35 research outputs found
Real-time Pipeline for Object Modeling and Grasping Pose Selection via Superquadric Functions
This work provides a novel real-time pipeline for modeling and grasping of unknown objects with a humanoid robot. Such a problem is of great interest for the robotic community, since conventional approaches fail when the shape, dimension, or pose of the objects are missing. Our approach reconstructs in real-time a model for the object under consideration and represents the robot hand both with proper and mathematically usable models, i.e., superquadric functions. The volume graspable by the hand is represented by an ellipsoid and is defined a priori, because the shape of the hand is known in advance. The superquadric representing the object is obtained in real-time from partial vision information instead, e.g., one stereo view of the object under consideration, and provides an approximated 3D full model. The optimization problem we formulate for the grasping pose computation is solved online by using the Ipopt software package and, thus, does not require off-line computation or learning. Even though our approach is for a generic humanoid robot, we developed a complete software architecture for executing this approach on the iCub humanoid robot. Together with that, we also provide a tutorial on how to use this framework. We believe that our work, together with the available code, is of a strong utility for the iCub community for three main reasons: object modeling and grasping are relevant problems for the robotic community, our code can be easily applied on every iCub, and the modular structure of our framework easily allows extensions and communications with external code
Sense, Think, Grasp: A study on visual and tactile information processing for autonomous manipulation
Interacting with the environment using hands is one of the distinctive
abilities of humans with respect to other species. This aptitude reflects on
the crucial role played by objects\u2019 manipulation in the world that we have
shaped for us. With a view of bringing robots outside industries for supporting
people during everyday life, the ability of manipulating objects
autonomously and in unstructured environments is therefore one of the basic
skills they need. Autonomous manipulation is characterized by great
complexity especially regarding the processing of sensors information to
perceive the surrounding environment. Humans rely on vision for wideranging
tridimensional information, prioprioception for the awareness of
the relative position of their own body in the space and the sense of touch
for local information when physical interaction with objects happens. The
study of autonomous manipulation in robotics aims at transferring similar
perceptive skills to robots so that, combined with state of the art control
techniques, they could be able to achieve similar performance in manipulating
objects. The great complexity of this task makes autonomous
manipulation one of the open problems in robotics that has been drawing
increasingly the research attention in the latest years.
In this work of Thesis, we propose possible solutions to some key components
of autonomous manipulation, focusing in particular on the perception
problem and testing the developed approaches on the humanoid robotic platform iCub. When available, vision is the first source of information
to be processed for inferring how to interact with objects. The object
modeling and grasping pipeline based on superquadric functions we designed
meets this need, since it reconstructs the object 3D model from partial
point cloud and computes a suitable hand pose for grasping the object.
Retrieving objects information with touch sensors only is a relevant skill
that becomes crucial when vision is occluded, as happens for instance during
physical interaction with the object. We addressed this problem with
the design of a novel tactile localization algorithm, named Memory Unscented
Particle Filter, capable of localizing and recognizing objects relying solely
on 3D contact points collected on the object surface. Another key point of
autonomous manipulation we report on in this Thesis work is bi-manual
coordination. The execution of more advanced manipulation tasks in fact
might require the use and coordination of two arms. Tool usage for instance
often requires a proper in-hand object pose that can be obtained via
dual-arm re-grasping. In pick-and-place tasks sometimes the initial and
target position of the object do not belong to the same arm workspace, then
requiring to use one hand for lifting the object and the other for locating it
in the new position. At this regard, we implemented a pipeline for executing
the handover task, i.e. the sequences of actions for autonomously passing an
object from one robot hand on to the other.
The contributions described thus far address specific subproblems of
the more complex task of autonomous manipulation. This actually differs
from what humans do, in that humans develop their manipulation
skills by learning through experience and trial-and-error strategy. Aproper
mathematical formulation for encoding this learning approach is given by
Deep Reinforcement Learning, that has recently proved to be successful in
many robotics applications. For this reason, in this Thesis we report also
on the six month experience carried out at Berkeley Artificial Intelligence
Research laboratory with the goal of studying Deep Reinforcement Learning
and its application to autonomous manipulation
Markerless visual servoing on unknown objects for humanoid robot platforms
To precisely reach for an object with a humanoid robot, it is of central
importance to have good knowledge of both end-effector, object pose and shape.
In this work we propose a framework for markerless visual servoing on unknown
objects, which is divided in four main parts: I) a least-squares minimization
problem is formulated to find the volume of the object graspable by the robot's
hand using its stereo vision; II) a recursive Bayesian filtering technique,
based on Sequential Monte Carlo (SMC) filtering, estimates the 6D pose
(position and orientation) of the robot's end-effector without the use of
markers; III) a nonlinear constrained optimization problem is formulated to
compute the desired graspable pose about the object; IV) an image-based visual
servo control commands the robot's end-effector toward the desired pose. We
demonstrate effectiveness and robustness of our approach with extensive
experiments on the iCub humanoid robot platform, achieving real-time
computation, smooth trajectories and sub-pixel precisions
Assessing studentsâ beliefs, emotions and causal attribution: Validation of âLearning Conception Questionnaireâ
Studentsâ conceptions of learning represent an influential factor for learning, yet the few existing studies used measures with limited validity and lacked to provide a model for middle school students. This research aimed to provide a preliminary validation of âLearning Conception Questionnaireâ (LCQ) by Liverta Sempio and Marchetti (2001) aimed to measure conceptions of learning in a holistic way by including belief, academic emotion, and causal attributions. In the current study, the factor structure was tested in a sample of 212 middle school students. Exploratory factor analysis (EFAs) and Confirmatory factor analysis (CFAs) showed that the factor structure of the comprehensive measure of conceptions of learning used could be described across three domains (Belief: Comparative Fit Index [CFI] = .98, Standardised Root Mean Square Residual [SRMR] = .06; Emotions: CFI = .89, SRMR = .07; Causal attribution: CFI = .92, SRMR = .06), with significant relationships. Implications and future ways of research were discussed.Keywords: academic emotion; belief; causal attribution; statistical validation; studentsâ conceptions of learnin
The Mediating Role of Conceptions of Learning in the Relationship Between Metacognitive Skills/Strategies and Academic Outcomes Among Middle-School Students
This study investigated the mediating role of conceptions of learning in the relationship between metacognitive skills/strategies and academic outcomes among middle-school students. The self-report âLearning Conceptions Questionnaireâ (LCQ) and âMetacognitive questionnaire on the method of studyâ (QMSâin Italian) were administered to 136 middle-school students and their academic outcomes were collected. Correlation analyses revealed that within metacognitive skills/strategies only self-assessment was positively correlated with academic outcomes. Mediation analysis indicated that a conception of learning as internal attribution of success and failure was significantly involved as mediator in the relationship between metacognitive skills/strategies and academic outcomes. This study permitted to advance our knowledge about the relationship between metacognitive skills/strategies and academic outcomes and it has opened the way to practical implications
On Multi-objective Policy Optimization as a Tool for Reinforcement Learning
Many advances that have improved the robustness and efficiency of deep
reinforcement learning (RL) algorithms can, in one way or another, be
understood as introducing additional objectives, or constraints, in the policy
optimization step. This includes ideas as far ranging as exploration bonuses,
entropy regularization, and regularization toward teachers or data priors when
learning from experts or in offline RL. Often, task reward and auxiliary
objectives are in conflict with each other and it is therefore natural to treat
these examples as instances of multi-objective (MO) optimization problems. We
study the principles underlying MORL and introduce a new algorithm,
Distillation of a Mixture of Experts (DiME), that is intuitive and
scale-invariant under some conditions. We highlight its strengths on standard
MO benchmark problems and consider case studies in which we recast offline RL
and learning from experts as MO problems. This leads to a natural algorithmic
formulation that sheds light on the connection between existing approaches. For
offline RL, we use the MO perspective to derive a simple algorithm, that
optimizes for the standard RL objective plus a behavioral cloning term. This
outperforms state-of-the-art on two established offline RL benchmarks