141 research outputs found
On Neuromechanical Approaches for the Study of Biological Grasp and Manipulation
Biological and robotic grasp and manipulation are undeniably similar at the
level of mechanical task performance. However, their underlying fundamental
biological vs. engineering mechanisms are, by definition, dramatically
different and can even be antithetical. Even our approach to each is
diametrically opposite: inductive science for the study of biological systems
vs. engineering synthesis for the design and construction of robotic systems.
The past 20 years have seen several conceptual advances in both fields and the
quest to unify them. Chief among them is the reluctant recognition that their
underlying fundamental mechanisms may actually share limited common ground,
while exhibiting many fundamental differences. This recognition is particularly
liberating because it allows us to resolve and move beyond multiple paradoxes
and contradictions that arose from the initial reasonable assumption of a large
common ground. Here, we begin by introducing the perspective of neuromechanics,
which emphasizes that real-world behavior emerges from the intimate
interactions among the physical structure of the system, the mechanical
requirements of a task, the feasible neural control actions to produce it, and
the ability of the neuromuscular system to adapt through interactions with the
environment. This allows us to articulate a succinct overview of a few salient
conceptual paradoxes and contradictions regarding under-determined vs.
over-determined mechanics, under- vs. over-actuated control, prescribed vs.
emergent function, learning vs. implementation vs. adaptation, prescriptive vs.
descriptive synergies, and optimal vs. habitual performance. We conclude by
presenting open questions and suggesting directions for future research. We
hope this frank assessment of the state-of-the-art will encourage and guide
these communities to continue to interact and make progress in these important
areas
A physical model suggests that hip-localized balance sense in birds improves state estimation in perching: implications for bipedal robots
In addition to a vestibular system, birds uniquely have a balance-sensing organ within the pelvis, called the lumbosacral organ (LSO). The LSO is well developed in terrestrial birds, possibly to facilitate balance control in perching and terrestrial locomotion. No previous studies have quantified the functional benefits of the LSO for balance. We suggest two main benefits of hip-localized balance sense: reduced sensorimotor delay and improved estimation of foot-ground acceleration. We used system identification to test the hypothesis that hip-localized balance sense improves estimates of foot acceleration compared to a head-localized sense, due to closer proximity to the feet. We built a physical model of a standing guinea fowl perched on a platform, and used 3D accelerometers at the hip and head to replicate balance sense by the LSO and vestibular systems. The horizontal platform was attached to the end effector of a 6 DOF robotic arm, allowing us to apply perturbations to the platform analogous to motions of a compliant branch. We also compared state estimation between models with low and high neck stiffness. Cross-correlations revealed that foot-to-hip sensing delays were shorter than foot-to-head, as expected. We used multi-variable output error state-space (MOESP) system identification to estimate foot-ground acceleration as a function of hip- and head-localized sensing, individually and combined. Hip-localized sensors alone provided the best state estimates, which were not improved when fused with head-localized sensors. However, estimates from head-localized sensors improved with higher neck stiffness. Our findings support the hypothesis that hip-localized balance sense improves the speed and accuracy of foot state estimation compared to head-localized sense. The findings also suggest a role of neck muscles for active sensing for balance control: increased neck stiffness through muscle co-contraction can improve the utility of vestibular signals. Our engineering approach provides, to our knowledge, the first quantitative evidence for functional benefits of the LSO balance sense in birds. The findings support notions of control modularity in birds, with preferential vestibular sense for head stability and gaze, and LSO for body balance control,respectively. The findings also suggest advantages for distributed and active sensing for agile locomotion in compliant bipedal robots
On neuromechanical approaches for the study of biological and robotic grasp and manipulation
abstract: Biological and robotic grasp and manipulation are undeniably similar at the level of mechanical task performance. However, their underlying fundamental biological vs. engineering mechanisms are, by definition, dramatically different and can even be antithetical. Even our approach to each is diametrically opposite: inductive science for the study of biological systems vs. engineering synthesis for the design and construction of robotic systems. The past 20 years have seen several conceptual advances in both fields and the quest to unify them. Chief among them is the reluctant recognition that their underlying fundamental mechanisms may actually share limited common ground, while exhibiting many fundamental differences. This recognition is particularly liberating because it allows us to resolve and move beyond multiple paradoxes and contradictions that arose from the initial reasonable assumption of a large common ground. Here, we begin by introducing the perspective of neuromechanics, which emphasizes that real-world behavior emerges from the intimate interactions among the physical structure of the system, the mechanical requirements of a task, the feasible neural control actions to produce it, and the ability of the neuromuscular system to adapt through interactions with the environment. This allows us to articulate a succinct overview of a few salient conceptual paradoxes and contradictions regarding under-determined vs. over-determined mechanics, under- vs. over-actuated control, prescribed vs. emergent function, learning vs. implementation vs. adaptation, prescriptive vs. descriptive synergies, and optimal vs. habitual performance. We conclude by presenting open questions and suggesting directions for future research. We hope this frank and open-minded assessment of the state-of-the-art will encourage and guide these communities to continue to interact and make progress in these important areas at the interface of neuromechanics, neuroscience, rehabilitation and robotics.The electronic version of this article is the complete one and can be found online at: https://jneuroengrehab.biomedcentral.com/articles/10.1186/s12984-017-0305-
Doctor of Philosophy
dissertationModeling the human hand's tendon system can bring better understanding to roboticists trying to create tendon based robotic hands and clinicians trying to identify new surgical solutions to hand tendon injuries. Accurate modeling of the hand's tendon system is complex due to the intricate nature of how tendons route and attach to each other and the skeleton system. These tendon complexities have restricted previous tendon models to single finger models with limited anatomical accuracy and no ability to depict fingertip contact force with external surfaces. This dissertation outlines the use of bond graph modeling to create and improve upon previous tendon models of the single finger. This bond graph tendon model of the single finger is the first model to incorporate many anatomical features, including tendon interconnections and anatomical stiffness, of the tendon system. A graphical user interface is presented to visually explore the relationship between tendon input and finger posture. The bond graph tendon model is validated using cadaver and in vivo experiments, along with the Anatomically Correct Testbed (ACT) Hand, which is a biologically inspired robotic hand that accurately mimics the bone structure, joints, and tendons of the human hand. Comparisons of the bond graph tendon model to in vivo data on finger joint coupling and fingertip pinch force, and cadaver data on the tendon system showed strong correlation in trends and magnitudes. A motion experiment, comparing the joint angle results of tendon excursions of the bond graph tendon model and the ACT Hand, and a force experiment, comparing the fingertip force generation of the two systems, were devised to validate the bond graph tendon model. The results of the motion experiments showed close agreement between the two systems (< 8 joint angle error), while the results of the force experiments showed a larger range correlation between the two systems (8-42% difference). The result of the validation experiments showed that the bond graph tendon model is able to accurately represent the tendon system of the finger. The model is also the first tendon model to allow for exploration of the effects of fingertip contact on the tendon system
Muscle activation mapping of skeletal hand motion: an evolutionary approach.
Creating controlled dynamic character animation consists of mathe- matical modelling of muscles and solving the activation dynamics that form the key to coordination. But biomechanical simulation and control is com- putationally expensive involving complex di erential equations and is not suitable for real-time platforms like games. Performing such computations at every time-step reduces frame rate. Modern games use generic soft- ware packages called physics engines to perform a wide variety of in-game physical e ects. The physics engines are optimized for gaming platforms. Therefore, a physics engine compatible model of anatomical muscles and an alternative control architecture is essential to create biomechanical charac- ters in games. This thesis presents a system that generates muscle activations from captured motion by borrowing principles from biomechanics and neural con- trol. A generic physics engine compliant muscle model primitive is also de- veloped. The muscle model primitive forms the motion actuator and is an integral part of the physical model used in the simulation. This thesis investigates a stochastic solution to create a controller that mimics the neural control system employed in the human body. The control system uses evolutionary neural networks that evolve its weights using genetic algorithms. Examples and guidance often act as templates in muscle training during all stages of human life. Similarly, the neural con- troller attempts to learn muscle coordination through input motion samples. The thesis also explores the objective functions developed that aids in the genetic evolution of the neural network. Character interaction with the game world is still a pre-animated behaviour in most current games. Physically-based procedural hand ani- mation is a step towards autonomous interaction of game characters with the game world. The neural controller and the muscle primitive developed are used to animate a dynamic model of a human hand within a real-time physics engine environment
What is morphological computation? On how the body contributes to cognition and control
The contribution of the body to cognition and control in natural and artificial agents is increasingly described as βoff-loading computation from the brain to the bodyβ, where the body is said to perform βmorphological computationβ. Our investigation of four characteristic cases of morphological computation in animals and robots shows that the βoff-loadingβ perspective is misleading. Actually, the contribution of body morphology to cognition and control is rarely computational, in any useful sense of the word. We thus distinguish (1) morphology that facilitates control, (2) morphology that facilitates perception and the rare cases of (3) morphological computation proper, such as βreservoir computing.β where the body is actually used for computation. This result contributes to the understanding of the relation between embodiment and computation: The question for robot design and cognitive science is not whether computation is offloaded to the body, but to what extent the body facilitates cognition and control β how it contributes to the overall βorchestrationβ of intelligent behavior
Cortical Orchestra Conducted by Purpose and Function
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μ μ§κ°-νλ κ΄λ ¨ μ κ²½νλ νλ¦μ κ΄ν μ΄λ‘ μ μΈ κ°μ€μ λνμ¬ μ€λλ ₯ μλ μ¦κ±°λ₯Ό μ μνκ³ μλ€.Tactile and proprioceptive perceptions are crucial for our daily life as well as survival. At the peripheral level, the transduction mechanisms and characteristics of mechanoreceptive afferents containing information required for these functions, have been well identified. However, our knowledge about the cortical processing mechanism for them in human is limited. The present series of studies addressed the macroscopic neural mechanism for perceptual processing of tactile and proprioceptive perception in human cortex.
In the first study, I investigated the macroscopic neural characteristics for various vibrotactile and texture stimuli including artificial and naturalistic ones in human primary and secondary somatosensory cortices (S1 and S2, respectively) using electrocorticography (ECoG). I found robust tactile frequency-specific high-gamma (HG, 50β140 Hz) activities in both S1 and S2 with different temporal dynamics depending on the stimulus frequency. Furthermore, similar HG patterns of S1 and S2 were found in naturalistic stimulus conditions such as coarse/fine textures. These results suggest that human vibrotactile sensation involves macroscopic multi-regional hierarchical processing in the somatosensory system, even during the simplified stimulation.
In the second study, I tested whether the movement-related HG activities in parietal region mainly represent somatosensory feedback such as proprioception from periphery or primarily indicate cortico-cortical neural processing for movement preparation and control. I found that sensorimotor HG activities are more dominant in S1 than in M1 during voluntary movement. Furthermore, the results showed that movement-related HG activities in S1 mainly represent proprioceptive and tactile feedback from periphery.
Given the results of previous two studies, the final study aimed to identify the large-scale cortical networks for perceptual processing in human. To do this, I combined direct cortical stimulation (DCS) data for eliciting somatosensation and ECoG HG band (50 to 150 Hz) mapping data during tactile stimulation and movement tasks, from 51 (for DCS mapping) and 46 patients (for HG mapping) with intractable epilepsy. The results showed that somatosensory perceptual processing involves neural activation of widespread somatosensory-related network in the cortex. In addition, the spatial distributions of DCS and HG functional maps showed considerable similarity in spatial distribution between high-gamma and DCS functional maps. Interestingly, the DCS-HG combined maps showed distinct spatial distributions depending on the somatosensory functions, and each area was sequentially activated with distinct temporal dynamics. These results suggest that macroscopic neural processing for somatosensation has distinct hierarchical networks depending on the perceptual functions. In addition, the results of the present study provide evidence for the perception and action related neural streams of somatosensory system.
Throughout this series of studies, I suggest that macroscopic somatosensory network and structures of our brain are intrinsically organized by perceptual function and its purpose, not by somatosensory modality or submodality itself. Just as there is a purpose for human behavior, so is our brain.PART I. INTRODUCTION 1
CHAPTER 1: Somatosensory System 1
1.1. Mechanoreceptors in the Periphery 2
1.2. Somatosensory Afferent Pathways 4
1.3. Cortico-cortical Connections among Somatosensory-related Areas 7
1.4. Somatosensory-related Cortical Regions 8
CHAPTER 2: Electrocorticography 14
2.1. Intracranial Electroencephalography 14
2.2. High-Gamma Band Activity 18
CHAPTER 3: Purpose of This Study 24
PART II. EXPERIMENTAL STUDY 26
CHAPTER 4: Apparatus Design 26
4.1. Piezoelectric Vibrotactile Stimulator 26
4.2. Magnetic Vibrotactile Stimulator 29
4.3. Disc-type Texture Stimulator 33
4.4. Drum-type Texture Stimulator 36
CHAPTER 5: Vibrotactile and Texture Study 41
5.1. Introduction 42
5.2. Materials and Methods 46
5.2.1. Patients 46
5.2.2. Apparatus 47
5.2.3. Experimental Design 49
5.2.4. Data Acquisition and Preprocessing 50
5.2.5. Analysis 51
5.3. Results 54
5.3.1. Frequency-specific S1/S2 HG Activities 54
5.3.2. S1 HG Attenuation during Flutter and Vibration 62
5.3.3. Single-trial Vibration Frequency Classification 64
5.3.4. S1/S2 HG Activities during Texture Stimuli 65
5.4. Discussion 69
5.4.1. Comparison with Previous Findings 69
5.4.2. Tactile Frequency-dependent Neural Adaptation 70
5.4.3. Serial vs. Parallel Processing between S1 and S2 72
5.4.4. Conclusion of Chapter 5 73
CHAPTER 6: Somatosensory Feedback during Movement 74
6.1. Introduction 75
6.2. Materials and Methods 79
6.2.1. Subjects 79
6.2.2. Tasks 80
6.2.3. Data Acquisition and Preprocessing 82
6.2.4. S1-M1 HG Power Difference 85
6.2.5. Classification 86
6.2.6. Timing of S1 HG Activity 86
6.2.7. Correlation between HG and EMG signals 87
6.3. Results 89
6.3.1. HG Activities Are More Dominant in S1 than in M1 89
6.3.2. HG Activities in S1 Mainly Represent Somatosensory Feedback 94
6.4. Discussion 100
6.4.1. S1 HG Activity Mainly Represents Somatosensory Feedback 100
6.4.2. Further Discussion and Future Direction in BMI 102
6.4.3. Conclusion of Chapter 6 103
CHAPTER 7: Cortical Maps of Somatosensory Function 104
7.1. Introduction 106
7.2. Materials and Methods 110
7.2.1. Participants 110
7.2.2. Direct Cortical Stimulation 114
7.2.3. Classification of Verbal Feedbacks 115
7.2.4. Localization of Electrodes 115
7.2.5. Apparatus 116
7.2.6. Tasks 117
7.2.7. Data Recording and Processing 119
7.2.8. Mapping on the Brain 120
7.2.9. ROI-based Analysis 122
7.3. Results 123
7.3.1. DCS Mapping 123
7.3.2. Three and Four-dimensional HG Mapping 131
7.3.3. Neural Characteristics among Somatosensory-related Areas 144
7.4. Discussion 146
7.4.1. DCS on the Non-Primary Areas 146
7.4.2. Two Streams of Somatosensory System 148
7.4.3. Functional Role of ventral PM 151
7.4.4. Limitation and Perspective 152
7.4.5. Conclusion of Chapter 7 155
PART III. CONCLUSION 156
CHAPTER 8: Conclusion and Perspective 156
8.1. Perspective and Future Work 157
References 160
Abstract in Korean 173Docto
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