4.0ROFeb 7, 2022
Air-Releasable Soft Robots for Explosive Ordnance DisposalTyler C. Looney, Nathan M. Savard, Gus T. Teran et al.
The demining of landmines using drones is challenging; air-releasable payloads are typically non-intelligent (e.g., water balloons or explosives) and deploying them at even low altitudes (~6 meter) is inherently inaccurate due to complex deployment trajectories and constrained visual awareness by the drone pilot. Soft robotics offers a unique approach for aerial demining, namely due to the robust, low-cost, and lightweight designs of soft robots. Instead of non-intelligent payloads, here, we propose the use of air-releasable soft robots for demining. We developed a full system consisting of an unmanned aerial vehicle retrofitted to a soft robot carrier including a custom-made deployment mechanism, and an air-releasable, lightweight (296 g), untethered soft hybrid robot with integrated electronics that incorporates a new type of a vacuum-based flasher roller actuator system. We demonstrate a deployment cycle in which the drone drops the soft robotic hybrid from an altitude of 4.5 m meters and after which the robot approaches a dummy landmine. By deploying soft robots at points of interest, we can transition soft robotic technologies from the laboratory to real-world environments.
3.0ROMay 10, 2021
Learning Contact-aware CPG-based Locomotion in a Soft Snake RobotXuan Liu, Cagdas Onal, Jie Fu
In this paper, we present a model-free learning-based control scheme for the soft snake robot to improve its contact-aware locomotion performance in a cluttered environment. The control scheme includes two cooperative controllers: A bio-inspired controller (C1) that controls both the steering and velocity of the soft snake robot, and an event-triggered regulator (R2) that controls the steering of the snake in anticipation of obstacle contacts and during contact. The inputs from the two controllers are composed as the input to a Matsuoka CPG network to generate smooth and rhythmic actuation inputs to the soft snake. To enable stable and efficient learning with two controllers, we develop a game-theoretic process, fictitious play, to train C1 and R2 with a shared potential-field-based reward function for goal tracking tasks. The proposed approach is tested and evaluated in the simulator and shows significant improvement of locomotion performance in the obstacle-based environment comparing to two baseline controllers.
13.8ROApr 8, 2021
Multimodal Fusion of EMG and Vision for Human Grasp Intent Inference in Prosthetic Hand ControlMehrshad Zandigohar, Mo Han, Mohammadreza Sharif et al.
Objective: For transradial amputees, robotic prosthetic hands promise to regain the capability to perform daily living activities. Current control methods based on physiological signals such as electromyography (EMG) are prone to yielding poor inference outcomes due to motion artifacts, muscle fatigue, and many more. Vision sensors are a major source of information about the environment state and can play a vital role in inferring feasible and intended gestures. However, visual evidence is also susceptible to its own artifacts, most often due to object occlusion, lighting changes, etc. Multimodal evidence fusion using physiological and vision sensor measurements is a natural approach due to the complementary strengths of these modalities. Methods: In this paper, we present a Bayesian evidence fusion framework for grasp intent inference using eye-view video, eye-gaze, and EMG from the forearm processed by neural network models. We analyze individual and fused performance as a function of time as the hand approaches the object to grasp it. For this purpose, we have also developed novel data processing and augmentation techniques to train neural network components. Results: Our results indicate that, on average, fusion improves the instantaneous upcoming grasp type classification accuracy while in the reaching phase by 13.66% and 14.8%, relative to EMG (81.64% non-fused) and visual evidence (80.5% non-fused) individually, resulting in an overall fusion accuracy of 95.3%. Conclusion: Our experimental data analyses demonstrate that EMG and visual evidence show complementary strengths, and as a consequence, fusion of multimodal evidence can outperform each individual evidence modality at any given time.
5.6CVMar 8, 2021
From Hand-Perspective Visual Information to Grasp Type Probabilities: Deep Learning via Ranking LabelsMo Han, Sezen Ya{ğ}mur Günay, İlkay Yıldız et al.
Limb deficiency severely affects the daily lives of amputees and drives efforts to provide functional robotic prosthetic hands to compensate this deprivation. Convolutional neural network-based computer vision control of the prosthetic hand has received increased attention as a method to replace or complement physiological signals due to its reliability by training visual information to predict the hand gesture. Mounting a camera into the palm of a prosthetic hand is proved to be a promising approach to collect visual data. However, the grasp type labelled from the eye and hand perspective may differ as object shapes are not always symmetric. Thus, to represent this difference in a realistic way, we employed a dataset containing synchronous images from eye- and hand- view, where the hand-perspective images are used for training while the eye-view images are only for manual labelling. Electromyogram (EMG) activity and movement kinematics data from the upper arm are also collected for multi-modal information fusion in future work. Moreover, in order to include human-in-the-loop control and combine the computer vision with physiological signal inputs, instead of making absolute positive or negative predictions, we build a novel probabilistic classifier according to the Plackett-Luce model. To predict the probability distribution over grasps, we exploit the statistical model over label rankings to solve the permutation domain problems via a maximum likelihood estimation, utilizing the manually ranked lists of grasps as a new form of label. We indicate that the proposed model is applicable to the most popular and productive convolutional neural network frameworks.
5.7ROJan 13, 2020
Learning to Locomote with Deep Neural-Network and CPG-based Control in a Soft Snake RobotXuan Liu, Renato Gasoto, Cagdas Onal et al.
In this paper, we present a new locomotion control method for soft robot snakes. Inspired by biological snakes, our control architecture is composed of two key modules: A deep reinforcement learning (RL) module for achieving adaptive goal-tracking behaviors with changing goals, and a central pattern generator (CPG) system with Matsuoka oscillators for generating stable and diverse locomotion patterns. The two modules are interconnected into a closed-loop system: The RL module, analogizing the locomotion region located in the midbrain of vertebrate animals, regulates the input to the CPG system given state feedback from the robot. The output of the CPG system is then translated into pressure inputs to pneumatic actuators of the soft snake robot. Based on the fact that the oscillation frequency and wave amplitude of the Matsuoka oscillator can be independently controlled under different time scales, we further adapt the option-critic framework to improve the learning performance measured by optimality and data efficiency. The performance of the proposed controller is experimentally validated with both simulated and real soft snake robots.
6.2ROApr 5, 2019
A Validated Physical Model For Real-Time Simulation of Soft Robotic SnakesRenato Gasoto, Miles Macklin, Xuan Liu et al.
In this work we present a framework that is capable of accurately representing soft robotic actuators in a multiphysics environment in real-time. We propose a constraint-based dynamics model of a 1-dimensional pneumatic soft actuator that accounts for internal pressure forces, as well as the effect of actuator latency and damping under inflation and deflation and demonstrate its accuracy a full soft robotic snake with the composition of multiple 1D actuators. We verify our model's accuracy in static deformation and dynamic locomotion open-loop control experiments. To achieve real-time performance we leverage the parallel computation power of GPUs to allow interactive control and feedback.