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Self-centering 3-DoF feet controller for hands-free locomotion control in telepresence and virtual reality

Memmesheimer, Raphael, Lenz, Christian, Schwarz, Max, Schreiber, Michael, Behnke, Sven

arXiv.org Artificial Intelligence

We present a novel seated feet controller for handling 3-DoF aimed to control locomotion for telepresence robotics and virtual reality environments. Tilting the feet on two axes yields in forward, backward and sideways motion. In addition, a separate rotary joint allows for rotation around the vertical axis. Attached springs on all joints self-center the controller. The HTC Vive tracker is used to translate the trackers' orientation into locomotion commands. The proposed self-centering feet controller was used successfully for the ANA Avatar XPRIZE competition, where a naive operator traversed the robot through a longer distance, surpassing obstacles while solving various interaction and manipulation tasks in between. We publicly provide the models of the mostly 3D-printed feet controller for reproduction.


Analysis and Perspectives on the ANA Avatar XPRIZE Competition

Hauser, Kris, Watson, Eleanor, Bae, Joonbum, Bankston, Josh, Behnke, Sven, Borgia, Bill, Catalano, Manuel G., Dafarra, Stefano, van Erp, Jan B. F., Ferris, Thomas, Fishel, Jeremy, Hoffman, Guy, Ivaldi, Serena, Kanehiro, Fumio, Kheddar, Abderrahmane, Lannuzel, Gaelle, Morie, Jacqueline Ford, Naughton, Patrick, NGuyen, Steve, Oh, Paul, Padir, Taskin, Pippine, Jim, Park, Jaeheung, Pucci, Daniele, Vaz, Jean, Whitney, Peter, Wu, Peggy, Locke, David

arXiv.org Artificial Intelligence

The ANA Avatar XPRIZE was a four-year competition to develop a robotic "avatar" system to allow a human operator to sense, communicate, and act in a remote environment as though physically present. The competition featured a unique requirement that judges would operate the avatars after less than one hour of training on the human-machine interfaces, and avatar systems were judged on both objective and subjective scoring metrics. This paper presents a unified summary and analysis of the competition from technical, judging, and organizational perspectives. We study the use of telerobotics technologies and innovations pursued by the competing teams in their avatar systems, and correlate the use of these technologies with judges' task performance and subjective survey ratings. It also summarizes perspectives from team leads, judges, and organizers about the competition's execution and impact to inform the future development of telerobotics and telepresence.


Robust Immersive Telepresence and Mobile Telemanipulation: NimbRo wins ANA Avatar XPRIZE Finals

Schwarz, Max, Lenz, Christian, Memmesheimer, Raphael, Pätzold, Bastian, Rochow, Andre, Schreiber, Michael, Behnke, Sven

arXiv.org Artificial Intelligence

Abstract-- Robotic avatar systems promise to bridge distances and reduce the need for travel. We present the updated NimbRo avatar system, winner of the $5M grand prize at the international ANA Avatar XPRIZE competition, which required participants to build intuitive and immersive robotic telepresence systems that could be operated by briefly trained operators. Video and audio data are compressed using low-latency HEVC and Opus codecs. We propose a new locomotion control device with tunable resistance force. To increase flexibility, the robot's upper-body height can be adjusted by the operator. Top left: Operator judge controlling the avatar. Bottom left: VR view (cropped). Reducing the need In this paper, we present and discuss the updates and to travel is thus beneficial for many reasons. While voice extensions of the NimbRo avatar system (Figure 1) that we calls and video conferencing help, they cannot replace inperson made for our highly successful participation in the ANA meetings entirely due to lack of immersion and Avatar XPRIZE Finals in November 2022, where our team social interaction.


Audio-based Roughness Sensing and Tactile Feedback for Haptic Perception in Telepresence

Pätzold, Bastian, Rochow, Andre, Schreiber, Michael, Memmesheimer, Raphael, Lenz, Christian, Schwarz, Max, Behnke, Sven

arXiv.org Artificial Intelligence

Haptic perception is highly important for immersive teleoperation of robots, especially for accomplishing manipulation tasks. We propose a low-cost haptic sensing and rendering system, which is capable of detecting and displaying surface roughness. As the robot fingertip moves across a surface of interest, two microphones capture sound coupled directly through the fingertip and through the air, respectively. A learning-based detector system analyzes the data in real time and gives roughness estimates with both high temporal resolution and low latency. Finally, an audio-based vibrational actuator displays the result to the human operator. We demonstrate the effectiveness of our system through lab experiments and our winning entry in the ANA Avatar XPRIZE competition finals, where briefly trained judges solved a roughness-based selection task even without additional vision feedback. We publish our dataset used for training and evaluation together with our trained models to enable reproducibility of results.


NimbRo wins ANA Avatar XPRIZE Immersive Telepresence Competition: Human-Centric Evaluation and Lessons Learned

Lenz, Christian, Schwarz, Max, Rochow, Andre, Pätzold, Bastian, Memmesheimer, Raphael, Schreiber, Michael, Behnke, Sven

arXiv.org Artificial Intelligence

Robotic avatar systems can enable immersive telepresence with locomotion, manipulation, and communication capabilities. We present such an avatar system, based on the key components of immersive 3D visualization and transparent force-feedback telemanipulation. Our avatar robot features an anthropomorphic upper body with dexterous hands. The remote human operator drives the arms and fingers through an exoskeleton-based operator station, which provides force feedback both at the wrist and for each finger. The robot torso is mounted on a holonomic base, providing omnidirectional locomotion on flat floors, controlled using a 3D rudder device. Finally, the robot features a 6D movable head with stereo cameras, which stream images to a VR display worn by the operator. Movement latency is hidden using spherical rendering. The head also carries a telepresence screen displaying an animated image of the operator's face, enabling direct interaction with remote persons. Our system won the \$10M ANA Avatar XPRIZE competition, which challenged teams to develop intuitive and immersive avatar systems that could be operated by briefly trained judges. We analyze our successful participation in the semifinals and finals and provide insight into our operator training and lessons learned. In addition, we evaluate our system in a user study that demonstrates its intuitive and easy usability.


The $10 Million ANA Avatar XPRIZE Competition Advanced Immersive Telepresence Systems

Behnke, Sven, Adams, Julie A., Locke, David

arXiv.org Artificial Intelligence

The $10M ANA Avatar XPRIZE aimed to create avatar systems that can transport human presence to remote locations in real time. The participants of this multi-year competition developed robotic systems that allow operators to see, hear, and interact with a remote environment in a way that feels as if they are truly there. On the other hand, people in the remote environment were given the impression that the operator was present inside the avatar robot. At the competition finals, held in November 2022 in Long Beach, CA, USA, the avatar systems were evaluated on their support for remotely interacting with humans, exploring new environments, and employing specialized skills. This article describes the competition stages with tasks and evaluation procedures, reports the results, presents the winning teams' approaches, and discusses lessons learned.


Modeling the sense of presence of remote participants in hybrid communication and its application to the design of avatar robot behavior

Miyaguchi, Takuma, Yanagisawa, Hideyoshi

arXiv.org Artificial Intelligence

We formulated the sense of the presence of a remote participant in hybrid communication using a Bayesian framework. We also applied the knowledge gained from the simulation with the Bayesian model to the avatar robot's intervention behavior and encouraged the local participants to speak by intervening in the remote participant's behavior using an avatar robot. We then modeled the influence of the avatar robot's behavior on the local participants' statements using an active inference framework that included the presence of a remote participant as a latent variable. Based on the simulation results, we designed the gaze behavior of an avatar robot. Finally, we examined the effectiveness of the designed gaze behavior of the avatar robot. The gaze behavior expressed more of the remote participant's attention and interest in local participants, but local participants expressed fewer opinions in the meeting tasks. The results suggest that gaze behavior increased the presence of the remote participant and discouraged the local participant from speaking in the context of the experimental task. We believe that presence has a sufficiently large influence on whether participants want to express an opinion. It is worth investigating the influence of presence and its control methods using Bayesian models.


Team Northeastern's Approach to ANA XPRIZE Avatar Final Testing: A Holistic Approach to Telepresence and Lessons Learned

Luo, Rui, Wang, Chunpeng, Keil, Colin, Nguyen, David, Mayne, Henry, Alt, Stephen, Schwarm, Eric, Mendoza, Evelyn, Padır, Taşkın, Whitney, John Peter

arXiv.org Artificial Intelligence

This paper reports on Team Northeastern's Avatar system for telepresence, and our holistic approach to meet the ANA Avatar XPRIZE Final testing task requirements. The system features a dual-arm configuration with hydraulically actuated glove-gripper pair for haptic force feedback. Our proposed Avatar system was evaluated in the ANA Avatar XPRIZE Finals and completed all 10 tasks, scored 14.5 points out of 15.0, and received the 3rd Place Award. We provide the details of improvements over our first generation Avatar, covering manipulation, perception, locomotion, power, network, and controller design. We also extensively discuss the major lessons learned during our participation in the competition.


Bimanual Telemanipulation with Force and Haptic Feedback through an Anthropomorphic Avatar System

Lenz, Christian, Behnke, Sven

arXiv.org Artificial Intelligence

Robotic teleoperation is a key technology for a wide variety of applications. It allows sending robots instead of humans in remote, possibly dangerous locations while still using the human brain with its enormous knowledge and creativity, especially for solving unexpected problems. A main challenge in teleoperation consists of providing enough feedback to the human operator for situation awareness and thus create full immersion, as well as offering the operator suitable control interfaces to achieve efficient and robust task fulfillment. We present a bimanual telemanipulation system consisting of an anthropomorphic avatar robot and an operator station providing force and haptic feedback to the human operator. The avatar arms are controlled in Cartesian space with a direct mapping of the operator movements. The measured forces and torques on the avatar side are haptically displayed to the operator. We developed a predictive avatar model for limit avoidance which runs on the operator side, ensuring low latency. The system was successfully evaluated during the ANA Avatar XPRIZE competition semifinals. In addition, we performed in lab experiments and carried out a small user study with mostly untrained operators.


Interaction in Remote Peddling Using Avatar Robot by People with Disabilities

Kanetsuna, Takashi, Takeuchi, Kazuaki, Kato, Hiroaki, Sono, Taichi, Osawa, Hirotaka, Yoshifuji, Kentaro, Yamazaki, Yoichi

arXiv.org Artificial Intelligence

Telework "avatar work," in which people with disabilities can engage in physical work such as customer service, is being implemented in society. In order to enable avatar work in a variety of occupations, we propose a mobile sales system using a mobile frozen drink machine and an avatar robot "OriHime", focusing on mobile customer service like peddling. The effect of the peddling by the system on the customers are examined based on the results of video annotation.