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Matej Hoffmann

Publications and source records attributed to Matej Hoffmann.

At least 37 records · Page 2Linked to original sources

Automatic infant 2D pose estimation from videos: comparing seven deep neural network methods

Automatic markerless estimation of infant posture and motion from ordinary videos carries great potential for movement studies "in the wild", facilitating understanding of motor development and massively increasing the chances of early diagnosis of disorders. There is rapid development of human pose estimation methods in computer vision thanks to advances in deep learning and machine learning. However, these methods are trained on datasets that feature adults in different contexts. This work tests and compares seven popular methods (AlphaPose, DeepLabCut/DeeperCut, Detectron2, HRNet, MediaPipe/BlazePose, OpenPose, and ViTPose) on videos of infants in supine position and in more complex settings. Surprisingly, all methods except DeepLabCut and MediaPipe have competitive performance without additional finetuning, with ViTPose performing best. Next to standard performance metrics (average precision and recall), we introduce errors expressed in the neck-mid-hip (torso length) ratio and additionally study missed and redundant detections, and the reliability of the internal confidence ratings of the different methods, which are relevant for downstream tasks. Among the networks with competitive performance, only AlphaPose could run close to real time (27 fps) on our machine. We provide documented Docker containers or instructions for all the methods we used, our analysis scripts, and the processed data at https://hub.docker.com/u/humanoidsctu and https://osf.io/x465b/.

cs.CV↗

Unsupervised Discovery of Behavioral Primitives from Sensorimotor Dynamic Functional Connectivity

The movements of both animals and robots give rise to streams of high-dimensional motor and sensory information. Imagine the brain of a newborn or the controller of a baby humanoid robot trying to make sense of unprocessed sensorimotor time series. Here, we present a framework for studying the dynamic functional connectivity between the multimodal sensory signals of a robotic agent to uncover an underlying structure. Using instantaneous mutual information, we capture the time-varying functional connectivity (FC) between proprioceptive, tactile, and visual signals, revealing the sensorimotor relationships. Using an infinite relational model, we identified sensorimotor modules and their evolving connectivity. To further interpret these dynamic interactions, we employed non-negative matrix factorization, which decomposed the connectivity patterns into additive factors and their corresponding temporal coefficients. These factors can be considered the agent's motion primitives or movement synergies that the agent can use to make sense of its sensorimotor space and later for behavior selection. In the future, the method can be deployed in robot learning as well as in the analysis of human movement trajectories or brain signals.

cs.RO↗

Embodied AI in Machine Learning -- is it Really Embodied?

Embodied Artificial Intelligence (Embodied AI) is gaining momentum in the machine learning communities with the goal of leveraging current progress in AI (deep learning, transformers, large language and visual-language models) to empower robots. In this chapter we put this work in the context of "Good Old-Fashioned Artificial Intelligence" (GOFAI) (Haugeland, 1989) and the behavior-based or embodied alternatives (R. A. Brooks 1991; Pfeifer and Scheier 2001). We claim that the AI-powered robots are only weakly embodied and inherit some of the problems of GOFAI. Moreover, we review and critically discuss the possibility of cross-embodiment learning (Padalkar et al. 2024). We identify fundamental roadblocks and propose directions on how to make progress.

cs.AI↗

Empirical Comparison of Four Stereoscopic Depth Sensing Cameras for Robotics Applications

Depth sensing is an essential technology in robotics and many other fields. Many depth sensing (or RGB-D) cameras are available on the market and selecting the best one for your application can be challenging. In this work, we tested four stereoscopic RGB-D cameras that sense the distance by using two images from slightly different views. We empirically compared four cameras (Intel RealSense D435, Intel RealSense D455, StereoLabs ZED 2, and Luxonis OAK-D Pro) in three scenarios: (i) planar surface perception, (ii) plastic doll perception, (iii) household object perception (YCB dataset). We recorded and evaluated more than 3,000 RGB-D frames for each camera. For table-top robotics scenarios with distance to objects up to one meter, the best performance is provided by the D435 camera that is able to perceive with an error under 1 cm in all of the tested scenarios. For longer distances, the other three models perform better, making them more suitable for some mobile robotics applications. OAK-D Pro additionally offers integrated AI modules (e.g., object and human keypoint detection). ZED 2 is overall the best camera which is able to keep the error under 3 cm even at 4 meters. However, it is not a standalone device and requires a computer with a GPU for depth data acquisition. All data (more than 12,000 RGB-D frames) are publicly available at https://rustlluk.github.io/rgbd-comparison.

cs.RO↗

Enhancing Robustness in Manipulability Assessment: The Pseudo-Ellipsoid Approach

Manipulability analysis is a methodology employed to assess the capacity of an articulated system, at a specific configuration, to produce motion or exert force in diverse directions. The conventional method entails generating a virtual ellipsoid using the system's configuration and model. Yet, this approach poses challenges when applied to systems such as the human body, where direct access to such information is limited, necessitating reliance on estimations. Any inaccuracies in these estimations can distort the ellipsoid's configuration, potentially compromising the accuracy of the manipulability assessment. To address this issue, this article extends the standard approach by introducing the concept of the manipulability pseudo-ellipsoid. Through a series of theoretical analyses, simulations, and experiments, the article demonstrates that the proposed method exhibits reduced sensitivity to noise in sensory information, consequently enhancing the robustness of the approach.

cs.RO↗

Closed Loop Interactive Embodied Reasoning for Robot Manipulation

Embodied reasoning systems integrate robotic hardware and cognitive processes to perform complex tasks, typically in response to a natural language query about a specific physical environment. This usually involves changing the belief about the scene or physically interacting and changing the scene (e.g. sort the objects from lightest to heaviest). In order to facilitate the development of such systems we introduce a new modular Closed Loop Interactive Embodied Reasoning (CLIER) approach that takes into account the measurements of non-visual object properties, changes in the scene caused by external disturbances as well as uncertain outcomes of robotic actions. CLIER performs multi-modal reasoning and action planning and generates a sequence of primitive actions that can be executed by a robot manipulator. Our method operates in a closed loop, responding to changes in the environment. Our approach is developed with the use of MuBle simulation environment and tested in 10 interactive benchmark scenarios. We extensively evaluate our reasoning approach in simulation and in real-world manipulation tasks with a success rate above 76% and 64%, respectively.

cs.RO↗

Adaptive Electronic Skin Sensitivity for Safe Human-Robot Interaction

Artificial electronic skins covering complete robot bodies can make physical human-robot collaboration safe and hence possible. Standards for collaborative robots (e.g., ISO/TS 15066) prescribe permissible forces and pressures during contacts with the human body. These characteristics of the collision depend on the speed of the colliding robot link but also on its effective mass. Thus, to warrant contacts complying with the Power and Force Limiting (PFL) collaborative regime but at the same time maximizing productivity, protective skin thresholds should be set individually for different parts of the robot bodies and dynamically on the run. Here we present and empirically evaluate four scenarios: (a) static and uniform - fixed thresholds for the whole skin, (b) static but different settings for robot body parts, (c) dynamically set based on every link velocity, (d) dynamically set based on effective mass of every robot link. We perform experiments in simulation and on a real 6-axis collaborative robot arm (UR10e) completely covered with sensitive skin (AIRSKIN) comprising eleven individual pads. On a mock pick-and-place scenario with transient collisions with the robot body parts and two collision reactions (stop and avoid), we demonstrate the boost in productivity in going from the most conservative setting of the skin thresholds (a) to the most adaptive setting (d). The threshold settings for every skin pad are adapted with a frequency of 25 Hz. This work can be easily extended for platforms with more degrees of freedom and larger skin coverage (humanoids) and to social human-robot interaction scenarios where contacts with the robot will be used for communication.

cs.RO↗

MuBlE: MuJoCo and Blender simulation Environment and Benchmark for Task Planning in Robot Manipulation

Current embodied reasoning agents struggle to plan for long-horizon tasks that require to physically interact with the world to obtain the necessary information (e.g. 'sort the objects from lightest to heaviest'). The improvement of the capabilities of such an agent is highly dependent on the availability of relevant training environments. In order to facilitate the development of such systems, we introduce a novel simulation environment (built on top of robosuite) that makes use of the MuJoCo physics engine and high-quality renderer Blender to provide realistic visual observations that are also accurate to the physical state of the scene. It is the first simulator focusing on long-horizon robot manipulation tasks preserving accurate physics modeling. MuBlE can generate mutlimodal data for training and enable design of closed-loop methods through environment interaction on two levels: visual - action loop, and control - physics loop. Together with the simulator, we propose SHOP-VRB2, a new benchmark composed of 10 classes of multi-step reasoning scenarios that require simultaneous visual and physical measurements.

cs.RO↗

Interactive Learning of Physical Object Properties Through Robot Manipulation and Database of Object Measurements

This work presents a framework for automatically extracting physical object properties, such as material composition, mass, volume, and stiffness, through robot manipulation and a database of object measurements. The framework involves exploratory action selection to maximize learning about objects on a table. A Bayesian network models conditional dependencies between object properties, incorporating prior probability distributions and uncertainty associated with measurement actions. The algorithm selects optimal exploratory actions based on expected information gain and updates object properties through Bayesian inference. Experimental evaluation demonstrates effective action selection compared to a baseline and correct termination of the experiments if there is nothing more to be learned. The algorithm proved to behave intelligently when presented with trick objects with material properties in conflict with their appearance. The robot pipeline integrates with a logging module and an online database of objects, containing over 24,000 measurements of 63 objects with different grippers. All code and data are publicly available, facilitating automatic digitization of objects and their physical properties through exploratory manipulations.

cs.RO↗

HARMONIOUS -- Human-like reactive motion control and multimodal perception for humanoid robots

For safe and effective operation of humanoid robots in human-populated environments, the problem of commanding a large number of Degrees of Freedom (DoF) while simultaneously considering dynamic obstacles and human proximity has still not been solved. We present a new reactive motion controller that commands two arms of a humanoid robot and three torso joints (17 DoF in total). We formulate a quadratic program that seeks joint velocity commands respecting multiple constraints while minimizing the magnitude of the velocities. We introduce a new unified treatment of obstacles that dynamically maps visual and proximity (pre-collision) and tactile (post-collision) obstacles as additional constraints to the motion controller, in a distributed fashion over the surface of the upper body of the iCub robot (with 2000 pressure-sensitive receptors). This results in a bio-inspired controller that: (i) gives rise to a robot with whole-body visuo-tactile awareness, resembling peripersonal space representations, and (ii) produces human-like minimum jerk movement profiles. The controller was extensively experimentally validated, including a physical human-robot interaction scenario.

cs.RO↗

Single-grasp deformable object discrimination: the effect of gripper morphology, sensing modalities, and action parameters

In haptic object discrimination, the effect of gripper embodiment, action parameters, and sensory channels has not been systematically studied. We used two anthropomorphic hands and two 2-finger grippers to grasp two sets of deformable objects. On the object classification task, we found: (i) among classifiers, SVM on sensory features and LSTM on raw time series performed best across all grippers; (ii) faster compression speeds degraded performance; (iii) generalization to different grasping configurations was limited; transfer to different compression speeds worked well for the Barrett Hand only. Visualization of the feature spaces using PCA showed that gripper morphology and action parameters were the main source of variance, making generalization across embodiment or grip configurations very difficult. On the highly challenging dataset consisting of polyurethane foams alone, only the Barrett Hand achieved excellent performance. Tactile sensors can thus provide a key advantage even if recognition is based on stiffness rather than shape. The data set with 24,000 measurements is publicly available.

cs.RO↗

Efficient Visuo-Haptic Object Shape Completion for Robot Manipulation

For robot manipulation, a complete and accurate object shape is desirable. Here, we present a method that combines visual and haptic reconstruction in a closed-loop pipeline. From an initial viewpoint, the object shape is reconstructed using an implicit surface deep neural network. The location with highest uncertainty is selected for haptic exploration, the object is touched, the new information from touch and a new point cloud from the camera are added, object position is re-estimated and the cycle is repeated. We extend Rustler et al. (2022) by using a new theoretically grounded method to determine the points with highest uncertainty, and we increase the yield of every haptic exploration by adding not only the contact points to the point cloud but also incorporating the empty space established through the robot movement to the object. Additionally, the solution is compact in that the jaws of a closed two-finger gripper are directly used for exploration. The object position is re-estimated after every robot action and multiple objects can be present simultaneously on the table. We achieve a steady improvement with every touch using three different metrics and demonstrate the utility of the better shape reconstruction in grasping experiments on the real robot. On average, grasp success rate increases from 63.3% to 70.4% after a single exploratory touch and to 82.7% after five touches. The collected data and code are publicly available (https://osf.io/j6rkd/, https://github.com/ctu-vras/vishac)

cs.RO↗

Online Elasticity Estimation and Material Sorting Using Standard Robot Grippers

We experimentally evaluated the accuracy with which material properties can be estimated through object compression by two standard parallel jaw grippers and a force/torque sensor mounted at the robot wrist, with a professional biaxial compression device used as reference. Gripper effort versus position curves were obtained and transformed into stress/strain curves. The modulus of elasticity was estimated at different strain points and the effect of multiple compression cycles (precycling), compression speed, and the gripper surface area on estimation was studied. Viscoelasticity was estimated using the energy absorbed in a compression/decompression cycle, the Kelvin-Voigt, and Hunt-Crossley models. We found that: (1) slower compression speeds improved elasticity estimation, while precycling or surface area did not; (2) the robot grippers, even after calibration, were found to have a limited capability of delivering accurate estimates of absolute values of Young's modulus and viscoelasticity; (3) relative ordering of material characteristics was largely consistent across different grippers; (4) despite the nonlinear characteristics of deformable objects, fitting linear stress/strain approximations led to more stable results than local estimates of Young's modulus; (5) the Hunt-Crossley model worked best to estimate viscoelasticity, from a single object compression. A two-dimensional space formed by elasticity and viscoelasticity estimates obtained from a single grasp is advantageous for the discrimination of the object material properties. We demonstrated the applicability of our findings in a mock single stream recycling scenario, where plastic, paper, and metal objects were correctly separated from a single grasp, even when compressed at different locations on the object. The data and code are publicly available.

cs.RO↗

Perirobot space representation for HRI: measuring and designing collaborative workspace coverage by diverse sensors

Two regimes permitting safe physical human-robot interaction, speed and separation monitoring and safety-rated monitored stop, depend on reliable perception of the space surrounding the robot. This can be accomplished by visual sensors (like cameras, RGB-D cameras, LIDARs), proximity sensors, or dedicated devices used in industrial settings like pads that are activated by the presence of the operator. The deployment of a particular solution is often ad hoc and no unified representation of the interaction space or its coverage by the different sensors exists. In this work, we make first steps in this direction by defining the spaces to be monitored, representing all sensor data as information about occupancy and using occupancy-based metrics to calculate how a particular sensor covers the workspace. We demonstrate our approach in two (multi-)sensor-placement experiments in three static scenes and one experiment in a dynamic scene. The occupancy representation allow to compare the effectiveness of various sensor setups. Therefore, this approach can serve as a prototyping tool to establish the sensor setup that provides the most efficient coverage for the given metrics and sensor representations.

cs.RO↗

Hey, robot! An investigation of getting robot's attention through touch

Touch is a key part of interaction and communication between humans, but has still been little explored in human-robot interaction. In this work, participants were asked to approach and touch a humanoid robot on the hand (Nao - 26 participants; Pepper - 28 participants) to get its attention. We designed reaction behaviors for the robot that consisted in four different combinations of arm movements with the touched hand moving forward or back and the other hand moving forward or staying in place, with simultaneous leaning back, followed by looking at the participant. We studied which reaction of the robot people found the most appropriate and what was the reason for their choice. For both robots, the preferred reaction of the robot hand being touched was moving back. For the other hand, no movement at all was rated most natural for the Pepper, while it was movement forward for the Nao. A correlation between the anxiety subscale of the participants' personality traits and the passive to active/aggressive nature of the robot reactions was found. Most participants noticed the leaning back and rated it positively. Looking at the participant was commented on positively by some participants in unstructured comments. We also analyzed where and how participants spontaneously touched the robot on the hand. In summary, the touch reaction behaviors designed here are good candidates to be deployed more generally in social robots, possibly including incidental touch in crowded environments. The robot size constitutes one important factor shaping how the robot reaction is perceived.

cs.RO↗

Human keypoint detection for close proximity human-robot interaction

We study the performance of state-of-the-art human keypoint detectors in the context of close proximity human-robot interaction. The detection in this scenario is specific in that only a subset of body parts such as hands and torso are in the field of view. In particular, (i) we survey existing datasets with human pose annotation from the perspective of close proximity images and prepare and make publicly available a new Human in Close Proximity (HiCP) dataset; (ii) we quantitatively and qualitatively compare state-of-the-art human whole-body 2D keypoint detection methods (OpenPose, MMPose, AlphaPose, Detectron2) on this dataset; (iii) since accurate detection of hands and fingers is critical in applications with handovers, we evaluate the performance of the MediaPipe hand detector; (iv) we deploy the algorithms on a humanoid robot with an RGB-D camera on its head and evaluate the performance in 3D human keypoint detection. A motion capture system is used as reference. The best performing whole-body keypoint detectors in close proximity were MMPose and AlphaPose, but both had difficulty with finger detection. Thus, we propose a combination of MMPose or AlphaPose for the body and MediaPipe for the hands in a single framework providing the most accurate and robust detection. We also analyse the failure modes of individual detectors -- for example, to what extent the absence of the head of the person in the image degrades performance. Finally, we demonstrate the framework in a scenario where a humanoid robot interacting with a person uses the detected 3D keypoints for whole-body avoidance maneuvers.

cs.CV↗

Gaze Cueing and the Role of Presence in Human-Robot Interaction

Gaze cueing is a fundamental part of social interactions, and broadly studied using Posner task based gaze cueing paradigms. While studies using human stimuli consistently yield a gaze cueing effect, results from studies using robotic stimuli are inconsistent. Typically, these studies use virtual agents or pictures of robots. As previous research has pointed to the significance of physical presence in human-robot interaction, it is of fundamental importance to understand its yet unexplored role in interactions with gaze cues. This paper investigates whether the physical presence of the iCub humanoid robot affects the strength of the gaze cueing effect in human-robot interaction. We exposed 42 participants to a gaze cueing task. We asked participants to react as quickly and accurately as possible to the appearance of a target stimulus that was either congruently or incongruently cued by the gaze of a copresent iCub robot or a virtual version of the same robot. Analysis of the reaction time measurements showed that participants were consistently affected by their robot interaction partner's gaze, independently on the way the robot was presented. Additional analyses of participants' ratings of the robot's anthropomorphism, animacy and likeability further add to the impression that presence does not play a significant role in simple gaze based interactions. Together our findings open up interesting discussions about the possibility to generalize results from studies using virtual agents to real life interactions with copresent robots.

cs.HC↗

PreCNet: Next-Frame Video Prediction Based on Predictive Coding

Predictive coding, currently a highly influential theory in neuroscience, has not been widely adopted in machine learning yet. In this work, we transform the seminal model of Rao and Ballard (1999) into a modern deep learning framework while remaining maximally faithful to the original schema. The resulting network we propose (PreCNet) is tested on a widely used next frame video prediction benchmark, which consists of images from an urban environment recorded from a car-mounted camera, and achieves state-of-the-art performance. Performance on all measures (MSE, PSNR, SSIM) was further improved when a larger training set (2M images from BDD100k), pointing to the limitations of the KITTI training set. This work demonstrates that an architecture carefully based in a neuroscience model, without being explicitly tailored to the task at hand, can exhibit exceptional performance.

cs.CV↗