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Akansel Cosgun

Publications and source records attributed to Akansel Cosgun.

At least 55 records · Page 3Linked to original sources

ARviz -- An Augmented Reality-enabled Visualization Platform for ROS Applications

Current robot interfaces such as teach pendants and 2D screen displays used for task visualization and interaction often seem unintuitive and limited in terms of information flow. This compromises task efficiency as interacting with the interface can distract the user from the task at hand. Augmented Reality (AR) technology offers the capability to create visually rich displays and intuitive interaction elements in situ. In recent years, AR has shown promising potential to enable effective human-robot interaction. We introduce ARviz - a versatile, extendable AR visualization platform built for robot applications developed with the widely used Robot Operating System (ROS) framework. ARviz aims to provide both a universal visualization platform with the capability of displaying any ROS message data type in AR, as well as a multimodal user interface for interacting with robots over ROS. ARviz is built as a platform incorporating a collection of plugins that provide visualization and/or interaction components. Users can also extend the platform by implementing new plugins to suit their needs. We present three use cases as well as two potential use cases to showcase the capabilities and benefits of the ARviz platform for human-robot interaction applications. The open access source code for our ARviz platform is available at: https://github.com/hri-group/arviz.

cs.RO↗

Learning When to Switch: Composing Controllers to Traverse a Sequence of Terrain Artifacts

Legged robots often use separate control policiesthat are highly engineered for traversing difficult terrain suchas stairs, gaps, and steps, where switching between policies isonly possible when the robot is in a region that is commonto 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 beknown before training. DRL policies can result in complex(often unrealistic) behaviours that have few or no overlappingregions between adjacent policies, making it difficult to switchbehaviours. In this work we develop multiple DRL policieswith Curriculum Learning (CL), each that can traverse asingle respective terrain condition, while ensuring an overlapbetween policies. We then train a network for each destinationpolicy that estimates the likelihood of successfully switchingfrom any other policy. We evaluate our switching methodon a previously unseen combination of terrain artifacts andshow that it performs better than heuristic methods. Whileour method is trained on individual terrain types, it performscomparably to a Deep Q Network trained on the full set ofterrain conditions. This approach allows the development ofseparate policies in constrained conditions with embedded priorknowledge about each behaviour, that is scalable to any numberof behaviours, and prepares DRL methods for applications inthe real world

cs.RO↗

Demonstrating Cloth Folding to Robots: Design and Evaluation of a 2D and a 3D User Interface

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.

cs.RO↗

Decentralized Multi-Agent Pursuit using Deep Reinforcement Learning

Pursuit-evasion is the problem of capturing mobile targets with one or more pursuers. We use deep reinforcement learning for pursuing an omni-directional target with multiple, homogeneous agents that are subject to unicycle kinematic constraints. We use shared experience to train a policy for a given number of pursuers that is executed independently by each agent at run-time. The training benefits from curriculum learning, a sweeping-angle ordering to locally represent neighboring agents and encouraging good formations with reward structure that combines individual and group rewards. Simulated experiments with a reactive evader and up to eight pursuers show that our learning-based approach, with non-holonomic agents, performs on par with classical algorithms with omni-directional agents, and outperforms their non-holonomic adaptations. The learned policy is successfully transferred to the real world in a proof-of-concept demonstration with three motion-constrained pursuer drones.

cs.MA↗

Mixing Human Demonstrations with Self-Exploration in Experience Replay for Deep Reinforcement Learning

We investigate the effect of using human demonstration data in the replay buffer for Deep Reinforcement Learning. We use a policy gradient method with a modified experience replay buffer where a human demonstration experience is sampled with a given probability. We analyze different ratios of using demonstration data in a task where an agent attempts to reach a goal while avoiding obstacles. Our results suggest that while the agents trained by pure self-exploration and pure demonstration had similar success rates, the pure demonstration model converged faster to solutions with less number of steps.

cs.AI↗

Learning to Place Objects onto Flat Surfaces in Upright Orientations

We study the problem of placing a grasped object on an empty flat surface in an upright orientation, such as placing a cup on its bottom rather than on its side. We aim to find the required object rotation such that when the gripper is opened after the object makes contact with the surface, the object would be stably placed in the upright orientation. We iteratively use two neural networks. At every iteration, we use a convolutional neural network to estimate the required object rotation, which is executed by the robot, and then a separate convolutional neural network to estimate the quality of a placement in its current orientation. Our approach places previously unseen objects in upright orientations with a success rate of 98.1% in free space and 90.3% with a simulated robotic arm, using a dataset of 50 everyday objects in simulation experiments. Real-world experiments were performed, which achieved an 88.0% success rate, which serves as a proof-of-concept for direct sim-to-real transfer.

cs.RO↗

Tabletop Object Rearrangement: Team ACRV's Entry to OCRTOC

Open Cloud Robot Table Organization Challenge (OCRTOC) is one of the most comprehensive cloud-based robotic manipulation competitions. It focuses on rearranging tabletop objects using vision as its primary sensing modality. In this extended abstract, we present our entry to the OCRTOC2020 and the key challenges the team has experienced.

cs.RO↗

Virtual Barriers in Augmented Reality for Safe and Effective Human-Robot Cooperation in Manufacturing

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.

cs.RO↗

Guided Curriculum Learning for Walking Over Complex Terrain

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.

cs.RO↗

Semantics for Robotic Mapping, Perception and Interaction: A Survey

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...

cs.RO↗

Gesture Recognition for Initiating Human-to-Robot Handovers

Human-to-Robot handovers are useful for many Human-Robot Interaction scenarios. It is important to recognize when a human intends to initiate handovers, so that the robot does not try to take objects from humans when a handover is not intended. We pose the handover gesture recognition as a binary classification problem in a single RGB image. Three separate neural network modules for detecting the object, human body key points and head orientation, are implemented to extract relevant features from the RGB images, and then the feature vectors are passed into a deep neural net to perform binary classification. Our results show that the handover gestures are correctly identified with an accuracy of over 90%. The abstraction of the features makes our approach modular and generalizable to different objects and human body types.

cs.CV↗

Joint Path and Push Planning Among Movable Obstacles

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%).

cs.RO↗

Learning Arbitrary-Goal Fabric Folding with One Hour of Real Robot Experience

Manipulating deformable objects, such as fabric, is a long standing problem in robotics, with state estimation and control posing a significant challenge for traditional methods. In this paper, we show that it is possible to learn fabric folding skills in only an hour of self-supervised real robot experience, without human supervision or simulation. Our approach relies on fully convolutional networks and the manipulation of visual inputs to exploit learned features, allowing us to create an expressive goal-conditioned pick and place policy that can be trained efficiently with real world robot data only. Folding skills are learned with only a sparse reward function and thus do not require reward function engineering, merely an image of the goal configuration. We demonstrate our method on a set of towel-folding tasks, and show that our approach is able to discover sequential folding strategies, purely from trial-and-error. We achieve state-of-the-art results without the need for demonstrations or simulation, used in prior approaches. Videos available at: https://sites.google.com/view/learningtofold

cs.RO↗

Object-Independent Human-to-Robot Handovers using Real Time Robotic Vision

We present an approach for safe and object-independent human-to-robot handovers using real time robotic vision and manipulation. We aim for general applicability with a generic object detector, a fast grasp selection algorithm and by using a single gripper-mounted RGB-D camera, hence not relying on external sensors. The robot is controlled via visual servoing towards the object of interest. Putting a high emphasis on safety, we use two perception modules: human body part segmentation and hand/finger segmentation. Pixels that are deemed to belong to the human are filtered out from candidate grasp poses, hence ensuring that the robot safely picks the object without colliding with the human partner. The grasp selection and perception modules run concurrently in real-time, which allows monitoring of the progress. In experiments with 13 objects, the robot was able to successfully take the object from the human in 81.9% of the trials.

cs.RO↗

Strawberry Detection using Mixed Training on Simulated and Real Data

This paper demonstrates how simulated images can be useful for object detection tasks in the agricultural sector, where labeled data can be scarce and costly to collect. We consider training on mixed datasets with real and simulated data for strawberry detection in real images. Our results show that using the real dataset augmented by the simulated dataset resulted in slightly higher accuracy.

cs.CV↗

Supportive Actions for Manipulation in Human-Robot Coworker Teams

The increasing presence of robots alongside humans, such as in human-robot teams in manufacturing, gives rise to research questions about the kind of behaviors people prefer in their robot counterparts. We term actions that support interaction by reducing future interference with others as supportive robot actions and investigate their utility in a co-located manipulation scenario. We compare two robot modes in a shared table pick-and-place task: (1) Task-oriented: the robot only takes actions to further its own task objective and (2) Supportive: the robot sometimes prefers supportive actions to task-oriented ones when they reduce future goal-conflicts. Our experiments in simulation, using a simplified human model, reveal that supportive actions reduce the interference between agents, especially in more difficult tasks, but also cause the robot to take longer to complete the task. We implemented these modes on a physical robot in a user study where a human and a robot perform object placement on a shared table. Our results show that a supportive robot was perceived as a more favorable coworker by the human and also reduced interference with the human in the more difficult of two scenarios. However, it also took longer to complete the task highlighting an interesting trade-off between task-efficiency and human-preference that needs to be considered before designing robot behavior for close-proximity manipulation scenarios.

cs.RO↗

Model-free vision-based shaping of deformable plastic materials

We address the problem of shaping deformable plastic materials using non-prehensile actions. Shaping plastic objects is challenging, since they are difficult to model and to track visually. We study this problem, by using kinetic sand, a plastic toy material which mimics the physical properties of wet sand. Inspired by a pilot study where humans shape kinetic sand, we define two types of actions: \textit{pushing} the material from the sides and \textit{tapping} from above. The chosen actions are executed with a robotic arm using image-based visual servoing. From the current and desired view of the material, we define states based on visual features such as the outer contour shape and the pixel luminosity values. These are mapped to actions, which are repeated iteratively to reduce the image error until convergence is reached. For pushing, we propose three methods for mapping the visual state to an action. These include heuristic methods and a neural network, trained from human actions. We show that it is possible to obtain simple shapes with the kinetic sand, without explicitly modeling the material. Our approach is limited in the types of shapes it can achieve. A richer set of action types and multi-step reasoning is needed to achieve more sophisticated shapes.

cs.RO↗

Embracing Contact: Pushing Multiple Objects with Robot's Forearm

Grasping is the dominant approach for robot manipulation, but only a single object can be grasped at a time. Nonprehensile manipulation offers richer set of interactions, however state-of-the-art is limited to using the end-effector only. We propose using a robot link (forearm) to push multiple objects at once. In a simulated task where the robot's task is to sort two kinds of objects into their respective goal regions, we show that a greedy strategy that uses a combination of forearm pushes and pick and place operations reduces task completion time by %28 compared to picking and placing each object individually.

cs.RO↗