386 research outputs found

    Humanoids Designed to do Work

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    NASA began with the challenge of building a robot fo r doing assembly, maintenance, and diagnostic work in the Og environment of space. A robot with human form was then chosen as the best means of achieving that mission. The goal was not to build a machine to look like a human, but rather, to build a system that could do the same work. Robonaut could be inserted into the existing space environment, designed for a population of astronauts, and be able to perform many of the same tasks, with the same tools, and use the same interfaces. Rather than change that world to accommodate the robot, instead Robonaut accepts that it exists for humans, and must conform to it. While it would be easier to build a robot if all the interfaces could be changed, this is not the reality of space at present, where NASA has invested billions of dollars building spacecraft like the Space Shuttle and International Space Station. It is not possible to go back in time, and redesign those systems to accommodate full automation, but a robot can be built that adapts to them. This paper describes that design process, and the res ultant solution, that NASA has named Robonaut

    0g Climbing - The Challenge of Walking in Space

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    Space walking is poorly named, as it has little in common with how animals walk on Earth. Space walking is more akin to mountain climbing in scuba gear, while parachuting in a freefall-an odd combination of effects and equipment to help people do a demanding job. Robots are now being studied for service in this same domain, working on large scale space structures like the Space Station, servicing science or military platforms in high orbit, or riding on the outside of a space craft in transit to Mars, the Moon or other destinations. What have we learned about climbing in 0g? How should machines be controlled for serving in this role? What can they do to overcome the problems that humans have faced? In order to move about in this environment, a robot must be able to climb autonomously, using gaits that smoothly manage its momentum and that minimize contact forces (walking lightly) while providing for safety in the event of an emergency requiring the system to stop. All three of these objectives are now being explored at NASA's Johnson Space Center, using the Robonaut system and a set of mockups that emulate the 0g condition. NASA's goal for Robonaut is to develop the control technology that will allow it to climb on the outside of the Space Shuttle, the Space Station, and satellite mockups at JSC, enabling the robot to perform EVA task setups or serve as an Astronaut's assistant

    Working and Learning with Knowledge in the Lobes of a Humanoid's Mind

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    Humanoid class robots must have sufficient dexterity to assist people and work in an environment designed for human comfort and productivity. This dexterity, in particular the ability to use tools, requires a cognitive understanding of self and the world that exceeds contemporary robotics. Our hypothesis is that the sense-think-act paradigm that has proven so successful for autonomous robots is missing one or more key elements that will be needed for humanoids to meet their full potential as autonomous human assistants. This key ingredient is knowledge. The presented work includes experiments conducted on the Robonaut system, a NASA and the Defense Advanced research Projects Agency (DARPA) joint project, and includes collaborative efforts with a DARPA Mobile Autonomous Robot Software technical program team of researchers at NASA, MIT, USC, NRL, UMass and Vanderbilt. The paper reports on results in the areas of human-robot interaction (human tracking, gesture recognition, natural language, supervised control), perception (stereo vision, object identification, object pose estimation), autonomous grasping (tactile sensing, grasp reflex, grasp stability) and learning (human instruction, task level sequences, and sensorimotor association)

    Tactile Gloves for Autonomous Grasping With the NASA/DARPA Robonaut

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    Tactile data from rugged gloves are providing the foundation for developing autonomous grasping skills for the NASA/DARPA Robonaut, a dexterous humanoid robot. These custom gloves compliment the human like dexterity available in the Robonaut hands. Multiple versions of the gloves are discussed, showing a progression in using advanced materials and construction techniques to enhance sensitivity and overall sensor coverage. The force data provided by the gloves can be used to improve dexterous, tool and power grasping primitives. Experiments with the latest gloves focus on the use of tools, specifically a power drill used to approximate an astronaut's torque tool

    Space Station Human Factors: Designing a Human-Robot Interface

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    The experiments described in this paper are part of a larger joint MIT/NASA research effort and focus on the development of a methodology for designing and evaluating integrated interfaces for highly dexterous and multifunctional telerobot. Specifically, a telerobotic workstation is being designed for an Extravehicular Activity (EVA) anthropomorphic space station telerobot called Robonaut. Previous researchers have designed telerobotic workstations based upon performance of discrete subsets of tasks (for example, peg-in-hole, tracking, etc.) without regard for transitions that operators go through between tasks performed sequentially in the context of larger integrated tasks. The experiments presented here took an integrated approach to describing teleoperator performance and assessed how subjects operating a full-immersion telerobot perform during fine position and gross position tasks. In addition, a Robonaut simulation was also developed as part of this research effort, and experimentally tested against Robonaut itself to determine its utility. Results show that subject performance of teleoperated tasks using both Robonaut and the simulation are virtually identical, with no significant difference between the two. These results indicate that the simulation can be utilized as both a Robonaut training tool, and as a powerful design platform for telepresence displays and aids

    Anthropomorphic Robot Design and User Interaction Associated with Motion

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    Though in its original concept a robot was conceived to have some human-like shape, most robots now in use have specific industrial purposes and do not closely resemble humans. Nevertheless, robots that resemble human form in some way have continued to be introduced. They are called anthropomorphic robots. The fact that the user interface to all robots is now highly mediated means that the form of the user interface is not necessarily connected to the robots form, human or otherwise. Consequently, the unique way the design of anthropomorphic robots affects their user interaction is through their general appearance and the way they move. These robots human-like appearance acts as a kind of generalized predictor that gives its operators, and those with whom they may directly work, the expectation that they will behave to some extent like a human. This expectation is especially prominent for interactions with social robots, which are built to enhance it. Often interaction with them may be mainly cognitive because they are not necessarily kinematically intricate enough for complex physical interaction. Their body movement, for example, may be limited to simple wheeled locomotion. An anthropomorphic robot with human form, however, can be kinematically complex and designed, for example, to reproduce the details of human limb, torso, and head movement. Because of the mediated nature of robot control, there remains in general no necessary connection between the specific form of user interface and the anthropomorphic form of the robot. But their anthropomorphic kinematics and dynamics imply that the impact of their design shows up in the way the robot moves. The central finding of this report is that the control of this motion is a basic design element through which the anthropomorphic form can affect user interaction. In particular, designers of anthropomorphic robots can take advantage of the inherent human-like movement to 1) improve the users direct manual control over robot limbs and body positions, 2) improve users ability to detect anomalous robot behavior which could signal malfunction, and 3) enable users to be better able to infer the intent of robot movement. These three benefits of anthropomorphic design are inherent implications of the anthropomorphic form but they need to be recognized by designers as part of anthropomorphic design and explicitly enhanced to maximize their beneficial impact. Examples of such enhancements are provided in this report. If implemented, these benefits of anthropomorphic design can help reduce the risk of Inadequate Design of Human and Automation Robotic Integration (HARI) associated with the HARI-01 gap by providing efficient and dexterous operator control over robots and by improving operator ability to detect malfunctions and understand the intention of robot movement

    Design method for an anthropomorphic hand able to gesture and grasp

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    This paper presents a numerical method to conceive and design the kinematic model of an anthropomorphic robotic hand used for gesturing and grasping. In literature, there are few numerical methods for the finger placement of human-inspired robotic hands. In particular, there are no numerical methods, for the thumb placement, that aim to improve the hand dexterity and grasping capabilities by keeping the hand design close to the human one. While existing models are usually the result of successive parameter adjustments, the proposed method determines the fingers placements by mean of empirical tests. Moreover, a surgery test and the workspace analysis of the whole hand are used to find the best thumb position and orientation according to the hand kinematics and structure. The result is validated through simulation where it is checked that the hand looks well balanced and that it meets our constraints and needs. The presented method provides a numerical tool which allows the easy computation of finger and thumb geometries and base placements for a human-like dexterous robotic hand.Comment: IEEE International Conference on Robotics and Automation, May 2015, Seattle, United States. IEEE, 2015, Proceeding IEEE International Conference on Robotics and Automatio

    Robonaut 2 and Watson: Cognitive Dexterity for Future Exploration

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    Future exploration missions will dictate a level of autonomy never before experienced in human spaceflight. Mission plans involving the uncrewed phases of complex human spacecraft in deep space will require a coordinated autonomous capability to be able to maintain the spacecraft when ground control is not available. One promising direction involves embedding intelligence into the system design both through the employment of state-of-the-art system engineering principles as well as through the creation of a cognitive network between a smart spacecraft or habitat and embodiments of cognitive agents. The work described here details efforts to integrate IBM's Watson and other cognitive computing services into NASA Johnson Space Center (JSC)'s Robonaut 2 (R2) anthropomorphic robot. This paper also discusses future directions this work will take. A cognitive spacecraft management system that is able to seamlessly collect data from subsystems, determine corrective actions, and provide commands to enable those actions is the end goal. These commands could be to embedded spacecraft systems or to a set of robotic assets that are tied into the cognitive system. An exciting collaboration with Woodside provides a promising Earth-bound testing analog, as controlling and maintaining not normally manned off-shore platforms have similar constraints to the space missions described

    RoboGlove-A Grasp Assist Device for Earth and Space

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    The RoboGlove is an assistive device that can augment human strength, endurance or provide directed motion for use in rehabilitation. RoboGlove is a spinoff of the highly successful Robonaut 2 (R2) system developed as part of a partnership between General Motors and NASA. This extremely lightweight device employs an actuator system based on the R2 finger drive system to transfer part or the entire grasp load from human tendons to artificial ones contained in the glove. Steady state loads ranging from 15 to 20 lbs. and peaks approaching 50 lbs. are achievable. Work is underway to integrate the RoboGlove system with a space suit glove to add strength or reduce fatigue during spacewalks. Tactile sensing, miniaturized electronics, and on-board processing provide sufficient flexibility for applications in many industries. The following describes the design, mechanical/electrical integration, and control features of the glove in an assembly-line configuration and discusses work toward the space suit application

    Virtual and rapid prototyping of an underactuated space end effector

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    A fast and reliable verification of an initial concept is an important need in the field of mechatronics. Usually, the steps for a successful design require multiple iterations involving a sequence of design phases-the initial one and several improvements-and the tests of the resulting prototypes, in a trial and error scheme. Now a day’s software and hardware tools allow for a faster approach, in which the iterations between design and prototyping are by far reduced, even to just one in favorable situation. This work presents the design, manufacturing and testing of a robotic end effector for space applications, realized through virtual prototyping, followed by rapid prototyping realization. The first process allows realizing a mathematical model of the robotic system that, once all the simulations confirm the effectiveness of the design, can be directly used for the rapid prototyping by means of 3D printing. The workflow and the results of the process are described in detail in this paper, showing the qualitative and quantitative evaluation of the performance of both the virtual end effector and the actual physical robotic hand
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