T. Bates
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3 records found
1
This paper presents a method to incorporate ergonomics into the optimization of action sequences for bi-manual human-robot cooperation tasks with continuous physical interaction. Our first contribution is a novel computational model of the human that allows prediction of an ergonomics assessment corresponding to each step in a task. The model is learned from human motion capture data in order to predict the human pose as realistically as possible. The second contribution is a combination of this prediction model with an informed graph search algorithm, which allows computation of human-robot cooperative plans with improved ergonomics according to the incorporated method for ergonomic assessment. The concepts have been evaluated in simulation and in a small user study in which the subjects manipulate a large object with a 32 DoF bimanual mobile robot as partner. For all subjects, the ergonomic-enhanced planner shows their reduced ergonomic cost compared to a baseline planner.
This paper presents a system for cooperatively manipulating large objects between a human and a robot. This physical interaction system is designed to handle, transport, or manipulate large objects of different shapes in cooperation with a human. Unique points are the bi-manual physical cooperation, the sequential characteristic of the cooperation including contact changes, and a novel architecture combining force interaction cues, interactive search-based planning, and online trajectory and motion generation. The resulting system implements a mixed initiative collaboration strategy, deferring to the human when his intentions are unclear, and driving the task once understood. This results in an easy and intuitive human-robot interaction. It is evaluated in simulations and on a bi-manual mobile robot with 32 degrees of freedom.
By adjusting the perspective projection used to render 3D avatars to match a viewer's physical perspective, they could provide a useful middle ground between typical 2D/3D avatar representations, which are often ambiguous in their spatial relationships, and physically-actuated heads/faces, which can be difficult to construct or impractical to use in some environments. A user study was conducted to determine to what extent a head-tracked perspective projection scheme was able to mitigate the issues in readability of a 3D avatar's expression or gaze target compared to use of a standard perspective projection. To the authors' knowledge, this is the first user study to perform such a comparison, and the results show not only an overall improvement in viewers' accuracy when attempting to follow the avatar's gaze, but a reduction in spatial biases in predictions made from oblique viewing angles ...
By adjusting the perspective projection used to render 3D avatars to match a viewer's physical perspective, they could provide a useful middle ground between typical 2D/3D avatar representations, which are often ambiguous in their spatial relationships, and physically-actuated heads/faces, which can be difficult to construct or impractical to use in some environments. A user study was conducted to determine to what extent a head-tracked perspective projection scheme was able to mitigate the issues in readability of a 3D avatar's expression or gaze target compared to use of a standard perspective projection. To the authors' knowledge, this is the first user study to perform such a comparison, and the results show not only an overall improvement in viewers' accuracy when attempting to follow the avatar's gaze, but a reduction in spatial biases in predictions made from oblique viewing angles