Combined optimisation of various robot subsystems as a co-design problem has been shown to identify performant robots. However, classical optimisation methods result in point-optimum solutions that may not ensure robu...
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Combined optimisation of various robot subsystems as a co-design problem has been shown to identify performant robots. However, classical optimisation methods result in point-optimum solutions that may not ensure robust performance and physical feasibility, i.e., the existence of components with specifications matching the computed optimum value. To address this problem, we present a set-based robust co-design optimisation strategy to maximise disturbance tolerance. Instead of identifying a single point-optimum solution, a so-called solution space evaluates the combination of the largest design space that delivers the necessary performance while being robust to the largest set of disturbances. The utility of the proposed approach is demonstrated via a computational design study of the ergoCub robot. This study focuses on the robots' walking performance, illustrating (1) improvement in task success considering at least 3 times larger magnitudes of disturbances, (2) identifying a set instead of a point-solution in the design-disturbances space, and (3) improving standardisation of the joint actuation design.
robot behavior designers commonly select one method - e.g. A* or RRT - that is assumed to have the appropriate trade-off for a given domain between computational load, computation time, and the quality of the result o...
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robot behavior designers commonly select one method - e.g. A* or RRT - that is assumed to have the appropriate trade-off for a given domain between computational load, computation time, and the quality of the result of the method. We propose ensemble orchestration patterns, which evaluate multiple methods, and select the best result, thus exploiting the complementary advantages that alternative methods often have. By implementing different termination, preemption, constraint enforcement and selection schemes, different patterns lead to different (predictable) resource trade-offs. Thus, rather than selecting and committing to only one method, a designer chooses the appropriate pattern and constraints for the desired trade-off, and the pattern then realizes the selection on-line. We apply these patterns to various subtasks that are prevalent in our Surface Avatar ISS Technology Demonstration Mission, such as navigation, motion planning, and registration aswell as to a subtask in the service robotics domain in a simulated experiment. In our evaluation, we demonstrate that these patterns can effectively exploit increased resource budgets or relaxed constraints to find better solutions, and adapt the selection to different situations.
The letter presents a novel solution to determine exposure and threshold values for cameras in motion capture systems without excessive interaction with the user. The solution is based on the divide and conquer method...
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The letter presents a novel solution to determine exposure and threshold values for cameras in motion capture systems without excessive interaction with the user. The solution is based on the divide and conquer method, which ensures a fast and efficient search of the values. As the results have shown, users without specialist knowledge can significantly improve the tracking capabilities of the motion capture system, especially for smaller passive markers. The tests have proved that for spherical markers with a diameter of 7.9 mm, the full time tracking capabilities can be ensured based on the settings determined with the proposed method, what is difficult to achieve with the default settings. Moreover, the cameras utilisation can be increased, which should have a positive effect on the overall tracking quality. This makes it possible to use smaller and lighter-weight markers, which is desirable for small flying units with payload capacity of a few grams only. The primary tests were performed in the laboratory equipped with 12 OptiTrack Prime(x) 13W cameras. The dedicated programming interfaces (Motive API and Camera SDK) were used. The validation tests included a DJI Tello EDU unit with four markers attached. In addition to analysis and considerations, the document includes pseudocodes that clearly explain the idea behind the algorithms and allow for an easy implementation of the solution.
In social environment navigation, robots inevitably exhibit behaviors that are perceived as inappropriate by humans. Current robots lack the ability to adapt to such human perceptions, leading to repeated inappropriat...
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In social environment navigation, robots inevitably exhibit behaviors that are perceived as inappropriate by humans. Current robots lack the ability to adapt to such human perceptions, leading to repeated inappropriate behaviors. This study employs a mixed-methods approach to explore human-preferred robot adaptations, combining qualitative data from a series of human-robot interactions and a semi-structured interview, and quantitative data from an online survey. 12 participants were recruited to interact with a mobile robot in an indoor setting, reporting 139 instances of inappropriate robot behaviors. The subsequent semi-structured interviews regarding these instances yielded 9 types of inappropriate behaviors and 10 major types of human-preferred robot adaptations, ranging from general ones, such as stopping the motion, to more specific ones, like moving away and then stopping. Additionally, 12 human-preferred adaptations were selected from the interview data and presented to the same participants through an online survey to evaluate their effectiveness in addressing the inappropriate behaviors previously identified. The results reveal the human preference for the robot to move to the side and then stop in most scenarios, which might serve as a general adaptation for addressing inappropriate robot navigation behaviors.
State-of-the-art robotics simulators are equipped with well-established mapping, planning, and control systems. However, they lack modularity and the convenience of plug-and-play functionality. In this work, we presen...
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State-of-the-art robotics simulators are equipped with well-established mapping, planning, and control systems. However, they lack modularity and the convenience of plug-and-play functionality. In this work, we present FastSim, a high-fidelity and user-friendly simulation framework based on the Unity engine. FastSim enables users to build robot simulation scenarios efficiently, by decoupling various simulation tasks with customizable modules, which contains simulated sensors, integrated utilities, visualization tools, and template robots. Besides high-performance robot dynamics simulation and high-quality image rendering, hardware-in-the-loop and mixed-reality applications are also available in this framework. The distinguished merits of FastSim include: (1) robot Operating system (ROS) compatible control interfaces and abundant visualization tools for researchers who prefer ROS-based toolchains and (2) its integration of state-of-the-art planning algorithms, which enables users, even beginners, to quickly master the deployment of highly autonomous robots in simulations. Finally, we demonstrate the flexibility of FastSim by several experiments and performance evaluations with open source examples in repository: https://***/ZJU-FAST-Lab/FastSim.
Grasping compliant objects is difficult for robots - applying too little force may cause the grasp to fail, while too much force may lead to object damage. A robot needs to apply the right amount of force to quickly a...
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Grasping compliant objects is difficult for robots - applying too little force may cause the grasp to fail, while too much force may lead to object damage. A robot needs to apply the right amount of force to quickly and confidently grasp the objects so that it can perform the required task. Although some methods have been proposed to tackle this issue, performance assessment is still a problem for directly measuring object property changes and possible damage. To fill the gap, a new concept is introduced in this paper to assess compliant robotic grasping using instrumented objects. A proof-of-concept design is proposed to measure the force applied on a soft cuboid object from a first-object perspective. The design can detect multiple contact locations and applied forces on its surface by using multiple embedded 3D Hall sensors to detect deformation relative to embedded magnets. The contact estimation is achieved by interpreting the Hall-effect signals using neural networks. In comprehensive experiments, the design achieved good performance in estimating contacts from each single face of the cuboid and decent performance in detecting contacts from multiple faces when being used to evaluate grasping from a parallel jaw gripper, demonstrating the effectiveness of the design and the feasibility of the concept.
Creatures can co-evolve their biological structures and behaviors under environmental pressures. Leveraging biomimetic evolution algorithms (referred to as co-design or co-optimization), a diverse range of robots with...
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Creatures can co-evolve their biological structures and behaviors under environmental pressures. Leveraging biomimetic evolution algorithms (referred to as co-design or co-optimization), a diverse range of robots with environmental adaptation has been generated. However, implementing these evolutionary methods or results in real-world robots, especially in the case of robotic hands, was not easy. In this context, this work presents a comprehensive self-optimization scheme for robotic hands that encompasses both software and hardware components. This scheme enables robots to autonomously refine their morphology through the integration of hardware gradients and reinforcement learning within parallel environments, thereby enhancing their adaptability to a variety of grasping tasks. For the hardware aspect, we developed a reconfigurable hand prototype with 37 variable hardware parameters (i.e., joint stiffness, the length of phalanges, finger location, and palm curvature) adjusted by mechanical components. Leveraging the adjustable hardware and 20 motors, this hand achieves full actuation and can dynamically adjust its morphology. The training results indicate that the fitness score of the self-optimizing hand exceeds that of original designs in this instance. The hardware parameters can be further fine-tuned in response to task variations. Moreover, the evolved hardware parameters are transferred to a real-world reconfigurable hand, demonstrating its grasping and adaptivity capabilities.
Automatic off-line design is an attractive approach to implementing robot swarms. In this approach, a designer specifies a mission to be accomplished by the swarm, and an optimization process generates suitable contro...
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Automatic off-line design is an attractive approach to implementing robot swarms. In this approach, a designer specifies a mission to be accomplished by the swarm, and an optimization process generates suitable control software for the individual robots through computer-based simulations. Most relevant literature has focused on effectively transferring control software from simulation to physical robots. Here, we investigate 1) whether the designmethods that generate control software are transferable across robot platforms and 2) whether control software generated via such methods is itself transferable. We experiment with two ground mobile platforms with equivalent functional capabilities. Our measure of transferability is based on the performance drop observed when control software and/or designmethods are ported from one platform to another. Results indicate that, while the control software generated via automatic design is possibly transferable, better performance can be achieved when a transferable method is directly applied to the new platform.
Shape-changing robotic mannequin is a humanoid robot for imitating shapes of human bodies. The diversity of human bodies makes it difficult to imitate various body shapes, especially the shoulders. This paper proposes...
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Shape-changing robotic mannequin is a humanoid robot for imitating shapes of human bodies. The diversity of human bodies makes it difficult to imitate various body shapes, especially the shoulders. This paper proposes a rigid-flexible-soft coupling three-layered robotic mannequin shoulder inspired by human body anatomy. The robotic mannequin can adjust the anisotropic deformation of its human-like skin to imitate body dimensions, shape details and surface curvatures of target bodies. Structurally, the inner skeleton layer is composed of rigid framework and linear actuators for changing the global body dimensions. The middle muscle layer consists of flexible patches and layer-jamming bars with tunable stiffness for controlling the surface curvatures. The outer soft skin layer envelops the patches, forming a human-like surface of the robotic mannequin. To imitate a human body, the linear actuators drive the patches forward, which deforms the elastic skin layer. The tensioned skin layer inversely drives the bending deformation of patches, which can be controlled by layer-jamming bars. We design the three-layered structure by analyzing the shape differences of hundreds of scanned human models. An energy-based method is proposed to predict and control the coupling deformation of the layered structure. A physical robotic shoulder prototype has been built to verify the effectiveness of our method.
Voxel-based robots are aggregations of soft and simple building blocks that have been extensively evolved and simulated to perform various tasks, like walking, jumping or swimming. However, real-life voxel-based robot...
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Voxel-based robots are aggregations of soft and simple building blocks that have been extensively evolved and simulated to perform various tasks, like walking, jumping or swimming. However, real-life voxel-based robots are rather scarce because of their challenging design and assembly. With the current materials and assembling methods, the interfaces between the soft multi-material voxels are prone to failure. This work proposes to make voxels out of reversible Diels-Alder polymers, which are available in a broad range of mechanical properties. By doing so, the covalent bonds at the multi-material interface ensure strong chemical connections, while allowing for reconfiguration. A first voxel-based gripper is thus robustly assembled, then disassembled, using its pieces (voxels) for reassembling another robot, i.e. a voxel-based walking robot. This reconfigurable property allows iterative validation of the simulated voxel-based robots and fine-tuning of the simulations parameters in a sustainable and economical way. Both physical voxel-based robots show similar behaviors as their simulations with root-mean-square errors down to 10.4%.
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