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Jean Oh

Publications and source records attributed to Jean Oh.

105 records · Page 6Linked to original sources

Core Challenges of Social Robot Navigation: A Survey

Robot navigation in crowded public spaces is a complex task that requires addressing a variety of engineering and human factors challenges. These challenges have motivated a great amount of research resulting in important developments for the fields of robotics and human-robot interaction over the past three decades. Despite the significant progress and the massive recent interest, we observe a number of significant remaining challenges that prohibit the seamless deployment of autonomous robots in public pedestrian environments. In this survey article, we organize existing challenges into a set of categories related to broader open problems in motion planning, behavior design, and evaluation methodologies. Within these categories, we review past work, and offer directions for future research. Our work builds upon and extends earlier survey efforts by a) taking a critical perspective and diagnosing fundamental limitations of adopted practices in the field and b) offering constructive feedback and ideas that we aspire will drive research in the field over the coming decade.

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Content Masked Loss: Human-Like Brush Stroke Planning in a Reinforcement Learning Painting Agent

The objective of most Reinforcement Learning painting agents is to minimize the loss between a target image and the paint canvas. Human painter artistry emphasizes important features of the target image rather than simply reproducing it (DiPaola 2007). Using adversarial or L2 losses in the RL painting models, although its final output is generally a work of finesse, produces a stroke sequence that is vastly different from that which a human would produce since the model does not have knowledge about the abstract features in the target image. In order to increase the human-like planning of the model without the use of expensive human data, we introduce a new loss function for use with the model's reward function: Content Masked Loss. In the context of robot painting, Content Masked Loss employs an object detection model to extract features which are used to assign higher weight to regions of the canvas that a human would find important for recognizing content. The results, based on 332 human evaluators, show that the digital paintings produced by our Content Masked model show detectable subject matter earlier in the stroke sequence than existing methods without compromising on the quality of the final painting. Our code is available at https://github.com/pschaldenbrand/ContentMaskedLoss.

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Anchor Distance for 3D Multi-Object Distance Estimation from 2D Single Shot

Visual perception of the objects in a 3D environment is a key to successful performance in autonomous driving and simultaneous localization and mapping (SLAM). In this paper, we present a real time approach for estimating the distances to multiple objects in a scene using only a single-shot image. Given a 2D Bounding Box (BBox) and object parameters, a 3D distance to the object can be calculated directly using 3D reprojection; however, such methods are prone to significant errors because an error from the 2D detection can be amplified in 3D. In addition, it is also challenging to apply such methods to a real-time system due to the computational burden. In the case of the traditional multi-object detection methods, %they mostly pay attention to existing works have been developed for specific tasks such as object segmentation or 2D BBox regression. These methods introduce the concept of anchor BBox for elaborate 2D BBox estimation, and predictors are specialized and trained for specific 2D BBoxes. In order to estimate the distances to the 3D objects from a single 2D image, we introduce the notion of \textit{anchor distance} based on an object's location and propose a method that applies the anchor distance to the multi-object detector structure. We let the predictors catch the distance prior using anchor distance and train the network based on the distance. The predictors can be characterized to the objects located in a specific distance range. By propagating the distance prior using a distance anchor to the predictors, it is feasible to perform the precise distance estimation and real-time execution simultaneously. The proposed method achieves about 30 FPS speed, and shows the lowest RMSE compared to the existing methods.

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Trajformer: Trajectory Prediction with Local Self-Attentive Contexts for Autonomous Driving

Effective feature-extraction is critical to models' contextual understanding, particularly for applications to robotics and autonomous driving, such as multimodal trajectory prediction. However, state-of-the-art generative methods face limitations in representing the scene context, leading to predictions of inadmissible futures. We alleviate these limitations through the use of self-attention, which enables better control over representing the agent's social context; we propose a local feature-extraction pipeline that produces more salient information downstream, with improved parameter efficiency. We show improvements on standard metrics (minADE, minFDE, DAO, DAC) over various baselines on the Argoverse dataset. We release our code at: https://github.com/Manojbhat09/Trajformer

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Artistic Style in Robotic Painting; a Machine Learning Approach to Learning Brushstroke from Human Artists

Robotic painting has been a subject of interest among both artists and roboticists since the 1970s. Researchers and interdisciplinary artists have employed various painting techniques and human-robot collaboration models to create visual mediums on canvas. One of the challenges of robotic painting is to apply a desired artistic style to the painting. Style transfer techniques with machine learning models have helped us address this challenge with the visual style of a specific painting. However, other manual elements of style, i.e., painting techniques and brushstrokes of an artist, have not been fully addressed. We propose a method to integrate an artistic style to the brushstrokes and the painting process through collaboration with a human artist. In this paper, we describe our approach to 1) collect brushstrokes and hand-brush motion samples from an artist, and 2) train a generative model to generate brushstrokes that pertains to the artist's style, and 3) fine tune a stroke-based rendering model to work with our robotic painting setup. We will report on the integration of these three steps in a separate publication. In a preliminary study, 71% of human evaluators find our reconstructed brushstrokes are pertaining to the characteristics of the artist's style. Moreover, 58% of participants could not distinguish a painting made by our method from a visually similar painting created by a human artist.

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Image Captioning with Compositional Neural Module Networks

In image captioning where fluency is an important factor in evaluation, e.g., $n$-gram metrics, sequential models are commonly used; however, sequential models generally result in overgeneralized expressions that lack the details that may be present in an input image. Inspired by the idea of the compositional neural module networks in the visual question answering task, we introduce a hierarchical framework for image captioning that explores both compositionality and sequentiality of natural language. Our algorithm learns to compose a detail-rich sentence by selectively attending to different modules corresponding to unique aspects of each object detected in an input image to include specific descriptions such as counts and color. In a set of experiments on the MSCOCO dataset, the proposed model outperforms a state-of-the art model across multiple evaluation metrics, more importantly, presenting visually interpretable results. Furthermore, the breakdown of subcategories $f$-scores of the SPICE metric and human evaluation on Amazon Mechanical Turk show that our compositional module networks effectively generate accurate and detailed captions.

cs.CV↗

NaviGAN: A Generative Approach for Socially Compliant Navigation

Robots navigating in human crowds need to optimize their paths not only for their task performance but also for their compliance to social norms. One of the key challenges in this context is the lack of standard metrics for evaluating and optimizing a socially compliant behavior. Existing works in social navigation can be grouped according to the differences in their optimization objectives. For instance, the reinforcement learning approaches tend to optimize on the \textit{comfort} aspect of the socially compliant navigation, whereas the inverse reinforcement learning approaches are designed to achieve \textit{natural} behavior. In this paper, we propose NaviGAN, a generative navigation algorithm that jointly optimizes both of the \textit{comfort} and \textit{naturalness} aspects. Our approach is designed as an adversarial training framework that can learn to generate a navigation path that is both optimized for achieving a goal and for complying with latent social rules. A set of experiments has been carried out on multiple datasets to demonstrate the strengths of the proposed approach quantitatively. We also perform extensive experiments using a physical robot in a real-world environment to qualitatively evaluate the trained social navigation behavior. The video recordings of the robot experiments can be found in the link: https://youtu.be/61blDymjCpw.

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A Multimodal Dialogue System for Conversational Image Editing

In this paper, we present a multimodal dialogue system for Conversational Image Editing. We formulate our multimodal dialogue system as a Partially Observed Markov Decision Process (POMDP) and trained it with Deep Q-Network (DQN) and a user simulator. Our evaluation shows that the DQN policy outperforms a rule-based baseline policy, achieving 90\% success rate under high error rates. We also conducted a real user study and analyzed real user behavior.

cs.CL↗

Adjusting Image Attributes of Localized Regions with Low-level Dialogue

Natural Language Image Editing (NLIE) aims to use natural language instructions to edit images. Since novices are inexperienced with image editing techniques, their instructions are often ambiguous and contain high-level abstractions that tend to correspond to complex editing steps to accomplish. Motivated by this inexperience aspect, we aim to smooth the learning curve by teaching the novices to edit images using low-level commanding terminologies. Towards this end, we develop a task-oriented dialogue system to investigate low-level instructions for NLIE. Our system grounds language on the level of edit operations, and suggests options for a user to choose from. Though compelled to express in low-level terms, a user evaluation shows that 25% of users found our system easy-to-use, resonating with our motivation. An analysis shows that users generally adapt to utilizing the proposed low-level language interface. In this study, we identify that object segmentation as the key factor to the user satisfaction. Our work demonstrates the advantages of the low-level, direct language-action mapping approach that can be applied to other problem domains beyond image editing such as audio editing or industrial design.

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Following Social Groups: Socially Compliant Autonomous Navigation in Dense Crowds

In densely populated environments, socially compliant navigation is critical for autonomous robots as driving close to people is unavoidable. This manner of social navigation is challenging given the constraints of human comfort and social rules. Traditional methods based on hand-craft cost functions to achieve this task have difficulties to operate in the complex real world. Other learning-based approaches fail to address the naturalness aspect from the perspective of collective formation behaviors. We present an autonomous navigation system capable of operating in dense crowds and utilizing information of social groups. The underlying system incorporates a deep neural network to track social groups and join the flow of a social group in facilitating the navigation. A collision avoidance layer in the system further ensures navigation safety. In experiments, our method generates socially compliant behaviors as state-of-the-art methods. More importantly, the system is capable of navigating safely in a densely populated area (10+ people in a 10m x 20m area) following crowd flows to reach the goal.

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Explainable Semantic Mapping for First Responders

One of the key challenges in the semantic mapping problem in postdisaster environments is how to analyze a large amount of data efficiently with minimal supervision. To address this challenge, we propose a deep learning-based semantic mapping tool consisting of three main ideas. First, we develop a frugal semantic segmentation algorithm that uses only a small amount of labeled data. Next, we investigate on the problem of learning to detect a new class of object using just a few training examples. Finally, we develop an explainable cost map learning algorithm that can be quickly trained to generate traversability cost maps using only raw sensor data such as aerial-view imagery. This paper presents an overview of the proposed idea and the lessons learned.

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Social Attention: Modeling Attention in Human Crowds

Robots that navigate through human crowds need to be able to plan safe, efficient, and human predictable trajectories. This is a particularly challenging problem as it requires the robot to predict future human trajectories within a crowd where everyone implicitly cooperates with each other to avoid collisions. Previous approaches to human trajectory prediction have modeled the interactions between humans as a function of proximity. However, that is not necessarily true as some people in our immediate vicinity moving in the same direction might not be as important as other people that are further away, but that might collide with us in the future. In this work, we propose Social Attention, a novel trajectory prediction model that captures the relative importance of each person when navigating in the crowd, irrespective of their proximity. We demonstrate the performance of our method against a state-of-the-art approach on two publicly available crowd datasets and analyze the trained attention model to gain a better understanding of which surrounding agents humans attend to, when navigating in a crowd.

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Modeling Cooperative Navigation in Dense Human Crowds

For robots to be a part of our daily life, they need to be able to navigate among crowds not only safely but also in a socially compliant fashion. This is a challenging problem because humans tend to navigate by implicitly cooperating with one another to avoid collisions, while heading toward their respective destinations. Previous approaches have used hand-crafted functions based on proximity to model human-human and human-robot interactions. However, these approaches can only model simple interactions and fail to generalize for complex crowded settings. In this paper, we develop an approach that models the joint distribution over future trajectories of all interacting agents in the crowd, through a local interaction model that we train using real human trajectory data. The interaction model infers the velocity of each agent based on the spatial orientation of other agents in his vicinity. During prediction, our approach infers the goal of the agent from its past trajectory and uses the learned model to predict its future trajectory. We demonstrate the performance of our method against a state-of-the-art approach on a public dataset and show that our model outperforms when predicting future trajectories for longer horizons.

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Learning Lexical Entries for Robotic Commands using Crowdsourcing

Robotic commands in natural language usually contain various spatial descriptions that are semantically similar but syntactically different. Mapping such syntactic variants into semantic concepts that can be understood by robots is challenging due to the high flexibility of natural language expressions. To tackle this problem, we collect robotic commands for navigation and manipulation tasks using crowdsourcing. We further define a robot language and use a generative machine translation model to translate robotic commands from natural language to robot language. The main purpose of this paper is to simulate the interaction process between human and robots using crowdsourcing platforms, and investigate the possibility of translating natural language to robot language with paraphrases.

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Path Planning in Dynamic Environments with Adaptive Dimensionality

Path planning in the presence of dynamic obstacles is a challenging problem due to the added time dimension in search space. In approaches that ignore the time dimension and treat dynamic obstacles as static, frequent re-planning is unavoidable as the obstacles move, and their solutions are generally sub-optimal and can be incomplete. To achieve both optimality and completeness, it is necessary to consider the time dimension during planning. The notion of adaptive dimensionality has been successfully used in high-dimensional motion planning such as manipulation of robot arms, but has not been used in the context of path planning in dynamic environments. In this paper, we apply the idea of adaptive dimensionality to speed up path planning in dynamic environments for a robot with no assumptions on its dynamic model. Specifically, our approach considers the time dimension only in those regions of the environment where a potential collision may occur, and plans in a low-dimensional state-space elsewhere. We show that our approach is complete and is guaranteed to find a solution, if one exists, within a cost sub-optimality bound. We experimentally validate our method on the problem of 3D vehicle navigation (x, y, heading) in dynamic environments. Our results show that the presented approach achieves substantial speedups in planning time over 4D heuristic-based A*, especially when the resulting plan deviates significantly from the one suggested by the heuristic.

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