111 research outputs found

    Enabling Human-Robot Collaboration via Holistic Human Perception and Partner-Aware Control

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    As robotic technology advances, the barriers to the coexistence of humans and robots are slowly coming down. Application domains like elderly care, collaborative manufacturing, collaborative manipulation, etc., are considered the need of the hour, and progress in robotics holds the potential to address many societal challenges. The future socio-technical systems constitute of blended workforce with a symbiotic relationship between human and robot partners working collaboratively. This thesis attempts to address some of the research challenges in enabling human-robot collaboration. In particular, the challenge of a holistic perception of a human partner to continuously communicate his intentions and needs in real-time to a robot partner is crucial for the successful realization of a collaborative task. Towards that end, we present a holistic human perception framework for real-time monitoring of whole-body human motion and dynamics. On the other hand, the challenge of leveraging assistance from a human partner will lead to improved human-robot collaboration. In this direction, we attempt at methodically defining what constitutes assistance from a human partner and propose partner-aware robot control strategies to endow robots with the capacity to meaningfully engage in a collaborative task

    Multi-Character Motion Retargeting for Large Scale Changes

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    Supplementing Frequency Domain Interpolation Methods for Character Animation

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    The animation of human characters entails difficulties exceeding those met simulating objects, machines or plants. A person's gait is a product of nature affected by mood and physical condition. Small deviations from natural movement are perceived with ease by an unforgiving audience. Motion capture technology is frequently employed to record human movement. Subsequent playback on a skeleton underlying the character being animated conveys many of the subtleties of the original motion. Played-back recordings are of limited value, however, when integration in a virtual environment requires movements beyond those in the motion library, creating a need for the synthesis of new motion from pre-recorded sequences. An existing approach involves interpolation between motions in the frequency domain, with a blending space defined by a triangle network whose vertices represent input motions. It is this branch of character animation which is supplemented by the methods presented in this thesis, with work undertaken in three distinct areas. The first is a streamlined approach to previous work. It provides benefits including an efficiency gain in certain contexts, and a very different perspective on triangle network construction in which they become adjustable and intuitive user-interface devices with an increased flexibility allowing a greater range of motions to be blended than was possible with previous networks. Interpolation-based synthesis can never exhibit the same motion variety as can animation methods based on the playback of rearranged frame sequences. Limitations such as this were addressed by the second phase of work, with the creation of hybrid networks. These novel structures use properties of frequency domain triangle blending networks to seamlessly integrate playback-based animation within them. The third area focussed on was distortion found in both frequency- and time-domain blending. A new technique, single-source harmonic switching, was devised which greatly reduces it, and adds to the benefits of blending in the frequency domain

    Generation of whole-body motion for humanoid robots with the complete dynamics

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    Cette thèse propose une solution au problème de la génération de mouvements pour les robots humanoïdes. Le cadre qui est proposé dans cette thèse génère des mouvements corps-complet en utilisant la dynamique inverse avec l'espace des tâches et en satisfaisant toutes les contraintes de contact. La spécification des mouvements se fait à travers objectifs dans l'espace des tâches et la grande redondance du système est gérée avec une pile de tâches où les tâches moins prioritaires sont atteintes seulement si elles n'interfèrent pas avec celles de plus haute priorité. À cette fin, un QP hiérarchique est utilisé, avec l'avantage d'être en mesure de préciser tâches d'égalité ou d'inégalité à tous les niveaux de la hiérarchie. La capacité de traiter plusieurs contacts non-coplanaires est montrée par des mouvements où le robot s'assoit sur une chaise et monte une échelle. Le cadre générique de génération de mouvements est ensuite appliqué à des études de cas à l'aide de HRP-2 et Romeo. Les mouvements complexes et similaires à l'humain sont obtenus en utilisant l'imitation du mouvement humain où le mouvement acquis passe par un processus cinématique et dynamique. Pour faire face à la nature instantanée de la dynamique inverse, un générateur de cycle de marche est utilisé comme entrée pour la pile de tâches qui effectue une correction locale de la position des pieds sur la base des points de contact permettant de marcher sur un terrain accidenté. La vision stéréo est également introduite pour aider dans le processus de marche. Pour une récupération rapide d'équilibre, le capture point est utilisé comme une tâche contrôlée dans une région désirée de l'espace. En outre, la génération de mouvements est présentée pour CHIMP, qui a besoin d'un traitement particulier.This thesis aims at providing a solution to the problem of motion generation for humanoid robots. The proposed framework generates whole-body motion using the complete robot dynamics in the task space satisfying contact constraints. This approach is known as operational-space inverse-dynamics control. The specification of the movements is done through objectives in the task space, and the high redundancy of the system is handled with a prioritized stack of tasks where lower priority tasks are only achieved if they do not interfere with higher priority ones. To this end, a hierarchical quadratic program is used, with the advantage of being able to specify tasks as equalities or inequalities at any level of the hierarchy. Motions where the robot sits down in an armchair and climbs a ladder show the capability to handle multiple non-coplanar contacts. The generic motion generation framework is then applied to some case studies using HRP-2 and Romeo. Complex and human-like movements are achieved using human motion imitation where the acquired motion passes through a kinematic and then dynamic retargeting processes. To deal with the instantaneous nature of inverse dynamics, a walking pattern generator is used as an input for the stack of tasks which makes a local correction of the feet position based on the contact points allowing to walk on non-planar surfaces. Visual feedback is also introduced to aid in the walking process. Alternatively, for a fast balance recovery, the capture point is introduced in the framework as a task and it is controlled within a desired region of space. Also, motion generation is presented for CHIMP which is a robot that needs a particular treatment

    Computational Methods for Cognitive and Cooperative Robotics

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    In the last decades design methods in control engineering made substantial progress in the areas of robotics and computer animation. Nowadays these methods incorporate the newest developments in machine learning and artificial intelligence. But the problems of flexible and online-adaptive combinations of motor behaviors remain challenging for human-like animations and for humanoid robotics. In this context, biologically-motivated methods for the analysis and re-synthesis of human motor programs provide new insights in and models for the anticipatory motion synthesis. This thesis presents the author’s achievements in the areas of cognitive and developmental robotics, cooperative and humanoid robotics and intelligent and machine learning methods in computer graphics. The first part of the thesis in the chapter “Goal-directed Imitation for Robots” considers imitation learning in cognitive and developmental robotics. The work presented here details the author’s progress in the development of hierarchical motion recognition and planning inspired by recent discoveries of the functions of mirror-neuron cortical circuits in primates. The overall architecture is capable of ‘learning for imitation’ and ‘learning by imitation’. The complete system includes a low-level real-time capable path planning subsystem for obstacle avoidance during arm reaching. The learning-based path planning subsystem is universal for all types of anthropomorphic robot arms, and is capable of knowledge transfer at the level of individual motor acts. Next, the problems of learning and synthesis of motor synergies, the spatial and spatio-temporal combinations of motor features in sequential multi-action behavior, and the problems of task-related action transitions are considered in the second part of the thesis “Kinematic Motion Synthesis for Computer Graphics and Robotics”. In this part, a new approach of modeling complex full-body human actions by mixtures of time-shift invariant motor primitives in presented. The online-capable full-body motion generation architecture based on dynamic movement primitives driving the time-shift invariant motor synergies was implemented as an online-reactive adaptive motion synthesis for computer graphics and robotics applications. The last chapter of the thesis entitled “Contraction Theory and Self-organized Scenarios in Computer Graphics and Robotics” is dedicated to optimal control strategies in multi-agent scenarios of large crowds of agents expressing highly nonlinear behaviors. This last part presents new mathematical tools for stability analysis and synthesis of multi-agent cooperative scenarios.In den letzten Jahrzehnten hat die Forschung in den Bereichen der Steuerung und Regelung komplexer Systeme erhebliche Fortschritte gemacht, insbesondere in den Bereichen Robotik und Computeranimation. Die Entwicklung solcher Systeme verwendet heutzutage neueste Methoden und Entwicklungen im Bereich des maschinellen Lernens und der künstlichen Intelligenz. Die flexible und echtzeitfähige Kombination von motorischen Verhaltensweisen ist eine wesentliche Herausforderung für die Generierung menschenähnlicher Animationen und in der humanoiden Robotik. In diesem Zusammenhang liefern biologisch motivierte Methoden zur Analyse und Resynthese menschlicher motorischer Programme neue Erkenntnisse und Modelle für die antizipatorische Bewegungssynthese. Diese Dissertation präsentiert die Ergebnisse der Arbeiten des Autors im Gebiet der kognitiven und Entwicklungsrobotik, kooperativer und humanoider Robotersysteme sowie intelligenter und maschineller Lernmethoden in der Computergrafik. Der erste Teil der Dissertation im Kapitel “Zielgerichtete Nachahmung für Roboter” behandelt das Imitationslernen in der kognitiven und Entwicklungsrobotik. Die vorgestellten Arbeiten beschreiben neue Methoden für die hierarchische Bewegungserkennung und -planung, die durch Erkenntnisse zur Funktion der kortikalen Spiegelneuronen-Schaltkreise bei Primaten inspiriert wurden. Die entwickelte Architektur ist in der Lage, ‘durch Imitation zu lernen’ und ‘zu lernen zu imitieren’. Das komplette entwickelte System enthält ein echtzeitfähiges Pfadplanungssubsystem zur Hindernisvermeidung während der Durchführung von Armbewegungen. Das lernbasierte Pfadplanungssubsystem ist universell und für alle Arten von anthropomorphen Roboterarmen in der Lage, Wissen auf der Ebene einzelner motorischer Handlungen zu übertragen. Im zweiten Teil der Arbeit “Kinematische Bewegungssynthese für Computergrafik und Robotik” werden die Probleme des Lernens und der Synthese motorischer Synergien, d.h. von räumlichen und räumlich-zeitlichen Kombinationen motorischer Bewegungselemente bei Bewegungssequenzen und bei aufgabenbezogenen Handlungs übergängen behandelt. Es wird ein neuer Ansatz zur Modellierung komplexer menschlicher Ganzkörperaktionen durch Mischungen von zeitverschiebungsinvarianten Motorprimitiven vorgestellt. Zudem wurde ein online-fähiger Synthesealgorithmus für Ganzköperbewegungen entwickelt, der auf dynamischen Bewegungsprimitiven basiert, die wiederum auf der Basis der gelernten verschiebungsinvarianten Primitive konstruiert werden. Dieser Algorithmus wurde für verschiedene Probleme der Bewegungssynthese für die Computergrafik- und Roboteranwendungen implementiert. Das letzte Kapitel der Dissertation mit dem Titel “Kontraktionstheorie und selbstorganisierte Szenarien in der Computergrafik und Robotik” widmet sich optimalen Kontrollstrategien in Multi-Agenten-Szenarien, wobei die Agenten durch eine hochgradig nichtlineare Kinematik gekennzeichnet sind. Dieser letzte Teil präsentiert neue mathematische Werkzeuge für die Stabilitätsanalyse und Synthese von kooperativen Multi-Agenten-Szenarien

    Scaled Autonomy for Networked Humanoids

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    Humanoid robots have been developed with the intention of aiding in environments designed for humans. As such, the control of humanoid morphology and effectiveness of human robot interaction form the two principal research issues for deploying these robots in the real world. In this thesis work, the issue of humanoid control is coupled with human robot interaction under the framework of scaled autonomy, where the human and robot exchange levels of control depending on the environment and task at hand. This scaled autonomy is approached with control algorithms for reactive stabilization of human commands and planned trajectories that encode semantically meaningful motion preferences in a sequential convex optimization framework. The control and planning algorithms have been extensively tested in the field for robustness and system verification. The RoboCup competition provides a benchmark competition for autonomous agents that are trained with a human supervisor. The kid-sized and adult-sized humanoid robots coordinate over a noisy network in a known environment with adversarial opponents, and the software and routines in this work allowed for five consecutive championships. Furthermore, the motion planning and user interfaces developed in the work have been tested in the noisy network of the DARPA Robotics Challenge (DRC) Trials and Finals in an unknown environment. Overall, the ability to extend simplified locomotion models to aid in semi-autonomous manipulation allows untrained humans to operate complex, high dimensional robots. This represents another step in the path to deploying humanoids in the real world, based on the low dimensional motion abstractions and proven performance in real world tasks like RoboCup and the DRC

    Generating whole body movements for dynamics anthropomorphic systems under constraints

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    Cette thèse étudie la question de la génération de mouvements corps-complet pour des systèmes anthropomorphes. Elle considère le problème de la modélisation et de la commande en abordant la question difficile de la génération de mouvements ressemblant à ceux de l'homme. En premier lieu, un modèle dynamique du robot humanoïde HRP-2 est élaboré à partir de l'algorithme récursif de Newton-Euler pour les vecteurs spatiaux. Un nouveau schéma de commande dynamique est ensuite développé, en utilisant une cascade de programmes quadratiques (QP) optimisant des fonctions coûts et calculant les couples de commande en satisfaisant des contraintes d'égalité et d'inégalité. La cascade de problèmes quadratiques est définie par une pile de tâches associée à un ordre de priorité. Nous proposons ensuite une formulation unifiée des contraintes de contacts planaires et nous montrons que la méthode proposée permet de prendre en compte plusieurs contacts non coplanaires et généralise la contrainte usuelle du ZMP dans le cas où seulement les pieds sont en contact avec le sol. Nous relions ensuite les algorithmes de génération de mouvement issus de la robotique aux outils de capture du mouvement humain en développant une méthode originale de génération de mouvement visant à imiter le mouvement humain. Cette méthode est basée sur le recalage des données capturées et l'édition du mouvement en utilisant le solveur hiérarchique précédemment introduit et la définition de tâches et de contraintes dynamiques. Cette méthode originale permet d'ajuster un mouvement humain capturé pour le reproduire fidèlement sur un humanoïde en respectant sa propre dynamique. Enfin, dans le but de simuler des mouvements qui ressemblent à ceux de l'homme, nous développons un modèle anthropomorphe ayant un nombre de degrés de liberté supérieur à celui du robot humanoïde HRP2. Le solveur générique est utilisé pour simuler le mouvement sur ce nouveau modèle. Une série de tâches est définie pour décrire un scénario joué par un humain. Nous montrons, par une simple analyse qualitative du mouvement, que la prise en compte du modèle dynamique permet d'accroitre naturellement le réalisme du mouvement.This thesis studies the question of whole body motion generation for anthropomorphic systems. Within this work, the problem of modeling and control is considered by addressing the difficult issue of generating human-like motion. First, a dynamic model of the humanoid robot HRP-2 is elaborated based on the recursive Newton-Euler algorithm for spatial vectors. A new dynamic control scheme is then developed adopting a cascade of quadratic programs (QP) optimizing the cost functions and computing the torque control while satisfying equality and inequality constraints. The cascade of the quadratic programs is defined by a stack of tasks associated to a priority order. Next, we propose a unified formulation of the planar contact constraints, and we demonstrate that the proposed method allows taking into account multiple non coplanar contacts and generalizes the common ZMP constraint when only the feet are in contact with the ground. Then, we link the algorithms of motion generation resulting from robotics to the human motion capture tools by developing an original method of motion generation aiming at the imitation of the human motion. This method is based on the reshaping of the captured data and the motion editing by using the hierarchical solver previously introduced and the definition of dynamic tasks and constraints. This original method allows adjusting a captured human motion in order to reliably reproduce it on a humanoid while respecting its own dynamics. Finally, in order to simulate movements resembling to those of humans, we develop an anthropomorphic model with higher number of degrees of freedom than the one of HRP-2. The generic solver is used to simulate motion on this new model. A sequence of tasks is defined to describe a scenario played by a human. By a simple qualitative analysis of motion, we demonstrate that taking into account the dynamics provides a natural way to generate human-like movements

    Learning from the Artist: Theory and Practice of Example-Based Character Deformation

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    Movie and game production is very laborious, frequently involving hundreds of person-years for a single project. At present this work is difficult to fully automate, since it involves subjective and artistic judgments. Broadly speaking, in this thesis we explore an approach that works with the artist, accelerating their work without attempting to replace them. More specifically, we describe an “example-based” approach, in which artists provide examples of the desired shapes of the character, and the results gradually improve as more examples are given. Since a character’s skin shape deforms as the pose or expression changes, or particular problem will be termed character deformation. The overall goal of this thesis is to contribute a complete investigation and development of an example-based approach to character deformation. A central observation guiding this research is that character animation can be formulated as a high-dimensional problem, rather than the two- or three-dimensional viewpoint that is commonly adopted in computer graphics. A second observation guiding our inquiry is that statistical learning concepts are relevant. We show that example-based character animation algorithms can be informed, developed, and improved using these observations. This thesis provides definitive surveys of example-based facial and body skin deformation. This thesis analyzes the two leading families of example-based character deformation algorithms from the point of view of statistical regression. In doing so we show that a wide variety of existing tools in machine learning are applicable to our problem. We also identify several techniques that are not suitable due to the nature of the training data, and the high-dimensional nature of this regression problem. We evaluate the design decisions underlying these example-based algorithms, thus providing the groundwork for a ”best practice” choice of specific algorithms. This thesis develops several new algorithms for accelerating example-based facial animation. The first algorithm allows unspecified degrees of freedom to be automatically determined based on the style of previous, completed animations. A second algorithm allows rapid editing and control of the process of transferring motion capture of a human actor to a computer graphics character. The thesis identifies and develops several unpublished relations between the underlying mathematical techniques. Lastly, the thesis provides novel tutorial derivations of several mathematical concepts, using only the linear algebra tools that are likely to be familiar to experts in computer graphics. Portions of the research in this thesis have been published in eight papers, with two appearing in premier forums in the field

    Drawing from motion capture : developing visual languages of animation

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    The work presented in this thesis aims to explore novel approaches of combining motion capture with drawing and 3D animation. As the art form of animation matures, possibilities of hybrid techniques become more feasible, and crosses between traditional and digital media provide new opportunities for artistic expression. 3D computer animation is used for its keyframing and rendering advancements, that result in complex pipelines where different areas of technical and artistic specialists contribute to the end result. Motion capture is mostly used for realistic animation, more often than not for live-action filmmaking, as a visual effect. Realistic animated films depend on retargeting techniques, designed to preserve actors performances with a high degree of accuracy. In this thesis, we investigate alternative production methods that do not depend on retargeting, and provide animators with greater options for experimentation and expressivity. As motion capture data is a great source for naturalistic movements, we aim to combine it with interactive methods such as digital sculpting and 3D drawing. As drawing is predominately used in preproduction, in both the case of realistic animation and visual effects, we embed it instead to alternative production methods, where artists can benefit from improvisation and expression, while emerging in a three-dimensional environment. Additionally, we apply these alternative methods for the visual development of animation, where they become relevant for the creation of specific visual languages that can be used to articulate concrete ideas for storytelling in animation
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