Goto

Collaborating Authors

 interaction time


FAM-HRI: Foundation-Model Assisted Multi-Modal Human-Robot Interaction Combining Gaze and Speech

arXiv.org Artificial Intelligence

Effective Human-Robot Interaction (HRI) is crucial for enhancing accessibility and usability in real-world robotics applications. However, existing solutions often rely on gestures or language commands, making interaction inefficient and ambiguous, particularly for users with physical impairments. In this paper, we introduce FAM-HRI, an efficient multi-modal framework for human-robot interaction that integrates language and gaze inputs via foundation models. By leveraging lightweight Meta ARIA glasses, our system captures real-time multi-modal signals and utilizes large language models (LLMs) to fuse user intention with scene context, enabling intuitive and precise robot manipulation. Our method accurately determines gaze fixation time interval, reducing noise caused by the gaze dynamic nature. Experimental evaluations demonstrate that FAM-HRI achieves a high success rate in task execution while maintaining a low interaction time, providing a practical solution for individuals with limited physical mobility or motor impairments.


Self-Labeling in Multivariate Causality and Quantification for Adaptive Machine Learning

arXiv.org Artificial Intelligence

Adaptive machine learning (ML) aims to allow ML models to adapt to ever-changing environments with potential concept drift after model deployment. Traditionally, adaptive ML requires a new dataset to be manually labeled to tailor deployed models to altered data distributions. Recently, an interactive causality based self-labeling method was proposed to autonomously associate causally related data streams for domain adaptation, showing promising results compared to traditional feature similarity-based semi-supervised learning. Several unanswered research questions remain, including self-labeling's compatibility with multivariate causality and the quantitative analysis of the auxiliary models used in the self-labeling. The auxiliary models, the interaction time model (ITM) and the effect state detector (ESD), are vital to the success of self-labeling. This paper further develops the self-labeling framework and its theoretical foundations to address these research questions. A framework for the application of self-labeling to multivariate causal graphs is proposed using four basic causal relationships, and the impact of non-ideal ITM and ESD performance is analyzed. A simulated experiment is conducted based on a multivariate causal graph, validating the proposed theory.


Purify++: Improving Diffusion-Purification with Advanced Diffusion Models and Control of Randomness

arXiv.org Artificial Intelligence

Adversarial attacks can mislead neural network classifiers. The defense against adversarial attacks is important for AI safety. Adversarial purification is a family of approaches that defend adversarial attacks with suitable pre-processing. Diffusion models have been shown to be effective for adversarial purification. Despite their success, many aspects of diffusion purification still remain unexplored. In this paper, we investigate and improve upon three limiting designs of diffusion purification: the use of an improved diffusion model, advanced numerical simulation techniques, and optimal control of randomness. Based on our findings, we propose Purify++, a new diffusion purification algorithm that is now the state-of-the-art purification method against several adversarial attacks. Our work presents a systematic exploration of the limits of diffusion purification methods.


Virtual Reality Based Robot Teleoperation via Human-Scene Interaction

arXiv.org Artificial Intelligence

In this article, we propose a virtual reality (VR) based robot teleoperation system to achieve more efficient and natural interaction with humans in different scenes. A user-friendly VR interface is designed to help users interact with a desktop scene using their hands efficiently and intuitively. To improve user experience and reduce workload, we simulate the process in the physics engine to help build a preview of the scene after manipulation in the virtual scene before execution. We conduct experiments with different users and compare our system with a direct control method across several teleoperation tasks. The user study demonstrates that the proposed system enables users to perform operations more instinctively with a lighter mental workload. Users can perform pick-and-place and object-stacking tasks in a considerably short time, even for beginners.


HAISTA-NET: Human Assisted Instance Segmentation Through Attention

arXiv.org Artificial Intelligence

Instance segmentation is a form of image detection which has a range of applications, such as object refinement, medical image analysis, and image/video editing, all of which demand a high degree of accuracy. However, this precision is often beyond the reach of what even state-of-the-art, fully automated instance segmentation algorithms can deliver. The performance gap becomes particularly prohibitive for small and complex objects. Practitioners typically resort to fully manual annotation, which can be a laborious process. In order to overcome this problem, we propose a novel approach to enable more precise predictions and generate higher-quality segmentation masks for high-curvature, complex and small-scale objects. Our human-assisted segmentation model, HAISTA-NET, augments the existing Strong Mask R-CNN network to incorporate human-specified partial boundaries. We also present a dataset of hand-drawn partial object boundaries, which we refer to as human attention maps. In addition, the Partial Sketch Object Boundaries (PSOB) dataset contains hand-drawn partial object boundaries which represent curvatures of an object's ground truth mask with several pixels. Through extensive evaluation using the PSOB dataset, we show that HAISTA-NET outperforms state-of-the art methods such as Mask R-CNN, Strong Mask R-CNN, and Mask2Former, achieving respective increases of +36.7, +29.6, and +26.5 points in AP-Mask metrics for these three models. We hope that our novel approach will set a baseline for future human-aided deep learning models by combining fully automated and interactive instance segmentation architectures.


How data science and AI have evolved gaming technology

#artificialintelligence

The year 2021 has been an exciting year for the Indian gaming market. This year, the online gaming sector has progressed and seen a paradigm shift it is because of a multitude of encouraging factors such as young and tech-savvy young population, feature-packed smartphones, affordable data connectivity, and overall technological development. According to a KPMG report, India's online gaming market collected revenues of Rs 136 billion in 2021. With people spending more time online due to the pandemic, the gaming industry received a massive push. With this growth trajectory, the industry is expected to advance at a compound annual rate of 21 per cent to Rs 290 billion ($3.84 billion) in the next five years.


Communicating Inferred Goals with Passive Augmented Reality and Active Haptic Feedback

arXiv.org Artificial Intelligence

Robots learn as they interact with humans. Consider a human teleoperating an assistive robot arm: as the human guides and corrects the arm's motion, the robot gathers information about the human's desired task. But how does the human know what their robot has inferred? Today's approaches often focus on conveying intent: for instance, upon legible motions or gestures to indicate what the robot is planning. However, closing the loop on robot inference requires more than just revealing the robot's current policy: the robot should also display the alternatives it thinks are likely, and prompt the human teacher when additional guidance is necessary. In this paper we propose a multimodal approach for communicating robot inference that combines both passive and active feedback. Specifically, we leverage information-rich augmented reality to passively visualize what the robot has inferred, and attention-grabbing haptic wristbands to actively prompt and direct the human's teaching. We apply our system to shared autonomy tasks where the robot must infer the human's goal in real-time. Within this context, we integrate passive and active modalities into a single algorithmic framework that determines when and which type of feedback to provide. Combining both passive and active feedback experimentally outperforms single modality baselines; during an in-person user study, we demonstrate that our integrated approach increases how efficiently humans teach the robot while simultaneously decreasing the amount of time humans spend interacting with the robot. Videos here: https://youtu.be/swq_u4iIP-g


Extended Radial Basis Function Controller for Reinforcement Learning

arXiv.org Machine Learning

There have been attempts in model-based reinforcement learning to exploit a priori knowledge about the structure of the system. This paper introduces the extended radial basis function (RBF) controller design. In addition to traditional RBF controllers, our controller comprises of an engineered linear controller inside an operating region. We show that the learnt extended RBF controller takes on the desirable characteristics of both the linear and non-linear controller models. The extended controller is shown to retain the ability for universal function approximation of the non-linear RBF functions. At the same time, it demonstrates desirable stability criteria on par with the linear controller. Learning has been done in a probabilistic inference framework (PILCO), but could generalise to other reinforcement learning frameworks. Experimental results from the Swing-up pendulum, Cartpole, and Mountain car environments are reported.


Towards General and Autonomous Learning of Core Skills: A Case Study in Locomotion

arXiv.org Artificial Intelligence

Modern Reinforcement Learning (RL) algorithms promise to solve difficult motor control problems directly from raw sensory inputs. Their attraction is due in part to the fact that they can represent a general class of methods that allow to learn a solution with a reasonably set reward and minimal prior knowledge, even in situations where it is difficult or expensive for a human expert. For RL to truly make good on this promise, however, we need algorithms and learning setups that can work across a broad range of problems with minimal problem specific adjustments or engineering. In this paper, we study this idea of generality in the locomotion domain. We develop a learning framework that can learn sophisticated locomotion behavior for a wide spectrum of legged robots, such as bipeds, tripeds, quadrupeds and hexapods, including wheeled variants. Our learning framework relies on a data-efficient, off-policy multi-task RL algorithm and a small set of reward functions that are semantically identical across robots. To underline the general applicability of the method, we keep the hyper-parameter settings and reward definitions constant across experiments and rely exclusively on on-board sensing. For nine different types of robots, including a real-world quadruped robot, we demonstrate that the same algorithm can rapidly learn diverse and reusable locomotion skills without any platform specific adjustments or additional instrumentation of the learning setup.


End-to-end deep reinforcement learning without reward engineering

Robohub

Communicating the goal of a task to another person is easy: we can use language, show them an image of the desired outcome, point them to a how-to video, or use some combination of all of these. On the other hand, specifying a task to a robot for reinforcement learning requires substantial effort. Most prior work that has applied deep reinforcement learning to real robots makes uses of specialized sensors to obtain rewards or studies tasks where the robot's internal sensors can be used to measure reward. Since such instrumentation needs to be done for any new task that we may wish to learn, it poses a significant bottleneck to widespread adoption of reinforcement learning for robotics, and precludes the use of these methods directly in open-world environments that lack this instrumentation. We have developed an end-to-end method that allows robots to learn from a modest number of images that depict successful completion of a task, without any manual reward engineering.