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Alireza Taheri

Publications and source records attributed to Alireza Taheri.

15 recordsLinked to original sources

Evaluating the Performance of Deep Learning Models in Whole-body Dynamic 3D Posture Prediction During Load-reaching Activities

This study aimed to explore the application of deep neural networks for whole-body human posture prediction during dynamic load-reaching activities. Two time-series models were trained using bidirectional long short-term memory (BLSTM) and transformer architectures. The dataset consisted of 3D full-body plug-in gait dynamic coordinates from 20 normal-weight healthy male individuals each performing 204 load-reaching tasks from different load positions while adapting various lifting and handling techniques. The model inputs consisted of the 3D position of the hand-load position, lifting (stoop, full-squat and semi-squat) and handling (one- and two-handed) techniques, body weight and height, and the 3D coordinate data of the body posture from the first 25% of the task duration. These inputs were used by the models to predict body coordinates during the remaining 75% of the task period. Moreover, a novel method was proposed to improve the accuracy of the previous and present posture prediction networks by enforcing constant body segment lengths through the optimization of a new cost function. The results indicated that the new cost function decreased the prediction error of the models by approximately 8% and 21% for the arm and leg models, respectively. We indicated that utilizing the transformer architecture, with a root-mean-square-error of 41.4 mm, exhibited approximately 58% more accurate long-term performance than the BLSTM-based model. This study merits the use of neural networks that capture time series dependencies in 3D motion frames, providing a unique approach for understanding and predict motion dynamics during manual material handling activities.

cs.CV

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

PISHYAR: A Socially Intelligent Smart Cane for Indoor Social Navigation and Multimodal Human-Robot Interaction for Visually Impaired People

This paper presents PISHYAR, a socially intelligent smart cane designed by our group to combine socially aware navigation with multimodal human-AI interaction to support both physical mobility and interactive assistance. The system consists of two components: (1) a social navigation framework implemented on a Raspberry Pi 5 that integrates real-time RGB-D perception using an OAK-D Lite camera, YOLOv8-based object detection, COMPOSER-based collective activity recognition, D* Lite dynamic path planning, and haptic feedback via vibration motors for tasks such as locating a vacant seat; and (2) an agentic multimodal LLM-VLM interaction framework that integrates speech recognition, vision language models, large language models, and text-to-speech, with dynamic routing between voice-only and vision-only modes to enable natural voice-based communication, scene description, and object localization from visual input. The system is evaluated through a combination of simulation-based tests, real-world field experiments, and user-centered studies. Results from simulated and real indoor environments demonstrate reliable obstacle avoidance and socially compliant navigation, achieving an overall system accuracy of approximately 80% under different social conditions. Group activity recognition further shows robust performance across diverse crowd scenarios. In addition, a preliminary exploratory user study with eight visually impaired and low-vision participants evaluates the agentic interaction framework through structured tasks and a UTAUT-based questionnaire reveals high acceptance and positive perceptions of usability, trust, and perceived sociability during our experiments. The results highlight the potential of PISHYAR as a multimodal assistive mobility aid that extends beyond navigation to provide socially interactive support for such users.

cs.RO

Human-Like Gaze Behavior in Social Robots: A Deep Learning Approach Integrating Human and Non-Human Stimuli

Nonverbal behaviors, particularly gaze direction, play a crucial role in enhancing effective communication in social interactions. As social robots increasingly participate in these interactions, they must adapt their gaze based on human activities and remain receptive to all cues, whether human-generated or not, to ensure seamless and effective communication. This study aims to increase the similarity between robot and human gaze behavior across various social situations, including both human and non-human stimuli (e.g., conversations, pointing, door openings, and object drops). A key innovation in this study, is the investigation of gaze responses to non-human stimuli, a critical yet underexplored area in prior research. These scenarios, were simulated in the Unity software as a 3D animation and a 360-degree real-world video. Data on gaze directions from 41 participants were collected via virtual reality (VR) glasses. Preprocessed data, trained two neural networks-LSTM and Transformer-to build predictive models based on individuals' gaze patterns. In the animated scenario, the LSTM and Transformer models achieved prediction accuracies of 67.6% and 70.4%, respectively; In the real-world scenario, the LSTM and Transformer models achieved accuracies of 72% and 71.6%, respectively. Despite the gaze pattern differences among individuals, our models outperform existing approaches in accuracy while uniquely considering non-human stimuli, offering a significant advantage over previous literature. Furthermore, deployed on the NAO robot, the system was evaluated by 275 participants via a comprehensive questionnaire, with results demonstrating high satisfaction during interactions. This work advances social robotics by enabling robots to dynamically mimic human gaze behavior in complex social contexts.

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

Developing Neural Network-Based Gaze Control Systems for Social Robots

During multi-party interactions, gaze direction is a key indicator of interest and intent, making it essential for social robots to direct their attention appropriately. Understanding the social context is crucial for robots to engage effectively, predict human intentions, and navigate interactions smoothly. This study aims to develop an empirical motion-time pattern for human gaze behavior in various social situations (e.g., entering, leaving, waving, talking, and pointing) using deep neural networks based on participants' data. We created two video clips-one for a computer screen and another for a virtual reality headset-depicting different social scenarios. Data were collected from 30 participants: 15 using an eye-tracker and 15 using an Oculus Quest 1 headset. Deep learning models, specifically Long Short-Term Memory (LSTM) and Transformers, were used to analyze and predict gaze patterns. Our models achieved 60% accuracy in predicting gaze direction in a 2D animation and 65% accuracy in a 3D animation. Then, the best model was implemented onto the Nao robot; and 36 new participants evaluated its performance. The feedback indicated overall satisfaction, with those experienced in robotics rating the models more favorably.

cs.RO

Modeling of ASD/TD Children's Behaviors in Interaction with a Virtual Social Robot During a Music Education Program Using Deep Neural Networks

This research aimed to develop an intelligent system to evaluate performance and extract behavioral models for children with ASD and neurotypical (TD) children by interacting with a virtual social robot in a music education program using deep neural networks. The system has two main features: 1) it distinguishes between neurotypical children and those with ASD based on their behavior, and 2) generates behaviors resembling those of neurotypical or ASD children in similar situations using deep learning. Intelligent systems that identify complex patterns and simulate behavior can aid in diagnosis, therapist training, and understanding the disorder. Using data from a previous study at the Social and Cognitive Robotics Laboratory of Sharif University of Technology (including the usable data of 9 ASD and 21 TD participants), the system achieved an accuracy of 81% and sensitivity of 96% in distinguishing neurotypical children from those with ASD using both impact data and motion signals. A transformer-based network was designed to reproduce children's behaviors. Experts in the field struggled to differentiate real behaviors from reproduced ones, with an accuracy of 53.5% and agreement of 68%, indicating the model's success in simulating realistic behaviors.

cs.HC

RSV-SLAM: Toward Real-Time Semantic Visual SLAM in Indoor Dynamic Environments

Simultaneous Localization and Mapping (SLAM) plays an important role in many robotics fields, including social robots. Many of the available visual SLAM methods are based on the assumption of a static world and struggle in dynamic environments. In the current study, we introduce a real-time semantic RGBD SLAM approach designed specifically for dynamic environments. Our proposed system can effectively detect moving objects and maintain a static map to ensure robust camera tracking. The key innovation of our approach is the incorporation of deep learning-based semantic information into SLAM systems to mitigate the impact of dynamic objects. Additionally, we enhance the semantic segmentation process by integrating an Extended Kalman filter to identify dynamic objects that may be temporarily idle. We have also implemented a generative network to fill in the missing regions of input images belonging to dynamic objects. This highly modular framework has been implemented on the ROS platform and can achieve around 22 fps on a GTX1080. Benchmarking the developed pipeline on dynamic sequences from the TUM dataset suggests that the proposed approach delivers competitive localization error in comparison with the state-of-the-art methods, all while operating in near real-time. The source code is publicly available.

cs.RO

LLM-Agent-Controller: A Universal Multi-Agent Large Language Model System as a Control Engineer

This study presents the LLM-Agent-Controller, a multi-agent large language model (LLM) system developed to address a wide range of problems in control engineering (Control Theory). The system integrates a central controller agent with multiple specialized auxiliary agents, responsible for tasks such as controller design, model representation, control analysis, time-domain response, and simulation. A supervisor oversees high-level decision-making and workflow coordination, enhancing the system's reliability and efficiency. The LLM-Agent-Controller incorporates advanced capabilities, including Retrieval-Augmented Generation (RAG), Chain-of-Thought reasoning, self-criticism and correction, efficient memory handling, and user-friendly natural language communication. It is designed to function without requiring users to have prior knowledge of Control Theory, enabling them to input problems in plain language and receive complete, real-time solutions. To evaluate the system, we propose new performance metrics assessing both individual agents and the system as a whole. We test five categories of Control Theory problems and benchmark performance across three advanced LLMs. Additionally, we conduct a comprehensive qualitative conversational analysis covering all key services. Results show that the LLM-Agent-Controller successfully solved 83% of general tasks, with individual agents achieving an average success rate of 87%. Performance improved with more advanced LLMs. This research demonstrates the potential of multi-agent LLM architectures to solve complex, domain-specific problems. By integrating specialized agents, supervisory control, and advanced reasoning, the LLM-Agent-Controller offers a scalable, robust, and accessible solution framework that can be extended to various technical domains.

cs.AI

ISLR101: an Iranian Word-Level Sign Language Recognition Dataset

Sign language recognition involves modeling complex multichannel information, such as hand shapes and movements while relying on sufficient sign language-specific data. However, sign languages are often under-resourced, posing a significant challenge for research and development in this field. To address this gap, we introduce ISLR101, the first publicly available Iranian Sign Language dataset for isolated sign language recognition. This comprehensive dataset includes 4,614 videos covering 101 distinct signs, recorded by 10 different signers (3 deaf individuals, 2 sign language interpreters, and 5 L2 learners) against varied backgrounds, with a resolution of 800x600 pixels and a frame rate of 25 frames per second. It also includes skeleton pose information extracted using OpenPose. We establish both a visual appearance-based and a skeleton-based framework as baseline models, thoroughly training and evaluating them on ISLR101. These models achieve 97.01% and 94.02% accuracy on the test set, respectively. Additionally, we publish the train, validation, and test splits to facilitate fair comparisons.

cs.CV

A Transformer-Based Multi-Stream Approach for Isolated Iranian Sign Language Recognition

Sign language is an essential means of communication for millions of people around the world and serves as their primary language. However, most communication tools are developed for spoken and written languages which can cause problems and difficulties for the deaf and hard of hearing community. By developing a sign language recognition system, we can bridge this communication gap and enable people who use sign language as their main form of expression to better communicate with people and their surroundings. This recognition system increases the quality of health services, improves public services, and creates equal opportunities for the deaf community. This research aims to recognize Iranian Sign Language words with the help of the latest deep learning tools such as transformers. The dataset used includes 101 Iranian Sign Language words frequently used in academic environments such as universities. The network used is a combination of early fusion and late fusion transformer encoder-based networks optimized with the help of genetic algorithm. The selected features to train this network include hands and lips key points, and the distance and angle between hands extracted from the sign videos. Also, in addition to the training model for the classes, the embedding vectors of words are used as multi-task learning to have smoother and more efficient training. This model was also tested on sentences generated from our word dataset using a windowing technique for sentence translation. Finally, the sign language training software that provides real-time feedback to users with the help of the developed model, which has 90.2% accuracy on test data, was introduced, and in a survey, the effectiveness and efficiency of this type of sign language learning software and the impact of feedback were investigated.

cs.CL

Continuous Sign Language Recognition Using Intra-inter Gloss Attention

Many continuous sign language recognition (CSLR) studies adopt transformer-based architectures for sequence modeling due to their powerful capacity for capturing global contexts. Nevertheless, vanilla self-attention, which serves as the core module of the transformer, calculates a weighted average over all time steps; therefore, the local temporal semantics of sign videos may not be fully exploited. In this study, we introduce a novel module in sign language recognition studies, called intra-inter gloss attention module, to leverage the relationships among frames within glosses and the semantic and grammatical dependencies between glosses in the video. In the intra-gloss attention module, the video is divided into equally sized chunks and a self-attention mechanism is applied within each chunk. This localized self-attention significantly reduces complexity and eliminates noise introduced by considering non-relative frames. In the inter-gloss attention module, we first aggregate the chunk-level features within each gloss chunk by average pooling along the temporal dimension. Subsequently, multi-head self-attention is applied to all chunk-level features. Given the non-significance of the signer-environment interaction, we utilize segmentation to remove the background of the videos. This enables the proposed model to direct its focus toward the signer. Experimental results on the PHOENIX-2014 benchmark dataset demonstrate that our method can effectively extract sign language features in an end-to-end manner without any prior knowledge, improve the accuracy of CSLR, and achieve the word error rate (WER) of 20.4 on the test set which is a competitive result compare to the state-of-the-art which uses additional supervisions.

cs.CV

Reacting like Humans: Incorporating Intrinsic Human Behaviors into NAO through Sound-Based Reactions to Fearful and Shocking Events for Enhanced Sociability

Robots' acceptability among humans and their sociability can be significantly enhanced by incorporating human-like reactions. Humans can react to environmental events very quickly and without thinking. An instance where humans show natural reactions is when they encounter a sudden and loud sound that startles or frightens them. During such moments, individuals may instinctively move their hands, turn toward the origin of the sound, and try to determine the event's cause. This inherent behavior motivated us to explore this less-studied part of social robotics. In this work, a multi-modal system composed of an action generator, sound classifier, and YOLO object detector was designed to sense the environment and, in the presence of sudden loud sounds, show natural human fear reactions; and finally, locate the fear-causing sound source in the environment. These valid generated motions and inferences could imitate intrinsic human reactions and enhance the sociability of robots. For motion generation, a model based on LSTM and MDN networks was proposed to synthesize various motions. Also, in the case of sound detection, a transfer learning model was preferred that used the spectrogram of the sound signals as its input. After developing individual models for sound detection, motion generation, and image recognition, they were integrated into a comprehensive "fear" module implemented on the NAO robot. Finally, the fear module was tested in practical application and two groups of experts and non-experts (in the robotics area) filled out a questionnaire to evaluate the performance of the robot. We indicated that the proposed module could convince the participants that the Nao robot acts and reasons like a human when a sudden and loud sound is in the robot's peripheral environment, and additionally showed that non-experts have higher expectations about social robots and their performance.

cs.RO

cGAN-Based High Dimensional IMU Sensor Data Generation for Enhanced Human Activity Recognition in Therapeutic Activities

Human activity recognition is a core technology for applications such as rehabilitation, health monitoring, and human-computer interactions. Wearable devices, especially IMU sensors, provide rich features of human movements at a reasonable cost, which can be leveraged in activity recognition. Developing a robust classifier for activity recognition has always been of interest to researchers. One major problem is that there is usually a deficit of training data, which makes developing deep classifiers difficult and sometimes impossible. In this work, a novel GAN network called TheraGAN was developed to generate IMU signals associated with rehabilitation activities. The generated signal comprises data from a 6-channel IMU, i.e., angular velocities and linear accelerations. Also, introducing simple activities simplified the generation process for activities of varying lengths. To evaluate the generated signals, several qualitative and quantitative studies were conducted, including perceptual similarity analysis, comparing manually extracted features to those from real data, visual inspection, and an investigation into how the generated data affects the performance of three deep classifiers trained on the generated and real data. The results showed that the generated signals closely mimicked the real signals, and adding generated data resulted in a significant improvement in the performance of all tested networks. Among the tested networks, the LSTM classifier demonstrated the most significant improvement, achieving a 13.27% boost, effectively addressing the challenge of data scarcity. This shows the validity of the generated data as well as TheraGAN as a tool to build more robust classifiers in case of imbalanced and insufficient data problems.

cs.LG