Robust remote teleoperation of high-DOF manipulators is of critical importance across a wide range of robotics applications. Contemporary robot manipulation interfaces primarily utilize a free-positioning pose specification approach to independently control each axis of translation and orientation in free space. In this work, we present two novel interfaces, constrained positioning and point-and-click, which incorporate scene information, including points-of-interest and local surface geometry, into the grasp specification process. We also present results of a user study evaluation comparing the effects of increased use of scene information in grasp pose specification algorithms for general object manipulation. The results of our study show that constrained positioning and point-and-click significantly outperform the widely used free positioning approach by significantly reducing the number of grasping errors and the number of user interactions required to specify poses. Furthermore, the point-and-click interface significantly increased the number of tasks users were able to complete.
Robust remote teleoperation of high-degree-of-freedom manipulators is of critical importance across a wide range of robotics applications. Contemporary robot manipulation interfaces primarily utilize a free positioning pose specification approach to independently control each degree of freedom in free space. In this work, we present two novel interfaces, constrained positioning and point-and-click. Both novel approaches incorporate scene information from depth data into the grasp pose specification process, effectively reducing the number of 3D transformations the user must input. The novel interactions are designed for 2D image streams, rather than traditional 3D virtual scenes, further reducing mental transformations by eliminating the controllable camera viewpoint in favor of fixed physical camera viewpoints. We present interface implementations of our novel approaches, as well as free positioning, in both 2D and 3D visualization modes. In addition, we present results of a 90-participant user study evaluation comparing the effectiveness of each approach for a set of general object manipulation tasks, and the effects of implementing each approach in 2D image views versus 3D depth views. The results of our study show that point-and-click outperforms both free positioning and constrained positioning by significantly increasing the number of tasks completed and significantly reducing task failures and grasping errors, while significantly reducing the number of user interactions required to specify poses. In addition, we found that regardless of the interaction approach, the 2D visualization mode resulted in significantly better performance than the 3D visualization mode, with statistically significant reductions in task failures, grasping errors, task completion time, number of interactions, and user workload, all while reducing bandwidth requirements imposed by streaming depth data.
This work seeks to leverage semantic networks containing millions of entries encoding assertions of commonsense knowledge to enable improvements in robot task execution and learning. The specific application we explore in this project is object substitution in the context of task adaptation. Humans easily adapt their plans to compensate for missing items in day-to-day tasks, substituting a wrap for bread when making a sandwich, or stirring pasta with a fork when out of spoons. Robot plan execution, however, is far less robust, with missing objects typically leading to failure if the robot is not aware of alternatives. In this article, we contribute a context-aware algorithm that leverages the linguistic information embedded in the task description to identify candidate substitution objects without reliance on explicit object affordance information. Specifically, we show that the task context provided by the task labels within the action structure of a task plan can be leveraged to disambiguate information within a noisy large-scale semantic network containing hundreds of potential object candidates to identify successful object substitutions with high accuracy. We present two extensive evaluations of our work on both abstract and real-world robot tasks, showing that the substitutions made by our system are valid, accepted by users, and lead to a statistically significant reduction in robot learning time. In addition, we report the outcomes of testing our approach with a large number of crowd workers interacting with a robot in real time.
The use of artificial intelligence and procedural content generation algorithms in mixed reality games is an unexplored space. We posit that these algorithms can enhance the gameplay experience in mixed reality games. We present two prototype games that use procedural content generation to design levels that make use of the affordances in the player’s physical environment. The levels produced can be tailored to a user, customizing gameplay difficulty and affecting how the player moves around the real-world environment.
Mixed reality games are those in which virtual graphical assets are overlaid on the physical world. We explore the use of procedural content generation to enhance the gameplay experience in a prototype mixed reality game. Procedural content generation is used to design levels that make use of the affordances in the player’s physical environment. Levels are tailored to gameplay difficulty and to affect how the player moves their physical body in the real world.
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