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Adaptive Kinematic Modeling for Improved Hand Posture Estimates Using a Haptic Glove

Krieger, Kathrin, Leins, David P., Markmann, Thorben, Haschke, Robert, Chen, Jianxu, Gunzer, Matthias, Ritter, Helge

arXiv.org Artificial Intelligence

Most commercially available haptic gloves compromise the accuracy of hand-posture measurements in favor of a simpler design with fewer sensors. While inaccurate posture data is often sufficient for the task at hand in biomedical settings such as VR-therapy-aided rehabilitation, measurements should be as precise as possible to digitally recreate hand postures as accurately as possible. With these applications in mind, we have added extra sensors to the commercially available Dexmo haptic glove by Dexta Robotics and applied kinematic models of the haptic glove and the user's hand to improve the accuracy of hand-posture measurements. In this work, we describe the augmentations and the kinematic modeling approach. Additionally, we present and discuss an evaluation of hand posture measurements as a proof of concept.


An Efficient Learning Control Framework With Sim-to-Real for String-Type Artificial Muscle-Driven Robotic Systems

Tao, Jiyue, Zhang, Yunsong, Rajendran, Sunil Kumar, Zhang, Feitian, Zhao, Dexin, Shen, Tongsheng

arXiv.org Artificial Intelligence

Robotic systems driven by artificial muscles present unique challenges due to the nonlinear dynamics of actuators and the complex designs of mechanical structures. Traditional model-based controllers often struggle to achieve desired control performance in such systems. Deep reinforcement learning (DRL), a trending machine learning technique widely adopted in robot control, offers a promising alternative. However, integrating DRL into these robotic systems faces significant challenges, including the requirement for large amounts of training data and the inevitable sim-to-real gap when deployed to real-world robots. This paper proposes an efficient reinforcement learning control framework with sim-to-real transfer to address these challenges. Bootstrap and augmentation enhancements are designed to improve the data efficiency of baseline DRL algorithms, while a sim-to-real transfer technique, namely randomization of muscle dynamics, is adopted to bridge the gap between simulation and real-world deployment. Extensive experiments and ablation studies are conducted utilizing two string-type artificial muscle-driven robotic systems including a two degree-of-freedom robotic eye and a parallel robotic wrist, the results of which demonstrate the effectiveness of the proposed learning control strategy.


Development of the Lifelike Head Unit for a Humanoid Cybernetic Avatar `Yui' and Its Operation Interface

Nakajima, Mizuki, Shinkawa, Kaoruko, Nakata, Yoshihiro

arXiv.org Artificial Intelligence

In the context of avatar-mediated communication, it is crucial for the face-to-face interlocutor to sense the operator's presence and emotions via the avatar. Although androids resembling humans have been developed to convey presence through appearance and movement, few studies have prioritized deepening the communication experience for both operator and interlocutor using android robot as an avatar. Addressing this gap, we introduce the ``Cybernetic Avatar `Yui','' featuring a human-like head unit with 28 degrees of freedom, capable of expressing gaze, facial emotions, and speech-related mouth movements. Through an eye-tracking unit in a Head-Mounted Display (HMD) and degrees of freedom on both eyes of Yui, operators can control the avatar's gaze naturally. Additionally, microphones embedded in Yui's ears allow operators to hear surrounding sounds in three dimensions, enabling them to discern the direction of calls based solely on auditory information. An HMD's face-tracking unit synchronizes the avatar's facial movements with those of the operator. This immersive interface, coupled with Yui's human-like appearance, enables real-time emotion transmission and communication, enhancing the sense of presence for both parties. Our experiments demonstrate Yui's facial expression capabilities, and validate the system's efficacy through teleoperation trials, suggesting potential advancements in avatar technology.


In-Hand Gravitational Pivoting Using Tactile Sensing

Toskov, Jason, Newbury, Rhys, Mukadam, Mustafa, Kulić, Dana, Cosgun, Akansel

arXiv.org Artificial Intelligence

We study gravitational pivoting, a constrained version of in-hand manipulation, where we aim to control the rotation of an object around the grip point of a parallel gripper. To achieve this, instead of controlling the gripper to avoid slip, we embrace slip to allow the object to rotate in-hand. We collect two real-world datasets, a static tracking dataset and a controller-in-the loop dataset, both annotated with object angle and angular velocity labels. Both datasets contain force-based tactile information on ten different household objects. We train an LSTM model to predict the angular position and velocity of the held object from purely tactile data. We integrate this model with a controller that opens and closes the gripper allowing the object to rotate to desired relative angles. We conduct real-world experiments where the robot is tasked to achieve a relative target angle. We show that our approach outperforms a sliding-window based MLP in a zero-shot generalization setting with unseen objects. Furthermore, we show a 16.6% improvement in performance when the LSTM model is fine-tuned on a small set of data collected with both the LSTM model and the controller in-the-loop. Code and videos are available at https://rhys-newbury.github.io/projects/pivoting/


Visualizing Movement Control Optimization Landscapes

Hämäläinen, Perttu, Toikka, Juuso, Liu, C. Karen

arXiv.org Machine Learning

A large body of animation research focuses on optimization of movement control, either as action sequences or policy parameters. However, as closed-form expressions of the objective functions are often not available, our understanding of the optimization problems is limited. Building on recent work on analyzing neural network training, we contribute novel visualizations of high-dimensional control optimization landscapes; this yields insights into why control optimization is hard and why common practices like early termination and spline-based action parameterizations make optimization easier. For example, our experiments show how trajectory optimization can become increasingly ill-conditioned with longer trajectories, but parameterizing control as partial target states - e.g., target angles converted to torques using a PD-controller - can act as an efficient preconditioner. Both our visualizations and quantitative empirical data also indicate that neural network policy optimization scales better than trajectory optimization for long planning horizons. Our work advances the understanding of movement optimization and our visualizations should also provide value in educational use.