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Editorial: Design, modeling and control of kinematically redundant robots 编辑:运动冗余机器人的设计、建模和控制
Pub Date : 2024-04-08 DOI: 10.3389/frobt.2024.1399217
K. Kyriakopoulos, Yangming Lee, Ivan Virgala, S. M. H. Sadati, Egidio Falotico
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引用次数: 0
Learning-based personalisation of robot behaviour for robot-assisted therapy 基于学习的个性化机器人行为,用于机器人辅助治疗
Pub Date : 2024-04-08 DOI: 10.3389/frobt.2024.1352152
Michal Stolarz, Alex Mitrevski, Mohammad Wasil, P. Plöger
During robot-assisted therapy, a robot typically needs to be partially or fully controlled by therapists, for instance using a Wizard-of-Oz protocol; this makes therapeutic sessions tedious to conduct, as therapists cannot fully focus on the interaction with the person under therapy. In this work, we develop a learning-based behaviour model that can be used to increase the autonomy of a robot’s decision-making process. We investigate reinforcement learning as a model training technique and compare different reward functions that consider a user’s engagement and activity performance. We also analyse various strategies that aim to make the learning process more tractable, namely i) behaviour model training with a learned user model, ii) policy transfer between user groups, and iii) policy learning from expert feedback. We demonstrate that policy transfer can significantly speed up the policy learning process, although the reward function has an important effect on the actions that a robot can choose. Although the main focus of this paper is the personalisation pipeline itself, we further evaluate the learned behaviour models in a small-scale real-world feasibility study in which six users participated in a sequence learning game with an assistive robot. The results of this study seem to suggest that learning from guidance may result in the most adequate policies in terms of increasing the engagement and game performance of users, but a large-scale user study is needed to verify the validity of that observation.
在机器人辅助治疗过程中,机器人通常需要由治疗师部分或完全控制,例如使用 Wizard-of-Oz 协议;这使得治疗过程变得乏味,因为治疗师无法完全专注于与接受治疗者的互动。在这项工作中,我们开发了一种基于学习的行为模型,可用于提高机器人决策过程的自主性。我们将强化学习作为一种模型训练技术进行研究,并比较了考虑用户参与度和活动表现的不同奖励函数。我们还分析了旨在使学习过程更加简单易行的各种策略,即 i) 使用学习到的用户模型进行行为模型训练;ii) 用户组之间的策略转移;iii) 从专家反馈中学习策略。我们证明,虽然奖励函数对机器人可以选择的行动有重要影响,但策略转移可以大大加快策略学习过程。虽然本文的重点是个性化管道本身,但我们在一项小规模的实际可行性研究中对所学行为模型进行了进一步评估,在这项研究中,六名用户与辅助机器人一起参与了一个序列学习游戏。这项研究的结果似乎表明,在提高用户的参与度和游戏表现方面,从引导中学习可能会产生最适当的策略,但还需要进行大规模的用户研究来验证这一观点的正确性。
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引用次数: 0
Assimilation of socially assistive robots’ by older adults: an interplay of uses, constraints and outcomes 老年人对 "社会辅助机器人 "的吸收:使用、限制和结果的相互作用
Pub Date : 2024-04-05 DOI: 10.3389/frobt.2024.1337380
Oded Zafrani, Galit Nimrod, Maya Krakovski, Shikhar Kumar, Simona Bar-Haim, Yael Edan
By supporting autonomy, aging in place, and wellbeing in later life, Socially Assistive Robots are expected to help humanity face the challenges posed by the rapid aging of the world’s population. For the successful acceptance and assimilation of SARs by older adults, it is necessary to understand the factors affecting their Quality Evaluations Previous studies examining Human-Robot Interaction in later life indicated that three aspects shape older adults’ overall QEs of robots: uses, constraints, and outcomes. However, studies were usually limited in duration, focused on acceptance rather than assimilation, and typically explored only one aspect of the interaction. In the present study, we examined uses, constraints, and outcomes simultaneously and over a long period. Nineteen community-dwelling older adults aged 75–97 were given a SAR for physical training for 6 weeks. Their experiences were documented via in-depth interviews conducted before and after the study period, short weekly telephone surveys, and reports produced by the robots. Analysis revealed two distinct groups: (A) The ‘Fans’ - participants who enjoyed using the SAR, attributed added value to it, and experienced a successful assimilation process; and (B) The ‘Skeptics’ - participants who did not like it, negatively evaluated its use, and experienced a disappointing assimilation process. Despite the vast differences between the groups, both reported more positive evaluations of SARs at the end of the study than before it began. Overall, the results indicated that the process of SARs’ assimilation is not homogeneous and provided a profound understanding of the factors shaping older adults’ QE of SARs following actual use. Additionally, the findings demonstrated the theoretical and practical usefulness of a holistic approach in researching older SARs users.
通过支持晚年生活的自主性、就地养老和幸福感,社会辅助机器人有望帮助人类应对世界人口快速老龄化带来的挑战。为使老年人成功接受和吸收社会辅助机器人,有必要了解影响其质量评价的因素。 以往对晚年人机交互的研究表明,有三个方面影响着老年人对机器人的总体质量评价:用途、制约因素和结果。不过,这些研究通常持续时间有限,重点关注接受度而非同化度,而且通常只探讨交互的一个方面。在本研究中,我们同时对机器人的使用、限制和结果进行了长期研究。19 位年龄在 75-97 岁之间、居住在社区的老年人接受了为期 6 周的特区体育训练。我们通过在研究前后进行的深入访谈、每周一次的简短电话调查以及机器人制作的报告记录了他们的体验。分析结果显示了两个不同的群体:(A) "粉丝"--喜欢使用 SAR 的参与者,认为它有附加价值,并经历了成功的同化过程;(B) "怀疑论者"--不喜欢 SAR 的参与者,对其使用有负面评价,并经历了令人失望的同化过程。尽管两组之间存在巨大差异,但在研究结束时,两组对 SAR 的评价都比研究开始前更积极。总之,研究结果表明,合成孔径雷达的同化过程并非千篇一律,并让我们深刻理解了影响老年人在实际使用合成孔径雷达后的质量评价的因素。此外,研究结果还证明了在研究老年 SAR 使用者时采用整体方法在理论和实践上的实用性。
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引用次数: 0
Tangible document sharing: handing over paper documents across a videoconferencing display 有形文件共享:通过视频会议显示屏传送纸质文件
Pub Date : 2024-04-05 DOI: 10.3389/frobt.2024.1303440
Kazuaki Tanaka, Kentaro Oshiro, Naomi Yamashita, Hideyuki Nakanishi
Conventional techniques for sharing paper documents in teleconferencing tend to introduce two inconsistencies: 1) media inconsistency: a paper document is converted into a digital image on the remote site; 2) space inconsistency: a workspace deliberately inverts the partner’s handwriting to make a document easy to read. In this paper, we present a novel system that eliminates these inconsistencies. The media and space inconsistencies are resolved by reproducing a real paper document on a remote site and allowing a user to handover the paper document to a remote partner across a videoconferencing display. From a series of experiments, we found that reproducing a real paper document contributes to a higher sense of information sharing. We also found that handing over a document enhances a sense of space sharing, regardless of whether the document is digital or paper-based. These findings provide insights into designing systems for sharing paper documents across distances.
在远程会议中共享纸质文件的传统技术往往会带来两种不一致性:1) 媒体不一致:纸质文档在远程站点被转换成数字图像;2) 空间不一致:工作区故意颠倒合作伙伴的笔迹,使文档易于阅读。在本文中,我们提出了一种消除这些不一致性的新型系统。解决媒体和空间不一致的方法是在远程站点复制一份真实的纸质文档,并允许用户通过视频会议显示器将纸质文档交给远程伙伴。通过一系列实验,我们发现复制真实的纸质文件有助于提高信息共享感。我们还发现,无论文件是数字文件还是纸质文件,移交文件都能增强空间共享感。这些发现为设计跨距离共享纸质文件的系统提供了启示。
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引用次数: 0
Webcam-based gaze estimation for computer screen interaction 基于网络摄像头的计算机屏幕交互凝视估计
Pub Date : 2024-04-02 DOI: 10.3389/frobt.2024.1369566
Lucas Falch, K. Lohan
This paper presents a novel webcam-based approach for gaze estimation on computer screens. Utilizing appearance based gaze estimation models, the system provides a method for mapping the gaze vector from the user’s perspective onto the computer screen. Notably, it determines the user’s 3D position in front of the screen, using only a 2D webcam without the need for additional markers or equipment. The study presents a comprehensive comparative analysis, assessing the performance of the proposed method against established eye tracking solutions. This includes a direct comparison with the purpose-built Tobii Eye Tracker 5, a high-end hardware solution, and the webcam-based GazeRecorder software. In experiments replicating head movements, especially those imitating yaw rotations, the study brings to light the inherent difficulties associated with tracking such motions using 2D webcams. This research introduces a solution by integrating Structure from Motion (SfM) into the Convolutional Neural Network (CNN) model. The study’s accomplishments include showcasing the potential for accurate screen gaze tracking with a simple webcam, presenting a novel approach for physical distance computation, and proposing compensation for head movements, laying the groundwork for advancements in real-world gaze estimation scenarios.
本文介绍了一种基于网络摄像头的计算机屏幕注视估计新方法。该系统利用基于外观的凝视估计模型,提供了一种将用户视角的凝视矢量映射到计算机屏幕上的方法。值得注意的是,它只需使用二维网络摄像头就能确定用户在屏幕前的三维位置,而无需额外的标记或设备。该研究进行了全面的比较分析,评估了所提方法与现有眼动追踪解决方案的性能。其中包括与专门设计的高端硬件解决方案 Tobii Eye Tracker 5 和基于网络摄像头的 GazeRecorder 软件进行直接比较。在复制头部运动,特别是模仿偏航旋转的实验中,研究揭示了使用二维网络摄像头跟踪此类运动的固有困难。这项研究通过将运动结构(SfM)集成到卷积神经网络(CNN)模型中引入了一种解决方案。该研究的成果包括:展示了使用简单网络摄像头进行精确屏幕注视跟踪的潜力,提出了一种新颖的物理距离计算方法,并提出了头部运动补偿方案,为在真实世界注视估计场景中取得进展奠定了基础。
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引用次数: 0
Embodied, visible, and courteous: exploring robotic social touch with virtual idols 化身、可见和礼貌:探索机器人与虚拟偶像的社交接触
Pub Date : 2024-03-25 DOI: 10.3389/frobt.2024.1240408
Yuya Onishi, Kosuke Ogawa, Kazuaki Tanaka, Hideyuki Nakanishi
In recent years, virtual idols have garnered considerable attention because they can perform activities similar to real idols. However, as they are fictitious idols with nonphysical presence, they cannot perform physical interactions such as handshake. Combining a robotic hand with a display showing virtual idols is the one of the methods to solve this problem. Nonetheless a physical handshake is possible, the form of handshake that can effectively induce the desirable behavior is unclear. In this study, we adopted a robotic hand as an interface and aimed to imitate the behavior of real idols. To test the effects of this behavior, we conducted step-wise experiments. The series of experiments revealed that the handshake by the robotic hand increased the feeling of intimacy toward the virtual idol, and it became more enjoyable to respond to a request from the virtual idol. In addition, viewing the virtual idols during the handshake increased the feeling of intimacy with the virtual idol. Moreover, the method of the hand-shake peculiar to idols, which tried to keep holding the user’s hand after the conversation, increased the feeling of intimacy to the virtual idol.
近年来,虚拟偶像因其可以进行与真实偶像类似的活动而备受关注。然而,由于虚拟偶像没有实体,因此无法进行握手等实体互动。将机械手与显示虚拟偶像的显示器相结合是解决这一问题的方法之一。尽管实体握手是可能的,但能有效诱发理想行为的握手形式尚不明确。在本研究中,我们采用机械手作为界面,旨在模仿真实偶像的行为。为了检验这种行为的效果,我们进行了分步实验。一系列的实验表明,机械手的握手行为增加了人们对虚拟偶像的亲近感,回应虚拟偶像的请求也变得更加令人愉快。此外,在握手过程中观看虚拟偶像也增加了与虚拟偶像的亲密感。此外,偶像特有的握手方式,即在对话结束后试图继续握住用户的手,也增加了对虚拟偶像的亲近感。
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引用次数: 0
Automated disassembly of e-waste—requirements on modeling of processes and product states 电子废物的自动拆解--对过程和产品状态建模的要求
Pub Date : 2024-03-22 DOI: 10.3389/frobt.2024.1303279
José Saenz, T. Felsch, Christoph Walter, Tim König, Olaf Poenicke, Eric Bayrhammer, Mathias Vorbröcker, Dirk Berndt, N. Elkmann, Julia Arlinghaus
Automated disassembly is increasingly in focus for Recycling, Re-use, and Remanufacturing (Re-X) activities. Trends in digitalization, in particular digital twin (DT) technologies and the digital product passport, as well as recently proposed European legislation such as the Net Zero and the Critical materials Acts will accelerate digitalization of product documentation and factory processes. In this contribution we look beyond these activities by discussing digital information for stakeholders at the Re-X segment of the value-chain. Furthermore, we present an approach to automated product disassembly based on different levels of available product information. The challenges for automated disassembly and the subsequent requirements on modeling of disassembly processes and product states for electronic waste are examined. The authors use a top-down (e.g., review of existing standards and process definitions) methodology to define an initial data model for disassembly processes. An additional bottom-up approach, whereby 5 exemplary electronics products were manually disassembled, was employed to analyze the efficacy of the initial data model and to offer improvements. This paper reports on our suggested informal data models for automatic electronics disassembly and the associated robotic skills.
自动拆卸日益成为回收、再利用和再制造(Re-X)活动的重点。数字化趋势,特别是数字孪生(DT)技术和数字产品护照,以及最近提出的欧洲立法,如净零和关键材料法案,将加速产品文档和工厂流程的数字化。在本文中,我们将超越这些活动,讨论价值链 Re-X 部分利益相关者的数字信息。此外,我们还介绍了一种基于不同级别可用产品信息的自动化产品拆卸方法。研究了自动拆解所面临的挑战,以及随后对电子废弃物拆解过程和产品状态建模的要求。作者采用自上而下的方法(如审查现有标准和流程定义)来定义拆卸流程的初始数据模型。此外,作者还采用了一种自下而上的方法,即对 5 种示范性电子产品进行人工拆解,以分析初始数据模型的有效性并提出改进建议。本文报告了我们建议的电子产品自动拆卸非正式数据模型以及相关的机器人技能。
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引用次数: 0
Our business, not the robot’s: family conversations about privacy with social robots in the home 我们的事,不是机器人的事:关于家庭社交机器人隐私的家庭对话
Pub Date : 2024-03-21 DOI: 10.3389/frobt.2024.1331347
Leigh Levinson, Jessica McKinney, Christena Nippert-Eng, Randy Gomez, Selma Šabanović
The targeted use of social robots for the family demands a better understanding of multiple stakeholders’ privacy concerns, including those of parents and children. Through a co-learning workshop which introduced families to the functions and hypothetical use of social robots in the home, we present preliminary evidence from 6 families that exhibits how parents and children have different comfort levels with robots collecting and sharing information across different use contexts. Conversations and booklet answers reveal that parents adopted their child’s decision in scenarios where they expect children to have more agency, such as in cases of homework completion or cleaning up toys, and when children proposed what their parents found to be acceptable reasoning for their decisions. Families expressed relief when they shared the same reasoning when coming to conclusive decisions, signifying an agreement of boundary management between the robot and the family. In cases where parents and children did not agree, they rejected a binary, either-or decision and opted for a third type of response, reflecting skepticism, uncertainty and/or compromise. Our work highlights the benefits of involving parents and children in child- and family-centered research, including parental abilities to provide cognitive scaffolding and personalize hypothetical scenarios for their children.
要在家庭中有针对性地使用社交机器人,就必须更好地了解多方利益相关者(包括父母和孩子)对隐私的关注。通过共同学习研讨会向家庭介绍社交机器人在家庭中的功能和假设用途,我们从 6 个家庭中获得了初步证据,展示了在不同的使用环境下,父母和孩子对机器人收集和共享信息的舒适度如何不同。对话和手册答案显示,在父母希望孩子有更多自主权的情况下,如完成家庭作业或清理玩具,以及当孩子提出父母认为可以接受的决定理由时,父母会采纳孩子的决定。如果在做出最终决定时,双方的理由一致,这就意味着机器人和家庭在边界管理方面达成了一致,家庭也就如释重负。在父母和孩子意见不一致的情况下,他们拒绝二元对立、非此即彼的决定,而是选择第三种反应,反映出怀疑、不确定和/或妥协。我们的工作强调了让父母和孩子参与以儿童和家庭为中心的研究的益处,包括父母为孩子提供认知支架和个性化假设情景的能力。
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引用次数: 0
Improving engineering students’ understanding of classical physics through visuo-haptic simulations 通过视觉-触觉模拟加深工科学生对经典物理学的理解
Pub Date : 2024-03-21 DOI: 10.3389/frobt.2024.1305615
Guillermo González-Mena, Octavio Lozada-Flores, Dione Murrieta Caballero, J. Noguez, David Escobar-Castillejos
Introduction: The teaching process plays a crucial role in the training of professionals. Traditional classroom-based teaching methods, while foundational, often struggle to effectively motivate students. The integration of interactive learning experiences, such as visuo-haptic simulators, presents an opportunity to enhance both student engagement and comprehension.Methods: In this study, three simulators were developed to explore the impact of visuo-haptic simulations on engineering students’ engagement and their perceptions of learning basic physics concepts. The study used an adapted end-user computing satisfaction questionnaire to assess students’ experiences and perceptions of the simulators’ usability and its utility in learning.Results: Feedback from participants suggests a positive reception towards the use of visuo-haptic simulators, highlighting their usefulness in improving the understanding of complex physics principles.Discussion: Results suggest that incorporating visuo-haptic simulations into educational contexts may offer significant benefits, particularly in STEM courses, where traditional methods may be limited. The positive responses from participants underscore the potential of computer simulations to innovate pedagogical strategies. Future research will focus on assessing the effectiveness of these simulators in enhancing students’ learning and understanding of these concepts in higher-education physics courses.
引言教学过程在专业人员培训中起着至关重要的作用。传统的课堂教学方法虽然具有基础性,但往往难以有效激发学生的积极性。整合交互式学习体验(如视觉-触觉模拟器)为提高学生的参与度和理解力提供了机会:本研究开发了三种模拟器,以探索视觉-触觉模拟对工科学生的参与度以及他们对学习基本物理概念的看法的影响。研究使用了一份经过改编的最终用户计算机满意度调查问卷,以评估学生对模拟器可用性及其在学习中的实用性的体验和看法:结果:参与者的反馈表明,他们对使用视觉-触觉模拟器持积极态度,并强调了模拟器在提高对复杂物理原理的理解方面的作用:讨论:结果表明,将视觉-触觉模拟融入教育环境可能会带来显著的益处,尤其是在传统方法可能受到限制的 STEM 课程中。参与者的积极反应强调了计算机模拟在创新教学策略方面的潜力。未来的研究将侧重于评估这些模拟器在高等教育物理课程中提高学生学习和理解这些概念的有效性。
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引用次数: 0
Real-time active constraint generation and enforcement for surgical tools using 3D detection and localisation network 利用三维检测和定位网络为手术工具实时生成和执行主动约束
Pub Date : 2024-03-18 DOI: 10.3389/frobt.2024.1365632
S. Souipas, Anh Nguyen, Stephen Laws, Brian L. Davies, Ferdinando M. Rodriguez y Baena
Introduction: Collaborative robots, designed to work alongside humans for manipulating end-effectors, greatly benefit from the implementation of active constraints. This process comprises the definition of a boundary, followed by the enforcement of some control algorithm when the robot tooltip interacts with the generated boundary. Contact with the constraint boundary is communicated to the human operator through various potential forms of feedback. In fields like surgical robotics, where patient safety is paramount, implementing active constraints can prevent the robot from interacting with portions of the patient anatomy that shouldn’t be operated on. Despite improvements in orthopaedic surgical robots, however, there exists a gap between bulky systems with haptic feedback capabilities and miniaturised systems that only allow for boundary control, where interaction with the active constraint boundary interrupts robot functions. Generally, active constraint generation relies on optical tracking systems and preoperative imaging techniques.Methods: This paper presents a refined version of the Signature Robot, a three degrees-of-freedom, hands-on collaborative system for orthopaedic surgery. Additionally, it presents a method for generating and enforcing active constraints “on-the-fly” using our previously introduced monocular, RGB, camera-based network, SimPS-Net. The network was deployed in real-time for the purpose of boundary definition. This boundary was subsequently used for constraint enforcement testing. The robot was utilised to test two different active constraints: a safe region and a restricted region.Results: The network success rate, defined as the ratio of correct over total object localisation results, was calculated to be 54.7% ± 5.2%. In the safe region case, haptic feedback resisted tooltip manipulation beyond the active constraint boundary, with a mean distance from the boundary of 2.70 mm ± 0.37 mm and a mean exit duration of 0.76 s ± 0.11 s. For the restricted-zone constraint, the operator was successfully prevented from penetrating the boundary in 100% of attempts.Discussion: This paper showcases the viability of the proposed robotic platform and presents promising results of a versatile constraint generation and enforcement pipeline.
简介协作机器人的设计目的是与人类一起操纵末端执行器,主动约束的实施将使协作机器人受益匪浅。这一过程包括定义边界,然后在机器人工具提示与生成的边界发生交互时执行某种控制算法。与约束边界的接触会通过各种潜在的反馈形式传达给人类操作员。在外科手术机器人等领域,病人的安全是最重要的,实施主动约束可以防止机器人与病人解剖结构中不应该进行手术的部分发生交互。尽管骨科手术机器人有所改进,但在具有触觉反馈功能的笨重系统和只能进行边界控制的小型化系统之间仍存在差距,在边界控制中,与主动约束边界的交互会中断机器人的功能。一般来说,主动约束生成依赖于光学跟踪系统和术前成像技术:本文介绍了 Signature 机器人的改进版,这是一种用于矫形外科手术的三自由度动手协作系统。此外,本文还介绍了一种利用我们之前推出的基于 RGB 摄像头的单目网络 SimPS-Net "即时 "生成和执行主动约束的方法。该网络是实时部署的,用于定义边界。该边界随后被用于约束执行测试。机器人被用来测试两种不同的主动约束:安全区域和限制区域:根据计算,网络成功率为 54.7% ± 5.2%,即正确定位结果与总定位结果之比。在安全区域的情况下,触觉反馈阻止了超出活动约束边界的工具提示操作,与边界的平均距离为 2.70 毫米 ± 0.37 毫米,平均退出持续时间为 0.76 秒 ± 0.11 秒:本文展示了所建议的机器人平台的可行性,并介绍了多功能约束生成和执行管道的可喜成果。
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引用次数: 0
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Frontiers in Robotics and AI
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