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Jingxi Xu

Publications and source records attributed to Jingxi Xu.

At least 19 recordsLinked to original sources

TacClip: a clip-on sensor measures dynamic contact forces without covering the fingerpads

TacClip is a minimally encumbering wearable device for recording fingertip deformation caused by contact forces and vibrations. It can be combined with vision- or glove-based hand tracking systems that leave the fingertips uncovered and provides a measure of dynamic contact interactions, while leaving the finger pads exposed so that the user retains natural sensitivity to texture, friction, temperature, and fine surface features. The signal is produced by a Fiber Bragg Grating (FBG) embedded on a small plastic clip mounted over the fingernail. Optionally, for use with vision-based tracking, additional FBGs on polyimide strips can complement camera-based pose estimation. In finger pressing tests, TacClip estimates the force magnitude with typical errors below $0.5~\mathrm{N}$ over a $0$--$8~\mathrm{N}$ range. In tests of cloth handling and tape edge finding, we show that it captures the vibrations and dynamic events generated during exploratory sliding. With no electronics, TacClip can also be used submerged in water, while preserving bare finger contact.

cs.RO

Universal Manipulation Exoskeleton: Learning Compliant Whole-body Policies with Real-time Torque Feedback

For robots to work safely in household environments, they need to be compliant and react to torque and force feedback during contact. However, the majority of existing data collection pipelines still lack the ability to capture force and torque data for learning active compliant policies. In this paper, we present Universal Manipulation Exoskeleton (UME), an upper-limb exoskeleton that provides real-time haptic torque feedback while recording whole-arm configurations and joint torque signals for teleoperation. With transparent torque feedback, human operators can even unsheathe kinematically constrained objects while blindfolded. UME is low-cost, lightweight, and portable. Equipped with an embedded IMU, it enables teleoperation for mobile manipulation. With our proposed universal retargeting algorithm, UME can teleoperate a range of robots, including the 7DoF OpenArm, 7DoF Franka, and 6DoF X-ARM. We demonstrate that this combination of capabilities enables learning bimanual, whole-body, and active compliant policies that operate effectively in highly constrained spaces. The learned robust autonomous policies achieve high success rates across a variety of tasks, including long-horizon mobile manipulation, force-mediated box flipping, visually occluded box pushing, and space-constrained tabletop manipulation. Videos, code, and additional information can be found at https://ume-exo.github.io.

cs.RO

P3D-Bench: Benchmarking MLLMs for Parametric 3D Generation and Structural Reasoning

Multimodal large language models can write code to produce complex programs as well as use programs to do 3D modeling, which opens up a new avenue for 3D generation powered by their priors, world knowledge and reasoning. Yet existing benchmarks rarely evaluate 3D modeling through code. Such modeling demands more than runnable code: from a text or visual specification, a model must generate a parametric 3D program that is geometrically precise, semantically aligned and assembly-consistent. We introduce P3D-Bench, a benchmark for parametric 3D generation. Unlike a 3D mesh, a parametric 3D program exposes explicit dimensions, construction operations and part relations, revealing whether a model recovers a design's structure, not just its appearance. Under a unified protocol, P3D-Bench covers three task families (Text-to-3D, Image-to-3D and Assembly-3D) and scores each output for executability, geometric fidelity, topology, text-grounded constraints, multiview semantic alignment and part-level structure. We evaluate frontier MLLMs and text-only LLMs on 400 text cases, 400 image cases and 203 annotated assemblies, with domain-specific models as reference points. Our extensive evaluation yields three findings. First, assemblies are the hardest setting, where models still fail to compose multiple parts into a coherent structure. Second, models can often recover the global shape and semantic identity of the target object, yet fail to reproduce the precise parametric geometry specified by the input. Third, part-level modeling remains weak on assemblies, where models recover neither the geometry of each part nor the right number of parts. These results position P3D-Bench as a benchmark for evaluating precise parametric geometry and part-level structure in parametric 3D generation.

cs.CV

Robot Learning with Sparsity and Scarcity

Unlike in language or vision, one of the fundamental challenges in robot learning is the lack of access to vast data resources. We can further break down the problem into (1) data sparsity from the angle of data representation and (2) data scarcity from the angle of data quantity. In this thesis, I will discuss selected works on two domains: (1) tactile sensing and (2) rehabilitation robots, which are exemplars of data sparsity and scarcity, respectively. Tactile sensing is an essential modality for robotics, but tactile data are often sparse, and for each interaction with the physical world, tactile sensors can only obtain information about the local area of contact. I will discuss my work on learning vision-free tactile-only exploration and manipulation policies through model-free reinforcement learning to make efficient use of sparse tactile information. On the other hand, rehabilitation robots are an example of data scarcity to the extreme due to the significant challenge of collecting biosignals from disabled-bodied subjects at scale for training. I will discuss my work in collaboration with the medical school and clinicians on intent inferral for stroke survivors, where a hand orthosis developed in our lab collects a set of biosignals from the patient and uses them to infer the activity that the patient intends to perform, so the orthosis can provide the right type of physical assistance at the right moment. My work develops machine learning algorithms that enable intent inferral with minimal data, including semi-supervised, meta-learning, and generative AI methods.

cs.RO

ReactEMG: Stable, Low-Latency Intent Detection from sEMG via Masked Modeling

Surface electromyography (sEMG) signals show promise for effective human-machine interfaces, particularly in rehabilitation and prosthetics. However, challenges remain in developing systems that respond quickly to user intent, produce stable flicker-free output suitable for device control, and work across different subjects without time-consuming calibration. In this work, we propose a framework for EMG-based intent detection that addresses these challenges. We cast intent detection as per-timestep segmentation of continuous sEMG streams, assigning labels as gestures unfold in real time. We introduce a masked modeling training strategy that aligns muscle activations with their corresponding user intents, enabling rapid onset detection and stable tracking of ongoing gestures. In evaluations against baseline methods, using metrics that capture accuracy, latency and stability for device control, our approach achieves state-of-the-art performance in zero-shot conditions. These results demonstrate its potential for wearable robotics and next-generation prosthetic systems. Our project website, video, code, and dataset are available at: https://reactemg.github.io/

cs.RO

Reciprocal Learning of Intent Inferral with Augmented Visual Feedback for Stroke

Intent inferral, the process by which a robotic device predicts a user's intent from biosignals, offers an effective and intuitive way to control wearable robots. Classical intent inferral methods treat biosignal inputs as unidirectional ground truths for training machine learning models, where the internal state of the model is not directly observable by the user. In this work, we propose reciprocal learning, a bidirectional paradigm that facilitates human adaptation to an intent inferral classifier. Our paradigm consists of iterative, interwoven stages that alternate between updating machine learning models and guiding human adaptation with the use of augmented visual feedback. We demonstrate this paradigm in the context of controlling a robotic hand orthosis for stroke, where the device predicts open, close, and relax intents from electromyographic (EMG) signals and provides appropriate assistance. We use LED progress-bar displays to communicate to the user the predicted probabilities for open and close intents by the classifier. Our experiments with stroke subjects show reciprocal learning improving performance in a subset of subjects (two out of five) without negatively impacting performance on the others. We hypothesize that, during reciprocal learning, subjects can learn to reproduce more distinguishable muscle activation patterns and generate more separable biosignals.

cs.RO

Fabric Sensing of Intrinsic Hand Muscle Activity

Wearable robotics have the capacity to assist stroke survivors in assisting and rehabilitating hand function. Many devices that use surface electromyographic (sEMG) for control rely on extrinsic muscle signals, since sEMG sensors are relatively easy to place on the forearm without interfering with hand activity. In this work, we target the intrinsic muscles of the thumb, which are superficial to the skin and thus potentially more accessible via sEMG sensing. However, traditional, rigid electrodes can not be placed on the hand without adding bulk and affecting hand functionality. We thus present a novel sensing sleeve that uses textile electrodes to measure sEMG activity of intrinsic thumb muscles. We evaluate the sleeve's performance on detecting thumb movements and muscle activity during both isolated and isometric muscle contractions of the thumb and fingers. This work highlights the potential of textile-based sensors as a low-cost, lightweight, and non-obtrusive alternative to conventional sEMG sensors for wearable robotics.

cs.HC

ChatEMG: Synthetic Data Generation to Control a Robotic Hand Orthosis for Stroke

Intent inferral on a hand orthosis for stroke patients is challenging due to the difficulty of data collection. Additionally, EMG signals exhibit significant variations across different conditions, sessions, and subjects, making it hard for classifiers to generalize. Traditional approaches require a large labeled dataset from the new condition, session, or subject to train intent classifiers; however, this data collection process is burdensome and time-consuming. In this paper, we propose ChatEMG, an autoregressive generative model that can generate synthetic EMG signals conditioned on prompts (i.e., a given sequence of EMG signals). ChatEMG enables us to collect only a small dataset from the new condition, session, or subject and expand it with synthetic samples conditioned on prompts from this new context. ChatEMG leverages a vast repository of previous data via generative training while still remaining context-specific via prompting. Our experiments show that these synthetic samples are classifier-agnostic and can improve intent inferral accuracy for different types of classifiers. We demonstrate that our complete approach can be integrated into a single patient session, including the use of the classifier for functional orthosis-assisted tasks. To the best of our knowledge, this is the first time an intent classifier trained partially on synthetic data has been deployed for functional control of an orthosis by a stroke survivor. Videos, source code, and additional information can be found at https://jxu.ai/chatemg.

cs.RO

Direct3D: Scalable Image-to-3D Generation via 3D Latent Diffusion Transformer

Generating high-quality 3D assets from text and images has long been challenging, primarily due to the absence of scalable 3D representations capable of capturing intricate geometry distributions. In this work, we introduce Direct3D, a native 3D generative model scalable to in-the-wild input images, without requiring a multiview diffusion model or SDS optimization. Our approach comprises two primary components: a Direct 3D Variational Auto-Encoder (D3D-VAE) and a Direct 3D Diffusion Transformer (D3D-DiT). D3D-VAE efficiently encodes high-resolution 3D shapes into a compact and continuous latent triplane space. Notably, our method directly supervises the decoded geometry using a semi-continuous surface sampling strategy, diverging from previous methods relying on rendered images as supervision signals. D3D-DiT models the distribution of encoded 3D latents and is specifically designed to fuse positional information from the three feature maps of the triplane latent, enabling a native 3D generative model scalable to large-scale 3D datasets. Additionally, we introduce an innovative image-to-3D generation pipeline incorporating semantic and pixel-level image conditions, allowing the model to produce 3D shapes consistent with the provided conditional image input. Extensive experiments demonstrate the superiority of our large-scale pre-trained Direct3D over previous image-to-3D approaches, achieving significantly better generation quality and generalization ability, thus establishing a new state-of-the-art for 3D content creation. Project page: https://nju-3dv.github.io/projects/Direct3D/.

cs.CV

Meta-Learning for Fast Adaptation in Intent Inferral on a Robotic Hand Orthosis for Stroke

We propose MetaEMG, a meta-learning approach for fast adaptation in intent inferral on a robotic hand orthosis for stroke. One key challenge in machine learning for assistive and rehabilitative robotics with disabled-bodied subjects is the difficulty of collecting labeled training data. Muscle tone and spasticity often vary significantly among stroke subjects, and hand function can even change across different use sessions of the device for the same subject. We investigate the use of meta-learning to mitigate the burden of data collection needed to adapt high-capacity neural networks to a new session or subject. Our experiments on real clinical data collected from five stroke subjects show that MetaEMG can improve the intent inferral accuracy with a small session- or subject-specific dataset and very few fine-tuning epochs. To the best of our knowledge, we are the first to formulate intent inferral on stroke subjects as a meta-learning problem and demonstrate fast adaptation to a new session or subject for controlling a robotic hand orthosis with EMG signals.

cs.RO

Volitional Control of the Paretic Hand Post-Stroke Increases Finger Stiffness and Resistance to Robot-Assisted Movement

Increased effort during use of the paretic arm and hand can provoke involuntary abnormal synergy patterns and amplify stiffness effects of muscle tone for individuals after stroke, which can add difficulty for user-controlled devices to assist hand movement during functional tasks. We study how volitional effort, exerted in an attempt to open or close the hand, affects resistance to robot-assisted movement at the finger level. We perform experiments with three chronic stroke survivors to measure changes in stiffness when the user is actively exerting effort to activate ipsilateral EMG-controlled robot-assisted hand movements, compared with when the fingers are passively stretched, as well as overall effects from sustained active engagement and use. Our results suggest that active engagement of the upper extremity increases muscle tone in the finger to a much greater degree than through passive-stretch or sustained exertion over time. Potential design implications of this work suggest that developers should anticipate higher levels of finger stiffness when relying on user-driven ipsilateral control methods for assistive or rehabilitative devices for stroke.

cs.RO

Tactile-based Object Retrieval From Granular Media

We introduce GEOTACT, the first robotic system capable of grasping and retrieving objects of potentially unknown shapes buried in a granular environment. While important in many applications, ranging from mining and exploration to search and rescue, this type of interaction with granular media is difficult due to the uncertainty stemming from visual occlusion and noisy contact signals. To address these challenges, we use a learning method relying exclusively on touch feedback, trained end-to-end with simulated sensor noise. We show that our problem formulation leads to the natural emergence of learned pushing behaviors that the manipulator uses to reduce uncertainty and funnel the object to a stable grasp despite spurious and noisy tactile readings. We introduce a training curriculum that bootstraps learning in simulated granular environments, enabling zero-shot transfer to real hardware. Despite being trained only on seven objects with primitive shapes, our method is shown to successfully retrieve 35 different objects, including rigid, deformable, and articulated objects with complex shapes. Videos and additional information can be found at https://jxu.ai/geotact.

cs.RO

An Investigation of Multi-feature Extraction and Super-resolution with Fast Microphone Arrays

In this work, we use MEMS microphones as vibration sensors to simultaneously classify texture and estimate contact position and velocity. Vibration sensors are an important facet of both human and robotic tactile sensing, providing fast detection of contact and onset of slip. Microphones are an attractive option for implementing vibration sensing as they offer a fast response and can be sampled quickly, are affordable, and occupy a very small footprint. Our prototype sensor uses only a sparse array (8-9 mm spacing) of distributed MEMS microphones (<$1, 3.76 x 2.95 x 1.10 mm) embedded under an elastomer. We use transformer-based architectures for data analysis, taking advantage of the microphones' high sampling rate to run our models on time-series data as opposed to individual snapshots. This approach allows us to obtain 77.3% average accuracy on 4-class texture classification (84.2% when excluding the slowest drag velocity), 1.8 mm mean error on contact localization, and 5.6 mm/s mean error on contact velocity. We show that the learned texture and localization models are robust to varying velocity and generalize to unseen velocities. We also report that our sensor provides fast contact detection, an important advantage of fast transducers. This investigation illustrates the capabilities one can achieve with a MEMS microphone array alone, leaving valuable sensor real estate available for integration with complementary tactile sensing modalities.

cs.RO

Dynamic Grasping with a Learned Meta-Controller

Grasping moving objects is a challenging task that requires multiple submodules such as object pose predictor, arm motion planner, etc. Each submodule operates under its own set of meta-parameters. For example, how far the pose predictor should look into the future (i.e., look-ahead time) and the maximum amount of time the motion planner can spend planning a motion (i.e., time budget). Many previous works assign fixed values to these parameters; however, at different moments within a single episode of dynamic grasping, the optimal values should vary depending on the current scene. In this work, we propose a dynamic grasping pipeline with a meta-controller that controls the look-ahead time and time budget dynamically. We learn the meta-controller through reinforcement learning with a sparse reward. Our experiments show the meta-controller improves the grasping success rate (up to 28% in the most cluttered environment) and reduces grasping time, compared to the strongest baseline. Our meta-controller learns to reason about the reachable workspace and maintain the predicted pose within the reachable region. In addition, it assigns a small but sufficient time budget for the motion planner. Our method can handle different objects, trajectories, and obstacles. Despite being trained only with 3-6 random cuboidal obstacles, our meta-controller generalizes well to 7-9 obstacles and more realistic out-of-domain household setups with unseen obstacle shapes.

cs.RO

TANDEM3D: Active Tactile Exploration for 3D Object Recognition

Tactile recognition of 3D objects remains a challenging task. Compared to 2D shapes, the complex geometry of 3D surfaces requires richer tactile signals, more dexterous actions, and more advanced encoding techniques. In this work, we propose TANDEM3D, a method that applies a co-training framework for exploration and decision making to 3D object recognition with tactile signals. Starting with our previous work, which introduced a co-training paradigm for 2D recognition problems, we introduce a number of advances that enable us to scale up to 3D. TANDEM3D is based on a novel encoder that builds 3D object representation from contact positions and normals using PointNet++. Furthermore, by enabling 6DOF movement, TANDEM3D explores and collects discriminative touch information with high efficiency. Our method is trained entirely in simulation and validated with real-world experiments. Compared to state-of-the-art baselines, TANDEM3D achieves higher accuracy and a lower number of actions in recognizing 3D objects and is also shown to be more robust to different types and amounts of sensor noise. Video is available at https://jxu.ai/tandem3d.

cs.CV

TANDEM: Learning Joint Exploration and Decision Making with Tactile Sensors

Inspired by the human ability to perform complex manipulation in the complete absence of vision (like retrieving an object from a pocket), the robotic manipulation field is motivated to develop new methods for tactile-based object interaction. However, tactile sensing presents the challenge of being an active sensing modality: a touch sensor provides sparse, local data, and must be used in conjunction with effective exploration strategies in order to collect information. In this work, we focus on the process of guiding tactile exploration, and its interplay with task-related decision making. We propose TANDEM (TActile exploration aNd DEcision Making), an architecture to learn efficient exploration strategies in conjunction with decision making. Our approach is based on separate but co-trained modules for exploration and discrimination. We demonstrate this method on a tactile object recognition task, where a robot equipped with a touch sensor must explore and identify an object from a known set based on binary contact signals alone. TANDEM achieves higher accuracy with fewer actions than alternative methods and is also shown to be more robust to sensor noise.

cs.RO

Thumb Stabilization and Assistance in a Robotic Hand Orthosis for Post-Stroke Hemiparesis

We propose a dual-cable method of stabilizing the thumb in the context of a hand orthosis designed for individuals with upper extremity hemiparesis after stroke. This cable network adds opposition/reposition capabilities to the thumb, and increases the likelihood of forming a hand pose that can successfully manipulate objects. In addition to a passive-thumb version (where both cables are of fixed length), our approach also allows for a single-actuator active-thumb version (where the extension cable is actuated while the abductor remains passive), which allows a range of motion intended to facilitate creating and maintaining grasps. We performed experiments with five chronic stroke survivors consisting of unimanual resistive-pull tasks and bimanual twisting tasks with simulated real-world objects; these explored the effects of thumb assistance on grasp stability and functional range of motion. Our results show that both active- and passive-thumb versions achieved similar performance in terms of improving grasp force generation over a no-device baseline, but active thumb stabilization enabled users to maintain grasps for longer durations.

cs.RO

How Are Learned Perception-Based Controllers Impacted by the Limits of Robust Control?

The difficulty of optimal control problems has classically been characterized in terms of system properties such as minimum eigenvalues of controllability/observability gramians. We revisit these characterizations in the context of the increasing popularity of data-driven techniques like reinforcement learning (RL), and in control settings where input observations are high-dimensional images and transition dynamics are unknown. Specifically, we ask: to what extent are quantifiable control and perceptual difficulty metrics of a task predictive of the performance and sample complexity of data-driven controllers? We modulate two different types of partial observability in a cartpole "stick-balancing" problem -- (i) the height of one visible fixation point on the cartpole, which can be used to tune fundamental limits of performance achievable by any controller, and by (ii) the level of perception noise in the fixation point position inferred from depth or RGB images of the cartpole. In these settings, we empirically study two popular families of controllers: RL and system identification-based $H_\infty$ control, using visually estimated system state. Our results show that the fundamental limits of robust control have corresponding implications for the sample-efficiency and performance of learned perception-based controllers. Visit our project website https://jxu.ai/rl-vs-control-web for more information.

cs.LG