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2010 10th IEEE-RAS International Conference on Humanoid Robots最新文献

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Organizing committe
Pub Date : 2021-10-25 DOI: 10.1109/ichr.2010.5686278
K. Kawamura, S. G. Lee, S. Sugano, A. U.S., K. Yokoi
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引用次数: 1
Manipulation of documented objects by a walking humanoid robot 通过行走的人形机器人对记录对象的操作
Pub Date : 2010-12-06 DOI: 10.1109/ICHR.2010.5686827
S. Dalibard, A. Nakhaei, F. Lamiraux, J. Laumond
This paper deals with manipulation task planning for a humanoid robot while stepping. It introduces the concept of “documented” objects, i.e. objects that provide information on how to manipulate them. The planning phase is decoupled into two parts. First a random motion planner uses the documentation of the object to quickly plan a collision free motion for a simplified model of the robot manipulating the object. Then an inverse kinematics solver animates the whole set of the robot's degrees of freedom by converting the simplified path into time parametrized tasks. Several examples show the generalization of the method.
研究了仿人机器人步进时的操作任务规划问题。它引入了“文档化”对象的概念,即提供如何操作它们的信息的对象。计划阶段被解耦为两个部分。首先,随机运动规划器使用对象的文档来快速规划机器人操纵对象的简化模型的无碰撞运动。然后用逆运动学求解器将简化后的路径转化为时间参数化任务,使机器人的整个自由度集动画化。若干实例表明了该方法的泛化性。
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引用次数: 26
Learning table tennis with a Mixture of Motor Primitives 用混合运动原语学习乒乓球
Pub Date : 2010-12-01 DOI: 10.1109/ICHR.2010.5686298
Katharina Muelling, J. Kober, Jan Peters
Table tennis is a sufficiently complex motor task for studying complete skill learning systems. It consists of several elementary motions and requires fast movements, accurate control, and online adaptation. To represent the elementary movements needed for robot table tennis, we rely on dynamic systems motor primitives (DMP). While such DMPs have been successfully used for learning a variety of simple motor tasks, they only represent single elementary actions. In order to select and generalize among different striking movements, we present a new approach, called Mixture of Motor Primitives that uses a gating network to activate appropriate motor primitives. The resulting policy enables us to select among the appropriate motor primitives as well as to generalize between them. In order to obtain a fully learned robot table tennis setup, we also address the problem of predicting the necessary context information, i.e., the hitting point in time and space where we want to hit the ball. We show that the resulting setup was capable of playing rudimentary table tennis using an anthropomorphic robot arm.
乒乓球是一个足够复杂的运动任务,以研究完整的技能学习系统。它由几个基本动作组成,需要快速的动作,精确的控制和在线适应。为了表示机器人乒乓球所需的基本动作,我们依赖于动态系统运动原语(DMP)。虽然这种dmp已经成功地用于学习各种简单的运动任务,但它们只代表单一的基本动作。为了在不同的击打动作之间进行选择和概括,我们提出了一种新的方法,称为混合运动原语,它使用门控网络来激活适当的运动原语。由此产生的策略使我们能够在适当的运动原语中进行选择,并在它们之间进行推广。为了获得一个完全学习的机器人乒乓球设置,我们还解决了预测必要的上下文信息的问题,即我们想要击球的时间和空间的击球点。我们展示了最终的装置能够使用拟人化的机械臂打基本的乒乓球。
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引用次数: 104
Evaluation of feature representation and machine learning methods in grasp stability learning 抓握稳定性学习中特征表示与机器学习方法的评价
Pub Date : 2010-12-01 DOI: 10.1109/ICHR.2010.5686310
J. Laaksonen, V. Kyrki, D. Kragic
This paper addresses the problem of sensor-based grasping under uncertainty, specifically, the on-line estimation of grasp stability. We show that machine learning approaches can to some extent detect grasp stability from haptic pressure and finger joint information. Using data from both simulations and two real robotic hands, the paper compares different feature representations and machine learning methods to evaluate their performance in determining the grasp stability. A boosting classifier was found to perform the best of the methods tested.
本文研究了不确定条件下基于传感器的抓取问题,即抓取稳定性的在线估计问题。我们表明,机器学习方法可以在一定程度上从触觉压力和手指关节信息检测抓取稳定性。利用仿真和两只真实机械人手的数据,本文比较了不同的特征表示和机器学习方法,以评估它们在确定抓取稳定性方面的性能。在测试的方法中,发现一种增强分类器的性能最好。
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引用次数: 21
Development of a mini-humanoid pianist 迷你人形钢琴家的研制
Pub Date : 2010-12-01 DOI: 10.1109/ICHR.2010.5686330
Alyssa M. Batula, Youngmoo E. Kim
While there have been several robots designed to play musical instruments, most are specialized (non-humanoid) designs that do not attempt to model a human performer's specific gestures and movements. Musical instruments are, of course, designed to be played by humans, and the process of developing humanoid performers offers the potential of revealing new insights into the control of instruments in a musically expressive manner. This paper describes our system that enables a small humanoid to play a music keyboard and also respond to acoustic input. The system uses a combination of pre-programmed positions, audio feedback, and self-calibration methods in order to perform simple two-finger piano pieces. As with human performers, control adjustments can be made in real-time when musical errors are detected during the course of a performance. This system is intended as a proof-of-concept and prototyping platform for humanoid music performance methods, which are ultimately destined for the Hubo adult-sized humanoid. The current system allows us to develop algorithms in a low-risk environment before moving to the much more capable, but costly, Hubo platform. In developing and analyzing humanoid performance gestures, this effort represents a step towards a better understanding of human musicianship, musical expression, and creativity, which may ultimately facilitate improved human-robot interaction.
虽然已经有几个机器人被设计用来演奏乐器,但大多数都是专门的(非人形)设计,并不试图模仿人类表演者的特定手势和动作。当然,乐器是为人类演奏而设计的,而开发类人表演者的过程提供了以音乐表达方式揭示乐器控制新见解的潜力。本文描述了我们的系统,使一个小型的类人机器人能够演奏音乐键盘,并对声音输入做出反应。该系统使用预先编程的位置,音频反馈和自校准方法的组合,以执行简单的两指钢琴作品。与人类表演者一样,当在表演过程中检测到音乐错误时,可以实时进行控制调整。该系统旨在作为人形音乐表演方法的概念验证和原型平台,最终用于Hubo成人大小的人形。目前的系统允许我们在低风险的环境中开发算法,然后再转移到功能更强大但成本更高的Hubo平台。在开发和分析类人表演手势方面,这一努力代表着朝着更好地理解人类音乐、音乐表达和创造力迈出的一步,这可能最终促进改进人机交互。
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引用次数: 6
Realization of miniature humanoid for obstacle avoidance with real-time ZMP preview control used for full-sized humanoid 利用全尺寸人形机器人实时ZMP预览控制实现微型人形机器人避障
Pub Date : 2010-12-01 DOI: 10.1109/ICHR.2010.5686276
Youngbum Jun, Robert Ellenberg, P. Oh
Many walking pattern generators for humanoid robots require predefined trajectories for the robot to track. This inflexibility limits the range of real-world environments that the robot can navigate through. For environments with obstacles and inconsistent terrain, the ability to change the walking trajectory becomes valuable. Using a miniature humanoid, a three-dimensional inverted pendulum model and ZMP preview control with ZMP and Foot generator were used to implement a real-time ZMP preview controller. We show the simulation results walking on obstacle field which validates that this approach can generate the all types of walking pattern based on the distance estimated based on the sensor data to the target to step without the predefined trajectory.
许多仿人机器人的行走模式生成器都需要预先定义轨迹供机器人跟踪。这种不灵活性限制了机器人在现实环境中导航的范围。对于有障碍物和不一致地形的环境,改变行走轨迹的能力变得很有价值。以微型人形机器人为对象,采用三维倒立摆模型和ZMP预览控制,并结合ZMP和足部生成器实现实时ZMP预览控制器。通过在障碍物场上行走的仿真结果,验证了该方法可以在没有预定义轨迹的情况下,根据传感器数据估计到目标的距离,生成各种类型的行走模式。
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引用次数: 12
Perception and probabilistic anchoring for dynamic world state logging 动态世界状态日志的感知与概率锚定
Pub Date : 2010-12-01 DOI: 10.1109/ICHR.2010.5686341
Nico Blodow, Dominik Jain, Zoltán-Csaba Márton, M. Beetz
Knowing precisely where objects are located enables a robot to perform its tasks both more efficiently and more reliably. To acquire the respective knowledge and to effectively use it as a resource, a robot has to go through the world with “open eyes”. Specifically, it has to become environment-aware by keeping track of where objects of interest are located and explicitly represent their geometrical properties. In this paper, we propose to equip robots with a perception system that passively monitors the environment using a 3D data acquisition system, identifying objects that might become the subject of future manipulation tasks. Our system encompasses a 3D semantic mapping and reconstruction pipeline and a storage and data merging unit for perceived information that provides on-demand modeling and comparison capabilities. Based on probabilistic logical models, we address the important perceptual subtask of object identity resolution, i.e. inferring which observations refer to which entities in the real world (perceptual anchoring). Our system can be used as a bootstrapping system for the generation of object-centric knowledge and can, in this way, be used as a mid-level perception system that enables activity recognition, scene recognition and high-level planning.
准确地知道物体的位置使机器人能够更有效、更可靠地执行任务。为了获取相应的知识,并有效地将其作为一种资源来使用,机器人必须“睁开眼睛”去经历这个世界。具体来说,它必须通过跟踪感兴趣的对象的位置并显式地表示其几何属性来实现环境意识。在本文中,我们建议为机器人配备一个感知系统,该系统使用3D数据采集系统被动监测环境,识别可能成为未来操作任务主题的物体。我们的系统包括一个3D语义映射和重建管道,以及一个存储和数据合并单元,用于感知信息,提供按需建模和比较功能。基于概率逻辑模型,我们解决了对象身份解析的重要感知子任务,即推断哪些观察指向现实世界中的哪些实体(感知锚定)。我们的系统可以作为一个引导系统,用于生成以对象为中心的知识,并且可以以这种方式用作中级感知系统,以实现活动识别、场景识别和高级规划。
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引用次数: 41
Fast and Automatic Detection and Segmentation of unknown objects 未知目标的快速自动检测与分割
Pub Date : 2010-12-01 DOI: 10.1109/ICHR.2010.5686837
G. Kootstra, N. Bergström, D. Kragic
This paper focuses on the fast and automatic detection and segmentation of unknown objects in unknown environments. Many existing object detection and segmentation methods assume prior knowledge about the object or human interference. However, an autonomous system operating in the real world will often be confronted with previously unseen objects. To solve this problem, we propose a segmentation approach named Automatic Detection And Segmentation (ADAS). For the detection of objects, we use symmetry, one of the Gestalt principles for figure-ground segregation to detect salient objects in a scene. From the initial seed, the object is segmented by iteratively applying graph cuts. We base the segmentation on both 2D and 3D cues: color, depth, and plane information. Instead of using a standard grid-based representation of the image, we use super pixels. Besides being a more natural representation, the use of super pixels greatly improves the processing time of the graph cuts, and provides more noise-robust color and depth information. The results show that both the object-detection as well as the object-segmentation method are successful and outperform existing methods.
本文主要研究未知环境中未知物体的快速自动检测与分割。许多现有的目标检测和分割方法都假定了对目标或人为干扰的先验知识。然而,在现实世界中运行的自主系统经常会遇到以前看不见的物体。为了解决这个问题,我们提出了一种自动检测和分割(ADAS)的分割方法。对于物体的检测,我们使用对称,图形-背景分离的格式塔原则之一来检测场景中的突出物体。从初始种子开始,通过迭代地应用图切对对象进行分割。我们基于2D和3D线索进行分割:颜色、深度和平面信息。我们没有使用标准的基于网格的图像表示,而是使用了超级像素。除了更自然的表示,超像素的使用大大提高了图切割的处理时间,并提供了更多的噪声鲁棒的颜色和深度信息。结果表明,目标检测和目标分割方法都是成功的,并且优于现有的方法。
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引用次数: 34
Walking in unknown environments — A step towards more autonomy 在未知环境中行走——迈向更自主的一步
Pub Date : 2010-12-01 DOI: 10.1109/ICHR.2010.5686338
T. Buschmann, S. Lohmeier, Markus Schwienbacher, V. Favot, H. Ulbrich, F. V. Hundelshausen, Gerhard Rohe, Hans-Joachim Wünsche
We present a new approach to autonomous navigation for humanoid robots in previously unknown environments. Our method uses only on-board cameras and does not rely on color coding, textured surfaces or predefined object models. We propose using a reactive approach towards navigation that does not require building an explicit model of the environment. The basic idea of the navigation system is to check a set of precalculated feasible trajectories (called tentacles) for passability instead of searching for a path within a map. The computer vision system was combined with our real-time trajectory planning and control, enabling our robot LOLA to safely navigate in previously unknown environments.
我们提出了一种在未知环境中实现人形机器人自主导航的新方法。我们的方法只使用车载相机,不依赖于颜色编码、纹理表面或预定义的对象模型。我们建议使用一种不需要建立明确的环境模型的响应式导航方法。导航系统的基本思想是检查一组预先计算的可行轨迹(称为触手)的可通过性,而不是在地图中搜索路径。计算机视觉系统与我们的实时轨迹规划和控制相结合,使我们的机器人LOLA能够在以前未知的环境中安全导航。
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引用次数: 25
A common interface for humanoid simulation and hardware 一个用于人形仿真和硬件的通用接口
Pub Date : 2010-12-01 DOI: 10.1109/ICHR.2010.5686325
Robert Ellenberg, Robert M. Sherbert, P. Oh, A. Alspach, R. Gross, Jun-Ho Oh
Humanoid robotics development often depends on simulation and prototypes for new walking algorithms. The advantages of simulation such as low cost and risk make repeated experiments and development more straightforward. However, real world implementation can require extensive porting to move from a simulation environment to a hardware platform. This tedious task can be a huge time sink that drastically slows development cycles. This paper describes a way to eliminate this bottleneck. By developing standardized protocols for motors and sensors, a software controller can communicate with both platforms using the same interface.
仿人机器人的发展往往依赖于新的步行算法的仿真和原型。仿真的低成本、低风险等优点使重复实验和开发更加直观。然而,现实世界的实现可能需要大量的移植才能从模拟环境转移到硬件平台。这项乏味的任务可能会耗费大量时间,从而大大减缓开发周期。本文描述了一种消除这一瓶颈的方法。通过开发电机和传感器的标准化协议,软件控制器可以使用相同的接口与两个平台进行通信。
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引用次数: 11
期刊
2010 10th IEEE-RAS International Conference on Humanoid Robots
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