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Showing papers on "Humanoid robot published in 2014"


Journal ArticleDOI
TL;DR: A sequential convex optimization procedure, which penalizes collisions with a hinge loss and increases the penalty coefficients in an outer loop as necessary, and an efficient formulation of the no-collisions constraint that directly considers continuous-time safety are presented.
Abstract: We present a new optimization-based approach for robotic motion planning among obstacles. Like CHOMP (Covariant Hamiltonian Optimization for Motion Planning), our algorithm can be used to find collision-free trajectories from naA¯ve, straight-line initializations that might be in collision. At the core of our approach are (a) a sequential convex optimization procedure, which penalizes collisions with a hinge loss and increases the penalty coefficients in an outer loop as necessary, and (b) an efficient formulation of the no-collisions constraint that directly considers continuous-time safety Our algorithm is implemented in a software package called TrajOpt. We report results from a series of experiments comparing TrajOpt with CHOMP and randomized planners from OMPL, with regard to planning time and path quality. We consider motion planning for 7 DOF robot arms, 18 DOF full-body robots, statically stable walking motion for the 34 DOF Atlas humanoid robot, and physical experiments with the 18 DOF PR2. We also apply TrajOpt to plan curvature-constrained steerable needle trajectories in the SE(3) configuration space and multiple non-intersecting curved channels within 3D-printed implants for intracavitary brachytherapy. Details, videos, and source code are freely available at: http://rll.berkeley.edu/trajopt/ijrr.

655 citations


Proceedings ArticleDOI
01 Nov 2014
TL;DR: This paper treats the dynamics of the robot in centroidal form and directly optimizing the joint trajectories for the actuated degrees of freedom to arrive at a method that enjoys simpler dynamics, while still having the expressiveness required to handle kinematic constraints such as collision avoidance or reaching to a target.
Abstract: To plan dynamic, whole-body motions for robots, one conventionally faces the choice between a complex, full-body dynamic model containing every link and actuator of the robot, or a highly simplified model of the robot as a point mass. In this paper we explore a powerful middle ground between these extremes. We exploit the fact that while the full dynamics of humanoid robots are complicated, their centroidal dynamics (the evolution of the angular momentum and the center of mass (COM) position) are much simpler. By treating the dynamics of the robot in centroidal form and directly optimizing the joint trajectories for the actuated degrees of freedom, we arrive at a method that enjoys simpler dynamics, while still having the expressiveness required to handle kinematic constraints such as collision avoidance or reaching to a target. We further require that the robot's COM and angular momentum as computed from the joint trajectories match those given by the centroidal dynamics. This ensures that the dynamics considered by our optimization are equivalent to the full dynamics of the robot, provided that the robot's actuators can supply sufficient torque. We demonstrate that this algorithm is capable of generating highly-dynamic motion plans with examples of a humanoid robot negotiating obstacle course elements and gait optimization for a quadrupedal robot. Additionally, we show that we can plan without pre-specifying the contact sequence by exploiting the complementarity conditions between contact forces and contact distance.

396 citations


Proceedings ArticleDOI
29 Sep 2014
TL;DR: This paper demonstrates that simple heuristics used to enforce limits (clamping and penalizing) are not efficient in general, and proposes a generalization of DDP which accommodates box inequality constraints on the controls, without significantly sacrificing convergence quality or computational effort.
Abstract: Trajectory optimizers are a powerful class of methods for generating goal-directed robot motion. Differential Dynamic Programming (DDP) is an indirect method which optimizes only over the unconstrained control-space and is therefore fast enough to allow real-time control of a full humanoid robot on modern computers. Although indirect methods automatically take into account state constraints, control limits pose a difficulty. This is particularly problematic when an expensive robot is strong enough to break itself. In this paper, we demonstrate that simple heuristics used to enforce limits (clamping and penalizing) are not efficient in general. We then propose a generalization of DDP which accommodates box inequality constraints on the controls, without significantly sacrificing convergence quality or computational effort. We apply our algorithm to three simulated problems, including the 36-DoF HRP-2 robot. A movie of our results can be found here goo.gl/eeiMnn

349 citations


Proceedings ArticleDOI
01 Aug 2014
TL;DR: This approach is unique in that it handles obstacle avoidance, kinematic reachability, and rotation of footstep placements, which typically have required non-convex constraints, in a single mixed-integer optimization that can be efficiently solved to its global optimum.
Abstract: We present a new method for planning footstep placements for a robot walking on uneven terrain with obstacles, using a mixed-integer quadratically-constrained quadratic program (MIQCQP). Our approach is unique in that it handles obstacle avoidance, kinematic reachability, and rotation of footstep placements, which typically have required non-convex constraints, in a single mixed-integer optimization that can be efficiently solved to its global optimum. Reachability is enforced through a convex inner approximation of the reachable space for the robot's feet. Rotation of the footsteps is handled by a piecewise linear approximation of sine and cosine, designed to ensure that the approximation never overestimates the robot's reachability. Obstacle avoidance is ensured by decomposing the environment into convex regions of obstacle-free configuration space and assigning each footstep to one such safe region. We demonstrate this technique in simple 2D and 3D environments and with real environments sensed by a humanoid robot. We also discuss computational performance of the algorithm, which is currently capable of planning short sequences of a few steps in under one second or longer sequences of 10–30 footsteps in tens of seconds to minutes on common laptop computer hardware. Our implementation is available within the Drake MATLAB toolbox [1].

306 citations


Proceedings ArticleDOI
01 Nov 2014
TL;DR: This paper gives an overview on the torque-controlled humanoid robot TORO, which has evolved from the former DLR Biped, and describes its mechanical design and dimensioning, its sensors, electronics and computer hardware.
Abstract: This paper gives an overview on the torque-controlled humanoid robot TORO, which has evolved from the former DLR Biped. In particular, we describe its mechanical design and dimensioning, its sensors, electronics and computer hardware. Additionally, we give a short introduction to the walking and multi-contact balancing strategies used for TORO.

240 citations


Book
18 Jul 2014
TL;DR: This book starts with an overview of the humanoid robotics research history and state of the art, then it explains the required mathematics and physics such as kinematics of multi-body system, Zero-Moment Point and its relationship with body motion.
Abstract: This book is for researchers, engineers, and students who are willing to understand how humanoid robots move and be controlled. The book starts with an overview of the humanoid robotics research history and state of the art. Then it explains the required mathematics and physics such as kinematics of multi-body system, Zero-Moment Point (ZMP) and its relationship with body motion. Biped walking control is discussed in depth, since it is one of the main interests of humanoid robotics. Various topics of the whole body motion generation are also discussed. Finally multi-body dynamics is presented to simulate the complete dynamic behavior of a humanoid robot. Throughout the book, Matlab codes are shown to test the algorithms and to help the readers understanding.

237 citations


Journal ArticleDOI
TL;DR: This work proposes a new methodology to find a feasible catching configuration in a probabilistic manner and uses the dynamical systems approach to encode motion from several demonstrations, which enables a rapid and reactive adaptation of the arm motion in the presence of sensor uncertainty.
Abstract: We address the difficult problem of catching in-flight objects with uneven shapes This requires the solution of three complex problems: accurate prediction of the trajectory of fastmoving objects, predicting the feasible catching configuration, and planning the arm motion, and all within milliseconds We follow a programming-by-demonstration approach in order to learn, from throwing examples, models of the object dynamics and arm movement We propose a new methodology to find a feasible catching configuration in a probabilistic manner We use the dynamical systems approach to encode motion from several demonstrations This enables a rapid and reactive adaptation of the arm motion in the presence of sensor uncertainty We validate the approach in simulation with the iCub humanoid robot and in real-world experiments with the KUKA LWR 4+ (7-degree-of-freedom arm robot) to catch a hammer, a tennis racket, an empty bottle, a partially filled bottle, and a cardboard box

186 citations


Journal ArticleDOI
TL;DR: A novel design, implementation, and first evaluation of a triadic, collaborative game involving the humanoid robot, kinesics and synchronization in personal assistant robotics (KASPAR), playing games with pairs of children with autism are presented.
Abstract: This paper presents a novel design, implementation, and first evaluation of a triadic, collaborative game involving the humanoid robot, kinesics and synchronization in personal assistant robotics (KASPAR), playing games with pairs of children with autism. Children with autism have impaired social communication and social interaction skills which make it difficult for them to participate in many different forms of social and collaborative play. Our proof-of-concept 10-week, long term study demonstrates how a humanoid robot can be used to foster and support collaborative play among children with autism. In this work, KASPAR operates fully autonomously, and uses information on the state of the game and behavior of the children to engage, motivate, encourage, and advise pairs of children playing an imitation game. Results are presented from a first evaluation study which examined whether having pairs of children with autism play an imitative, collaborative game with a humanoid robot affected the way these children would play the same game without the robot. Our initial evaluation involved six children with autism who each participated in 23 controlled play sessions both with and without the robot, using a specially designed imitation-based collaborative game. In total 78 play sessions were run. Detailed observational analyses of the children's behaviors indicated that different pairs of children with autism showed improved social behaviors in playing with each other after they played as pairs with the robot KASPAR compared to before they did so. These results are encouraging and provide a proof-of-concept of using an autonomously operating robot to encourage collaborative skills among children with autism.

164 citations


Journal ArticleDOI
TL;DR: A novel computational framework enabling the integration of sensory-motor time-series data and the self-organization of multimodal fused representations based on a deep learning approach is proposed.

164 citations


Proceedings ArticleDOI
06 Nov 2014
TL;DR: An experimental evaluation of hierarchical inverse dynamics controllers based on cascades of quadratic programs in the context of balance control for a humanoid robot shows that they can be used for feedback control of humanoid robots and that momentum-based balance control can be efficiently implemented on a real robot.
Abstract: Recently several hierarchical inverse dynamics controllers based on cascades of quadratic programs have been proposed for application on torque controlled robots. They have important theoretical benefits but have never been implemented on a torque controlled robot where model inaccuracies and real-time computation requirements can be problematic. In this contribution we present an experimental evaluation of these algorithms in the context of balance control for a humanoid robot. The presented experiments demonstrate the applicability of the approach under real robot conditions (i.e. model uncertainty, estimation errors, etc). We propose a simplification of the optimization problem that allows us to decrease computation time enough to implement it in a fast torque control loop. We implement a momentum-based balance controller which shows robust performance in face of unknown disturbances, even when the robot is standing on only one foot. In a second experiment, a tracking task is evaluated to demonstrate the performance of the controller with more complicated hierarchies. Our results show that hierarchical inverse dynamics controllers can be used for feedback control of humanoid robots and that momentum-based balance control can be efficiently implemented on a real robot.

156 citations


Proceedings ArticleDOI
29 Sep 2014
TL;DR: The results show that a Nao humanoid is able to reliably imitate complex whole-body motions in real time, which also include extended periods of time in single support mode, in which the robot has to balance on one foot.
Abstract: In this paper, we present a system that enables humanoid robots to imitate complex whole-body motions of humans in real time. In our approach, we use a compact human model and consider the positions of the endeffectors as well as the center of mass as the most important aspects to imitate. Our system actively balances the center of mass over the support polygon to avoid falls of the robot, which would occur when using direct imitation. For every point in time, our approach generates a statically stable pose. Hereby, we do not constrain the configurations to be in double support. Instead, we allow for changes of the support mode according to the motions to imitate. To achieve safe imitation, we use retargeting of the robot’s feet if necessary and find statically stable configurations by inverse kinematics. We present experiments using human data captured with an Xsens MVN motion capture system. The results show that a Nao humanoid is able to reliably imitate complex whole-body motions in real time, which also include extended periods of time in single support mode, in which the robot has to balance on one foot.

Proceedings ArticleDOI
01 Nov 2014
TL;DR: This paper supplements previous work with ID-based controllers by adding IK, which helps compensate for modeling errors, and the proposed full body controller is applied to three tasks in the DARPA Robotics Challenge (DRC) Trials in Dec. 2013.
Abstract: One popular approach to controlling humanoid robots is through inverse kinematics (IK) with stiff joint position tracking. On the other hand, inverse dynamics (ID) based approaches have gained increasing acceptance by providing compliant motions and robustness to external perturbations. However, the performance of such methods is heavily dependent on high quality dynamic models, which are often very difficult to produce for a physical robot. IK approaches only require kinematic models, which are much easier to generate in practice. In this paper, we supplement our previous work with ID-based controllers by adding IK, which helps compensate for modeling errors. The proposed full body controller is applied to three tasks in the DARPA Robotics Challenge (DRC) Trials in Dec. 2013.

Journal ArticleDOI
TL;DR: Results show that the children found the activity to be more entertaining, appeared more engaged in playing, and displayed better collaborative behaviours with their partners in the second sessions of playing with human adults than during their first sessions, and although the children with autism were more interested in and entertained by the robotic partner, the children showed more examples of collaborative play and cooperation while playing with the human adult.
Abstract: This article describes a pilot study in which a novel experimental setup, involving an autonomous humanoid robot, KASPAR, participating in a collaborative, dyadic video game, was implemented and tested with children with autism, all of whom had impairments in playing socially and communicating with others. The children alternated between playing the collaborative video game with a neurotypical adult and playing the same game with the humanoid robot, being exposed to each condition twice. The equipment and experimental setup were designed to observe whether the children would engage in more collaborative behaviours while playing the video game and interacting with the adult than performing the same activities with the humanoid robot. The article describes the development of the experimental setup and its first evaluation in a small-scale exploratory pilot study. The purpose of the study was to gain experience with the operational limits of the robot as well as the dyadic video game, to determine what changes should be made to the systems, and to gain experience with analyzing the data from this study in order to conduct a more extensive evaluation in the future. Based on our observations of the childrens’ experiences in playing the cooperative game, we determined that while the children enjoyed both playing the game and interacting with the robot, the game should be made simpler to play as well as more explicitly collaborative in its mechanics. Also, the robot should be more explicit in its speech as well as more structured in its interactions. Results show that the children found the activity to be more entertaining, appeared more engaged in playing, and displayed better collaborative behaviours with their partners (For the purposes of this article, ‘partner’ refers to the human/robotic agent which interacts with the children with autism. We are not using the term’s other meanings that refer to specific relationships or emotional involvement between two individuals.) in the second sessions of playing with human adults than during their first sessions. One way of explaining these findings is that the children’s intermediary play session with the humanoid robot impacted their subsequent play session with the human adult. However, another longer and more thorough study would have to be conducted in order to better re-interpret these findings. Furthermore, although the children with autism were more interested in and entertained by the robotic partner, the children showed more examples of collaborative play and cooperation while playing with the human adult.

Journal ArticleDOI
TL;DR: The data in the present study could not be explained by a cubic function as would be suggested by the graph proposed by Mori, but rather by linear or quadratic relationships.

Journal ArticleDOI
TL;DR: The effect of robotics assisted language learning (RALL) on the vocabulary learning and retention of Iranian English as foreign language (EFL) junior high school students in Teh...
Abstract: This paper presents the effect of robotics assisted language learning (RALL) on the vocabulary learning and retention of Iranian English as foreign language (EFL) junior high school students in Teh...

Proceedings ArticleDOI
01 May 2014
TL;DR: A framework for combining vision and haptic information in human-robot joint actions that consists of a hybrid controller that uses both visual servoing and impedance controllers to allow for a more collaborative setup.
Abstract: We propose a framework for combining vision and haptic information in human-robot joint actions. It consists of a hybrid controller that uses both visual servoing and impedance controllers. This can be applied to tasks that cannot be done with vision or haptic information alone. In this framework, the state of the task can be obtained from visual information while haptic information is crucial for safe physical interaction with the human partner. The approach is validated on the task of jointly carrying a flat surface (e.g. a table) and then preventing an object (e.g. a ball) on top from falling off. The results show that this task can be successfully achieved. Furthermore, the framework presented allows for a more collaborative setup, by imparting task knowledge to the robot as opposed to a passive follower.

Journal ArticleDOI
TL;DR: The useful mechanical feature to analyze the dynamics of legged system is proven: the set of inertial parameters appearing in the equation of motion of the under-actuated base is equivalent to the set in the equations of the whole body.
Abstract: In this paper we study the dynamics of multibody systems with the base not permanently fixed to the inertial frame, or more specifically legged systems such as humanoid robots and humans. The issue is to be approached in terms of the identification theory developed in the field of robotics. The under-actuated base-link which characterizes the dynamics of legged systems is the focus of this work. The useful mechanical feature to analyze the dynamics of legged system is proven: the set of inertial parameters appearing in the equation of motion of the under-actuated base is equivalent to the set in the equations of the whole body. In particular, when no external force acts on the system, all of the parameters in the set except the total mass are generally identifiable only from the observation of the free-flying motion. We also propose a method to identify the inertial parameters based on the dynamics of the under-actuated base. The method does not require the measurement of the joint torques. Neither the joint frictions nor the actuator dynamics need to be considered. Even when the system has no external reaction force, the method is still applicable. The method has been tested on both a humanoid robot and a human, and the experimental results are shown.

Proceedings ArticleDOI
14 Sep 2014
TL;DR: This work uses a sequence of contact stances from an offline multi-contact planner to generate a dynamic trajectory of the center of mass, then a whole-body closed-loop model-based controller to track it at best and provides a heuristic to compute the timing of the transition from purely geometrical features.
Abstract: Our work builds largely on Nagasaka's stabilizer in multi-contact motion [1]. Using a sequence of contact stances from an offline multi-contact planner, we use first a Model Predictive Controller to generate a dynamic trajectory of the center of mass, then a whole-body closed-loop model-based controller to track it at best. Relatively to Nagasaka's work, we allow frame changes of the preferred force, provide a heuristic to compute the timing of the transition from purely geometrical features and investigate the synchronization problem between the reduced-model preview control and the whole-body controller. Using our framework, we generate a wide range of 3D motions, while accounting for predictable external forces, which includes transporting objects. Simulation scenarios are presented and obtained results are analyzed and discussed.

Book ChapterDOI
01 Jan 2014
TL;DR: This chapter is aimed at providing an overview of past and present artificial hands, developed in the frameworks of research projects in prosthetics and humanoid robotics.
Abstract: The human hand is capable of performing complex and useful tasks using an effective integration of mechanisms, sensors, actuators and control functions, and at the same time is also a cognitive instrument, allowing humans to develop a superior brain by interacting with the surrounding environment. The idea of developing a human-like artificial hand has always intrigued mankind, and to replicate it is still one of the main challenges of robotics, requiring large efforts, based on multidisciplinary knowledge ranging from engineering to neuroscience. This chapter is aimed at providing an overview of past and present artificial hands, developed in the frameworks of research projects in prosthetics and humanoid robotics.

Journal ArticleDOI
TL;DR: The long term evaluation of a small socially assistive humanoid robot in a smart home environment showed that the participants might engage in an emotional relationship with the robot, but that perceived enjoyment might decrease over time.
Abstract: The ageing population phenomenon is pushing the design of innovative solutions to provide assistance to the elderly. In this context a socially---assistive robot can act as a proactive interface in a smart-home environment, providing multimodal communication channels and generating positive feelings in users. The present paper reports results of a short term and a long term evaluation of a small socially assistive humanoid robot in a smart home environment. Eight elderly people tested an integrated smart---home robot system in five real---world scenarios. Six of the participants experienced the system in two sessions over a two week period; the other two participants had a prolonged experience of eight sessions over a three month period. Results showed that the small humanoid robot was trusted by the participants. A cross---cultural comparison showed that results were not due to the cultural background of the participants. The long term evaluation showed that the participants might engage in an emotional relationship with the robot, but that perceived enjoyment might decrease over time.

Journal ArticleDOI
TL;DR: This work embodies a curious agent in the complex iCub humanoid robot, the first ever embodied, curious agent for real-time motion planning on a humanoid, and demonstrates that it can learn compact Markov models to represent large regions of the iCub's configuration space.
Abstract: Most previous work on artificial curiosity (AC) and intrinsic motivation focuses on basic concepts and theory. Experimental results are generally limited to toy scenarios, such as navigation in a simulated maze, or control of a simple mechanical system with one or two degrees of freedom. To study AC in a more realistic setting, we embody a curious agent in the complex iCub humanoid robot. Our novel reinforcement learning (RL) framework consists of a state-of-the-art, low-level, reactive control layer, which controls the iCub while respecting constraints, and a high-level curious agent, which explores the iCub's state-action space through information gain maximization, learning a world model from experience, controlling the actual iCub hardware in real-time. To the best of our knowledge, this is the first ever embodied, curious agent for real-time motion planning on a humanoid. We demonstrate that it can learn compact Markov models to represent large regions of the iCub's configuration space, and that the iCub explores intelligently, showing interest in its physical constraints as well as in objects it finds in its environment.

Proceedings ArticleDOI
01 Nov 2014
TL;DR: An algorithm for the probabilistic fusion of sensor data from a variety of modalities (inertial, kinematic and LIDAR) to produce a single consistent position estimate for a walking humanoid which can enable the humanoid to walk over uneven terrain without stopping.
Abstract: This paper describes an algorithm for the probabilistic fusion of sensor data from a variety of modalities (inertial, kinematic and LIDAR) to produce a single consistent position estimate for a walking humanoid. Of specific interest is our approach for continuous LIDAR-based localization which maintains reliable drift-free alignment to a prior map using a Gaussian Particle Filter. This module can be bootstrapped by constructing the map on-the-fly and performs robustly in a variety of challenging field situations. We also discuss a two-tier estimation hierarchy which preserves registration to this map and other objects in the robot's vicinity while also contributing to direct low-level control of a Boston Dynamics Atlas robot. Extensive experimental demonstrations illustrate how the approach can enable the humanoid to walk over uneven terrain without stopping (for tens of minutes), which would otherwise not be possible. We characterize the performance of the estimator for each sensor modality and discuss the computational requirements.

Journal ArticleDOI
TL;DR: Two novel tactile play scenarios developed for robot-assisted play for children with autism are presented, developed against specific educational and therapeutic objectives that were discussed with teachers and therapists.
Abstract: The work presented in this paper was part of our investigation in the ROBOSKIN project. The project has developed new robot capabilities based on the tactile feed- back provided by novel robotic skin, with the aim to provide cognitive mechanisms to improve human-robot interaction capabilities. This article presents two novel tactile play sce- narios developed for robot-assisted play for children with autism. The play scenarios were developed against specific educational and therapeutic objectives that were discussed with teachers and therapists. These objectives were classified with reference to the ICF-CY, the International Classification of Functioning—version for Children and Youth. The article presents a detailed description of the play scenarios, and case study examples of their implementation in HRI studies with children with autism and the humanoid robot KASPAR.

Journal ArticleDOI
TL;DR: This work proposes a novel fast algorithm for visually salient object detection, robust to real-world illumination conditions, and uses it to extract salient objects which can be efficiently used for training the machine learning-based object detection and recognition unit of the proposed system.
Abstract: Existing object recognition techniques often rely on human labeled data conducting to severe limitations to design a fully autonomous machine vision system. In this work, we present an intelligent machine vision system able to learn autonomously individual objects present in real environment. This system relies on salient object detection. In its design, we were inspired by early processing stages of human visual system. In this context we suggest a novel fast algorithm for visually salient object detection, robust to real-world illumination conditions. Then we use it to extract salient objects which can be efficiently used for training the machine learning-based object detection and recognition unit of the proposed system. We provide results of our salient object detection algorithm on MSRA Salient Object Database benchmark comparing its quality with other state-of-the-art approaches. The proposed system has been implemented on a humanoid robot, increasing its autonomy in learning and interaction with humans. We report and discuss the obtained results, validating the proposed concepts.

Journal ArticleDOI
25 Aug 2014-PLOS ONE
TL;DR: The findings suggest that the observer may transiently match his/her own motor repertoire to that of the observed agent, which might mediate the activation of motor resonance, and modulate the spontaneity and the pleasantness of the interaction, whatever the nature of the communication partner.
Abstract: Motor resonance mechanisms are known to affect humans' ability to interact with others, yielding the kind of “mutual understanding” that is the basis of social interaction. However, it remains unclear how the partner's action features combine or compete to promote or prevent motor resonance during interaction. To clarify this point, the present study tested whether and how the nature of the visual stimulus and the properties of the observed actions influence observer's motor response, being motor contagion one of the behavioral manifestations of motor resonance. Participants observed a humanoid robot and a human agent move their hands into a pre-specified final position or put an object into a container at various velocities. Their movements, both in the object- and non-object- directed conditions, were characterized by either a smooth/curvilinear or a jerky/segmented trajectory. These trajectories were covered with biological or non-biological kinematics (the latter only by the humanoid robot). After action observation, participants were requested to either reach the indicated final position or to transport a similar object into another container. Results showed that motor contagion appeared for both the interactive partner except when the humanoid robot violated the biological laws of motion. These findings suggest that the observer may transiently match his/her own motor repertoire to that of the observed agent. This matching might mediate the activation of motor resonance, and modulate the spontaneity and the pleasantness of the interaction, whatever the nature of the communication partner.

Journal ArticleDOI
TL;DR: The GOM-Face is the first interface that exploits all electric potentials measured on the face together, and its application to humanoid robot control was demonstrated: users were able to communicate with the robot by selecting from a predefined menu using the eye and tongue movements.
Abstract: We present a novel human-machine interface, called GOM-Face , and its application to humanoid robot control. The GOM-Face bases its interfacing on three electric potentials measured on the face: 1) glossokinetic potential (GKP), which involves the tongue movement; 2) electrooculogram (EOG), which involves the eye movement; 3) electromyogram, which involves the teeth clenching. Each potential has been individually used for assistive interfacing to provide persons with limb motor disabilities or even complete quadriplegia an alternative communication channel. However, to the best of our knowledge, GOM-Face is the first interface that exploits all these potentials together. We resolved the interference between GKP and EOG by extracting discriminative features from two covariance matrices: a tongue-movement-only data matrix and eye-movement-only data matrix. With the feature extraction method, GOM-Face can detect four kinds of horizontal tongue or eye movements with an accuracy of 86.7% within 2.77 s. We demonstrated the applicability of the GOM-Face to humanoid robot control: users were able to communicate with the robot by selecting from a predefined menu using the eye and tongue movements.

Journal ArticleDOI
TL;DR: The proposed multi-layered multi-pattern CPG model (MLMP-CPG) has been deployed in a 3D humanoid robot (NAO) while it performs locomotion tasks and is able to produce behaviors related to the dominating rhythm (extension/flexion) and rhythm deletion without rhythm resetting.
Abstract: In this paper, we present an extended mathematical model of the central pattern generator (CPG) in the spinal cord. The proposed CPG model is used as the underlying low-level controller of a humanoid robot to generate various walking patterns. Such biological mechanisms have been demonstrated to be robust in locomotion of animal. Our model is supported by two neurophysiological studies. The first study identified a neural circuitry consisting of a two-layered CPG, in which pattern formation and rhythm generation are produced at different levels. The second study focused on a specific neural model that can generate different patterns, including oscillation. This neural model was employed in the pattern generation layer of our CPG, which enables it to produce different motion patterns--rhythmic as well as non-rhythmic motions. Due to the pattern-formation layer, the CPG is able to produce behaviors related to the dominating rhythm (extension/flexion) and rhythm deletion without rhythm resetting. The proposed multi-layered multi-pattern CPG model (MLMP-CPG) has been deployed in a 3D humanoid robot (NAO) while it performs locomotion tasks. The effectiveness of our model is demonstrated in simulations and through experimental results.

Journal ArticleDOI
TL;DR: A context-dependent social gaze-control system implemented as part of a humanoid social robot that enables the robot to direct its gaze at multiple humans who are interacting with each other and with the robot.
Abstract: This paper describes a context-dependent social gaze-control system implemented as part of a humanoid social robot. The system enables the robot to direct its gaze at multiple humans who are interacting with each other and with the robot. The attention mechanism of the gaze-control system is based on features that have been proven to guide human attention: nonverbal and verbal cues, proxemics, the visual field of view, and the habituation effect. Our gaze-control system uses Kinect skeleton tracking together with speech recognition and SHORE-based facial expression recognition to implement the same features. As part of a pilot evaluation, we collected the gaze behavior of 11 participants in an eye-tracking study. We showed participants videos of two-person interactions and tracked their gaze behavior. A comparison of the human gaze behavior with the behavior of our gaze-control system running on the same videos shows that it replicated human gaze behavior 89% of the time.

Proceedings ArticleDOI
06 Nov 2014
TL;DR: In this article, an Extended Kalman Filter (EKF) was proposed for state estimation on a humanoid robot platform using only common proprioceptive sensors and knowledge of leg kinematics.
Abstract: This paper introduces a framework for state estimation on a humanoid robot platform using only common proprioceptive sensors and knowledge of leg kinematics. The presented approach extends that detailed in prior work on a point-foot quadruped platform by adding the rotational constraints imposed by the humanoid’s flat feet. As in previous work, the proposed Extended Kalman Filter accommodates contact switching and makes no assumptions about gait or terrain, making it applicable on any humanoid platform for use in any task. A nonlinear observability analysis is performed on both the point-foot and flat-foot filters and it is concluded that the addition of rotational constraints significantly simplifies singular cases and improves the observability characteristics of the system. Results on a simulated walking dataset demonstrate the performance gain of the flat-foot filter as well as confirm the results of the presented observability analysis.

Journal ArticleDOI
TL;DR: An experiment to measure how successfully a humanoid robot could dissuade a person from performing a task using verbal refusals and affective displays that conveyed distress demonstrates a significant behavioral effect on task-completion as well as significant effects on subjective metrics.
Abstract: The rise of military drones and other robots deployed in ethically-sensitive contexts has fueled interest in developing autonomous agents that behave ethically. The ability for autonomous agents to independently reason about situational ethics will inevitably lead to confrontations between robots and human operators regarding the morality of issued commands. Ideally, a robot would be able to successfully convince a human operator to abandon a potentially unethical course of action. To investigate this issue, we conducted an experiment to measure how successfully a humanoid robot could dissuade a person from performing a task using verbal refusals and affective displays that conveyed distress. The results demonstrate a significant behavioral effect on task-completion as well as significant effects on subjective metrics such as how comfortable subjects felt ordering the robot to complete the task. We discuss the potential relationship between the level of perceived agency of the robot and the sensitivity of subjects to robotic confrontation. Additionally, the possible ethical pitfalls of utilizing robotic displays of affect to shape human behavior are also discussed.