190 research outputs found

    Virtual Simulation of Robotic Operations Using Gaming Software

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    The main objective of the project is to provide a Virtual Reality (VR) representation for robotic simulations using a game engine software such as Unity. It is useful to an ongoing research on testing the compatibility of training collaborative robots entirely in VR to further enhance the use of human-robot collaboration in industry. The success of the research project implies that collaborative robots can be tested and trained via software running numerous simulations more efficiently than the traditional operation of robotic designs in industry. The UR10e robot arm is the industrial robot to be tested in VR. To provide the simulation for the research, four objectives are set across a timeline. A CAD model of the UR10e will be imported into Unity without any loss of data. Next, the UR10e’s degrees of freedom (DOF) will be added into the game engine such that its movements have the same constraints as its actual design. Then, a 3D environment is added onto the game engine simulation such that the game engine robot can interact with a virtual workspace. Finally, the game engine robot is assigned to perform a simple task such as a pick and place activity. The robot must be able to perform the task autonomously and a user interface (UI) must also be added such that an operator can manually direct the robot’s movements for the task given

    Programming Robots by Demonstration using Augmented Reality

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    O mundo está a viver a quarta revolução industrial, a Indústria 4.0; marcada pela crescente inteligência e automação dos sistemas industriais. No entanto, existem tarefas que são muito complexas ou caras para serem totalmente automatizadas, seria mais eficiente se a máquina pudesse trabalhar com o ser humano, não apenas partilhando o mesmo espaço de trabalho, mas como colaboradores úteis. O foco da investigação para solucionar esse problema está em sistemas de interação homem-robô, percebendo em que aplicações podem ser úteis para implementar e quais são os desafios que enfrentam. Neste contexto, uma melhor interação entre as máquinas e os operadores pode levar a múltiplos benefícios, como menos, melhor e mais fácil treino, um ambiente mais seguro para o operador e a capacidade de resolver problemas mais rapidamente. O tema desta dissertação é relevante na medida em que é necessário aprender e implementar as tecnologias que mais contribuem para encontrar soluções para um trabalho mais simples e eficiente na indústria. Assim, é proposto o desenvolvimento de um protótipo industrial de um sistema de interação homem-máquina através de Realidade Estendida, no qual o objetivo é habilitar um operador industrial sem experiência em programação, a programar um robô colaborativo utilizando o Microsoft HoloLens 2. O sistema desenvolvido é dividido em duas partes distintas: o sistema de tracking, que regista o movimento das mãos do operador, e o sistema de tradução da programação por demonstração, que constrói o programa a ser enviado ao robô para que ele se mova. O sistema de monitorização e supervisão é executado pelo Microsoft HoloLens 2, utilizando a plataforma Unity e Visual Studio para programá-lo. A base do sistema de programação por demonstração foi desenvolvida em Robot Operating System (ROS). Os robôs incluídos nesta interface são Universal Robots UR5 (robô colaborativo) e ABB IRB 2600 (robô industrial). Adicionalmente, a interface foi construída para incorporar facilmente mais robôs.The world is living the fourth industrial revolution, Industry 4.0; marked by the increasing intelligence and automation of manufacturing systems. Nevertheless, there are types of tasks that are too complex or too expensive to be fully automated, it would be more efficient if the machine were able to work with the human, not only by sharing the same workspace but also as useful collaborators. A possible solution to that problem is on human-robot interactions systems, understanding the applications where they can be helpful to implement and what are the challenges they face. In this context a better interaction between the machines and the operators can lead to multiples benefits, like less, better, and easier training, a safer environment for the operator and the capacity to solve problems quicker. The focus of this dissertation is relevant as it is necessary to learn and implement the technologies which most contribute to find solutions for a simpler and more efficient work in industry. This dissertation proposes the development of an industrial prototype of a human machine interaction system through Extended Reality (XR), in which the objective is to enable an industrial operator without any programming experience to program a collaborative robot using the Microsoft HoloLens 2. The system itself is divided into two different parts: the tracking system, which records the operator's hand movement, and the translator of the programming by demonstration system, which builds the program to be sent to the robot to execute the task. The monitoring and supervision system is executed by the Microsoft HoloLens 2, using the Unity platform and Visual Studio to program it. The programming by demonstration system's core was developed in Robot Operating System (ROS). The robots included in this interface are Universal Robots UR5 (collaborative robot) and ABB IRB 2600 (industrial robot). Moreover, the interface was built to easily add other robots

    Advancing proxy-based haptic feedback in virtual reality

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    This thesis advances haptic feedback for Virtual Reality (VR). Our work is guided by Sutherland's 1965 vision of the ultimate display, which calls for VR systems to control the existence of matter. To push towards this vision, we build upon proxy-based haptic feedback, a technique characterized by the use of passive tangible props. The goal of this thesis is to tackle the central drawback of this approach, namely, its inflexibility, which yet hinders it to fulfill the vision of the ultimate display. Guided by four research questions, we first showcase the applicability of proxy-based VR haptics by employing the technique for data exploration. We then extend the VR system's control over users' haptic impressions in three steps. First, we contribute the class of Dynamic Passive Haptic Feedback (DPHF) alongside two novel concepts for conveying kinesthetic properties, like virtual weight and shape, through weight-shifting and drag-changing proxies. Conceptually orthogonal to this, we study how visual-haptic illusions can be leveraged to unnoticeably redirect the user's hand when reaching towards props. Here, we contribute a novel perception-inspired algorithm for Body Warping-based Hand Redirection (HR), an open-source framework for HR, and psychophysical insights. The thesis concludes by proving that the combination of DPHF and HR can outperform the individual techniques in terms of the achievable flexibility of the proxy-based haptic feedback.Diese Arbeit widmet sich haptischem Feedback für Virtual Reality (VR) und ist inspiriert von Sutherlands Vision des ultimativen Displays, welche VR-Systemen die Fähigkeit zuschreibt, Materie kontrollieren zu können. Um dieser Vision näher zu kommen, baut die Arbeit auf dem Konzept proxy-basierter Haptik auf, bei der haptische Eindrücke durch anfassbare Requisiten vermittelt werden. Ziel ist es, diesem Ansatz die für die Realisierung eines ultimativen Displays nötige Flexibilität zu verleihen. Dazu bearbeiten wir vier Forschungsfragen und zeigen zunächst die Anwendbarkeit proxy-basierter Haptik durch den Einsatz der Technik zur Datenexploration. Anschließend untersuchen wir in drei Schritten, wie VR-Systeme mehr Kontrolle über haptische Eindrücke von Nutzern erhalten können. Hierzu stellen wir Dynamic Passive Haptic Feedback (DPHF) vor, sowie zwei Verfahren, die kinästhetische Eindrücke wie virtuelles Gewicht und Form durch Gewichtsverlagerung und Veränderung des Luftwiderstandes von Requisiten vermitteln. Zusätzlich untersuchen wir, wie visuell-haptische Illusionen die Hand des Nutzers beim Greifen nach Requisiten unbemerkt umlenken können. Dabei stellen wir einen neuen Algorithmus zur Body Warping-based Hand Redirection (HR), ein Open-Source-Framework, sowie psychophysische Erkenntnisse vor. Abschließend zeigen wir, dass die Kombination von DPHF und HR proxy-basierte Haptik noch flexibler machen kann, als es die einzelnen Techniken alleine können

    Comparison of LSTM, Transformers, and MLP-mixer neural networks for gaze based human intention prediction

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    Collaborative robots have gained popularity in industries, providing flexibility and increased productivity for complex tasks. However, their ability to interact with humans and adapt to their behavior is still limited. Prediction of human movement intentions is one way to improve the robots adaptation. This paper investigates the performance of using Transformers and MLP-Mixer based neural networks to predict the intended human arm movement direction, based on gaze data obtained in a virtual reality environment, and compares the results to using an LSTM network. The comparison will evaluate the networks based on accuracy on several metrics, time ahead of movement completion, and execution time. It is shown in the paper that there exists several network configurations and architectures that achieve comparable accuracy scores. The best performing Transformers encoder presented in this paper achieved an accuracy of 82.74%, for predictions with high certainty, on continuous data and correctly classifies 80.06% of the movements at least once. The movements are, in 99% of the cases, correctly predicted the first time, before the hand reaches the target and more than 19% ahead of movement completion in 75% of the cases. The results shows that there are multiple ways to utilize neural networks to perform gaze based arm movement intention prediction and it is a promising step toward enabling efficient human-robot collaboration

    VR Lab: User Interaction in Virtual Environments using Space and Time Morphing

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    Virtual Reality (VR) allows exploring changes in space and time that would otherwise be difficult to simulate in the real world. It becomes possible to transform the virtual world by increasing or diminishing distances or playing with time delays. Analysing the adaptability of users to different space-time conditions allows studying human perception and finding the right combination of interaction paradigms. Different methods have been proposed in the literature to offer users intuitive techniques for navigating wide virtual spaces, even if restricted to small physical play areas. Other studies investigate latency tolerance, suggesting humans’ inability to detect slight discrepancies between visual and proprioceptive sensory information. These studies contribute valuable insights for designing immersive virtual experiences and interaction techniques suitable for each task. This dissertation presents the design, implementation, and evaluation of a tangible VR Lab where spatiotemporal morphing scenarios can be studied. As a case study, we restricted the scope of the research to three spatial morphing scenarios and one temporal morphing scenario. The spatial morphing scenarios compared Euclidean and hyperbolic geometries, studied size discordance between physical and virtual objects, and the representation of hands in VR. The temporal morphing scenario investigated from what visual delay the task performance is affected. The users’ adaptability to the different spatiotemporal conditions was assessed based on task completion time, questionnaires, and observed behaviours. The results revealed significant differences between Euclidean and hyperbolic spaces. They also showed a preference for handling virtual and physical objects with concordant sizes, without any virtual representation of the hands. Although task performance was affected from 200 ms onwards, participants considered the ease of the task to be affected only from 500 ms visual delay onwards.A Realidade Virtual (RV) permite explorar mudanças no espaço e no tempo que de outra forma seriam difíceis de simular no mundo real. Torna-se possível transformar o mundo virtual aumentando ou diminuindo as distâncias ou manipulando os atrasos no tempo. A análise da adaptabilidade dos utilizadores a diferentes condições espaço-temporais permite estudar a perceção humana e encontrar a combinação certa de paradigmas de interação. Diferentes métodos têm sido propostos na literatura para oferecer aos utilizadores técnicas intuitivas de navegação em espaços virtuais amplos, mesmo que restritos a pequenas áreas físicas de jogo. Outros estudos investigam a tolerância à latência, sugerindo a incapacidade do ser humano de detetar ligeiras discrepâncias entre a informação sensorial visual e propriocetiva. Estes estudos contribuem com valiosas informações para conceber experiências virtuais imersivas e técnicas de interação adequadas a cada tarefa. Esta dissertação apresenta o desenho, implementação e avaliação de um Laboratório de RV tangível onde podem ser estudados cenários de distorção espaço-temporal. Como estudo de caso, restringimos o âmbito da investigação a três cenários de distorção espacial e um cenário de distorção temporal. Os cenários de distorção espacial compararam geometrias Euclidianas e hiperbólicas, estudaram a discordância de tamanho entre objetos físicos e virtuais, e a representação das mãos em RV. O cenário de distorção temporal investigou a partir de que atraso visual o desempenho da tarefa é afetado. A adaptabilidade dos utilizadores às diferentes condições espaço-temporais foi avaliada com base no tempo de conclusão da tarefa, questionários, e comportamentos observados. Os resultados revelaram diferenças significativas entre os espaços Euclidiano e hiperbólico. Também mostraram a preferência pelo manuseamento de objetos virtuais e físicos com tamanhos concordantes, sem qualquer representação virtual das mãos. Embora o desempenho da tarefa tenha sido afetado a partir dos 200 ms, os participantes consideraram que a facilidade da tarefa só foi afetada a partir dos 500 ms de atraso visual

    Interfaces for human-centered production and use of computer graphics assets

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    L'abstract è presente nell'allegato / the abstract is in the attachmen

    Sensory Manipulation as a Countermeasure to Robot Teleoperation Delays: System and Evidence

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    In the field of robotics, robot teleoperation for remote or hazardous environments has become increasingly vital. A major challenge is the lag between command and action, negatively affecting operator awareness, performance, and mental strain. Even with advanced technology, mitigating these delays, especially in long-distance operations, remains challenging. Current solutions largely focus on machine-based adjustments. Yet, there's a gap in using human perceptions to improve the teleoperation experience. This paper presents a unique method of sensory manipulation to help humans adapt to such delays. Drawing from motor learning principles, it suggests that modifying sensory stimuli can lessen the perception of these delays. Instead of introducing new skills, the approach uses existing motor coordination knowledge. The aim is to minimize the need for extensive training or complex automation. A study with 41 participants explored the effects of altered haptic cues in delayed teleoperations. These cues were sourced from advanced physics engines and robot sensors. Results highlighted benefits like reduced task time and improved perceptions of visual delays. Real-time haptic feedback significantly contributed to reduced mental strain and increased confidence. This research emphasizes human adaptation as a key element in robot teleoperation, advocating for improved teleoperation efficiency via swift human adaptation, rather than solely optimizing robots for delay adjustment.Comment: Submitted to Scientific Report

    Enhanced Virtuality: Increasing the Usability and Productivity of Virtual Environments

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    Mit stetig steigender Bildschirmauflösung, genauerem Tracking und fallenden Preisen stehen Virtual Reality (VR) Systeme kurz davor sich erfolgreich am Markt zu etablieren. Verschiedene Werkzeuge helfen Entwicklern bei der Erstellung komplexer Interaktionen mit mehreren Benutzern innerhalb adaptiver virtueller Umgebungen. Allerdings entstehen mit der Verbreitung der VR-Systeme auch zusätzliche Herausforderungen: Diverse Eingabegeräte mit ungewohnten Formen und Tastenlayouts verhindern eine intuitive Interaktion. Darüber hinaus zwingt der eingeschränkte Funktionsumfang bestehender Software die Nutzer dazu, auf herkömmliche PC- oder Touch-basierte Systeme zurückzugreifen. Außerdem birgt die Zusammenarbeit mit anderen Anwendern am gleichen Standort Herausforderungen hinsichtlich der Kalibrierung unterschiedlicher Trackingsysteme und der Kollisionsvermeidung. Beim entfernten Zusammenarbeiten wird die Interaktion durch Latenzzeiten und Verbindungsverluste zusätzlich beeinflusst. Schließlich haben die Benutzer unterschiedliche Anforderungen an die Visualisierung von Inhalten, z.B. Größe, Ausrichtung, Farbe oder Kontrast, innerhalb der virtuellen Welten. Eine strikte Nachbildung von realen Umgebungen in VR verschenkt Potential und wird es nicht ermöglichen, die individuellen Bedürfnisse der Benutzer zu berücksichtigen. Um diese Probleme anzugehen, werden in der vorliegenden Arbeit Lösungen in den Bereichen Eingabe, Zusammenarbeit und Erweiterung von virtuellen Welten und Benutzern vorgestellt, die darauf abzielen, die Benutzerfreundlichkeit und Produktivität von VR zu erhöhen. Zunächst werden PC-basierte Hardware und Software in die virtuelle Welt übertragen, um die Vertrautheit und den Funktionsumfang bestehender Anwendungen in VR zu erhalten. Virtuelle Stellvertreter von physischen Geräten, z.B. Tastatur und Tablet, und ein VR-Modus für Anwendungen ermöglichen es dem Benutzer reale Fähigkeiten in die virtuelle Welt zu übertragen. Des Weiteren wird ein Algorithmus vorgestellt, der die Kalibrierung mehrerer ko-lokaler VR-Geräte mit hoher Genauigkeit und geringen Hardwareanforderungen und geringem Aufwand ermöglicht. Da VR-Headsets die reale Umgebung der Benutzer ausblenden, wird die Relevanz einer Ganzkörper-Avatar-Visualisierung für die Kollisionsvermeidung und das entfernte Zusammenarbeiten nachgewiesen. Darüber hinaus werden personalisierte räumliche oder zeitliche Modifikationen vorgestellt, die es erlauben, die Benutzerfreundlichkeit, Arbeitsleistung und soziale Präsenz von Benutzern zu erhöhen. Diskrepanzen zwischen den virtuellen Welten, die durch persönliche Anpassungen entstehen, werden durch Methoden der Avatar-Umlenkung (engl. redirection) kompensiert. Abschließend werden einige der Methoden und Erkenntnisse in eine beispielhafte Anwendung integriert, um deren praktische Anwendbarkeit zu verdeutlichen. Die vorliegende Arbeit zeigt, dass virtuelle Umgebungen auf realen Fähigkeiten und Erfahrungen aufbauen können, um eine vertraute und einfache Interaktion und Zusammenarbeit von Benutzern zu gewährleisten. Darüber hinaus ermöglichen individuelle Erweiterungen des virtuellen Inhalts und der Avatare Einschränkungen der realen Welt zu überwinden und das Erlebnis von VR-Umgebungen zu steigern
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