We propose MetaEMG, a meta-learning approach for fast adaptation in intent inferral on a robotic hand orthosis for stroke. One key challenge in machine learning for assistive and rehabilitative robotics with disabled-bodied subjects is the difficulty of collecting labeled training data. Muscle tone and spasticity often vary significantly among stroke subjects, and hand function can even change across different use sessions of the device for the same subject. We investigate the use of meta-learning to mitigate the burden of data collection needed to adapt high-capacity neural networks to a new session or subject. Our experiments on real clinical data collected from five stroke subjects show that MetaEMG can improve the intent inferral accuracy with a small session- or subject-specific dataset and very few fine-tuning epochs. To the best of our knowledge, we are the first to formulate intent inferral on stroke subjects as a meta-learning problem and demonstrate fast adaptation to a new session or subject for controlling a robotic hand orthosis with EMG signals.
We introduce GEOTACT, a robotic manipulation method capable of retrieving objects buried in granular media. This is a challenging task due to the need to interact with granular media, and doing so based exclusively on tactile feedback, since a buried object can be completely hidden from vision. Tactile feedback is in itself challenging in this context, due to ubiquitous contact with the surrounding media, and the inherent noise level induced by the tactile readings. To address these challenges, we use a learning method trained end-to-end with simulated sensor noise. We show that our problem formulation leads to the natural emergence of learned pushing behaviors that the manipulator uses to reduce uncertainty and funnel the object to a stable grasp despite spurious and noisy tactile readings. We also introduce a training curriculum that enables learning these behaviors in simulation, followed by zero-shot transfer to real hardware. To the best of our knowledge, GEOTACT is the first method to reliably retrieve a number of different objects from a granular environment, doing so on real hardware and with integrated tactile sensing. Videos and additional information can be found at https://jxu.ai/geotact.
Individuals with hand paralysis resulting from C6-C7 spinal cord injuries frequently rely on tenodesis for grasping. However, tenodesis generates limited grasping force and demands constant exertion to maintain a grasp, leading to fatigue and sometimes pain. We introduce the MyHand-SCI, a wearable robot that provides grasping assistance through motorized exotendons. Our user-driven device enables independent, ipsilateral operation via a novel Throttle-based Wrist Angle control method, which allows users to maintain grasps without continued wrist extension. A pilot case study with a person with C6 spinal cord injury shows an improvement in functional grasping and grasping force, as well as a preserved ability to modulate grasping force while using our device, thus improving their ability to manipulate everyday objects. This research is a step towards developing effective and intuitive wearable assistive devices for individuals with spinal cord injury.
Increased effort during use of the paretic arm and hand can provoke involuntary abnormal synergy patterns and amplify stiffness effects of muscle tone for individuals after stroke, which can add difficulty for user-controlled devices to assist hand movement during functional tasks. We study how volitional effort, exerted in an attempt to open or close the hand, affects resistance to robot-assisted movement at the finger level. We perform experiments with three chronic stroke survivors to measure changes in stiffness when the user is actively exerting effort to activate ipsilateral EMG-controlled robot-assisted hand movements, compared with when the fingers are passively stretched, as well as overall effects from sustained active engagement and use. Our results suggest that active engagement of the upper extremity increases muscle tone in the finger to a much greater degree than through passive-stretch or sustained exertion over time. Potential design implications of this work suggest that developers should anticipate higher levels of finger stiffness when relying on user-driven ipsilateral control methods for assistive or rehabilitative devices for stroke.
We present a method for enabling Reinforcement Learning of motor control policies for complex skills such as dexterous manipulation. We posit that a key difficulty for training such policies is the difficulty of exploring the problem state space, as the accessible and useful regions of this space form a complex structure along manifolds of the original high-dimensional state space. This work presents a method to enable and support exploration with Sampling-based Planning. We use a generally applicable non-holonomic Rapidly-exploring Random Trees algorithm and present multiple methods to use the resulting structure to bootstrap model-free Reinforcement Learning. Our method is effective at learning various challenging dexterous motor control skills of higher difficulty than previously shown. In particular, we achieve dexterous in-hand manipulation of complex objects while simultaneously securing the object without the use of passive support surfaces. These policies also transfer effectively to real robots. A number of example videos can also be found on the project website: https://sbrl.cs.columbia.edu
Restoration of hand function is one of the highest priorities for SCI populations. In this work, we present a prototype of a robotic assistive orthosis capable of implementing tenodesis user control. The underactuated device provides active grasping assistance while preserving free wrist mobility through the use of Bowden cables. This device enables force modulation during grasping, which was effectively leveraged by a participant with C6 SCI to demonstrate improved grasping abilities using the orthosis, scoring 11 on the Grasp and Release Test using the device compared to 1 without it.
In this work, we use MEMS microphones as vibration sensors to simultaneously classify texture and estimate contact position and velocity. Vibration sensors are an important facet of both human and robotic tactile sensing, providing fast detection of contact and onset of slip. Microphones are an attractive option for implementing vibration sensing as they offer a fast response and can be sampled quickly, are affordable, and occupy a very small footprint. Our prototype sensor uses only a sparse array of distributed MEMS microphones (8-9 mm spacing) embedded under an elastomer. We use transformer-based architectures for data analysis, taking advantage of the microphones' high sampling rate to run our models on time-series data as opposed to individual snapshots. This approach allows us to obtain 77.3% average accuracy on 4-class texture classification (84.2% when excluding the slowest drag velocity), 1.5 mm median error on contact localization, and 4.5 mm/s median error on contact velocity. We show that the learned texture and localization models are robust to varying velocity and generalize to unseen velocities. We also report that our sensor provides fast contact detection, an important advantage of fast transducers. This investigation illustrates the capabilities one can achieve with a MEMS microphone array alone, leaving valuable sensor real estate available for integration with complementary tactile sensing modalities.
We introduce MORPH, a method for co-optimization of hardware design parameters and control policies in simulation using reinforcement learning. Like most co-optimization methods, MORPH relies on a model of the hardware being optimized, usually simulated based on the laws of physics. However, such a model is often difficult to integrate into an effective optimization routine. To address this, we introduce a proxy hardware model, which is always differentiable and enables efficient co-optimization alongside a long-horizon control policy using RL. MORPH is designed to ensure that the optimized hardware proxy remains as close as possible to its realistic counterpart, while still enabling task completion. We demonstrate our approach on simulated 2D reaching and 3D multi-fingered manipulation tasks.
In a Human-in-the-Loop paradigm, a robotic agent is able to act mostly autonomously in solving a task, but can request help from an external expert when needed. However, knowing when to request such assistance is critical: too few requests can lead to the robot making mistakes, but too many requests can overload the expert. In this paper, we present a Reinforcement Learning based approach to this problem, where a semi-autonomous agent asks for external assistance when it has low confidence in the eventual success of the task. The confidence level is computed by estimating the variance of the return from the current state. We show that this estimate can be iteratively improved during training using a Bellman-like recursion. On discrete navigation problems with both fully- and partially-observable state information, we show that our method makes effective use of a limited budget of expert calls at run-time, despite having no access to the expert at training time.