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Aleksey Fedoseev

Publications and source records attributed to Aleksey Fedoseev.

At least 55 records · Page 3Linked to original sources

DroneARchery: Human-Drone Interaction through Augmented Reality with Haptic Feedback and Multi-UAV Collision Avoidance Driven by Deep Reinforcement Learning

We propose a novel concept of augmented reality (AR) human-drone interaction driven by RL-based swarm behavior to achieve intuitive and immersive control of a swarm formation of unmanned aerial vehicles. The DroneARchery system developed by us allows the user to quickly deploy a swarm of drones, generating flight paths simulating archery. The haptic interface LinkGlide delivers a tactile stimulus of the bowstring tension to the forearm to increase the precision of aiming. The swarm of released drones dynamically avoids collisions between each other, the drone following the user, and external obstacles with behavior control based on deep reinforcement learning. The developed concept was tested in the scenario with a human, where the user shoots from a virtual bow with a real drone to hit the target. The human operator observes the ballistic trajectory of the drone in an AR and achieves a realistic and highly recognizable experience of the bowstring tension through the haptic display. The experimental results revealed that the system improves trajectory prediction accuracy by 63.3% through applying AR technology and conveying haptic feedback of pulling force. DroneARchery users highlighted the naturalness (4.3 out of 5 point Likert scale) and increased confidence (4.7 out of 5) when controlling the drone. We have designed the tactile patterns to present four sliding distances (tension) and three applied force levels (stiffness) of the haptic display. Users demonstrated the ability to distinguish tactile patterns produced by the haptic display representing varying bowstring tension(average recognition rate is of 72.8%) and stiffness (average recognition rate is of 94.2%). The novelty of the research is the development of an AR-based approach for drone control that does not require special skills and training from the operator.

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SwarMan: Anthropomorphic Swarm of Drones Avatar with Body Tracking and Deep Learning-Based Gesture Recognition

Anthropomorphic robot avatars present a conceptually novel approach to remote affective communication, allowing people across the world a wider specter of emotional and social exchanges over traditional 2D and 3D image data. However, there are several limitations of current telepresence robots, such as the high weight, complexity of the system that prevents its fast deployment, and the limited workspace of the avatars mounted on either static or wheeled mobile platforms. In this paper, we present a novel concept of telecommunication through a robot avatar based on an anthropomorphic swarm of drones; SwarMan. The developed system consists of nine nanocopters controlled remotely by the operator through a gesture recognition interface. SwarMan allows operators to communicate by directly following their motions and by recognizing one of the prerecorded emotional patterns, thus rendering the captured emotion as illumination on the drones. The LSTM MediaPipe network was trained on a collected dataset of 600 short videos with five emotional gestures. The accuracy of achieved emotion recognition was 97% on the test dataset. As communication through the swarm avatar significantly changes the visual appearance of the operator, we investigated the ability of the users to recognize and respond to emotions performed by the swarm of drones. The experimental results revealed a high consistency between the users in rating emotions. Additionally, users indicated low physical demand (2.25 on the Likert scale) and were satisfied with their performance (1.38 on the Likert scale) when communicating by the SwarMan interface.

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DandelionTouch: High Fidelity Haptic Rendering of Soft Objects in VR by a Swarm of Drones

To achieve high fidelity haptic rendering of soft objects in a high mobility virtual environment, we propose a novel haptic display DandelionTouch. The tactile actuators are delivered to the fingertips of the user by a swarm of drones. Users of DandelionTouch are capable of experiencing tactile feedback in a large space that is not limited by the device's working area. Importantly, they will not experience muscle fatigue during long interactions with virtual objects. Hand tracking and swarm control algorithm allow guiding the swarm with hand motions and avoid collisions inside the formation. Several topologies of the impedance connection between swarm units were investigated in this research. The experiment, in which drones performed a point following task on a square trajectory in real-time, revealed that drones connected in a Star topology performed the trajectory with low mean positional error (RMSE decreased by 20.6% in comparison with other impedance topologies and by 40.9% in comparison with potential field-based swarm control). The achieved velocities of the drones in all formations with impedance behavior were 28% higher than for the swarm controlled with the potential field algorithm. Additionally, the perception of several vibrotactile patterns was evaluated in a user study with 7 participants. The study has shown that the proposed combination of temporal delay and frequency modulation allows users to successfully recognize the surface property and motion direction in VR simultaneously (mean recognition rate of 70%, maximum of 93%). DandelionTouch suggests a new type of haptic feedback in VR systems where no hand-held or wearable interface is required.

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HyperPalm: DNN-based hand gesture recognition interface for intelligent communication with quadruped robot in 3D space

Nowadays, autonomous mobile robots support people in many areas where human presence either redundant or too dangerous. They have successfully proven themselves in expeditions, gas industry, mines, warehouses, etc. However, even legged robots may stuck in rough terrain conditions requiring human cognitive abilities to navigate the system. While gamepads and keyboards are convenient for wheeled robot control, the quadruped robot in 3D space can move along all linear coordinates and Euler angles, requiring at least 12 buttons for independent control of their DoF. Therefore, more convenient interfaces of control are required. In this paper we present HyperPalm: a novel gesture interface for intuitive human-robot interaction with quadruped robots. Without additional devices, the operator has full position and orientation control of the quadruped robot in 3D space through hand gesture recognition with only 5 gestures and 6 DoF hand motion. The experimental results revealed to classify 5 static gestures with high accuracy (96.5%), accurately predict the position of the 6D position of the hand in three-dimensional space. The absolute linear deviation Root mean square deviation (RMSD) of the proposed approach is 11.7 mm, which is almost 50% lower than for the second tested approach, the absolute angular deviation RMSD of the proposed approach is 2.6 degrees, which is almost 27% lower than for the second tested approach. Moreover, the user study was conducted to explore user's subjective experience from human-robot interaction through the proposed gesture interface. The participants evaluated their interaction with HyperPalm as intuitive (2.0), not causing frustration (2.63), and requiring low physical demand (2.0).

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HyperGuider: Virtual Reality Framework for Interactive Path Planning of Quadruped Robot in Cluttered and Multi-Terrain Environments

Quadruped platforms have become an active topic of research due to their high mobility and traversability in rough terrain. However, it is highly challenging to determine whether the clattered environment could be passed by the robot and how exactly its path should be calculated. Moreover, the calculated path may pass through areas with dynamic objects or environments that are dangerous for the robot or people around. Therefore, we propose a novel conceptual approach of teaching quadruped robots navigation through user-guided path planning in virtual reality (VR). Our system contains both global and local path planners, allowing robot to generate path through iterations of learning. The VR interface allows user to interact with environment and to assist quadruped robot in challenging scenarios. The results of comparison experiments show that cooperation between human and path planning algorithms can increase the computational speed of the algorithm by 35.58% in average, and non-critically increasing of the path length (average of 6.66%) in test scenario. Additionally, users described VR interface as not requiring physical demand (2.3 out of 10) and highly evaluated their performance (7.1 out of 10). The ability to find a less optimal but safer path remains in demand for the task of navigating in a cluttered and unstructured environment.

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HyperDog: An Open-Source Quadruped Robot Platform Based on ROS2 and micro-ROS

Nowadays, design and development of legged quadruped robots is a quite active area of scientific research. In fact, the legged robots have become popular due to their capabilities to adapt to harsh terrains and diverse environmental conditions in comparison to other mobile robots. With the higher demand for legged robot experiments, more researches and engineers need an affordable and quick way of locomotion algorithm development. In this paper, we present a new open source quadruped robot HyperDog platform, which features 12 RC servo motors, onboard NVIDIA Jetson nano computer and STM32F4 Discovery board. HyperDog is an open-source platform for quadruped robotic software development, which is based on Robot Operating System 2 (ROS2) and micro-ROS. Moreover, the HyperDog is a quadrupedal robotic dog entirely built from 3D printed parts and carbon fiber, which allows the robot to have light weight and good strength. The idea of this work is to demonstrate an affordable and customizable way of robot development and provide researches and engineers with the legged robot platform, where different algorithms can be tested and validated in simulation and real environment. The developed project with code is available on GitHub (https://github.com/NDHANA94/hyperdog_ros2).

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Exploring the Role of Electro-Tactile and Kinesthetic Feedback in Telemanipulation Task

Teleoperation of robotic systems for precise and delicate object grasping requires high-fidelity haptic feedback to obtain comprehensive real-time information about the grasp. In such cases, the most common approach is to use kinesthetic feedback. However, a single contact point information is insufficient to detect the dynamically changing shape of soft objects. This paper proposes a novel telemanipulation system that provides kinesthetic and cutaneous stimuli to the user's hand to achieve accurate liquid dispensing by dexterously manipulating the deformable object (i.e., pipette). The experimental results revealed that the proposed approach to provide the user with multimodal haptic feedback considerably improves the quality of dosing with a remote pipette. Compared with pure visual feedback, the relative dosing error decreased by 66\% and task execution time decreased by 18\% when users manipulated the deformable pipette with a multimodal haptic interface in combination with visual feedback. The proposed technology can be potentially implemented in delicate dosing procedures during the antibody tests for COVID-19, chemical experiments, operation with organic materials, and telesurgery.

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SwarmHive: Heterogeneous Swarm of Drones for Robust Autonomous Landing on Moving Robot

The paper focuses on a heterogeneous swarm of drones to achieve a dynamic landing of formation on a moving robot. This challenging task was not yet achieved by scientists. The key technology is that instead of facilitating each agent of the swarm of drones with computer vision that considerably increases the payload and shortens the flight time, we propose to install only one camera on the leader drone. The follower drones receive the commands from the leader UAV and maintain a collision-free trajectory with the artificial potential field. The experimental results revealed a high accuracy of the swarm landing on a static mobile platform (RMSE of 4.48 cm). RMSE of swarm landing on the mobile platform moving with the maximum velocities of 1.0 m/s and 1.5 m/s equals 8.76 cm and 8.98 cm, respectively. The proposed SwarmHive technology will allow the time-saving landing of the swarm for further drone recharging. This will make it possible to achieve self-sustainable operation of a multi-agent robotic system for such scenarios as rescue operations, inspection and maintenance, autonomous warehouse inventory, cargo delivery, and etc.

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SwarmHawk: Self-Sustaining Multi-Agent System for Landing on a Moving Platform through an Agent Supervision

Heterogeneous teams of mobile robots and UAVs are offering a substantial benefit in an autonomous exploration of the environment. Nevertheless, although joint exploration scenarios for such systems are widely discussed, they are still suffering from low adaptability to changes in external conditions and faults of swarm agents during the UAV docking. We propose a novel vision-based drone swarm docking system for robust landing on a moving platform when one of the agents lost its position signal. The proposed SwarmHawk system relies on vision-based detection for the mobile platform tracking and navigation of its agents. Each drone of the swarm carries an RGB camera and AprilTag3 QR-code marker on board. SwarmHawk can switch between two modes of operation, acting as a homogeneous swarm in case of global UAV localization or assigning leader drones to navigate its neighbors in case of a camera fault in one of the drones or global localization failure. Two experiments were performed to evaluate SwarmHawk's performance under the global and local localization with static and moving platforms. The experimental results revealed a sufficient accuracy in the swarm landing task on a static mobile platform (error of 4.2 cm in homogeneous formation and 1.9 cm in leader-follower formation) and on moving platform (error of 6.9 cm in homogeneous formation and 4.7 cm in leader-follower formation). Moreover, the drones showed a good landing on a platform moving along a complex trajectory (average error of 19.4 cm) in leader-follower formation. The proposed SwarmHawk technology can be potentially applied in various swarm scenarios, including complex environment exploration, inspection, and drone delivery.

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DogTouch: CNN-based Recognition of Surface Textures by Quadruped Robot with High Density Tactile Sensors

The ability to perform locomotion in various terrains is critical for legged robots. However, the robot has to have a better understanding of the surface it is walking on to perform robust locomotion on different terrains. Animals and humans are able to recognize the surface with the help of the tactile sensation on their feet. Although, the foot tactile sensation for legged robots has not been much explored. This paper presents research on a novel quadruped robot DogTouch with tactile sensing feet (TSF). TSF allows the recognition of different surface textures utilizing a tactile sensor and a convolutional neural network (CNN). The experimental results show a sufficient validation accuracy of 74.37\% for our trained CNN-based model, with the highest recognition for line patterns of 90\%. In the future, we plan to improve the prediction model by presenting surface samples with the various depths of patterns and applying advanced Deep Learning and Shallow learning models for surface recognition. Additionally, we propose a novel approach to navigation of quadruped and legged robots. We can arrange the tactile paving textured surface (similar that used for blind or visually impaired people). Thus, DogTouch will be capable of locomotion in unknown environment by just recognizing the specific tactile patterns which will indicate the straight path, left or right turn, pedestrian crossing, road, and etc. That will allow robust navigation regardless of lighting condition. Future quadruped robots equipped with visual and tactile perception system will be able to safely and intelligently navigate and interact in the unstructured indoor and outdoor environment.

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GraspLook: a VR-based Telemanipulation System with R-CNN-driven Augmentation of Virtual Environment

The teleoperation of robotic systems in medical applications requires stable and convenient visual feedback for the operator. The most accessible approach to delivering visual information from the remote area is using cameras to transmit a video stream from the environment. However, such systems are sensitive to the camera resolution, limited viewpoints, and cluttered environment bringing additional mental demands to the human operator. The paper proposes a novel system of teleoperation based on an augmented virtual environment (VE). The region-based convolutional neural network (R-CNN) is applied to detect the laboratory instrument and estimate its position in the remote environment to display further its digital twin in the VE, which is necessary for dexterous telemanipulation. The experimental results revealed that the developed system allows users to operate the robot smoother, which leads to a decrease in task execution time when manipulating test tubes. In addition, the participants evaluated the developed system as less mentally demanding (by 11%) and requiring less effort (by 16%) to accomplish the task than the camera-based teleoperation approach and highly assessed their performance in the augmented VE. The proposed technology can be potentially applied for conducting laboratory tests in remote areas when operating with infectious and poisonous reagents.

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DroneStick: Flying Joystick as a Novel Type of Interface

DroneStick is a novel hands-free method for smooth interaction between a human and a robotic system via one of its agents, without training and any additional handheld or wearable device or infrastructure. A flying joystick (DroneStick), being a part of a multi-robot system, is composed of a flying drone and coiled wire with a vibration motor. By pulling on the coiled wire, the operator commands certain motions of the follower robotic system. The DroneStick system does not require the user to carry any equipment before or after performing the required interaction. DroneStick provides useful feedback to the operator in the form of force transferred through the wire, translation/rotation of the flying joystick, and motor vibrations at the fingertips. Feedback allows users to interact with different forms of robotic systems intuitively. A potential application can enhance an automated `last mile' delivery when a recipient needs to guide a delivery drone/robot gently to a spot where a parcel has to be dropped.

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DroneTrap: Drone Catching in Midair by Soft Robotic Hand with Color-Based Force Detection and Hand Gesture Recognition

The paper proposes a novel concept of docking drones to make this process as safe and fast as possible. The idea behind the project is that a robot with a soft gripper grasps the drone in midair. The human operator navigates the robotic arm with the ML-based gesture recognition interface. The 3-finger robot hand with soft fingers is equipped with touch sensors, making it possible to achieve safe drone catching and avoid inadvertent damage to the drone's propellers and motors. Additionally, the soft hand is featured with a unique color-based force estimation technology based on a computer vision (CV) system. Moreover, the visual color-changing system makes it easier for the human operator to interpret the applied forces. Without any additional programming, the operator has full real-time control of the robot's motion and task execution by wearing a mocap glove with gesture recognition, which was developed and applied for the high-level control of DroneTrap. The experimental results revealed that the developed color-based force estimation can be applied for rigid object capturing with high precision (95.3\%). The proposed technology can potentially revolutionize the landing and deployment of drones for parcel delivery on uneven ground, structure maintenance and inspection, risque operations, and etc.

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SwarmPlay: Interactive Tic-tac-toe Board Game with Swarm of Nano-UAVs driven by Reinforcement Learning

Reinforcement learning (RL) methods have been actively applied in the field of robotics, allowing the system itself to find a solution for a task otherwise requiring a complex decision-making algorithm. In this paper, we present a novel RL-based Tic-tac-toe scenario, i.e. SwarmPlay, where each playing component is presented by an individual drone that has its own mobility and swarm intelligence to win against a human player. Thus, the combination of challenging swarm strategy and human-drone collaboration aims to make the games with machines tangible and interactive. Although some research on AI for board games already exists, e.g., chess, the SwarmPlay technology has the potential to offer much more engagement and interaction with the user as it proposes a multi-agent swarm instead of a single interactive robot. We explore user's evaluation of RL-based swarm behavior in comparison with the game theory-based behavior. The preliminary user study revealed that participants were highly engaged in the game with drones (70% put a maximum score on the Likert scale) and found it less artificial compared to the regular computer-based systems (80%). The affection of the user's game perception from its outcome was analyzed and put under discussion. User study revealed that SwarmPlay has the potential to be implemented in a wider range of games, significantly improving human-drone interactivity.

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SwarmPlay: A Swarm of Nano-Quadcopters Playing Tic-tac-toe Board Game against a Human

We present a new paradigm of games, i.e. SwarmPlay, where each playing component is presented by an individual drone that has its own mobility and swarm intelligence to win against a human player. The motivation behind the research is to make the games with machines tangible and interactive. Although some research on the robotic players for board games already exists, e.g., chess, the SwarmPlay technology has the potential to offer much more engagement and interaction with a human as it proposes a multi-agent swarm instead of a single interactive robot. The proposed system consists of a robotic swarm, a workstation, a computer vision (CV), and Game Theory-based algorithms. A novel game algorithm was developed to provide a natural game experience to the user. The preliminary user study revealed that participants were highly engaged in the game with drones (69% put a maximum score on the Likert scale) and found it less artificial compared to the regular computer-based systems (77% put maximum score). The affection of the user's game perception from its outcome was analyzed and put under discussion. User study revealed that SwarmPlay has the potential to be implemented in a wider range of games, significantly improving human-drone interactivity.

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DronePaint: Swarm Light Painting with DNN-based Gesture Recognition

We propose a novel human-swarm interaction system, allowing the user to directly control a swarm of drones in a complex environment through trajectory drawing with a hand gesture interface based on the DNN-based gesture recognition. The developed CV-based system allows the user to control the swarm behavior without additional devices through human gestures and motions in real-time, providing convenient tools to change the swarm's shape and formation. The two types of interaction were proposed and implemented to adjust the swarm hierarchy: trajectory drawing and free-form trajectory generation control. The experimental results revealed a high accuracy of the gesture recognition system (99.75%), allowing the user to achieve relatively high precision of the trajectory drawing (mean error of 5.6 cm in comparison to 3.1 cm by mouse drawing) over the three evaluated trajectory patterns. The proposed system can be potentially applied in complex environment exploration, spray painting using drones, and interactive drone shows, allowing users to create their own art objects by drone swarms.

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SwarmPaint: Human-Swarm Interaction for Trajectory Generation and Formation Control by DNN-based Gesture Interface

Teleoperation tasks with multi-agent systems have a high potential in supporting human-swarm collaborative teams in exploration and rescue operations. However, it requires an intuitive and adaptive control approach to ensure swarm stability in a cluttered and dynamically shifting environment. We propose a novel human-swarm interaction system, allowing the user to control swarm position and formation by either direct hand motion or by trajectory drawing with a hand gesture interface based on the DNN gesture recognition. The key technology of the SwarmPaint is the user's ability to perform various tasks with the swarm without additional devices by switching between interaction modes. Two types of interaction were proposed and developed to adjust a swarm behavior: free-form trajectory generation control and shaped formation control. Two preliminary user studies were conducted to explore user's performance and subjective experience from human-swarm interaction through the developed control modes. The experimental results revealed a sufficient accuracy in the trajectory tracing task (mean error of 5.6 cm by gesture draw and 3.1 cm by mouse draw with the pattern of dimension 1 m by 1 m) over three evaluated trajectory patterns and up to 7.3 cm accuracy in targeting task with two target patterns of 1 m achieved by SwarmPaint interface. Moreover, the participants evaluated the trajectory drawing interface as more intuitive (12.9 %) and requiring less effort to utilize (22.7%) than direct shape and position control by gestures, although its physical workload and failure in performance were presumed as more significant (by 9.1% and 16.3%, respectively).

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MaskBot: Real-time Robotic Projection Mapping with Head Motion Tracking

The projection mapping systems on the human face is limited by the latency and the movement of the users. The area of the projection is restricted by the position of the projectors and the cameras. We are introducing MaskBot, a real-time projection mapping system operated by a 6 Degrees of Freedom (DoF) collaborative robot. The collaborative robot locates the projector and camera in normal position to the face of the user to increase the projection area and to reduce the latency of the system. A webcam is used to detect the face and to sense the robot-user distance to modify the projection size and orientation. MaskBot projects different images on the face of the user, such as face modifications, make-up, and logos. In contrast to the existing methods, the presented system is the first that introduces a robotic projection mapping. One of the prospective applications is to acquire a dataset of adversarial images to challenge face detection DNN systems, such as Face ID.

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