Safety is a fundamental requirement in any human-robot collaboration scenario. To ensure the safety of users for such scenarios, we propose a novel Virtual Barrier system facilitated by an augmented reality interface. Our system provides two kinds of Virtual Barriers to ensure safety: 1) a Virtual Person Barrier which encapsulates and follows the user to protect them from colliding with the robot, and 2) Virtual Obstacle Barriers which users can spawn to protect objects or regions that the robot should not enter. To enable effective human-robot collaboration, our system includes an intuitive robot programming interface utilizing speech commands and hand gestures, and features the capability of automatic path re-planning when potential collisions are detected as a result of a barrier intersecting the robot's planned path. We compared our novel system with a standard 2D display interface through a user study, where participants performed a task mimicking an industrial manufacturing procedure. Results show that our system increases the user's sense of safety and task efficiency, and makes the interaction more intuitive.
We present an approach for visualizing mobile robots through an Augmented Reality headset when there is no line-of-sight visibility between the robot and the human. Three elements are visualized in Augmented Reality: 1) Robot's 3D model to indicate its position, 2) An arrow emanating from the robot to indicate its planned movement direction, and 3) A 2D grid to represent the ground plane. We conduct a user study with 18 participants, in which each participant are asked to retrieve objects, one at a time, from stations at the two sides of a T-junction at the end of a hallway where a mobile robot is roaming. The results show that visualizations improved the perceived safety and efficiency of the task and led to participants being more comfortable with the robot within their personal spaces. Furthermore, visualizing the motion intent in addition to the robot model was found to be more effective than visualizing the robot model alone. The proposed system can improve the safety of automated warehouses by increasing the visibility and predictability of robots.
An appropriate user interface to collect human demonstration data for deformable object manipulation has been mostly overlooked in the literature. We present an interaction design for demonstrating cloth folding to robots. Users choose pick and place points on the cloth and can preview a visualization of a simulated cloth before real-robot execution. Two interfaces are proposed: A 2D display-and-mouse interface where points are placed by clicking on an image of the cloth, and a 3D Augmented Reality interface where the chosen points are placed by hand gestures. We conduct a user study with 18 participants, in which each user completed two sequential folds to achieve a cloth goal shape. Results show that while both interfaces were acceptable, the 3D interface was found to be more suitable for understanding the task, and the 2D interface suitable for repetition. Results also found that fold previews improve three key metrics: task efficiency, the ability to predict the final shape of the cloth and overall user satisfaction.
Humans are very skillful in communicating their intent for when and where a handover would occur. On the other hand, even the state-of-the-art robotic implementations for handovers display a general lack of communication skills. We propose visualizing the internal state and intent of robots for Human-to-Robot Handovers using Augmented Reality. Specifically, we visualize 3D models of the object and the robotic gripper to communicate the robot's estimation of where the object is and the pose that the robot intends to grasp the object. We conduct a user study with 16 participants, in which each participant handed over a cube-shaped object to the robot 12 times. Results show that visualizing robot intent using augmented reality substantially improves the subjective experience of the users for handovers and decreases the time to transfer the object. Results also indicate that the benefits of augmented reality are still present even when the robot makes errors in localizing the object.
The DARPA subterranean challenge requires teams of robots to traverse difficult and diverse underground environments. Traversing small gaps is one of the challenging scenarios that robots encounter. Imperfect sensor information makes it difficult for classical navigation methods, where behaviours require significant manual fine tuning. In this paper we present a deep reinforcement learning method for autonomously navigating through small gaps, where contact between the robot and the gap may be required. We first learn a gap behaviour policy to get through small gaps (only centimeters wider than the robot). We then learn a goal-conditioned behaviour selection policy that determines when to activate the gap behaviour policy. We train our policies in simulation and demonstrate their effectiveness with a large tracked robot in simulation and on the real platform. In simulation experiments, our approach achieves 93% success rate when the gap behaviour is activated manually by an operator, and 67% with autonomous activation using the behaviour selection policy. In real robot experiments, our approach achieves a success rate of 73% with manual activation, and 40% with autonomous behaviour selection. While we show the feasibility of our approach in simulation, the difference in performance between simulated and real world scenarios highlight the difficulty of direct sim-to-real transfer for deep reinforcement learning policies. In both the simulated and real world environments alternative methods were unable to traverse the gap.
Dynamic platforms that operate over manyunique terrain conditions typically require multiple controllers.To transition safely between controllers, there must be anoverlap of states between adjacent controllers. We developa novel method for training Setup Policies that bridge thetrajectories between pre-trained Deep Reinforcement Learning(DRL) policies. We demonstrate our method with a simulatedbiped traversing a difficult jump terrain, where a single policyfails to learn the task, and switching between pre-trainedpolicies without Setup Policies also fails. We perform anablation of key components of our system, and show thatour method outperforms others that learn transition policies.We demonstrate our method with several difficult and diverseterrain types, and show that we can use Setup Policies as partof a modular control suite to successfully traverse a sequence ofcomplex terrains. We show that using Setup Policies improvesthe success rate for traversing a single difficult jump terrain(from 1.5%success rate without Setup Policies to 82%), and asequence of various terrains (from 6.5%without Setup Policiesto 29.1%).
For robots to navigate and interact more richly with the world around them, they will likely require a deeper understanding of the world in which they operate. In robotics and related research fields, the study of understanding is often referred to as semantics, which dictates what does the world "mean" to a robot, and is strongly tied to the question of how to represent that meaning. With humans and robots increasingly operating in the same world, the prospects of human-robot interaction also bring semantics and ontology of natural language into the picture. Driven by need, as well as by enablers like increasing availability of training data and computational resources, semantics is a rapidly growing research area in robotics. The field has received significant attention in the research literature to date, but most reviews and surveys have focused on particular aspects of the topic: the technical research issues regarding its use in specific robotic topics like mapping or segmentation, or its relevance to one particular application domain like autonomous driving. A new treatment is therefore required, and is also timely because so much relevant research has occurred since many of the key surveys were published. This survey therefore provides an overarching snapshot of where semantics in robotics stands today. We establish a taxonomy for semantics research in or relevant to robotics, split into four broad categories of activity, in which semantics are extracted, used, or both. Within these broad categories we survey dozens of major topics including fundamentals from the computer vision field and key robotics research areas utilizing semantics, including mapping, navigation and interaction with the world. The survey also covers key practical considerations, including enablers like increased data availability and improved computational hardware, and major application areas where...
Legged robots often use separate control policies that are highly engineered for traversing difficult terrain such as stairs, gaps, and steps, where switching between policies is only possible when the robot is in a region that is common to adjacent controllers. Deep Reinforcement Learning (DRL) is a promising alternative to hand-crafted control design, though typically requires the full set of test conditions to be known before training. DRL policies can result in complex (often unrealistic) behaviours that have few or no overlapping regions between adjacent policies, making it difficult to switch behaviours. In this work we develop multiple DRL policies with Curriculum Learning (CL), each that can traverse a single respective terrain condition, while ensuring an overlap between policies. We then train a network for each destination policy that estimates the likelihood of successfully switching from any other policy. We evaluate our switching method on a previously unseen combination of terrain artifacts and show that it performs better than heuristic methods. While our method is trained on individual terrain types, it performs comparably to a Deep Q Network trained on the full set of terrain conditions. This approach allows the development of separate policies in constrained conditions with embedded prior knowledge about each behaviour, that is scalable to any number of behaviours, and prepares DRL methods for applications in the real world
This paper explores the Navigation Among Movable Obstacles (NAMO) problem and proposes joint path and push planning: which path to take and in what direction the obstacles should be pushed at, given a start and goal position. We present a planning algorithm for selecting a path and the obstacles to be pushed, where a Rapidly-exploring Random Tree (RRT)-based heuristic is employed to calculate a minimal collision path. When it is necessary to apply a pushing force to slide an obstacle out of the way, the planners leverage means-end analysis through a dynamic physics simulation to determine the sequence of linear pushes to clear the necessary space. Simulation experiments show that our approach finds solutions in higher clutter percentages (up to 49%) compared to the straight-line push planner (37%) and RRT without pushing (18%).
Reliable bipedal walking over complex terrain is a challenging problem, using a curriculum can help learning. Curriculum learning is the idea of starting with an achievable version of a task and increasing the difficulty as a success criteria is met. We propose a 3-stage curriculum to train Deep Reinforcement Learning policies for bipedal walking over various challenging terrains. In the first stage, the agent starts on an easy terrain and the terrain difficulty is gradually increased, while forces derived from a target policy are applied to the robot joints and the base. In the second stage, the guiding forces are gradually reduced to zero. Finally, in the third stage, random perturbations with increasing magnitude are applied to the robot base, so the robustness of the policies are improved. In simulation experiments, we show that our approach is effective in learning walking policies, separate from each other, for five terrain types: flat, hurdles, gaps, stairs, and steps. Moreover, we demonstrate that in the absence of human demonstrations, a simple hand designed walking trajectory is a sufficient prior to learn to traverse complex terrain types. In ablation studies, we show that taking out any one of the three stages of the curriculum degrades the learning performance.