56 research outputs found

    Guided Autonomy for Quadcopter Photography

    Get PDF
    Photographing small objects with a quadcopter is non-trivial to perform with many common user interfaces, especially when it requires maneuvering an Unmanned Aerial Vehicle (C) to difficult angles in order to shoot high perspectives. The aim of this research is to employ machine learning to support better user interfaces for quadcopter photography. Human Robot Interaction (HRI) is supported by visual servoing, a specialized vision system for real-time object detection, and control policies acquired through reinforcement learning (RL). Two investigations of guided autonomy were conducted. In the first, the user directed the quadcopter with a sketch based interface, and periods of user direction were interspersed with periods of autonomous flight. In the second, the user directs the quadcopter by taking a single photo with a handheld mobile device, and the quadcopter autonomously flies to the requested vantage point. This dissertation focuses on the following problems: 1) evaluating different user interface paradigms for dynamic photography in a GPS-denied environment; 2) learning better Convolutional Neural Network (CNN) object detection models to assure a higher precision in detecting human subjects than the currently available state-of-the-art fast models; 3) transferring learning from the Gazebo simulation into the real world; 4) learning robust control policies using deep reinforcement learning to maneuver the quadcopter to multiple shooting positions with minimal human interaction

    Multi-Robot Systems: Challenges, Trends and Applications

    Get PDF
    This book is a printed edition of the Special Issue entitled “Multi-Robot Systems: Challenges, Trends, and Applications” that was published in Applied Sciences. This Special Issue collected seventeen high-quality papers that discuss the main challenges of multi-robot systems, present the trends to address these issues, and report various relevant applications. Some of the topics addressed by these papers are robot swarms, mission planning, robot teaming, machine learning, immersive technologies, search and rescue, and social robotics

    Teleoperated visual inspection and surveillance with unmanned ground and aerial vehicles,” Int

    Get PDF
    Abstract—This paper introduces our robotic system named UGAV (Unmanned Ground-Air Vehicle) consisting of two semi-autonomous robot platforms, an Unmanned Ground Vehicle (UGV) and an Unmanned Aerial Vehicles (UAV). The paper focuses on three topics of the inspection with the combined UGV and UAV: (A) teleoperated control by means of cell or smart phones with a new concept of automatic configuration of the smart phone based on a RKI-XML description of the vehicles control capabilities, (B) the camera and vision system with the focus to real time feature extraction e.g. for the tracking of the UAV and (C) the architecture and hardware of the UAV

    Development of a smart weed detector and selective herbicide sprayer

    Get PDF
    Abstract: The fourth industrial revolution has brought about tremendous advancements in various sectors of the economy including the agricultural domain. Aimed at improving food production and alleviating poverty, these technological advancements through precision agriculture has ushered in optimized agricultural processes, real-time analysis and monitoring of agricultural data. The detrimental effects of applying agrochemicals in large or hard-to-reach farmlands and the need to treat a specific class of weed with a particular herbicide for effective weed elimination gave rise to the necessity of this research work...M.Ing. (Mechanical Engineering

    Applied Machine Learning for Games: A Graduate School Course

    Full text link
    The game industry is moving into an era where old-style game engines are being replaced by re-engineered systems with embedded machine learning technologies for the operation, analysis and understanding of game play. In this paper, we describe our machine learning course designed for graduate students interested in applying recent advances of deep learning and reinforcement learning towards gaming. This course serves as a bridge to foster interdisciplinary collaboration among graduate schools and does not require prior experience designing or building games. Graduate students enrolled in this course apply different fields of machine learning techniques such as computer vision, natural language processing, computer graphics, human computer interaction, robotics and data analysis to solve open challenges in gaming. Student projects cover use-cases such as training AI-bots in gaming benchmark environments and competitions, understanding human decision patterns in gaming, and creating intelligent non-playable characters or environments to foster engaging gameplay. Projects demos can help students open doors for an industry career, aim for publications, or lay the foundations of a future product. Our students gained hands-on experience in applying state of the art machine learning techniques to solve real-life problems in gaming.Comment: The Eleventh Symposium on Educational Advances in Artificial Intelligence (EAAI-21

    Dynamic virtual reality user interface for teleoperation of heterogeneous robot teams

    Full text link
    This research investigates the possibility to improve current teleoperation control for heterogeneous robot teams using modern Human-Computer Interaction (HCI) techniques such as Virtual Reality. It proposes a dynamic teleoperation Virtual Reality User Interface (VRUI) framework to improve the current approach to teleoperating heterogeneous robot teams

    Deep Learning Based Methods for Outdoor Robot Localization and Navigation

    Get PDF
    The number of elderly people is increasing around the globe. In order to support the growing of ageing society, mobile robot is one of viable choices for assisting the elders in their daily activities. These activities happen in any places, either indoor or outdoor. Although outdoor activities benefit the elders in many ways, outdoor environments contain difficulties from their unpredictable natures. Mobile robots for supporting humans in outdoor environments must automatically traverse through various difficulties in the environments using suitable navigation systems.Core components of mobile robots always include the navigation segments. Navigation system helps guiding the robot to its destination where it can perform its designated tasks. There are various tools to be chosen for navigation systems. Outdoor environments are mostly open for conventional navigation tools such as Global Positioning System (GPS) devices. In this thesis three systems for localization and navigation of mobile robots based on visual data and deep learning algorithms are proposed. The first localization system is based on landmark detection. The Faster Regional-Convolutional Neural Network (Faster R-CNN) detects landmarks and signs in the captured image. A Feed-Forward Neural Network (FFNN) is trained to determine robot location coordinates and compass orientation from detected landmarks. The dataset consists of images, geolocation data and labeled bounding boxes to train and test two proposed localization methods. Results are illustrated with absolute errors from the comparisons between localization results and reference geolocation data in the dataset. The second system is the navigation system based on visual data and a deep reinforcement learning algorithm called Deep Q Network (DQN). The employed DQN automatically guides the mobile robot with visual data in the form of images, which received from the only Universal Serial Bus (USB) camera that attached to the robot. DQN consists of a deep neural network called convolutional neural network (CNN), and a reinforcement learning algorithm named Q-Learning. It can make decisions with visual data as input, using experiences from consequences of trial-and-error attempts. Our DQN agents are trained in the simulation environments provided by a platform based on a First-Person Shooter (FPS) game named ViZDoom. Simulation is implemented for training to avoid any possible damage on the real robot during trial-and-error process. Perspective from the simulation is the same as if a camera is attached to the front of the mobile robot. There are many differences between the simulation and the real world. We applied a markerbased Augmented Reality (AR) algorithm to reduce differences between the simulation and the world by altering visual data from the camera with resources from the simulation.The second system is assigned the task of simple navigation to the robot, in which the starting location is fixed but the goal location is random in the designated zone. The robot must be able to detect and track the goal object using a USB camera as its only sensor. Once started, the robot must move from its starting location to the designated goal object. Our DQN navigation method is tested in the simulation and on the real robot. Performances of our DQN are measured quantitatively via average total scores and the number of success navigation attempts. The results show that our DQN can effectively guide a mobile robot to the goal object of the simple navigation tasks, for both the simulation and the real world.The third system employs a Transfer Learning (TL) strategy to reduce training time and resources required for the training of newly added tasks of DQN agents. The new task is the task of reaching the goal while also avoiding obstacles at the same time. Additionally, the starting and the goal locations are all random within the specified areas. The employed transfer learning strategy uses the whole network of the DQN agent trained for the first simple navigation task as the base for training the DQN agent for the second task. The training in our TL strategy decrease the exploration factor, which cause the agent to rely on the existing knowledge from the base network more than randomly selecting actions during the training. It results in the decreased training time, in which optimal solutions can be found faster than training from scratch.We evaluate performances of our TL strategy by comparing the DQN agents trained with our TL at different exploration factor values and the DQN agent trained from scratch. Additionally, agents trained from our TL are trained with the decreased number of episodes to extensively display performances of our TL agents. All DQN agents for the second navigation task are tested in the simulation to avoid any possible and uncontrollable damages from the obstacles. Performances are measured through success attempts and average total scores, same as in the first navigation task. Results show that DQN agents trained via the TL strategy can greatly outperform the agent trained from scratch, despite the lower number of training episodes.博士(工学)法政大学 (Hosei University

    Validation of Spatiotemporal and Kinematic Measures in Functional Exercises Using a Minimal Modeling Inertial Sensor Methodology

    Get PDF
    This study proposes a minimal modeling magnetic, angular rate and gravity (MARG) methodology for assessing spatiotemporal and kinematic measures of functional fitness exercises. Thirteen healthy persons performed repetitions of the squat, box squat, sandbag pickup, shuffle-walk, and bear crawl. Sagittal plane hip, knee, and ankle range of motion (ROM) and stride length, stride time, and stance time measures were compared for the MARG method and an optical motion capture (OMC) system. The root mean square error (RMSE), mean absolute percentage error (MAPE), and Bland–Altman plots and limits of agreement were used to assess agreement between methods. Hip and knee ROM showed good to excellent agreement with the OMC system during the squat, box squat, and sandbag pickup (RMSE: 4.4–9.8°), while ankle ROM agreement ranged from good to unacceptable (RMSE: 2.7–7.2°). Unacceptable hip and knee ROM agreement was observed for the shuffle-walk and bear crawl (RMSE: 3.3–8.6°). The stride length, stride time, and stance time showed good to excellent agreement between methods (MAPE: (3.2 ± 2.8)%–(8.2 ± 7.9)%). Although the proposed MARG-based method is a valid means of assessing spatiotemporal and kinematic measures during various exercises, further development is required to assess the joint kinematics of small ROM, high velocity movements
    corecore