92 research outputs found

    A plug and play transparent communication layer for cloud robotics architectures

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    The cloud robotics paradigm aims at enhancing the abilities of robots by using cloud services, but it still poses several challenges in the research community. Most of the current literature focuses on how to enrich specific robotic capabilities, overlooking how to effectively establish communication between the two fields. Our work proposes a “plug-and-play” solution to bridge the communication gap between cloud and robotic applications. The proposed solution is designed based on the mature WebSocket technology and it can be extended to any ROS-based robotic platform. The main contributions of this work are the definition of a reliable autoconnection/autoconfiguration mechanism as well as to outline a scalable communication layer that allows the effective control of multiple robots from multiple users. The “plug-and-play” solution was evaluated in both simulated and real scenarios. In the first case, the presence of users and robots was simulated with Robot Operating System (ROS) nodes running on five machines. In the real scenario, three non-expert users teleoperated, simultaneously, three remote robots by using the proposed communication layer with different networking protocols. Results confirmed the reliability at different levels: at startup (success_rate = 100%); during high-rate communications (message_lost = 0%); in performing open-loop spiral trajectories with enhancement, with respect to similar works; and in the quality of simultaneous teleoperations

    A Robotic System for Volcano Exploration

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    Evaluation of teleoperation system performance over a cellular network

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    The ubiquity of cellular networks has exploded over the last half decade making internet access a given when located in an urban settings. On top of this, new technologies like 4G LTE provide higher transfer speeds than ever, permitting streaming of video and other high bandwidth services. Though cellular networks are not new, few studies have leveraged this particular communications method when studying teleoperations, due to the significant bandwidth restrictions. As a result, this study seeks to understand whether teleoperation could be implemented over regular cellular networks where the bandwidth load that each cell tower is subject to cannot be controlled by the teleoperation system. For this, a prototype system is built using a remote controlled golf cart that hosts a multimedia link between the vehicle and a control station which communicate over the internet. The system is tested by measuring teleoperation for 3 different tasks of varying degrees of complexity. The results reveal that latency can be low enough to optimally control a remote vehicle. Nevertheless, the performance greatly depends on the network conditions that can vary significantly. The results also indicated that in-situ driving outperformed remote operation.M.S

    Remote Control of Mobile Robot using the Virtual Reality

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    In this paper we present the simulation and manipulation of  teleoperation system for remote control of mobile robot using the Virtual Reality (VR). The objective of this work is to allow the operator to control and supervise a unicycle type mobile robot. In this research we followed three ways: The use of articulated robotic mobile on the Web, the design of remote environment for the experimentation using the network for the mobile robot and the  architecture of control is proposed to facilitate the piloting of the robot. This work proposes a hardware and software architecture based on communication and information technologies to control the virtual robot to improve the control towards the remote robot. A path planning method is integrated to the remote control system. Results show the real possibilities offered by this manipulation, in order to follow a trajectory of the robot and to create applications with a distance access to facilities through networks like the Internet and wireless

    Network Latency in Teleoperation of Connected and Autonomous Vehicles:A Review of Trends, Challenges, and Mitigation Strategies

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    With remarkable advancements in the development of connected and autonomous vehicles (CAVs), the integration of teleoperation has become crucial for improving safety and operational efficiency. However, teleoperation faces substantial challenges, with network latency being a critical factor influencing its performance. This survey paper explores the impact of network latency along with state-of-the-art mitigation/compensation approaches. It examines cascading effects on teleoperation communication links (i.e., uplink and downlink) and how delays in data transmission affect the real-time perception and decision-making of operators. By elucidating the challenges and available mitigation strategies, the paper offers valuable insights for researchers, engineers, and practitioners working towards the seamless integration of teleoperation in the evolving landscape of CAVs

    The Effects of Remotely Piloted Aircraft Command and Control Latency during Within-Visual-Range Air-To-Air Combat

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    The type of military missions conducted by remotely piloted aircraft continues to expand into all facets of operations including air-to-air combat. While future within-visual-range air-to-air combat will be piloted by artificial intelligence, remotely piloted aircraft will likely first see combat. The purpose of this study was to quantify the effect of latency on one-versus-one, within-visual-range air-to-air combat success during both high-speed and low-speed engagements. The research employed a repeated-measures experimental design to test the various hypothesis associated with command and control latency. Participants experienced in air-to-air combat were subjected to various latency inputs during one-versus-one simulated combat using a virtual-reality simulator and scored on the combat success of each engagement. This research was pursued in coordination with the Air Force Research Laboratory and the United States Air Force Warfare Center. The dependent variable, combat score, was derived through post-simulation analysis and scored for each engagement. The independent variables included the input control latency (time) and the starting velocity of the engagement (high-speed and low-speed). The input latency included six different delays (0.0, 0.25, 0.50, 0.75, 1.0, and 1.25 seconds) between pilot input and simulator response. Each latency was repeated for a high-speed and low-speed engagement. A two-way repeated-measures analysis of variance was used to determine whether there was a statistically significant difference in means between the various treatments on combat success and determine if there was an interaction between latency and fight speed. The results indicated that there was a statistically significant difference between combat success at the various latency levels and engagement velocity. There was a significant interaction effect between latency and engagement speed, indicating that the outcome was dependent on both variables. As the latency increased, a significant decrease in combat success occurred, decreasing from .539 with no latency, to .133 at 1.250 seconds of latency during high-speed combat. During low-speed combat, the combat success decreased from .659 with no latency, to .189 at 1.250 seconds of latency. The largest incremental decrease occurred between 1.00 and 1.25 seconds of latency for high-speed and between 0.75 and 1.00 at low-speed. The overall decrease in combat success during a high-speed engagement was less than during the low-speed engagements. The results of this study quantified the decrease in combat success during within-visual range air-to-air combat and concluded that, when latency is encountered, a high-speed (two-circle) engagement is desired to minimize adverse latency effects. The research informs aircraft and communication designers of the decrease in expected combat success caused by latency. This simulation configuration can be utilized for future research leading to methods and tactics to decrease the effects of latency

    Mulsemedia Communication Research Challenges for Metaverse in 6G Wireless Systems

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    Although humans have five basic senses, sight, hearing, touch, smell, and taste, most multimedia systems in current systems only capture two of them, namely, sight and hearing. With the development of the metaverse and related technologies, there is a growing need for a more immersive media format that leverages all human senses. Multisensory media(Mulsemedia) that can stimulate multiple senses will play a critical role in the near future. This paper provides an overview of the history, background, use cases, existing research, devices, and standards of mulsemedia. Emerging mulsemedia technologies such as Extended Reality (XR) and Holographic-Type Communication (HTC) are introduced. Additionally, the challenges in mulsemedia research from the perspective of wireless communication and networking are discussed. The potential of 6G wireless systems to address these challenges is highlighted, and several research directions that can advance mulsemedia communications are identified

    Position / force control of systems subjected to communicaton delays and interruptions in bilateral teleoperation

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    Thesis (Master)--Izmir Institute of Technology, Mechanical Engineering, Izmir, 2012Includes bibliographical references (leaves: 65-68)Text in English; Abstract: Turkish and Englishix, 76 leavesTeleoperation technology allows to remotely operate robotic (slave) systems located in hazardous, risky and distant environments. The human operator sends commands through the controller (master) system to execute the tasks from a distance. The operator is provided with necessary (visual, audio or haptic) feedback to accomplish the mission remotely. In bilateral teleoperation, continuous feedback from the remote environment is generated. Thus, the operator can handle the task as if the operator is in the remote environment relying on the relevant feedback. Since teleoperation deals with systems controlled from a distance, time delays and package losses in transmission of information are present. These communication failures affect the human perception and system stability, and thus, the ability of operator to handle the task successfully. The objective of this thesis is to investigate and develop a control algorithm, which utilizes model mediated teleoperation integrating parallel position/force controllers, to compensate for the instability issues and excessive forcing applied to the environment arising from communication failures. Model mediation technique is extended for three-degrees-of-freedom teleoperation and a parallel position/force controller, impedance controller, is integrated in the control algorithm. The proposed control method is experimentally tested by using Matlab Simulink blocksets for real-time experimentation in which haptic desktop devices, Novint Falcon and Phantom Desktop are configured as master and slave subsystems of the bilateral teleoperation. The results of these tests indicate that the stability and passivity of proposed bilateral teleoperation systems are preserved during constant and variable time delays and data losses while the position and force tracking test results provide acceptable performance with bounded errors
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