nubes de puntos basado en aprendizaje profundo.<br /
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