3,990 research outputs found

    Vision Science and Technology at NASA: Results of a Workshop

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    A broad review is given of vision science and technology within NASA. The subject is defined and its applications in both NASA and the nation at large are noted. A survey of current NASA efforts is given, noting strengths and weaknesses of the NASA program

    Learning and Acting in Peripersonal Space: Moving, Reaching, and Grasping

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    The young infant explores its body, its sensorimotor system, and the immediately accessible parts of its environment, over the course of a few months creating a model of peripersonal space useful for reaching and grasping objects around it. Drawing on constraints from the empirical literature on infant behavior, we present a preliminary computational model of this learning process, implemented and evaluated on a physical robot. The learning agent explores the relationship between the configuration space of the arm, sensing joint angles through proprioception, and its visual perceptions of the hand and grippers. The resulting knowledge is represented as the peripersonal space (PPS) graph, where nodes represent states of the arm, edges represent safe movements, and paths represent safe trajectories from one pose to another. In our model, the learning process is driven by intrinsic motivation. When repeatedly performing an action, the agent learns the typical result, but also detects unusual outcomes, and is motivated to learn how to make those unusual results reliable. Arm motions typically leave the static background unchanged, but occasionally bump an object, changing its static position. The reach action is learned as a reliable way to bump and move an object in the environment. Similarly, once a reliable reach action is learned, it typically makes a quasi-static change in the environment, moving an object from one static position to another. The unusual outcome is that the object is accidentally grasped (thanks to the innate Palmar reflex), and thereafter moves dynamically with the hand. Learning to make grasps reliable is more complex than for reaches, but we demonstrate significant progress. Our current results are steps toward autonomous sensorimotor learning of motion, reaching, and grasping in peripersonal space, based on unguided exploration and intrinsic motivation.Comment: 35 pages, 13 figure

    PHALANX: Expendable Projectile Sensor Networks for Planetary Exploration

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    Technologies enabling long-term, wide-ranging measurement in hard-to-reach areas are a critical need for planetary science inquiry. Phenomena of interest include flows or variations in volatiles, gas composition or concentration, particulate density, or even simply temperature. Improved measurement of these processes enables understanding of exotic geologies and distributions or correlating indicators of trapped water or biological activity. However, such data is often needed in unsafe areas such as caves, lava tubes, or steep ravines not easily reached by current spacecraft and planetary robots. To address this capability gap, we have developed miniaturized, expendable sensors which can be ballistically lobbed from a robotic rover or static lander - or even dropped during a flyover. These projectiles can perform sensing during flight and after anchoring to terrain features. By augmenting exploration systems with these sensors, we can extend situational awareness, perform long-duration monitoring, and reduce utilization of primary mobility resources, all of which are crucial in surface missions. We call the integrated payload that includes a cold gas launcher, smart projectiles, planning software, network discovery, and science sensing: PHALANX. In this paper, we introduce the mission architecture for PHALANX and describe an exploration concept that pairs projectile sensors with a rover mothership. Science use cases explored include reconnaissance using ballistic cameras, volatiles detection, and building timelapse maps of temperature and illumination conditions. Strategies to autonomously coordinate constellations of deployed sensors to self-discover and localize with peer ranging (i.e. a local GPS) are summarized, thus providing communications infrastructure beyond-line-of-sight (BLOS) of the rover. Capabilities were demonstrated through both simulation and physical testing with a terrestrial prototype. The approach to developing a terrestrial prototype is discussed, including design of the launching mechanism, projectile optimization, micro-electronics fabrication, and sensor selection. Results from early testing and characterization of commercial-off-the-shelf (COTS) components are reported. Nodes were subjected to successful burn-in tests over 48 hours at full logging duty cycle. Integrated field tests were conducted in the Roverscape, a half-acre planetary analog environment at NASA Ames, where we tested up to 10 sensor nodes simultaneously coordinating with an exploration rover. Ranging accuracy has been demonstrated to be within +/-10cm over 20m using commodity radios when compared to high-resolution laser scanner ground truthing. Evolution of the design, including progressive miniaturization of the electronics and iterated modifications of the enclosure housing for streamlining and optimized radio performance are described. Finally, lessons learned to date, gaps toward eventual flight mission implementation, and continuing future development plans are discussed

    Robotic Faces: Exploring Dynamical Patterns of Social Interaction between Humans and Robots

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    Thesis (Ph.D.) - Indiana University, Informatics, 2015The purpose of this dissertation is two-fold: 1) to develop an empirically-based design for an interactive robotic face, and 2) to understand how dynamical aspects of social interaction may be leveraged to design better interactive technologies and/or further our understanding of social cognition. Understanding the role that dynamics plays in social cognition is a challenging problem. This is particularly true in studying cognition via human-robot interaction, which entails both the natural social cognition of the human and the “artificial intelligence” of the robot. Clearly, humans who are interacting with other humans (or even other mammals such as dogs) are cognizant of the social nature of the interaction – their behavior in those cases differs from that when interacting with inanimate objects such as tools. Humans (and many other animals) have some awareness of “social”, some sense of other agents. However, it is not clear how or why. Social interaction patterns vary across culture, context, and individual characteristics of the human interactor. These factors are subsumed into the larger interaction system, influencing the unfolding of the system over time (i.e. the dynamics). The overarching question is whether we can figure out how to utilize factors that influence the dynamics of the social interaction in order to imbue our interactive technologies (robots, clinical AI, decision support systems, etc.) with some "awareness of social", and potentially create more natural interaction paradigms for those technologies. In this work, we explore the above questions across a range of studies, including lab-based experiments, field observations, and placing autonomous, interactive robotic faces in public spaces. We also discuss future work, how this research relates to making sense of what a robot "sees", creating data-driven models of robot social behavior, and development of robotic face personalities

    Engineering evolutionary control for real-world robotic systems

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    Evolutionary Robotics (ER) is the field of study concerned with the application of evolutionary computation to the design of robotic systems. Two main issues have prevented ER from being applied to real-world tasks, namely scaling to complex tasks and the transfer of control to real-robot systems. Finding solutions to complex tasks is challenging for evolutionary approaches due to the bootstrap problem and deception. When the task goal is too difficult, the evolutionary process will drift in regions of the search space with equally low levels of performance and therefore fail to bootstrap. Furthermore, the search space tends to get rugged (deceptive) as task complexity increases, which can lead to premature convergence. Another prominent issue in ER is the reality gap. Behavioral control is typically evolved in simulation and then only transferred to the real robotic hardware when a good solution has been found. Since simulation is an abstraction of the real world, the accuracy of the robot model and its interactions with the environment is limited. As a result, control evolved in a simulator tends to display a lower performance in reality than in simulation. In this thesis, we present a hierarchical control synthesis approach that enables the use of ER techniques for complex tasks in real robotic hardware by mitigating the bootstrap problem, deception, and the reality gap. We recursively decompose a task into sub-tasks, and synthesize control for each sub-task. The individual behaviors are then composed hierarchically. The possibility of incrementally transferring control as the controller is composed allows transferability issues to be addressed locally in the controller hierarchy. Our approach features hybridity, allowing different control synthesis techniques to be combined. We demonstrate our approach in a series of tasks that go beyond the complexity of tasks where ER has been successfully applied. We further show that hierarchical control can be applied in single-robot systems and in multirobot systems. Given our long-term goal of enabling the application of ER techniques to real-world tasks, we systematically validate our approach in real robotic hardware. For one of the demonstrations in this thesis, we have designed and built a swarm robotic platform, and we show the first successful transfer of evolved and hierarchical control to a swarm of robots outside of controlled laboratory conditions.A Robótica Evolutiva (RE) é a área de investigação que estuda a aplicação de computação evolutiva na conceção de sistemas robóticos. Dois principais desafios têm impedido a aplicação da RE em tarefas do mundo real: a dificuldade em solucionar tarefas complexas e a transferência de controladores evoluídos para sistemas robóticos reais. Encontrar soluções para tarefas complexas é desafiante para as técnicas evolutivas devido ao bootstrap problem e à deception. Quando o objetivo é demasiado difícil, o processo evolutivo tende a permanecer em regiões do espaço de procura com níveis de desempenho igualmente baixos, e consequentemente não consegue inicializar. Por outro lado, o espaço de procura tende a enrugar à medida que a complexidade da tarefa aumenta, o que pode resultar numa convergência prematura. Outro desafio na RE é a reality gap. O controlo robótico é tipicamente evoluído em simulação, e só é transferido para o sistema robótico real quando uma boa solução tiver sido encontrada. Como a simulação é uma abstração da realidade, a precisão do modelo do robô e das suas interações com o ambiente é limitada, podendo resultar em controladores com um menor desempenho no mundo real. Nesta tese, apresentamos uma abordagem de síntese de controlo hierárquica que permite o uso de técnicas de RE em tarefas complexas com hardware robótico real, mitigando o bootstrap problem, a deception e a reality gap. Decompomos recursivamente uma tarefa em sub-tarefas, e sintetizamos controlo para cada subtarefa. Os comportamentos individuais são então compostos hierarquicamente. A possibilidade de transferir o controlo incrementalmente à medida que o controlador é composto permite que problemas de transferibilidade possam ser endereçados localmente na hierarquia do controlador. A nossa abordagem permite o uso de diferentes técnicas de síntese de controlo, resultando em controladores híbridos. Demonstramos a nossa abordagem em várias tarefas que vão para além da complexidade das tarefas onde a RE foi aplicada. Também mostramos que o controlo hierárquico pode ser aplicado em sistemas de um robô ou sistemas multirobô. Dado o nosso objetivo de longo prazo de permitir o uso de técnicas de RE em tarefas no mundo real, concebemos e desenvolvemos uma plataforma de robótica de enxame, e mostramos a primeira transferência de controlo evoluído e hierárquico para um exame de robôs fora de condições controladas de laboratório.This work has been supported by the Portuguese Foundation for Science and Technology (Fundação para a Ciência e Tecnologia) under the grants SFRH/BD/76438/2011, EXPL/EEI-AUT/0329/2013, and by Instituto de Telecomunicações under the grant UID/EEA/50008/2013

    Percepción basada en visión estereoscópica, planificación de trayectorias y estrategias de navegación para exploración robótica autónoma

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    Tesis inédita de la Universidad Complutense de Madrid, Facultad de Informática, Departamento de Ingeniería del Software e Inteligencia artificial, leída el 13-05-2015En esta tesis se trata el desarrollo de una estrategia de navegación autónoma basada en visión artificial para exploración robótica autónoma de superficies planetarias. Se han desarrollado una serie de subsistemas, módulos y software específicos para la investigación desarrollada en este trabajo, ya que la mayoría de las herramientas existentes para este dominio son propiedad de agencias espaciales nacionales, no accesibles a la comunidad científica. Se ha diseñado una arquitectura software modular multi-capa con varios niveles jerárquicos para albergar el conjunto de algoritmos que implementan la estrategia de navegación autónoma y garantizar la portabilidad del software, su reutilización e independencia del hardware. Se incluye también el diseño de un entorno de trabajo destinado a dar soporte al desarrollo de las estrategias de navegación. Éste se basa parcialmente en herramientas de código abierto al alcance de cualquier investigador o institución, con las necesarias adaptaciones y extensiones, e incluye capacidades de simulación 3D, modelos de vehículos robóticos, sensores, y entornos operacionales, emulando superficies planetarias como Marte, para el análisis y validación a nivel funcional de las estrategias de navegación desarrolladas. Este entorno también ofrece capacidades de depuración y monitorización.La presente tesis se compone de dos partes principales. En la primera se aborda el diseño y desarrollo de las capacidades de autonomía de alto nivel de un rover, centrándose en la navegación autónoma, con el soporte de las capacidades de simulación y monitorización del entorno de trabajo previo. Se han llevado a cabo un conjunto de experimentos de campo, con un robot y hardware real, detallándose resultados, tiempo de procesamiento de algoritmos, así como el comportamiento y rendimiento del sistema en general. Como resultado, se ha identificado al sistema de percepción como un componente crucial dentro de la estrategia de navegación y, por tanto, el foco principal de potenciales optimizaciones y mejoras del sistema. Como consecuencia, en la segunda parte de este trabajo, se afronta el problema de la correspondencia en imágenes estéreo y reconstrucción 3D de entornos naturales no estructurados. Se han analizado una serie de algoritmos de correspondencia, procesos de imagen y filtros. Generalmente se asume que las intensidades de puntos correspondientes en imágenes del mismo par estéreo es la misma. Sin embargo, se ha comprobado que esta suposición es a menudo falsa, a pesar de que ambas se adquieren con un sistema de visión compuesto de dos cámaras idénticas. En consecuencia, se propone un sistema experto para la corrección automática de intensidades en pares de imágenes estéreo y reconstrucción 3D del entorno basado en procesos de imagen no aplicados hasta ahora en el campo de la visión estéreo. Éstos son el filtrado homomórfico y la correspondencia de histogramas, que han sido diseñados para corregir intensidades coordinadamente, ajustando una imagen en función de la otra. Los resultados se han podido optimizar adicionalmente gracias al diseño de un proceso de agrupación basado en el principio de continuidad espacial para eliminar falsos positivos y correspondencias erróneas. Se han estudiado los efectos de la aplicación de dichos filtros, en etapas previas y posteriores al proceso de correspondencia, con eficiencia verificada favorablemente. Su aplicación ha permitido la obtención de un mayor número de correspondencias válidas en comparación con los resultados obtenidos sin la aplicación de los mismos, consiguiendo mejoras significativas en los mapas de disparidad y, por lo tanto, en los procesos globales de percepción y reconstrucción 3D.Depto. de Ingeniería de Software e Inteligencia Artificial (ISIA)Fac. de InformáticaTRUEunpu

    Bring Consciousness to Mobile Robot Being Localized

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    Mobile robot localization is one of the most important problems in robotics research. A number of successful localization solutions have been proposed, among them, the well-known and popular Monte Carlo Localization (MCL) method. However, in all these methods, the robot itself does not carry a notion whether it has or has not been localized, and the success or failure of localization is judged by normally a human operator of the robot. In this paper, we put forth a novel method to bring consciousness to a mobile robot so that the robot can judge by itself whether it has been localized or not without any intervention from human operator. In addition, the robot is capable to notice the change between global localization and position tracking, hence, adjusting itself based on the status of localization. A mobile robot with consciousness being localized is obviously more autonomous and intelligent than one without

    Assistive technology design and development for acceptable robotics companions for ageing years

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    © 2013 Farshid Amirabdollahian et al., licensee Versita Sp. z o. o. This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivs license, which means that the text may be used for non-commercial purposes, provided credit is given to the author.A new stream of research and development responds to changes in life expectancy across the world. It includes technologies which enhance well-being of individuals, specifically for older people. The ACCOMPANY project focuses on home companion technologies and issues surrounding technology development for assistive purposes. The project responds to some overlooked aspects of technology design, divided into multiple areas such as empathic and social human-robot interaction, robot learning and memory visualisation, and monitoring persons’ activities at home. To bring these aspects together, a dedicated task is identified to ensure technological integration of these multiple approaches on an existing robotic platform, Care-O-Bot®3 in the context of a smart-home environment utilising a multitude of sensor arrays. Formative and summative evaluation cycles are then used to assess the emerging prototype towards identifying acceptable behaviours and roles for the robot, for example role as a butler or a trainer, while also comparing user requirements to achieved progress. In a novel approach, the project considers ethical concerns and by highlighting principles such as autonomy, independence, enablement, safety and privacy, it embarks on providing a discussion medium where user views on these principles and the existing tension between some of these principles, for example tension between privacy and autonomy over safety, can be captured and considered in design cycles and throughout project developmentsPeer reviewe
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