Abstract-This paper presents a new sensor based global Path Planner which operates in two steps. In the first step the safest areas in the environment are extracted by means of a Voronoi diagram. In the second step Fast Marching Method is applied to the Voronoi extracted areas in order to obtain the shortest path. In this way the trajectory obtained is the shortest between the safe possible ones. This two step method combines an extremely fast global planner operating on a simple sensor based environment modeling, while it operates at the sensor frequency. The main characteristics are speed and reliability, because the map dimensions are reduced to a unidimensional map and this map represents the safest areas in the environment for moving the robot.
The unceasing aging of the population is leading to new problems in developed countries. Robots represent an opportunity to extend the period of independent living of the elderly as well as to ameliorate their economic burden and social problems. We present a new social robot, Mini, specifically designed to assist and accompany the elderly in their daily life either at home or in a nursing facility. Based on the results of several meetings with experts in this field, we have built a robot able to provide services in the areas of safety, entertainment, personal assistance and stimulation. Mini supports elders and caregivers in cognitive and mental tasks. We present the robot platform and describe the software architecture, particularly focussing on the human-robot interaction. We give in detail how the robot operates and the interrelation of the different modules of the robot in a real use case. In the last part of the paper, we evaluated how users perceive the robot. Participants reported interesting results in terms of usability, appearance, and satisfaction. This paper describes all aspects of the design and development of a new social robot that can be used by other researchers who face the multiple challenges of creating a new robotic platform for older people. Keywords Robots for elderly • Healthcare robotics • Human-robot interaction • HRI • Social robotics • Assistive robotics The research leading to these results has received funding from the projects: Development of social robots to help seniors with cognitive impairment (ROBSEN), funded by the Ministerio de Economia y Competitividad; and Robots Sociales para Estimulación Física, Cognitiva y Afectiva de Mayores (ROSES), funded by the Ministerio de Ciencia, Innovación y Universidades.
In this paper, a multimodal user-emotion detection system for social robots is presented. This system is intended to be used during human–robot interaction, and it is integrated as part of the overall interaction system of the robot: the Robotics Dialog System (RDS). Two modes are used to detect emotions: the voice and face expression analysis. In order to analyze the voice of the user, a new component has been developed: Gender and Emotion Voice Analysis (GEVA), which is written using the Chuck language. For emotion detection in facial expressions, the system, Gender and Emotion Facial Analysis (GEFA), has been also developed. This last system integrates two third-party solutions: Sophisticated High-speed Object Recognition Engine (SHORE) and Computer Expression Recognition Toolbox (CERT). Once these new components (GEVA and GEFA) give their results, a decision rule is applied in order to combine the information given by both of them. The result of this rule, the detected emotion, is integrated into the dialog system through communicative acts. Hence, each communicative act gives, among other things, the detected emotion of the user to the RDS so it can adapt its strategy in order to get a greater satisfaction degree during the human–robot dialog. Each of the new components, GEVA and GEFA, can also be used individually. Moreover, they are integrated with the robotic control platform ROS (Robot Operating System). Several experiments with real users were performed to determine the accuracy of each component and to set the final decision rule. The results obtained from applying this decision rule in these experiments show a high success rate in automatic user emotion recognition, improving the results given by the two information channels (audio and visual) separately.
This is a postprint version of the following published document: Villoslada, A.; Escudero, N.; Martín, F.; Flores, A.; Rivera, C.; Collado, M.; Moreno, L. (2015). Position control of a shape memory alloy actuator using a four-term bilinear PID controller. Sensors and Actuators AbstractShape memory alloy (SMA) actuators have a number of appealing features, such as their low weight or their high force-to-weight ratio, that make them a potential alternative to traditional actuation tech-nologies in fields such as space applications, surgical devices or wearable robotics. In this paper, a type of bilinear controller consisting of a conventional PID controller cascaded with a bilinear compensator, known as BPID, is proposed. Bilinear controllers are a subset of nonlinear controllers, which is why the BPID may be a promising alternative to control the position of a SMA actuator. Nonlinear control tech-niques are commonly applied to control SMA actuators, because of their nonlinear behavior caused by thermal hysteresis. The BPID controller is simpler and easier to implement than other nonlinear control strategies, which makes it a very appealing candidate to control SMA actuators. The performance of the BPID controller has been compared with other two controllers, a conventional PID and a commuted feed-forward PIPD, controlling a real SMA actuator. To this end, a set of five tests has been defined, in which the controlled actuator must follow a series of position references. From these tests, the position and error of the actuator have been plotted, and a series of metrics has been computed to have quantitative mea-surements of the performance of the three controllers. It is shown that, in most of the experiments, the BPID has a better performance than the other two tested controllers, especially tracking step references. However, the power consumption is slightly higher when the actuator is controlled with this strategy, although the difference is minimal. Also, the BPID imposes greater energy variations to the SMA actuator, which might affect its service life. Overall, the BPID controller has proved to be a viable alternative to control SMA actuators.
A large number of musculoskeletal and neurological disorders can affect the upper limb limiting the subject's ability to perform activities of daily living. In recent years, rehabilitation therapies based on robotics have been proposed as complement to the work of therapists. This paper introduces a prototype of exoskeleton for the evaluation and rehabilitation therapy of the elbow joint in flexion extension and pronation-supination. The main novelty is the use of bioinspired actuators based on shape memory alloys (for the first time) in an upper limb rehabilitation exoskeleton. Because of this, the device presents a light weight, less than 1 kg, and noiseless operation, both characteristics are very beneficial for rehabilitation therapies. In addition, the prototype has been designed with low-cost electronics and materials, and the result is a wearable, comfortable, and cheap rehabilitation exoskeleton for the elbow joint. The exoskeleton can generate the joint torque (active mode) or it can be used as a passive tool. (The patient performs therapy by itself, carrying the device while it collects relevant movement data for evaluation.) The simulations and experimental tests validate the solution in the first phases of rehabilitation therapies when slow and repetitive movements are required. INDEX TERMS Antagonist control, elbow rehabilitation, exoskeleton, shape memory alloy (SMA), wearable robotics.
Augmented reality, augmented television and second screen are cutting edge technologies that provide end users extra and enhanced information related to certain events in real time. This enriched information helps users better understand such events, at the same time providing a more satisfactory experience. In the present paper, we apply this main idea to human–robot interaction (HRI), to how users and robots interchange information. The ultimate goal of this paper is to improve the quality of HRI, developing a new dialog manager system that incorporates enriched information from the semantic web. This work presents the augmented robotic dialog system (ARDS), which uses natural language understanding mechanisms to provide two features: (i) a non-grammar multimodal input (verbal and/or written) text; and (ii) a contextualization of the information conveyed in the interaction. This contextualization is achieved by information enrichment techniques that link the extracted information from the dialog with extra information about the world available in semantic knowledge bases. This enriched or contextualized information (information enrichment, semantic enhancement or contextualized information are used interchangeably in the rest of this paper) offers many possibilities in terms of HRI. For instance, it can enhance the robot's pro-activeness during a human–robot dialog (the enriched information can be used to propose new topics during the dialog, while ensuring a coherent interaction). Another possibility is to display additional multimedia content related to the enriched information on a visual device. This paper describes the ARDS and shows a proof of concept of its applications.
Edutainment robots are robots designed to participate in people's education and in their entertainment. One of the tasks of edutainment robots is to play with their human partners, but most of them offer a limited pool of games. Moreover, it is difficult to add new games to them. This lack of flexibility could shorten their life cycle. This paper presents a social robot on which several robotic games have been developed. Our robot uses a flexible and modular architecture that allows the creation of new skills by the composition of existing and simpler skills. With this architecture, the development of a new game mainly consists in the composition of the skills that are needed for this specific game. In this paper, we present the robot, its hardware and its software architecture, including its interaction capabilities. We also provide a detailed description of the development of five of the games the robot can play.
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