Dance typically involves professional choreography with complex movements that follow a musical rhythm and can also be influenced by lyrical content. The integration of lyrics in addition to the auditory dimension, enriches the foundational tone and makes motion generation more amenable to its semantic meanings. However, existing dance synthesis methods tend to model motions only conditioned on audio signals. In this work, we make two contributions to bridge this gap. First, we propose LM2D, a novel probabilistic architecture that incorporates a multimodal diffusion model with consistency distillation, designed to create dance conditioned on both music and lyrics in one diffusion generation step. Second, we introduce the first 3D dance-motion dataset that encompasses both music and lyrics, obtained with pose estimation technologies. We evaluate our model against music-only baseline models with objective metrics and human evaluations, including dancers and choreographers. The results demonstrate LM2D is able to produce realistic and diverse dance matching both lyrics and music. A video summary can be accessed at: https://youtu.be/4XCgvYookvA.
Brain-robot interaction (BRI) empowers individuals to control (semi-)automated machines through their brain activity, either passively or actively. In the past decade, BRI systems have achieved remarkable success, predominantly harnessing electroencephalogram (EEG) signals as the central component. This paper offers an up-to-date and exhaustive examination of 87 curated studies published during the last five years (2018-2023), focusing on identifying the research landscape of EEG-based BRI systems. This review aims to consolidate and underscore methodologies, interaction modes, application contexts, system evaluation, existing challenges, and potential avenues for future investigations in this domain. Based on our analysis, we present a BRI system model with three entities: Brain, Robot, and Interaction, depicting the internal relationships of a BRI system. We especially investigate the essence and principles on interaction modes between human brains and robots, a domain that has not yet been identified anywhere. We then discuss these entities with different dimensions encompassed. Within this model, we scrutinize and classify current research, reveal insights, specify challenges, and provide recommendations for future research trajectories in this field. Meanwhile, we envision our findings offer a design space for future human-robot interaction (HRI) research, informing the creation of efficient BRI frameworks.
We present AdaFold, a model-based feedback-loop framework for optimizing folding trajectories. AdaFold extracts a particle-based representation of cloth from RGB-D images and feeds back the representation to a model predictive control to re-plan folding trajectory at every time-step. A key component of AdaFold that enables feedback-loop manipulation is the use of semantic descriptors extracted from visual-language models. These descriptors enhance the particle representation of the cloth to distinguish between ambiguous point clouds of differently folded cloths. Our experiments demonstrate AdaFold's ability to adapt folding trajectories to cloths with varying physical properties and generalize from simulated training to real-world execution.
Interactive perception enables robots to manipulate the environment and objects to bring them into states that benefit the perception process. Deformable objects pose challenges to this due to significant manipulation difficulty and occlusion in vision-based perception. In this work, we address such a problem with a setup involving both an active camera and an object manipulator. Our approach is based on a sequential decision-making framework and explicitly considers the motion regularity and structure in coupling the camera and manipulator. We contribute a method for constructing and computing a subspace, called Dynamic Active Vision Space (DAVS), for effectively utilizing the regularity in motion exploration. The effectiveness of the framework and approach are validated in both a simulation and a real dual-arm robot setup. Our results confirm the necessity of an active camera and coordinative motion in interactive perception for deformable objects.
The field of robotics faces inherent challenges in manipulating deformable objects, particularly in understanding and standardising fabric properties like elasticity, stiffness, and friction. While the significance of these properties is evident in the realm of cloth manipulation, accurately categorising and comprehending them in real-world applications remains elusive. This study sets out to address two primary objectives: (1) to provide a framework suitable for robotics applications to characterise cloth objects, and (2) to study how these properties influence robotic manipulation tasks. Our preliminary results validate the framework's ability to characterise cloth properties and compare cloth sets, and reveal the influence that different properties have on the outcome of five manipulation primitives. We believe that, in general, results on the manipulation of clothes should be reported along with a better description of the garments used in the evaluation. This paper proposes a set of these measures.
In this work, we address the problem of learning optimal behavior from sub-optimal datasets in the context of goal-conditioned offline reinforcement learning. To do so, we propose a novel way of approximating the optimal value function for goal-conditioned offline RL problems under sparse rewards, symmetric and deterministic actions. We study a property for representations to recover optimality and propose a new optimization objective that leads to such property. We use the learned value function to guide the learning of a policy in an actor-critic fashion, a method we name MetricRL. Experimentally, we show how our method consistently outperforms other offline RL baselines in learning from sub-optimal offline datasets. Moreover, we show the effectiveness of our method in dealing with high-dimensional observations and in multi-goal tasks.
Recent advances in foundation models, especially in large multi-modal models and conversational agents, have ignited interest in the potential of generally capable embodied agents. Such agents would require the ability to perform new tasks in many different real-world environments. However, current foundation models fail to accurately model physical interactions with the real world thus not sufficient for Embodied AI. The study of causality lends itself to the construction of veridical world models, which are crucial for accurately predicting the outcomes of possible interactions. This paper focuses on the prospects of building foundation world models for the upcoming generation of embodied agents and presents a novel viewpoint on the significance of causality within these. We posit that integrating causal considerations is vital to facilitate meaningful physical interactions with the world. Finally, we demystify misconceptions about causality in this context and present our outlook for future research.
We introduce DexDiffuser, a novel dexterous grasping method that generates, evaluates, and refines grasps on partial object point clouds. DexDiffuser includes the conditional diffusion-based grasp sampler DexSampler and the dexterous grasp evaluator DexEvaluator. DexSampler generates high-quality grasps conditioned on object point clouds by iterative denoising of randomly sampled grasps. We also introduce two grasp refinement strategies: Evaluator-Guided Diffusion (EGD) and Evaluator-based Sampling Refinement (ESR). Our simulation and real-world experiments on the Allegro Hand consistently demonstrate that DexDiffuser outperforms the state-of-the-art multi-finger grasp generation method FFHNet with an, on average, 21.71--22.20\% higher grasp success rate.
In this work, we formally prove that, under certain conditions, if a neural network is invariant to a finite group then its weights recover the Fourier transform on that group. This provides a mathematical explanation for the emergence of Fourier features -- a ubiquitous phenomenon in both biological and artificial learning systems. The results hold even for non-commutative groups, in which case the Fourier transform encodes all the irreducible unitary group representations. Our findings have consequences for the problem of symmetry discovery. Specifically, we demonstrate that the algebraic structure of an unknown group can be recovered from the weights of a network that is at least approximately invariant within certain bounds. Overall, this work contributes to a foundation for an algebraic learning theory of invariant neural network representations.
Current training of motion style transfer systems relies on consistency losses across style domains to preserve contents, hindering its scalable application to a large number of domains and private data. Recent image transfer works show the potential of independent training on each domain by leveraging implicit bridging between diffusion models, with the content preservation, however, limited to simple data patterns. We address this by imposing biased sampling in backward diffusion while maintaining the domain independence in the training stage. We construct the bias from the source domain keyframes and apply them as the gradient of content constraints, yielding a framework with keyframe manifold constraint gradients (KMCGs). Our validation demonstrates the success of training separate models to transfer between as many as ten dance motion styles. Comprehensive experiments find a significant improvement in preserving motion contents in comparison to baseline and ablative diffusion-based style transfer models. In addition, we perform a human study for a subjective assessment of the quality of generated dance motions. The results validate the competitiveness of KMCGs.