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Actuator for endoscope-connected microrobot driven by compressed gas 用于内窥镜连接微型机器人的压缩气体驱动驱动器
IF 0.8 Q4 ROBOTICS Pub Date : 2024-12-21 DOI: 10.1007/s10015-024-00994-z
Takamichi Funakoshi, Yuya Niki, Koki Takasumi, Chise Takeshita, Minami Kaneko, Fumio Uchikoba

With the aim of reducing the mental and physical burden on physicians and patients in endoscopic treatment, an endoscope-connected microrobot actuator and a self-propelled wheeled microrobot that uses Reuleaux triangle as the wheel shape is described for the use of medical carbon dioxide gas. A turbine-type actuator measuring 5.17 mm (long) × 5.13 mm (wide) × 1.96 mm (thick) with a mass of 0.15 g showed rotational speeds of 26,784 rpm, 56,250 rpm, and 57,690 rpm at pressures of 0.1 MPa, 0.2 MPa, and 0.3 MPa and a flow rate of 1.0 L/min, respectively. The dimensions of the traveling microrobot with wheels attached to the actuator were 7.59 mm (length) × 6.49 mm (width) × 7.59 mm (height) (excluding the brass tube) with a mass of 0.25 g. The robot ran at 73 mm/s at a flow rate of 1.0 L/min at 0.3 MPa and at 56 mm/s at a flow rate of 0.9 L/min. The results confirmed that the flow rate of the material was 0.9 L/min at a pressure of 0.3 MPa.

为了减轻内窥镜治疗中医生和患者的精神和身体负担,介绍了一种内窥镜连接的微型机器人执行器和一种采用勒洛三角形作为车轮形状的自走式轮式微型机器人,用于使用医用二氧化碳气体。涡轮式执行器尺寸为5.17 mm(长)× 5.13 mm(宽)× 1.96 mm(厚),质量为0.15 g,在压力为0.1 MPa、0.2 MPa和0.3 MPa、流量为1.0 L/min时,转速分别为26,784 rpm、56250 rpm和57,690 rpm。移动微型机器人的尺寸为7.59 mm(长)× 6.49 mm(宽)× 7.59 mm(高)(不含黄铜管),质量为0.25 g。机器人在0.3 MPa、1.0 L/min流速下以73 mm/s速度运行,在0.9 L/min流速下以56 mm/s速度运行。结果证实,在0.3 MPa压力下,物料流速为0.9 L/min。
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引用次数: 0
Enhancing the rigidity of robot skin through the incorporation of plant growth 通过加入植物生长,增强机器人皮肤的刚性
IF 0.8 Q4 ROBOTICS Pub Date : 2024-12-19 DOI: 10.1007/s10015-024-00999-8
Kodai Ochi, Mitsuharu Matsumoto

Robot skin plays a crucial role in shaping both the appearance and physical properties of robots. While various types of robot skins have been developed in recent years, their physical performance tends to degrade with use despite being optimal during manufacture. In contrast, plants and animals naturally adapt and change their physical properties as they grow. In this research, we explore a novel concept of robot skin by incorporating plants and leveraging their growth capabilities. We focused on the rapid growth of sprouts, cultivating them hydroponically on soft materials. Through experiments using a compression tester on composite samples of the grown sprouts and soft materials, we observed an increase in compressive stress due to plant growth. Our findings demonstrate that plant-symbiotic skin has the potential to enhance rigidity through specific plant growth. Furthermore, we examined the relationship between the number of plants and Young’s modulus, which was calculated by linearly approximating the compression curve, and discovered that plant roots significantly affect Young’s modulus, particularly in the later stages of compression.

机器人皮肤在塑造机器人的外观和物理性能方面起着至关重要的作用。虽然近年来开发了各种类型的机器人皮肤,但它们的物理性能在制造过程中是最佳的,但随着使用的增加,它们的性能往往会下降。相反,植物和动物在生长过程中自然地适应和改变它们的物理特性。在这项研究中,我们通过结合植物和利用它们的生长能力来探索机器人皮肤的新概念。我们专注于芽的快速生长,在软材料上水培它们。我们用压缩测试仪对生长芽和软质材料的复合样品进行实验,观察到由于植物生长,压缩应力增加。我们的研究结果表明,植物共生皮肤具有通过特定植物生长增强刚性的潜力。此外,我们研究了植物数量与杨氏模量之间的关系,通过线性逼近压缩曲线计算杨氏模量,发现植物根系显著影响杨氏模量,特别是在压缩后期。
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引用次数: 0
Gait and cost of transport analysis for quadruped robot with neuromorphic integrated circuit 基于神经形态集成电路的四足机器人步态与运输成本分析
IF 0.8 Q4 ROBOTICS Pub Date : 2024-12-19 DOI: 10.1007/s10015-024-00992-1
Jumpei Yamasaki, Shuxin Lyu, Katsuyuki Morishita, Ken Saito

Some researchers expect quadruped robots to be a labor force because of their ability to move stably over uneven terrain. However, their control requires a significant computational cost. Therefore, the authors have been studying neuromorphic circuits that mimic biological neurons with analog electronic circuits to implement the flexibility of biological control in robots. We have previously shown that the gait of a normal-type quadruped robot equipped with neuromorphic circuits changes depending on the mechanical structure of the robot. In this study, we conducted walking experiments on a normal-type quadruped robot and a camel-type quadruped robot implemented with neuromorphic integrated circuits. The results showed that the normal-type quadruped robot generated a trot gait, and the camel-type quadruped robot generated a trot and pace gait. Also, we analyzed how the movement costs of the two types of robots and the two gait types change depending on the movement speed. The analysis revealed the camel-type quadruped robot has a wider range of speeds at which it generates gait than the normal-type quadruped robot, but at the same speeds, the cost of transport of the camel-type quadruped robot is higher. Comparing the two gait types of the camel-type quadruped robot, the movement cost of the pace gait was slightly smaller at the same speed.

一些研究人员希望四足机器人成为劳动力,因为它们有能力在不平坦的地形上稳定移动。然而,它们的控制需要大量的计算成本。因此,作者一直在研究用模拟电子电路模拟生物神经元的神经形态电路,以实现机器人生物控制的灵活性。我们之前已经证明,配备神经形态电路的普通四足机器人的步态会根据机器人的机械结构而变化。在这项研究中,我们对一个普通型四足机器人和一个装有神经形态集成电路的骆驼型四足机器人进行了行走实验。结果表明,普通型四足机器人产生小跑步态,骆驼型四足机器人产生小跑和步速步态。分析了两种机器人的运动成本和步态随运动速度的变化规律。分析表明,骆驼型四足机器人产生步态的速度范围比普通四足机器人大,但在相同的速度下,骆驼型四足机器人的运输成本更高。对比骆驼型四足机器人的两种步态类型,在相同速度下,步速步态的运动成本略小。
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引用次数: 0
Research on adaptive visual servo method for circular symmetrical objects 圆形对称物体的自适应视觉伺服方法研究
IF 0.8 Q4 ROBOTICS Pub Date : 2024-12-16 DOI: 10.1007/s10015-024-00995-y
Tingting Wang, Yunlong Zhao, Kui Li, Yanyun Bi

Circularly symmetric targets are widely used in industry; therefore, how to identify, locate, and grasp circularly symmetrical structures accurately is an important issue in the field of industrial robots. This paper proposed a more general visual servoing solution for circularly symmetric targets, and the proposed visual servoing scheme not only compensates for the limitation that ellipse features can only control 5-DOF (degrees of freedom) of the manipulator, but also solves the problem of slow convergence of image moment features when approaching the desired pose. An adaptive linear controller that combines ellipse features and image moment features is further proposed, thus achieving rapid convergence of the six degrees of freedom of the manipulator. Experimental results verify the effectiveness of the proposed method.

圆对称靶广泛应用于工业;因此,如何准确地识别、定位和抓取圆对称结构是工业机器人领域的一个重要问题。本文针对圆对称目标提出了一种更为通用的视觉伺服方案,该方案不仅弥补了椭圆特征只能控制机械手五自由度的局限性,而且解决了在接近目标位姿时像矩特征收敛缓慢的问题。进一步提出了一种结合椭圆特征和像矩特征的自适应线性控制器,实现了机械手六自由度的快速收敛。实验结果验证了该方法的有效性。
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引用次数: 0
Modeling task immersion based on goal activation mechanism 基于目标激活机制的任务沉浸建模
IF 0.8 Q4 ROBOTICS Pub Date : 2024-12-14 DOI: 10.1007/s10015-024-00990-3
Kazuma Nagashima, Jumpei Nishikawa, Junya Morita

Immersion in a task is a pre-requisite for creativity. However, excessive arousal in a single task has drawbacks, such as overlooking events outside of the task. To examine such a negative aspect, this study constructs a computational model of arousal dynamics where the excessively increased arousal makes the task transition difficult. The model was developed using functions integrated into the cognitive architecture Adaptive Control of Thought-Rational (ACT-R). Under the framework, arousal is treated as a coefficient affecting the overall activation level in the model. In our simulations, we set up two conditions demanding low and high arousal, trying to replicate corresponding human experiments. In each simulation condition, two sets of ACT-R parameters were assumed from different interpretations of the human experimental settings. The results showed consistency of behavior between humans and models both in the two different simulation settings. This result suggests the validity of our assumptions and has implications of controlling arousal in our daily life.

沉浸在一项任务中是创造力的先决条件。然而,在单个任务中过度的唤醒有缺点,比如忽略了任务之外的事件。为了检验这种消极方面,本研究构建了唤醒动力学的计算模型,其中过度增加的唤醒使任务转换变得困难。该模型是利用集成到认知架构中的功能开发的,该架构是思维-理性的自适应控制(ACT-R)。在该框架下,唤醒被视为影响模型整体激活水平的系数。在我们的模拟中,我们设置了低唤醒和高唤醒两种条件,试图复制相应的人体实验。在每个模拟条件下,根据对人体实验设置的不同解释假设两组ACT-R参数。结果表明,在两种不同的模拟设置中,人类和模型之间的行为是一致的。这一结果表明我们的假设是有效的,并对我们日常生活中的觉醒控制具有启示意义。
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引用次数: 0
Design of crowd counting system based on improved CSRNet 基于改进CSRNet的人群统计系统设计
IF 0.8 Q4 ROBOTICS Pub Date : 2024-12-11 DOI: 10.1007/s10015-024-00993-0
Xiaochuan Tian, Hironori Hiraishi

An advanced crowd counting algorithm based on CSRNet has been proposed in this study to improve the long training and convergence times. In this regard, three points were changed from the original CSRNet: (i) The first 12 layers in VGG19 were adopted in the front-end to enhance the capacity of the extracting features. (ii) The dilated convolutional network in the back-end was replaced with the standard convolutional network to speed up the processing time. (iii) Dense connection was applied in the back-end to reuse the output of the convolutional layer and achieve faster convergence. ShanghaiTech dataset was used to verify the improved CSRNet. In the case of high-density images, the accuracy was observed to be very close to the original CSRNet. Moreover, the average training time per sample was three times faster and average testing time per image was six times faster. In the case of low-density images, the accuracy was not close to that of the original CSRNet. However, the training time was 10 times faster and the testing time was six times faster. However, by dividing the image, the count number came close to the real count. The experimental results obtained from this study show that the improved CSRNet performs well. Although it is slightly less accurate than the original CSRNet, its processing time is much faster since it does not use dilated convolution. This indicates that it is more suitable for the actual needs of real-time detection. A system with improved CSRNet for counting people in real time has also been designed in this study.

本文提出了一种基于CSRNet的先进人群计数算法,以改善训练时间长、收敛时间短的问题。在此方面,在原有CSRNet基础上做了三点改变:(1)前端采用VGG19中的前12层,增强特征提取能力。(ii)将后端的扩展卷积网络替换为标准卷积网络,加快处理时间。(iii)在后端采用密集连接,重用卷积层的输出,实现更快的收敛。利用ShanghaiTech数据集对改进后的CSRNet进行验证。在高密度图像的情况下,观察到的精度非常接近原始CSRNet。此外,每个样本的平均训练时间快了3倍,每个图像的平均测试时间快了6倍。在低密度图像的情况下,精度不接近原始CSRNet。但训练时间快了10倍,测试时间快了6倍。然而,通过分割图像,计数数接近实际计数。实验结果表明,改进后的CSRNet具有良好的性能。虽然它的精度略低于原始CSRNet,但由于不使用扩展卷积,它的处理时间要快得多。这说明它更适合实时检测的实际需要。本研究还设计了一个改进CSRNet的实时人数统计系统。
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引用次数: 0
Muscle displacement and force related to walking by dynamics studies of musculoskeletal humanoid robot 肌肉骨骼类人机器人与行走相关的肌肉位移和力的动力学研究
IF 0.8 Q4 ROBOTICS Pub Date : 2024-12-11 DOI: 10.1007/s10015-024-00986-z
Kentaro Yamazaki, Tatsumi Goto, Yugo Kokubun, Minami Kaneko, Fumio Uchikoba

Conventional bipedal robots are mainly controlled by motors using central processing units (CPUs) and software, and they are being developed with control methods and mechanisms that are different from those used by humans. Humans generate basic movement patterns using a central pattern generator (CPG) localized in the spinal cord and create complex and efficient movements through muscle synergies that coordinate multiple muscles. For a robot to mimic the human musculoskeletal structure and reproduce walking movements, muscle parameters are required. In this paper, inverse dynamics analysis is used to determine the muscle displacements and forces required for walking in a musculoskeletal humanoid model, and forward dynamics analysis is used to investigate these values.

传统的双足机器人主要由使用中央处理器(cpu)和软件的电机控制,它们正在开发与人类不同的控制方法和机制。人类使用定位于脊髓的中枢模式发生器(CPG)产生基本的运动模式,并通过协调多个肌肉的肌肉协同作用产生复杂而有效的运动。为了让机器人模仿人类的肌肉骨骼结构并重现行走动作,需要肌肉参数。本文采用逆动力学分析来确定肌肉骨骼类人模型中行走所需的肌肉位移和力,并采用正动力学分析来研究这些值。
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引用次数: 0
Development of time-series point cloud data changes and automatic structure recognition system using Unreal Engine 利用虚幻引擎开发时间序列点云数据变化及结构自动识别系统
IF 0.8 Q4 ROBOTICS Pub Date : 2024-12-09 DOI: 10.1007/s10015-024-00983-2
Toru Kato, Hiroki Takahashi, Meguru Yamashita, Akio Doi, Takashi Imabuchi

We have developed a point cloud processing system within the Unreal Engine to analyze changes in large time-series point cloud data collected by laser scanners and extract structured information. Currently, human interaction is required to create CAD data associated with the time-series point cloud data. The Unreal Engine, known for its 3D visualization capabilities, was chosen due to its suitability for data visualization and automation. Our system features a user interface that automates update procedures with a single button press, allowing for efficient evaluation of the interface’s effectiveness. The system effectively visualizes structural changes by extracting differences between pre- and post-change data, recognizing shape variations, and meshing the data. The difference extraction involves isolating only the added or deleted point clouds between the two datasets using the K-D tree method. Subsequent shape recognition utilizes pre-prepared training data associated with pipes and tanks, improving accuracy through classification into nine types and leveraging PointNet +  + for deep learning recognition. Meshing of the shape-recognized point clouds, particularly those to be added, employs the ball pivoting algorithm (BPA), which was proven effective. Finally, the updated structural data are visualized by color-coding added and deleted data in red and blue, respectively, within the Unreal Engine. Despite increased processing time with a higher number of point cloud data, down sampling prior to difference extraction significantly reduces the automatic update time, enhancing overall efficiency.

我们在虚幻引擎中开发了一个点云处理系统,用于分析激光扫描仪收集的大时间序列点云数据的变化并提取结构化信息。目前,创建与时间序列点云数据相关的CAD数据需要人工交互。以其3D可视化能力而闻名的虚幻引擎之所以被选中,是因为它适合于数据可视化和自动化。我们的系统具有一个用户界面,只需按下一个按钮即可自动更新程序,从而可以有效地评估界面的有效性。该系统通过提取变化前后数据之间的差异,识别形状变化,并对数据进行网格划分,有效地将结构变化可视化。差异提取包括使用K-D树方法仅隔离两个数据集之间添加或删除的点云。随后的形状识别利用与管道和储罐相关的预先准备的训练数据,通过将其分为九种类型并利用PointNet + +进行深度学习识别来提高准确性。对形状识别的点云,特别是待添加的点云,采用了球旋转算法(BPA)进行网格划分,并被证明是有效的。最后,通过在虚幻引擎中分别以红色和蓝色对添加和删除的数据进行颜色编码来可视化更新的结构数据。尽管随着点云数据数量的增加,处理时间也会增加,但在差异提取之前的降采样显著减少了自动更新时间,提高了整体效率。
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引用次数: 0
A 3D interactive scene construction method for interior design based on virtual reality 基于虚拟现实的室内设计三维交互式场景构建方法
IF 0.8 Q4 ROBOTICS Pub Date : 2024-11-13 DOI: 10.1007/s10015-024-00985-0
Yafei Fan, Lijuan Liang

The demand for data information in indoor scenes has increased. However, the indoor scene model construction is relatively complex. Meanwhile, there are many measurement and positional deviations in the current scene. Therefore, virtual reality technology and deep learning algorithms are used to build indoor scenes. The deep neural network and multi-point perspective imaging algorithm are used to analyze the image pixels of the scene, reduce the noise in current scene image recognition, and achieve the three-dimensional model construction of indoor scenes. The research results indicated that the new method improved the accuracy of indoor 3D scenes by eliminating noise in 3D scene data and constructing image data. The accuracy of the new method for item recognition was above 93%. Simultaneously, it can complete the construction of 3D scenes. The accuracy value of the new method was 3.00% higher than that of the CNN algorithm and 4.00% higher than that of the SVO algorithm. The error value was stable within the range of 0.2–0.3. At the same time, the loss function value of the algorithm used in this study was relatively small. The algorithm performance is more stable. From this, the new method model can accurately construct scenes, which has certain research value for indoor 3D scene construction.

室内场景对数据信息的需求越来越大。然而,室内场景模型构建相对复杂。同时,在当前场景中存在着许多测量和位置偏差。因此,利用虚拟现实技术和深度学习算法构建室内场景。利用深度神经网络和多点透视成像算法对场景的图像像素进行分析,降低当前场景图像识别中的噪声,实现室内场景的三维模型构建。研究结果表明,该方法通过消除三维场景数据中的噪声和构建图像数据,提高了室内三维场景的精度。新方法对物品的识别准确率在93%以上。同时,它可以完成三维场景的构建。新方法的准确率值比CNN算法高3.00%,比SVO算法高4.00%。误差值稳定在0.2 ~ 0.3范围内。同时,本研究中使用的算法的损失函数值相对较小。算法性能更稳定。由此,新方法模型能够准确地构建场景,对室内3D场景构建具有一定的研究价值。
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引用次数: 0
Turn repetition in pill bugs 扭转药丸虫的重复
IF 0.8 Q4 ROBOTICS Pub Date : 2024-11-11 DOI: 10.1007/s10015-024-00982-3
Ayaka Fujimoto, Yuta Miyama, Toru Moriyama

Pill bug is an arthropod of about 1 cm in length that lives under fallen leaves and stones. When it turns in an L-shaped passage and encounters a T-maze next, it turns in the opposite direction of the turn in the L-shaped passage mostly. This reaction is called turn alternation. In this paper, we report our experiments to investigate whether pill bugs have a tendency to keep turn alternation or not in a pathway where the distance between the L-shaped passage (forced turn point) and the T-maze (free choice point) is long. Our results suggest that some pill bugs tend to decrease turn alternation, i.e., increase turn repetition, as the distance between the forced turn and free choice points is longer. In nature, these pill bugs may use turn alternation in places where there are many obstacles like stones and dead leaves and do turn repetition in those such as sandy squares with sunlight where there are few obstacles.

丸虫是一种节肢动物,身长约1厘米,生活在落叶和石头下。当它在l型通道转弯并遇到t型迷宫时,它的转弯方向与l型通道的转弯方向相反。这种反应被称为回合交替。本文研究了在l形通道(强制转弯点)和t形迷宫(自由选择点)之间的距离较长的路径中,药虫是否有保持转弯交替的倾向。我们的研究结果表明,一些药丸虫倾向于减少回合交替,即增加回合重复,因为强制回合和自由选择点之间的距离更长。在自然界中,这些药丸虫可能会在有许多障碍物的地方(如石头和枯叶)交替前进,在有阳光的沙地广场等障碍物很少的地方也会重复前进。
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引用次数: 0
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Artificial Life and Robotics
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