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Ali F. Meghdari

Publications and source records attributed to Ali F. Meghdari.

3 recordsLinked to original sources

RoboSolver: A Multi-Agent Large Language Model Framework for Solving Robotic Arm Problems

This study proposes an intelligent multi-agent framework built on LLMs and VLMs and specifically tailored to robotics. The goal is to integrate the strengths of LLMs and VLMs with computational tools to automatically analyze and solve problems related to robotic manipulators. Our developed framework accepts both textual and visual inputs and can automatically perform forward and inverse kinematics, compute velocities and accelerations of key points, generate 3D simulations of the robot, and ultimately execute motion control within the simulated environment, all according to the user's query. To evaluate the framework, three benchmark tests were designed, each consisting of ten questions. In the first benchmark test, the framework was evaluated while connected to GPT-4o, DeepSeek-V3.2, and Claude-Sonnet-4.5, as well as their corresponding raw models. The objective was to extract the forward kinematics of robots directly from textual descriptions. The results showed that the framework integrated with GPT-4o achieved the highest accuracy, reaching 0.97 in computing the final solution, whereas the raw model alone attained an accuracy of only 0.30 for the same task. Similarly, for the other two models, the framework consistently outperformed the corresponding raw models in terms of accuracy. The second benchmark test was identical to the first, except that the input was provided in visual form. In this test, the GPT-4o LLM was used alongside the Gemini 2.5 Pro VLM. The results showed that the framework achieved an accuracy of 0.93 in obtaining the final answer, which is approximately 20% higher than that of the corresponding raw model. The third benchmark test encompassed a range of robotic tasks, including simulation, control, velocity and acceleration computation, as well as inverse kinematics and Jacobian calculation, for which the framework achieved an accuracy of 0.97.

cs.RO

Empirical Study of Gaze Behavior in Children and Young Adults Using Deep Neural Networks and Robot Implementation: A Comparative Analysis of Social Situations

In a preliminary exploratory study, our goal was to train deep neural network models to mimic children's and/or adults' gaze behavior in certain social situations to reach this objective. Additionally, we aim to identify potential differences in gaze behavior between these two age groups based on our participants' gaze data. Furthermore, we aimed to assess the practical effectiveness of our adult and children models by deploying them on a Nao robot in real-life settings. To achieve this, we first created two video clips, one animation and one live-action, to depict some social situations. Using an eye-tracking device, we collected eye-tracking data from 24 participants, including 12 children and 12 adults. Then, we utilized deep neural networks, specifically LSTM and Transformer Networks, to analyze and model the gaze patterns of each group of participants. Our results indicate that when the models attempted to predict people's locations (in the next frame), they had an accuracy in the range of 62%-70% with one attempt, which increased by ~20% when attempted twice (i.e. the two highest-ranked predicted labels as outputs). As expected, the result underscores that gaze behavior is not a wholly unique phenomenon. We obtained feedback from 57 new participants to evaluate the robot's functionality. These participants were asked to watch two videos of the robot's performance in each mode and then complete a comprehensive questionnaire. The questionnaire results indicate that the participants expressed satisfaction with the robot's interaction, including its attention, intelligence, and responsiveness to human actions. However, they did not perceive the robot as a social companion comparable to a human. This exploratory study tries to address/show potentials of the social acceptance of robots based on human nonverbal behavioral cues for future research.

cs.CY

Design, Development, and Use of Maya Robot as an Assistant for the Therapy/Education of Children with Cancer: a Pilot Study

This study centers around the design and implementation of the Maya Robot, a portable elephant-shaped social robot, intended to engage with children undergoing cancer treatment. Initial efforts were devoted to enhancing the robot's facial expression recognition accuracy, achieving a 98% accuracy through deep neural networks. Two subsequent preliminary exploratory experiments were designed to advance the study's objectives. The first experiment aimed to compare pain levels experienced by children during the injection process, with and without the presence of the Maya robot. Twenty-five children, aged 4 to 9, undergoing cancer treatment participated in this counterbalanced study. The paired T-test results revealed a significant reduction in perceived pain when the robot was actively present in the injection room. The second experiment sought to assess perspectives of hospitalized children and their mothers during engagement with Maya through a game. Forty participants, including 20 children aged 4 to 9 and their mothers, were involved. Post Human-Maya Interactions, UTAUT questionnaire results indicated that children experienced significantly less anxiety than their parents during the interaction and game play. Notably, children exhibited higher trust levels in both the robot and the games, presenting a statistically significant difference in trust levels compared to their parents (P-value < 0.05). This preliminary exploratory study highlights the positive impact of utilizing Maya as an assistant for therapy/education in a clinical setting, particularly benefiting children undergoing cancer treatment. The findings underscore the potential of social robots in pediatric healthcare contexts, emphasizing improved pain management and emotional well-being among young patients.

cs.RO