Header logo is


2019


Thumb xl autonomous mocap cover image new
Active Perception based Formation Control for Multiple Aerial Vehicles

Tallamraju, R., Price, E., Ludwig, R., Karlapalem, K., Bülthoff, H. H., Black, M. J., Ahmad, A.

IEEE Robotics and Automation Letters, Robotics and Automation Letters, IEEE, August 2019 (article) Accepted

Abstract
We present a novel robotic front-end for autonomous aerial motion-capture (mocap) in outdoor environments. In previous work, we presented an approach for cooperative detection and tracking (CDT) of a subject using multiple micro-aerial vehicles (MAVs). However, it did not ensure optimal view-point configurations of the MAVs to minimize the uncertainty in the person's cooperatively tracked 3D position estimate. In this article, we introduce an active approach for CDT. In contrast to cooperatively tracking only the 3D positions of the person, the MAVs can actively compute optimal local motion plans, resulting in optimal view-point configurations, which minimize the uncertainty in the tracked estimate. We achieve this by decoupling the goal of active tracking into a quadratic objective and non-convex constraints corresponding to angular configurations of the MAVs w.r.t. the person. We derive this decoupling using Gaussian observation model assumptions within the CDT algorithm. We preserve convexity in optimization by embedding all the non-convex constraints, including those for dynamic obstacle avoidance, as external control inputs in the MPC dynamics. Multiple real robot experiments and comparisons involving 3 MAVs in several challenging scenarios are presented.

ps

pdf Project Page [BibTex]

2019


pdf Project Page [BibTex]


Thumb xl trimpe2019resource image
Resource-aware IoT Control: Saving Communication through Predictive Triggering

Trimpe, S., Baumann, D.

IEEE Internet of Things Journal, 6(3):5013-5028, June 2019 (article)

Abstract
The Internet of Things (IoT) interconnects multiple physical devices in large-scale networks. When the 'things' coordinate decisions and act collectively on shared information, feedback is introduced between them. Multiple feedback loops are thus closed over a shared, general-purpose network. Traditional feedback control is unsuitable for design of IoT control because it relies on high-rate periodic communication and is ignorant of the shared network resource. Therefore, recent event-based estimation methods are applied herein for resource-aware IoT control allowing agents to decide online whether communication with other agents is needed, or not. While this can reduce network traffic significantly, a severe limitation of typical event-based approaches is the need for instantaneous triggering decisions that leave no time to reallocate freed resources (e.g., communication slots), which hence remain unused. To address this problem, novel predictive and self triggering protocols are proposed herein. From a unified Bayesian decision framework, two schemes are developed: self triggers that predict, at the current triggering instant, the next one; and predictive triggers that check at every time step, whether communication will be needed at a given prediction horizon. The suitability of these triggers for feedback control is demonstrated in hardware experiments on a cart-pole, and scalability is discussed with a multi-vehicle simulation.

ics

PDF arXiv DOI [BibTex]

PDF arXiv DOI [BibTex]


Thumb xl hessepami
Learning and Tracking the 3D Body Shape of Freely Moving Infants from RGB-D sequences

Hesse, N., Pujades, S., Black, M., Arens, M., Hofmann, U., Schroeder, S.

Transactions on Pattern Analysis and Machine Intelligence (TPAMI), 2019 (article)

Abstract
Statistical models of the human body surface are generally learned from thousands of high-quality 3D scans in predefined poses to cover the wide variety of human body shapes and articulations. Acquisition of such data requires expensive equipment, calibration procedures, and is limited to cooperative subjects who can understand and follow instructions, such as adults. We present a method for learning a statistical 3D Skinned Multi-Infant Linear body model (SMIL) from incomplete, low-quality RGB-D sequences of freely moving infants. Quantitative experiments show that SMIL faithfully represents the RGB-D data and properly factorizes the shape and pose of the infants. To demonstrate the applicability of SMIL, we fit the model to RGB-D sequences of freely moving infants and show, with a case study, that our method captures enough motion detail for General Movements Assessment (GMA), a method used in clinical practice for early detection of neurodevelopmental disorders in infants. SMIL provides a new tool for analyzing infant shape and movement and is a step towards an automated system for GMA.

ps

pdf Journal DOI [BibTex]

pdf Journal DOI [BibTex]


Thumb xl kenny
Perceptual Effects of Inconsistency in Human Animations

Kenny, S., Mahmood, N., Honda, C., Black, M. J., Troje, N. F.

ACM Trans. Appl. Percept., 16(1):2:1-2:18, Febuary 2019 (article)

Abstract
The individual shape of the human body, including the geometry of its articulated structure and the distribution of weight over that structure, influences the kinematics of a person’s movements. How sensitive is the visual system to inconsistencies between shape and motion introduced by retargeting motion from one person onto the shape of another? We used optical motion capture to record five pairs of male performers with large differences in body weight, while they pushed, lifted, and threw objects. From these data, we estimated both the kinematics of the actions as well as the performer’s individual body shape. To obtain consistent and inconsistent stimuli, we created animated avatars by combining the shape and motion estimates from either a single performer or from different performers. Using these stimuli we conducted three experiments in an immersive virtual reality environment. First, a group of participants detected which of two stimuli was inconsistent. Performance was very low, and results were only marginally significant. Next, a second group of participants rated perceived attractiveness, eeriness, and humanness of consistent and inconsistent stimuli, but these judgements of animation characteristics were not affected by consistency of the stimuli. Finally, a third group of participants rated properties of the objects rather than of the performers. Here, we found strong influences of shape-motion inconsistency on perceived weight and thrown distance of objects. This suggests that the visual system relies on its knowledge of shape and motion and that these components are assimilated into an altered perception of the action outcome. We propose that the visual system attempts to resist inconsistent interpretations of human animations. Actions involving object manipulations present an opportunity for the visual system to reinterpret the introduced inconsistencies as a change in the dynamics of an object rather than as an unexpected combination of body shape and body motion.

ps

publisher pdf DOI [BibTex]

publisher pdf DOI [BibTex]


no image
The Perception of Ultrasonic Square Reductions of Friction With Variable Sharpness and Duration

Gueorguiev, D., Vezzoli, E., Sednaoui, T., Grisoni, L., Lemaire-Semail, B.

IEEE Transactions on Haptics, 12(2):179-188, January 2019 (article)

Abstract
The human perception of square ultrasonic modulation of the finger-surface friction was investigated during active tactile exploration by using short frictional cues of varying duration and sharpness. In a first experiment, we asked participants to discriminate the transition time and duration of short square ultrasonic reductions of friction. They proved very sensitive to discriminate millisecond differences in these two parameters with the average psychophysical thresholds being 2.3–2.4 ms for both parameters. A second experiment focused on the perception of square friction reductions with variable transition times and durations. We found that for durations of the stimulation larger than 90 ms, participants often perceived three or four edges when only two stimulations were presented while they consistently felt two edges for signals shorter than 50 ms. A subsequent analysis of the contact forces induced by these ultrasonic stimulations during slow and fast active exploration showed that two identical consecutive ultrasonic pulses can induce significantly different frictional dynamics especially during fast motion of the finger. These results confirm the human sensitivity to transient frictional cues and suggest that the human perception of square reductions of friction can depend on their sharpness and duration as well as on the speed of exploration.

hi

DOI [BibTex]

DOI [BibTex]


Thumb xl journal iav
Data-efficient Auto-tuning with Bayesian Optimization: An Industrial Control Study

Neumann-Brosig, M., Marco, A., Schwarzmann, D., Trimpe, S.

IEEE Transactions on Control Systems Technology, 2019 (article) Accepted

Abstract
Bayesian optimization is proposed for automatic learning of optimal controller parameters from experimental data. A probabilistic description (a Gaussian process) is used to model the unknown function from controller parameters to a user-defined cost. The probabilistic model is updated with data, which is obtained by testing a set of parameters on the physical system and evaluating the cost. In order to learn fast, the Bayesian optimization algorithm selects the next parameters to evaluate in a systematic way, for example, by maximizing information gain about the optimum. The algorithm thus iteratively finds the globally optimal parameters with only few experiments. Taking throttle valve control as a representative industrial control example, the proposed auto-tuning method is shown to outperform manual calibration: it consistently achieves better performance with a low number of experiments. The proposed auto-tuning framework is flexible and can handle different control structures and objectives.

ics

arXiv (PDF) DOI Project Page [BibTex]

arXiv (PDF) DOI Project Page [BibTex]


no image
How Does It Feel to Clap Hands with a Robot?

Fitter, N. T., Kuchenbecker, K. J.

International Journal of Social Robotics, 2019 (article) Accepted

Abstract
Future robots may need lighthearted physical interaction capabilities to connect with people in meaningful ways. To begin exploring how users perceive playful human–robot hand-to-hand interaction, we conducted a study with 20 participants. Each user played simple hand-clapping games with the Rethink Robotics Baxter Research Robot during a 1-h-long session involving 24 randomly ordered conditions that varied in facial reactivity, physical reactivity, arm stiffness, and clapping tempo. Survey data and experiment recordings demonstrate that this interaction is viable: all users successfully completed the experiment and mentioned enjoying at least one game without prompting. Hand-clapping tempo was highly salient to users, and human-like robot errors were more widely accepted than mechanical errors. Furthermore, perceptions of Baxter varied in the following statistically significant ways: facial reactivity increased the robot’s perceived pleasantness and energeticness; physical reactivity decreased pleasantness, energeticness, and dominance; higher arm stiffness increased safety and decreased dominance; and faster tempo increased energeticness and increased dominance. These findings can motivate and guide roboticists who want to design social–physical human–robot interactions.

hi

[BibTex]

[BibTex]


Thumb xl virtualcaliper
The Virtual Caliper: Rapid Creation of Metrically Accurate Avatars from 3D Measurements

Pujades, S., Mohler, B., Thaler, A., Tesch, J., Mahmood, N., Hesse, N., Bülthoff, H. H., Black, M. J.

IEEE Transactions on Visualization and Computer Graphics, 25, pages: 1887,1897, IEEE, 2019 (article)

Abstract
Creating metrically accurate avatars is important for many applications such as virtual clothing try-on, ergonomics, medicine, immersive social media, telepresence, and gaming. Creating avatars that precisely represent a particular individual is challenging however, due to the need for expensive 3D scanners, privacy issues with photographs or videos, and difficulty in making accurate tailoring measurements. We overcome these challenges by creating “The Virtual Caliper”, which uses VR game controllers to make simple measurements. First, we establish what body measurements users can reliably make on their own body. We find several distance measurements to be good candidates and then verify that these are linearly related to 3D body shape as represented by the SMPL body model. The Virtual Caliper enables novice users to accurately measure themselves and create an avatar with their own body shape. We evaluate the metric accuracy relative to ground truth 3D body scan data, compare the method quantitatively to other avatar creation tools, and perform extensive perceptual studies. We also provide a software application to the community that enables novices to rapidly create avatars in fewer than five minutes. Not only is our approach more rapid than existing methods, it exports a metrically accurate 3D avatar model that is rigged and skinned.

ps

Project Page IEEE Open Access IEEE Open Access PDF DOI [BibTex]

Project Page IEEE Open Access IEEE Open Access PDF DOI [BibTex]