173 research outputs found

    Towards adaptive and autonomous humanoid robots: from vision to actions

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    Although robotics research has seen advances over the last decades robots are still not in widespread use outside industrial applications. Yet a range of proposed scenarios have robots working together, helping and coexisting with humans in daily life. In all these a clear need to deal with a more unstructured, changing environment arises. I herein present a system that aims to overcome the limitations of highly complex robotic systems, in terms of autonomy and adaptation. The main focus of research is to investigate the use of visual feedback for improving reaching and grasping capabilities of complex robots. To facilitate this a combined integration of computer vision and machine learning techniques is employed. From a robot vision point of view the combination of domain knowledge from both imaging processing and machine learning techniques, can expand the capabilities of robots. I present a novel framework called Cartesian Genetic Programming for Image Processing (CGP-IP). CGP-IP can be trained to detect objects in the incoming camera streams and successfully demonstrated on many different problem domains. The approach requires only a few training images (it was tested with 5 to 10 images per experiment) is fast, scalable and robust yet requires very small training sets. Additionally, it can generate human readable programs that can be further customized and tuned. While CGP-IP is a supervised-learning technique, I show an integration on the iCub, that allows for the autonomous learning of object detection and identification. Finally this dissertation includes two proof-of-concepts that integrate the motion and action sides. First, reactive reaching and grasping is shown. It allows the robot to avoid obstacles detected in the visual stream, while reaching for the intended target object. Furthermore the integration enables us to use the robot in non-static environments, i.e. the reaching is adapted on-the- fly from the visual feedback received, e.g. when an obstacle is moved into the trajectory. The second integration highlights the capabilities of these frameworks, by improving the visual detection by performing object manipulation actions

    A learning approach to swarm-based path detection and tracking

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    Dissertação para obtenção do Grau de Mestre em Engenharia Electrotécnica e de ComputadoresThis dissertation presents a set of top-down modulation mechanisms for the modulation of the swarm-based visual saliency computation process proposed by Santana et al. (2010) in context of path detection and tracking. In the original visual saliency computation process, two swarms of agents sensitive to bottom-up conspicuity information interact via pheromone-like signals so as to converge on the most likely location of the path being sought. The behaviours ruling the agents’motion are composed of a set of perception-action rules that embed top-down knowledge about the path’s overall layout. This reduces ambiguity in the face of distractors. However, distractors with a shape similar to the one of the path being sought can still misguide the system. To mitigate this issue, this dissertation proposes the use of a contrast model to modulate the conspicuity computation and the use of an appearance model to modulate the pheromone deployment. Given the heterogeneity of the paths, these models are learnt online. Using in a modulation context and not in a direct image processing, the complexity of these models can be reduced without hampering robustness. The result is a system computationally parsimonious with a work frequency of 20 Hz. Experimental results obtained from a data set encompassing 39 diverse videos show the ability of the proposed model to localise the path in 98.67 % of the 29789 evaluated frames

    Swarm robotics: a review from the swarm engineering perspective

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    Contribution au traitement d informations visuelles complexes et à l extraction autonome des connaissances (application à la robotique autonome)

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    Le travail effectué lors de cette thèse concerne le développement d'un système cognitif artificiel autonome. La solution proposée repose sur l'hypothèse que la curiosité est une source de motivation d'un système cognitif dans le processus d'acquisition des nouvelles connaissances. En outre, deux types distincts de curiosité ont été identifiés conformément au système cognitif humain. Sur ce principe, une architecture cognitive à deux niveaux a été proposée. Le bas-niveau repose sur le principe de la saillance perceptive, tandis que le haut-niveau réalise l'acquisition des connaissances par l'observation et l'interaction avec l'environnement. Cette thèse apporte les contributions suivantes : A) Un état de l'art sur l'acquisition autonome de connaissance. B) L'étude, la conception et la réalisation d'un système cognitif bas-niveau basé sur le principe de la curiosité perceptive. L'approche proposée repose sur la saillance visuelle réalisée grâce au développement d'un algorithme rapide et robuste permettant la détection et l'apprentissage d'objets saillants. C) La conception d'un système cognitif haut-niveau, basé sur une approche générique, permettant l'acquisition de connaissance à partir de l'observation et de l'interaction avec son environnent (y compris avec les êtres humains). Basé sur la curiosité épistémique, le système cognitif haut-niveau développé permet à une machine (par exemple un robot) de devenir l'acteur de son propre apprentissage. Une conséquence substantielle d'un tel système est la possibilité de conférer des capacités cognitives haut-niveau multimodales à des robots pour accroître leur autonomie dans un environnement réel (environnement humain). D) La mise en œuvre de la stratégie proposée dans le cadre de la robotique autonome. Les études et les validations expérimentales réalisées ont notamment confirmé que notre approche permet d'accroître l'autonomie des robots dans un environnement réelThe work accomplished in this thesis concerns development of an autonomous machine cognition system. The proposed solution reposes on the assumption that it is the curiosity which motivates a cognitive system to acquire new knowledge. Further, two distinct kinds of curiosity are identified in conformity to human cognitive system. On this I build a two level cognitive architecture. I identify its lower level with the perceptual saliency mechanism, while the higher level performs knowledge acquisition from observation and interaction with the environment. This thesis brings the following contribution: A) Investigation of the state of the art in autonomous knowledge acquisition. B) Realization of a lower cognitive level in the ensemble of the mentioned system, which is realizing the perceptual curiosity mechanism through a novel fast, real-world robust algorithm for salient object detection and learning. C) Realization of a higher cognitive level through a general framework for knowledge acquisition from observation and interaction with the environment including humans. Based on the epistemic curiosity, the high-level cognitive system enables a machine (e.g. a robot) to be itself the actor of its learning. An important consequence of this system is the possibility to confer high level multimodal cognitive capabilities to robots to increase their autonomy in real-world environment (human environment). D) Realization of the strategy proposed in the context of autonomous robotics. The studies and experimental validations done had confirmed notably that our approach allows increasing the autonomy of robots in real-world environmentPARIS-EST-Université (770839901) / SudocSudocFranceF

    Skin Stories: Charting and Mapping the Skin. Research using analogies of human skin tissue in relation to my textile practice.

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    The practice based research SKIN STORIES:: CHARTING AND MAPPING THE SKIN deals with issues across the fields of art, design, technology, biology and material science. In an attempt to bridge the gap between aesthetics and technology by investigating the potential of new and industrial materials, the epidermis is used as a metaphor for creating innovative textile surfaces which behave, look or feel like skin. As a result of theoretical enquiry and practical experiments, interactive design solutions have been developed to a prototype stage for possible application in domestic environments and public spaces as well as for integration into body related design concepts. The development of such functional and interactive textile membranes will hopefully enable individuals to experience a polysensual and responsive environment and it is this aspect which is considered to be an original contribution to knowledge in the textiles field. The aim of this written thesis is not only to illustrate the journeys and investigations made along the way and to demonstrate the outcome of the research, but also to situate the practical work in its cultural, critical and technological context. This thesis is accompanied by an interactive CD-ROM which is a visual representation of my 'research map' and holds a record of the practical work carried out during the research project. The ideas of the project SKIN STORIES:: CHARTING AND MAPPING THE SKIN have been developed and tested during a 3-year research programme towards a Ph. D. at The London College of Fashion, University of the Arts London

    A Retro-Projected Robotic Head for Social Human-Robot Interaction

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    As people respond strongly to faces and facial features, both con- sciously and subconsciously, faces are an essential aspect of social robots. Robotic faces and heads until recently belonged to one of the following categories: virtual, mechatronic or animatronic. As an orig- inal contribution to the field of human-robot interaction, I present the R-PAF technology (Retro-Projected Animated Faces): a novel robotic head displaying a real-time, computer-rendered face, retro-projected from within the head volume onto a mask, as well as its driving soft- ware designed with openness and portability to other hybrid robotic platforms in mind. The work constitutes the first implementation of a non-planar mask suitable for social human-robot interaction, comprising key elements of social interaction such as precise gaze direction control, facial ex- pressions and blushing, and the first demonstration of an interactive video-animated facial mask mounted on a 5-axis robotic arm. The LightHead robot, a R-PAF demonstrator and experimental platform, has demonstrated robustness both in extended controlled and uncon- trolled settings. The iterative hardware and facial design, details of the three-layered software architecture and tools, the implementation of life-like facial behaviours, as well as improvements in social-emotional robotic communication are reported. Furthermore, a series of evalua- tions present the first study on human performance in reading robotic gaze and another first on user’s ethnic preference towards a robot face

    Aerial Vehicles

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    This book contains 35 chapters written by experts in developing techniques for making aerial vehicles more intelligent, more reliable, more flexible in use, and safer in operation.It will also serve as an inspiration for further improvement of the design and application of aeral vehicles. The advanced techniques and research described here may also be applicable to other high-tech areas such as robotics, avionics, vetronics, and space

    Neuromorphic perception for greenhouse technology using event-based sensors

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    Event-Based Cameras (EBCs), unlike conventional cameras, feature independent pixels that asynchronously generate outputs upon detecting changes in their field of view. Short calculations are performed on each event to mimic the brain. The output is a sparse sequence of events with high temporal precision. Conventional computer vision algorithms do not leverage these properties. Thus a new paradigm has been devised. While event cameras are very efficient in representing sparse sequences of events with high temporal precision, many approaches are challenged in applications where a large amount of spatially-temporally rich information must be processed in real-time. In reality, most tasks in everyday life take place in complex and uncontrollable environments, which require sophisticated models and intelligent reasoning. Typical hard problems in real-world scenes are detecting various non-uniform objects or navigation in an unknown and complex environment. In addition, colour perception is an essential fundamental property in distinguishing objects in natural scenes. Colour is a new aspect of event-based sensors, which work fundamentally differently from standard cameras, measuring per-pixel brightness changes per colour filter asynchronously rather than measuring “absolute” brightness at a constant rate. This thesis explores neuromorphic event-based processing methods for high-noise and cluttered environments with imbalanced classes. A fully event-driven processing pipeline was developed for agricultural applications to perform fruits detection and classification to unlock the outstanding properties of event cameras. The nature of features in such data was explored, and methods to represent and detect features were demonstrated. A framework for detecting and classifying features was developed and evaluated on the N-MNIST and Dynamic Vision Sensor (DVS) gesture datasets. The same network was evaluated on laboratory recorded and real-world data with various internal variations for fruits detection such as overlap, variation in size and appearance. In addition, a method to handle highly imbalanced data was developed. We examined the characteristics of spatio-temporal patterns for each colour filter to help expand our understanding of this novel data and explored their applications in classification tasks where colours were more relevant features than shapes and appearances. The results presented in this thesis demonstrate the potential and efficacy of event- based systems by demonstrating the applicability of colour event data and the viability of event-driven classification
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