capability map
RM4D: A Combined Reachability and Inverse Reachability Map for Common 6-/7-axis Robot Arms by Dimensionality Reduction to 4D
Knowledge of a manipulator's workspace is fundamental for a variety of tasks including robot design, grasp planning and robot base placement. Consequently, workspace representations are well studied in robotics. Two important representations are reachability maps and inverse reachability maps. The former predicts whether a given end-effector pose is reachable from where the robot currently is, and the latter suggests suitable base positions for a desired end-effector pose. Typically, the reachability map is built by discretizing the 6D space containing the robot's workspace and determining, for each cell, whether it is reachable or not. The reachability map is subsequently inverted to build the inverse map. This is a cumbersome process which restricts the applications of such maps. In this work, we exploit commonalities of existing six and seven axis robot arms to reduce the dimension of the discretization from 6D to 4D. We propose Reachability Map 4D (RM4D), a map that only requires a single 4D data structure for both forward and inverse queries. This gives a much more compact map that can be constructed by an order of magnitude faster than existing maps, with no inversion overheads and no loss in accuracy. Our experiments showcase the usefulness of RM4D for grasp planning with a mobile manipulator.
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- Information Technology > Artificial Intelligence > Robots > Robot Planning & Action (0.71)
- Information Technology > Artificial Intelligence > Machine Learning > Performance Analysis > Accuracy (0.48)
- Information Technology > Artificial Intelligence > Machine Learning > Statistical Learning > Dimensionality Reduction (0.42)
Using Capability Maps Tailored to Arm Range of Motion in VR Exergames for Rehabilitation
Lourido, Christian, Waghoo, Zaid, Wazir, Hassam Khan, Bhagat, Nishtha, Kapila, Vikram
Many neurological conditions, e.g., a stroke, can cause patients to experience upper limb (UL) motor impairments that hinder their daily activities. For such patients, while rehabilitation therapy is key for regaining autonomy and restoring mobility, its long-term nature entails ongoing time commitment and it is often not sufficiently engaging. Virtual reality (VR) can transform rehabilitation therapy into engaging game-like tasks that can be tailored to patient-specific activities, set goals, and provide rehabilitation assessment. Yet, most VR systems lack built-in methods to track progress over time and alter rehabilitation programs accordingly. We propose using arm kinematic modeling and capability maps to allow a VR system to understand a user's physical capability and limitation. Next, we suggest two use cases for the VR system to utilize the user's capability map for tailoring rehabilitation programs. Finally, for one use case, it is shown that the VR system can emphasize and assess the use of specific UL joints.
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Reinventing the operating model to accelerate digital transformation
Across a broad spectrum of sectors, artificial intelligence (AI), digital, the Internet of Things (IoT), process automation, and other technologies are shifting value from manufacturers and distributors to companies that operate end-to-end platforms and provide outcomes as-a-service. For many enterprises, that means constant change and disruption--and a growing threat of market obsolescence. Leaders, revising their five-year plans every quarter, are seeking ways to constantly reinvent their companies to stay ahead of the pack, with competitors of varying capabilities and scale and customers who expect more for less. And for many companies, the answer is large-scale global transformation. Indeed, 80 percent of CEOs in one study claim to have transformations in place to make their businesses more digital; 87 percent expect to see a change in their operating models within three years.1
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