Tag Archives: effects
#439053 Bipedal Robots Are Learning To Move With ...
Most humans are bipeds, but even the best of us are really only bipeds until things get tricky. While our legs may be our primary mobility system, there are lots of situations in which we leverage our arms as well, either passively to keep balance or actively when we put out a hand to steady ourselves on a nearby object. And despite how unstable bipedal robots tend to be, using anything besides legs for mobility has been a challenge in both software and hardware, a significant limitation in highly unstructured environments.
Roboticists from TUM in Germany (with support from the German Research Foundation) have recently given their humanoid robot LOLA some major upgrades to make this kind of multi-contact locomotion possible. While it’s still in the early stages, it’s already some of the most human-like bipedal locomotion we’ve seen.
It’s certainly possible for bipedal robots to walk over challenging terrain without using limbs for support, but I’m sure you can think of lots of times where using your arms to assist with your own bipedal mobility was a requirement. It’s not a requirement because your leg strength or coordination or sense of balance is bad, necessarily. It’s just that sometimes, you might find yourself walking across something that’s highly unstable or in a situation where the consequences of a stumble are exceptionally high. And it may not even matter how much sensing you do beforehand, and how careful you are with your footstep planning: there are limits to how much you can know about your environment beforehand, and that can result in having a really bad time of it. This is why using multi-contact locomotion, whether it’s planned in advance or not, is a useful skill for humans, and should be for robots, too.
As the video notes (and props for being explicit up front about it), this isn’t yet fully autonomous behavior, with foot positions and arm contact points set by hand in advance. But it’s not much of a stretch to see how everything could be done autonomously, since one of the really hard parts (using multiple contact points to dynamically balance a moving robot) is being done onboard and in real time.
Getting LOLA to be able to do this required a major overhaul in hardware as well as software. And Philipp Seiwald, who works with LOLA at TUM, was able to tell us more about it.
IEEE Spectrum: Can you summarize the changes to LOLA’s hardware that are required for multi-contact locomotion?
Philipp Seiwald: The original version of LOLA has been designed for fast biped walking. Although it had two arms, they were not meant to get into contact with the environment but rather to compensate for the dynamic effects of the feet during fast walking. Also, the torso had a relatively simple design that was fine for its original purpose; however, it was not conceived to withstand the high loads coming from the hands during multi-contact maneuvers. Thus, we redesigned the complete upper body of LOLA from scratch. Starting from the pelvis, the strength and stiffness of the torso have been increased. We used the finite element method to optimize critical parts to obtain maximum strength at minimum weight. Moreover, we added additional degrees of freedom to the arms to increase the hands' reachable workspace. The kinematic topology of the arms, i.e., the arrangement of joints and link lengths, has been obtained from an optimization that takes typical multi-contact scenarios into account.
Why is this an important problem for bipedal humanoid robots?
Maintaining balance during locomotion can be considered the primary goal of legged robots. Naturally, this task is more challenging for bipeds when compared to robots with four or even more legs. Although current high-end prototypes show impressive progress, humanoid robots still do not have the robustness and versatility they need for most real-world applications. With our research, we try to contribute to this field and help to push the limits further. Recently, we showed our latest work on walking over uneven terrain without multi-contact support. Although the robustness is already high, there still exist scenarios, such as walking on loose objects, where the robot's stabilization fails when using only foot contacts. The use of additional hand-environment support during this (comparatively) fast walking allows a further significant increase in robustness, i.e., the robot's capability to compensate disturbances, modeling errors, or inaccurate sensor input. Besides stabilization on uneven terrain, multi-contact locomotion also enables more complex motions, e.g., stepping over a tall obstacle or toe-only contacts, as shown in our latest multi-contact video.
How can LOLA decide whether a surface is suitable for multi-contact locomotion?
LOLA’s visual perception system is currently developed by our project partners from the Chair for Computer Aided Medical Procedures & Augmented Reality at the TUM. This system relies on a novel semantic Simultaneous Localization and Mapping (SLAM) pipeline that can robustly extract the scene's semantic components (like floor, walls, and objects therein) by merging multiple observations from different viewpoints and by inferring therefrom the underlying scene graph. This provides a reliable estimate of which scene parts can be used to support the locomotion, based on the assumption that certain structural elements such as walls are fixed, while chairs, for example, are not.
Also, the team plans to develop a specific dataset with annotations further describing the attributes of the object (such as roughness of the surface or its softness) and that will be used to master multi-contact locomotion in even more complex scenes. As of today, the vision and navigation system is not finished yet; thus, in our latest video, we used pre-defined footholds and contact points for the hands. However, within our collaboration, we are working towards a fully integrated and autonomous system.
Is LOLA capable of both proactive and reactive multi-contact locomotion?
The software framework of LOLA has a hierarchical structure. On the highest level, the vision system generates an environment model and estimates the 6D-pose of the robot in the scene. The walking pattern generator then uses this information to plan a dynamically feasible future motion that will lead LOLA to a target position defined by the user. On a lower level, the stabilization module modifies this plan to compensate for model errors or any kind of disturbance and keep overall balance. So our approach currently focuses on proactive multi-contact locomotion. However, we also plan to work on a more reactive behavior such that additional hand support can also be triggered by an unexpected disturbance instead of being planned in advance.
What are some examples of unique capabilities that you are working towards with LOLA?
One of the main goals for the research with LOLA remains fast, autonomous, and robust locomotion on complex, uneven terrain. We aim to reach a walking speed similar to humans. Currently, LOLA can do multi-contact locomotion and cross uneven terrain at a speed of 1.8 km/h, which is comparably fast for a biped robot but still slow for a human. On flat ground, LOLA's high-end hardware allows it to walk at a relatively high maximum speed of 3.38 km/h.
Fully autonomous multi-contact locomotion for a life-sized humanoid robot is a tough task. As algorithms get more complex, computation time increases, which often results in offline motion planning methods. For LOLA, we restrict ourselves to gaited multi-contact locomotion, which means that we try to preserve the core characteristics of bipedal gait and use the arms only for assistance. This allows us to use simplified models of the robot which lead to very efficient algorithms running in real-time and fully onboard.
A long-term scientific goal with LOLA is to understand essential components and control policies of human walking. LOLA's leg kinematics is relatively similar to the human body. Together with scientists from kinesiology, we try to identify similarities and differences between observed human walking and LOLA’s “engineered” walking gait. We hope this research leads, on the one hand, to new ideas for the control of bipeds, and on the other hand, shows via experiments on bipeds if biomechanical models for the human gait are correctly understood. For a comparison of control policies on uneven terrain, LOLA must be able to walk at comparable speeds, which also motivates our research on fast and robust walking.
While it makes sense why the researchers are using LOLA’s arms primarily to assist with a conventional biped gait, looking ahead a bit it’s interesting to think about how robots that we typically consider to be bipeds could potentially leverage their limbs for mobility in decidedly non-human ways.
We’re used to legged robots being one particular morphology, I guess because associating them with either humans or dogs or whatever is just a comfortable way to do it, but there’s no particular reason why a robot with four limbs has to choose between being a quadruped and being a biped with arms, or some hybrid between the two, depending on what its task is. The research being done with LOLA could be a step in that direction, and maybe a hand on the wall in that direction, too. Continue reading
#438613 Video Friday: Digit Takes a Hike
Video Friday is your weekly selection of awesome robotics videos, collected by your Automaton bloggers. We’ll also be posting a weekly calendar of upcoming robotics events for the next few months; here's what we have so far (send us your events!):
HRI 2021 – March 8-11, 2021 – [Online Conference]
RoboSoft 2021 – April 12-16, 2021 – [Online Conference]
ICRA 2021 – May 30-5, 2021 – Xi'an, China
Let us know if you have suggestions for next week, and enjoy today's videos.
It's winter in Oregon, so everything is damp, all the time. No problem for Digit!
Also the case for summer in Oregon.
[ Agility Robotics ]
While other organisms form collective flocks, schools, or swarms for such purposes as mating, predation, and protection, the Lumbriculus variegatus worms are unusual in their ability to braid themselves together to accomplish tasks that unconnected individuals cannot. A new study reported by researchers at the Georgia Institute of Technology describes how the worms self-organize to act as entangled “active matter,” creating surprising collective behaviors whose principles have been applied to help blobs of simple robots evolve their own locomotion.
No, this doesn't squick me out at all, why would it.
[ Georgia Tech ]
A few years ago, we wrote about Zhifeng Huang's jet-foot equipped bipedal robot, and he's been continuing to work on it to the point where it can now step over gaps that are an absolutely astonishing 147% of its leg length.
[ Paper ]
Thanks Zhifeng!
The Inception Drive is a novel, ultra-compact design for an Infinitely Variable Transmission (IVT) that uses nested-pulleys to adjust the gear ratio between input and output shafts. This video shows the first proof-of-concept prototype for a “Fully Balanced” design, where the spinning masses within the drive are completely balanced to reduce vibration, thereby allowing the drive to operate more efficiently and at higher speeds than achievable on an unbalanced design.
As shown in this video, the Inception Drive can change both the speed and direction of rotation of the output shaft while keeping the direction and speed of the input shaft constant. This ability to adjust speed and direction within such a compact package makes the Inception Drive a compelling choice for machine designers in a wide variety of fields, including robotics, automotive, and renewable-energy generation.
[ SRI ]
Robots with kinematic loops are known to have superior mechanical performance. However, due to these loops, their modeling and control is challenging, and prevents a more widespread use. In this paper, we describe a versatile Inverse Kinematics (IK) formulation for the retargeting of expressive motions onto mechanical systems with loops.
[ Disney Research ]
Watch Engineered Arts put together one of its Mesmer robots in a not at all uncanny way.
[ Engineered Arts ]
There's been a bunch of interesting research into vision-based tactile sensing recently; here's some from Van Ho at JAIST:
[ Paper ]
Thanks Van!
This is really more of an automated system than a robot, but these little levitating pucks are very very slick.
ACOPOS 6D is based on the principle of magnetic levitation: Shuttles with integrated permanent magnets float over the surface of electromagnetic motor segments. The modular motor segments are 240 x 240 millimeters in size and can be arranged freely in any shape. A variety of shuttle sizes carry payloads of 0.6 to 14 kilograms and reach speeds of up to 2 meters per second. They can move freely in two-dimensional space, rotate and tilt along three axes and offer precise control over the height of levitation. All together, that gives them six degrees of motion control freedom.
[ ACOPOS ]
Navigation and motion control of a robot to a destination are tasks that have historically been performed with the assumption that contact with the environment is harmful. This makes sense for rigid-bodied robots where obstacle collisions are fundamentally dangerous. However, because many soft robots have bodies that are low-inertia and compliant, obstacle contact is inherently safe. We find that a planner that takes into account and capitalizes on environmental contact produces paths that are more robust to uncertainty than a planner that avoids all obstacle contact.
[ CHARM Lab ]
The quadrotor experts at UZH have been really cranking it up recently.
Aerodynamic forces render accurate high-speed trajectory tracking with quadrotors extremely challenging. These complex aerodynamic effects become a significant disturbance at high speeds, introducing large positional tracking errors, and are extremely difficult to model. To fly at high speeds, feedback control must be able to account for these aerodynamic effects in real-time. This necessitates a modelling procedure that is both accurate and efficient to evaluate. Therefore, we present an approach to model aerodynamic effects using Gaussian Processes, which we incorporate into a Model Predictive Controller to achieve efficient and precise real-time feedback control, leading to up to 70% reduction in trajectory tracking error at high speeds. We verify our method by extensive comparison to a state-of-the-art linear drag model in synthetic and real-world experiments at speeds of up to 14m/s and accelerations beyond 4g.
[ Paper ]
I have not heard much from Harvest Automation over the last couple years and their website was last updated in 2016, but I guess they're selling robots in France, so that's good?
[ Harvest Automation ]
Last year, Clearpath Robotics introduced a ROS package for Spot which enables robotics developers to leverage ROS capabilities out-of-the-box. Here at OTTO Motors, we thought it would be a compelling test case to see just how easy it would be to integrate Spot into our test fleet of OTTO materials handling robots.
[ OTTO Motors ]
Video showcasing recent robotics activities at PRISMA Lab, coordinated by Prof. Bruno Siciliano, at Università di Napoli Federico II.
[ PRISMA Lab ]
Thanks Fan!
State estimation framework developed by the team CoSTAR for the DARPA Subterranean Challenge, where the team achieved 2nd and 1st places in the Tunnel and Urban circuits.
[ Paper ]
Highlights from the 2020 ROS Industrial conference.
[ ROS Industrial ]
Thanks Thilo!
Not robotics, but entertaining anyway. From the CHI 1995 Technical Video Program, “The Tablet Newspaper: a Vision for the Future.”
[ CHI 1995 ]
This week's GRASP on Robotics seminar comes from Allison Okamura at Stanford, on “Wearable Haptic Devices for Ubiquitous Communication.”
Haptic devices allow touch-based information transfer between humans and intelligent systems, enabling communication in a salient but private manner that frees other sensory channels. For such devices to become ubiquitous, their physical and computational aspects must be intuitive and unobtrusive. We explore the design of a wide array of haptic feedback mechanisms, ranging from devices that can be actively touched by the fingertips to multi-modal haptic actuation mounted on the arm. We demonstrate how these devices are effective in virtual reality, human-machine communication, and human-human communication.
[ UPenn ] Continue reading