743 research outputs found

    Towards a wearable interface for immersive telepresence in robotics

    Get PDF
    In this paper we present an architecture for the study of telepresence, immersion and human-robot interaction. The architecture is built around a wearable interface that provides the human user with visual, audio and tactile feedback from a remote location. We have chosen to interface the system with the iCub humanoid robot, as it mimics many human sensory modalities, including vision (with gaze control) and tactile feedback, which offers a richly immersive experience for the human user. Our wearable interface allows human participants to observe and explore a remote location, while also being able to communicate verbally with others located in the remote environment. Our approach has been tested from a variety of distances, including university and business premises, and using wired, wireless and Internet based connections, using data compression to maintain the quality of the experience for the user. Initial testing has shown the wearable interface to be a robust system of immersive teleoperation, with a myriad of potential applications, particularly in social networking, gaming and entertainment

    Multisensory wearable interface for immersion and telepresence in robotics

    Get PDF
    The idea of being present in a remote location has inspired researchers to develop robotic devices that make humans to experience the feeling of telepresence. These devices need of multiple sensory feedback to provide a more realistic telepresence experience. In this work, we develop a wearable interface for immersion and telepresence that provides to human with the capability of both to receive multisensory feedback from vision, touch and audio and to remotely control a robot platform. Multimodal feedback from a remote environment is based on the integration of sensor technologies coupled to the sensory system of the robot platform. Remote control of the robot is achieved by a modularised architecture, which allows to visually explore the remote environment. We validated our work with multiple experiments where participants, located at different venues, were able to successfully control the robot platform while visually exploring, touching and listening a remote environment. In our experiments we used two different robotic platforms: the iCub humanoid robot and the Pioneer LX mobile robot. These experiments show that our wearable interface is comfortable, easy to use and adaptable to different robotic platforms. Furthermore, we observed that our approach allows humans to experience a vivid feeling of being present in a remote environment

    Electrotactile feedback applications for hand and arm interactions: A systematic review, meta-analysis, and future directions

    Get PDF
    Haptic feedback is critical in a broad range of human-machine/computer-interaction applications. However, the high cost and low portability/wearability of haptic devices remain unresolved issues, severely limiting the adoption of this otherwise promising technology. Electrotactile interfaces have the advantage of being more portable and wearable due to their reduced actuators' size, as well as their lower power consumption and manufacturing cost. The applications of electrotactile feedback have been explored in human-computer interaction and human-machine-interaction for facilitating hand-based interactions in applications such as prosthetics, virtual reality, robotic teleoperation, surface haptics, portable devices, and rehabilitation. This paper presents a technological overview of electrotactile feedback, as well a systematic review and meta-analysis of its applications for hand-based interactions. We discuss the different electrotactile systems according to the type of application. We also discuss over a quantitative congregation of the findings, to offer a high-level overview into the state-of-art and suggest future directions. Electrotactile feedback systems showed increased portability/wearability, and they were successful in rendering and/or augmenting most tactile sensations, eliciting perceptual processes, and improving performance in many scenarios. However, knowledge gaps (e.g., embodiment), technical (e.g., recurrent calibration, electrodes' durability) and methodological (e.g., sample size) drawbacks were detected, which should be addressed in future studies.Comment: 18 pages, 1 table, 8 figures, under review in Transactions on Haptics. This work has been submitted to the IEEE for possible publication. Copyright may be transferred without notice, after which this version may no longer be accessible.Upon acceptance of the article by IEEE, the preprint article will be replaced with the accepted versio

    A 360 VR and Wi-Fi Tracking Based Autonomous Telepresence Robot for Virtual Tour

    Get PDF
    This study proposes a novel mobile robot teleoperation interface that demonstrates the applicability of a robot-aided remote telepresence system with a virtual reality (VR) device to a virtual tour scenario. To improve realism and provide an intuitive replica of the remote environment for the user interface, the implemented system automatically moves a mobile robot (viewpoint) while displaying a 360-degree live video streamed from the robot to a VR device (Oculus Rift). Upon the user choosing a destination location from a given set of options, the robot generates a route based on a shortest path graph and travels along that the route using a wireless signal tracking method that depends on measuring the direction of arrival (DOA) of radio signals. This paper presents an overview of the system and architecture, and discusses its implementation aspects. Experimental results show that the proposed system is able to move to the destination stably using the signal tracking method, and that at the same time, the user can remotely control the robot through the VR interface

    Neuromorphic vibrotactile stimulation of fingertips for encoding object stiffness in telepresence sensory substitution and augmentation applications

    Get PDF
    We present a tactile telepresence system for real-time transmission of information about object stiffness to the human fingertips. Experimental tests were performed across two laboratories (Italy and Ireland). In the Italian laboratory, a mechatronic sensing platform indented different rubber samples. Information about rubber stiffness was converted into on-off events using a neuronal spiking model and sent to a vibrotactile glove in the Irish laboratory. Participants discriminated the variation of the stiffness of stimuli according to a two-alternative forced choice protocol. Stiffness discrimination was based on the variation of the temporal pattern of spikes generated during the indentation of the rubber samples. The results suggest that vibrotactile stimulation can effectively simulate surface stiffness when using neuronal spiking models to trigger vibrations in the haptic interface. Specifically, fractional variations of stiffness down to 0.67 were significantly discriminated with the developed neuromorphic haptic interface. This is a performance comparable, though slightly worse, to the threshold obtained in a benchmark experiment evaluating the same set of stimuli naturally with the own hand. Our paper presents a bioinspired method for delivering sensory feedback about object properties to human skin based on contingency-mimetic neuronal models, and can be useful for the design of high performance haptic devices

    Immersive Teleoperation of the Eye Gaze of Social Robots Assessing Gaze-Contingent Control of Vergence, Yaw and Pitch of Robotic Eyes

    Get PDF
    International audienceThis paper presents a new teleoperation system – called stereo gaze-contingent steering (SGCS) – able to seamlessly control the vergence, yaw and pitch of the eyes of a humanoid robot – here an iCub robot – from the actual gaze direction of a remote pilot. The video stream captured by the cameras embedded in the mobile eyes of the iCub are fed into an HTC Vive R Head-Mounted Display equipped with an SMI R binocular eye-tracker. The SGCS achieves the effective coupling between the eye-tracked gaze of the pilot and the robot's eye movements. SGCS both ensures a faithful reproduction of the pilot's eye movements – that is perquisite for the readability of the robot's gaze patterns by its interlocutor – and maintains the pilot's oculomotor visual clues – that avoids fatigue and sickness due to sensorimotor conflicts. We here assess the precision of this servo-control by asking several pilots to gaze towards known objects positioned in the remote environment. We demonstrate that we succeed in controlling vergence with similar precision as eyes' azimuth and elevation. This system opens the way for robot-mediated human interactions in the personal space, notably when objects in the shared working space are involved

    Remotely operated telepresent robotics

    Get PDF
    Remotely operated robots with the ability of performing specific tasks are often used in hazardous environments in place of humans to prevent injury or death. Modern remotely operated robots suffer from limitations with accuracy which is primarily due the lack of depth perception and unintuitive hardware controls. The undertaken research project suggests an alternative method of vision and control to increase a user‟s operational performance of remotely controlled robotics. The Oculus Rift Development Kit 2.0 is a low cost device originally developed for the electronic entertainment industry which allows users to experience virtual reality by the use of a head mounted display. This technology is able to be adapted to different uses and is primarily utilised to achieve real world stereoscopic 3D vision for the user. Additionally a wearable controller was trialled with the goal of allowing a robotic arm to mimic the position of the user‟s arm via a master/slave setup. By incorporating the stated vision and control methods, any possible improvements in the accuracy and speed for users was investigated through experimentation and a conducted study. Results indicated that using the Oculus Rift for stereoscopic vision improved upon the user‟s ability to judge distances remotely but was detrimental to the user‟s ability to operate the robot. The research has been conducted under the supervision of the University of Southern Queensland (USQ) and provides useful information towards the area of remotely operated telepresent robotics

    Efficient 3D Reconstruction, Streaming and Visualization of Static and Dynamic Scene Parts for Multi-client Live-telepresence in Large-scale Environments

    Full text link
    Despite the impressive progress of telepresence systems for room-scale scenes with static and dynamic scene entities, expanding their capabilities to scenarios with larger dynamic environments beyond a fixed size of a few square-meters remains challenging. In this paper, we aim at sharing 3D live-telepresence experiences in large-scale environments beyond room scale with both static and dynamic scene entities at practical bandwidth requirements only based on light-weight scene capture with a single moving consumer-grade RGB-D camera. To this end, we present a system which is built upon a novel hybrid volumetric scene representation in terms of the combination of a voxel-based scene representation for the static contents, that not only stores the reconstructed surface geometry but also contains information about the object semantics as well as their accumulated dynamic movement over time, and a point-cloud-based representation for dynamic scene parts, where the respective separation from static parts is achieved based on semantic and instance information extracted for the input frames. With an independent yet simultaneous streaming of both static and dynamic content, where we seamlessly integrate potentially moving but currently static scene entities in the static model until they are becoming dynamic again, as well as the fusion of static and dynamic data at the remote client, our system is able to achieve VR-based live-telepresence at close to real-time rates. Our evaluation demonstrates the potential of our novel approach in terms of visual quality, performance, and ablation studies regarding involved design choices

    What is XR? Towards a Framework for Augmented and Virtual Reality

    Get PDF
    Augmented Reality (AR), Virtual Reality (VR), Mixed Reality, and Extended Reality (often – misleadingly – abbreviated as XR) are commonly used terms to describe how technologies generate or modify reality. However, academics and professionals have been inconsistent in their use of these terms. This has led to conceptual confusion and unclear demarcations. Inspired by prior research and qualitative insights from XR professionals, we discuss the meaning and definitions of various terms and organize them in our proposed framework. As a result, we conclude that (1) XR should not be used to connote extended reality, but as a more open approach where the X implies the unknown variable: xReality; (2) AR and VR have fundamental differences and thus should be treated as different experiences; (3) AR experiences can be described on a continuum ranging from assisted reality to mixed reality (based on the level of local presence); and (4), VR experiences can be conceptualized on a telepresence-continuum ranging from atomistic to holistic VR
    • …
    corecore