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Miguel Altamirano Cabrera

Publications and source records attributed to Miguel Altamirano Cabrera.

At least 19 recordsLinked to original sources

AffectiveVLA: Safe and Intent-Aware VLA Control for Human-Humanoid Social Interaction

Social touch interactions, such as handshakes, fist bumps, and hugs, require humanoid robots to infer human intent, generate contact-rich motions, and maintain safe physical contact. We present AffectiveVLA, an intent-gated Vision-Language-Action (VLA) pipeline deployed on a Unitree G1 humanoid with dexterous hands. A lightweight RGB-based model recognizes interaction intent from two onboard cameras and converts it into a language prompt for the VLA policy. Low-confidence predictions suppress motion execution, reducing unintended activations. During physical contact, interaction-specific compliance profiles adjust arm impedance, while an independent voice-triggered mechanism initiates a latched safe-stop procedure. Using VR teleoperation, we collected approximately 1,300 multimodal interaction episodes and fine-tuned four VLA models: GR00T, RLDX-1, Being-H0.5, and UnifoLM-VLA-0. On-robot evaluation identifies GR00T as the best-performing standalone model. Integrating intent recognition increases its macro-F1 score from 0.75 to 0.90, while the intent model achieves a p95 inference latency of 6.27 ms. These results demonstrate that explicit intent gating improves the reliability of VLA-based social interaction without compromising real-time operation.

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CognitiveReality: Robot-Agnostic Semantic Gaussian Mapping with an LLM Agent for Immersive Collaborative VR Teleoperation

A photorealistic 3D view tells a teleoperator where a robot is, but not what the scene contains, how well each object has been observed, or how to turn pointing and speech into robot action. CognitiveReality turns a robot's RGB-D stream into a live, semantically indexed Gaussian-TSDF map shared by an operator in virtual reality and a tool-using language agent. One mapper binary serves any platform through configuration alone: it ingests poses from robot SLAM, joint kinematics, motion capture or an inline visual tracker, bridges localization outages with a shadow tracker and keyframe-anchored PnP, and maintains open-vocabulary instance identities with per-object quality at 2 Hz. Speech and controller rays are grounded against persistent scene objects through validated typed tools and operator-confirmed robot actions. In the controlled agent evaluation, the deployed local Qwen3-VL-8B router reaches 81.24\% tool exact match, while merge-aware replay correctly redirects 101 absorbed object identifiers. On robot data CognitiveReality exceeds a Gaussian-plus-SDF baseline by 2-8 dB; pose error through 5-40 s SLAM outages stays within 1-8 cm. Deployed live on two quadrupeds, the agent executed 26 of 30 navigation requests and 20 of 20 re-observation requests, raising object quality by 2-5 dB.

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AutodidactWAM: Cross-Modal Self-Distillation from Generated Video to Robot Actions

World-action models (WAMs) such as Cosmos 3 jointly generate future video and robot actions from an observation and instruction. Adapting one such model with a lightweight LoRA fine-tune to a previously unseen robot, a Unitree G1 humanoid with five-fingered BrainCo hands, exposes a video-action asymmetry: the video renders plausible task executions, while the co-generated action is systematically mis-targeted. We evaluate closed-loop real-robot trials at three cumulative stages: pre-grasp, grasp, and pick-and-place. The native action succeeds only approximately 17%, 10%, and 7% of the time, respectively, and performs worse on held-out objects. We propose AutodidactWAM, a hand-pose estimator trained without teleoperation, followed by inverse kinematics, that runs on the model's generated video to recover action estimates. Paired with the native prediction, these recovered actions provide preferred targets for fine-tuning only the action-related layers, while the generated video is teacher-forced. We compare supervised relabeling with a rectified-flow adaptation of Diffusion-DPO. After one-time embodiment adaptation, self-distillation requires no additional task-specific teleoperation. The recovered-action gate reaches approximately 75%, 47%, and 42% pre-grasp, grasp, and pick-and-place success, compared with 17%, 10%, and 7% for the native action. A hybrid objective combining preference supervision, supervised target fitting, and Cartesian trajectory anchoring (DPO+SFT+DTW) performs best: on Oreo, the training object, it reaches 90% pre-grasp and 20% full-task success; on a held-out object, it reaches 80% and 30%. Plain Flow-DPO reaches 0% success despite 1.000 validation preference accuracy, indicating that the combination of training objectives, rather than the contrastive objective alone, drives the observed gains.

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AgenticTactileVLA: Contact-Guided Execution-Time Supervision for Generalizable Dexterous Manipulation without VLA Retraining

Vision-language-action policies may predict a transferable manipulation strategy yet fail to realize it reliably on the encountered object: objects compatible with the same grasp differ in geometry and compliance, and visual feedback degrades under closure occlusion. AgenticTactileVLA is presented as an execution-time supervisor that shifts part of object-specific adaptation from prediction to physical interaction. A fixed VLA provides the approach and hand targets; the supervisor decides whether to remain transparent, refine finger flexion, retain or release the corrected configuration, return control to the VLA for retry, or select a compliant hand-control regime. It uses finger-position and motor-effort feedback as proprioceptive contact evidence and requires neither tactile sensors nor VLA retraining. On a Unitree G1 with a BrainCo Revo2 hand, a randomized matched-block evaluation on five objects held out from VLA training yields 61.3% completion for the base VLA, 72.0% for unconditional close-to-stall control, and 84.0% for the supervisor under a shared budget; the gain is positive on every object and persists under moderate pose perturbations. Ablations show the gain is not explained by extended closure alone, and that selective triggering reduces correction episodes by 65.7% with no detected change in completion. A retention audit shows acceptance predicts retention in 88.9% of held-out cases, while compliant objects expose conservative false rejection. A thin-walled-cup study demonstrates contextual routing to compliant control, matching an always-compliant reference. These results suggest that contact-guided execution-time adaptation can improve the object-level generalization of a fixed VLA to held-out objects by adapting physical realization without object-specific retraining.

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SocialVLA: A Social Perception Gateway for Human-Reaction-Based Failure Detection and Recovery in VLA Manipulation

Vision-language-action (VLA) policies enable diverse robotic manipulation but can fail during execution without recognizing their own errors. Human observers provide complementary signals, as unexpected robot behavior can trigger rapid vocal, facial, or verbal reactions before failure is completed. We introduce SocialVLA, a local, policy-agnostic social perception gateway that converts spontaneous human reactions into runtime intervention signals for VLA manipulation. SocialVLA combines causal paralinguistic audio detection, visual reaction recognition, explicit stop phrases, and robot-relevance estimation. An asynchronous first-event fusion mechanism triggers a VLA hold from the earliest sufficiently confident signal, while a separate speech channel captures verbal corrections for participant-directed continuation, restart, or instruction revision. We evaluate SocialVLA on physical Unitree G1 manipulation using 15 participants, with 238 annotated intervention-worthy episodes and 1.038 h of non-intervention behavior. Frozen offline replay achieves 54.6% recall and 69.5% precision, while unfiltered audio-video fusion reaches 64.3% recall. Relevance estimation reduces false-stop episodes from 100 to 57 and increases precision from 60.5% to 69.8%. In prospective deployment on an unseen 16th participant, the frozen system achieves 59.5% recall and 91.7% precision. Median detector-to-fusion latency is 47.9 ms, VLA-gate-to-physical-hold latency is 336 ms, and reaction-onset-to-hold latency is 1.021 s. These results demonstrate a complete local pathway from spontaneous social reaction to physical VLA interruption and participant-directed recovery.

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Kintsugi-VLA: Turning Failed Robot Rollouts into Recovery Data through Interventional Recoverability

Simulation enables scalable training of Vision-Language-Action policies by using privileged experts to generate visual demonstrations without requiring every trajectory to be collected through manual teleoperation. However, such pipelines typically retain successful demonstrations while failed rollouts are discarded, even though they expose precisely the off-nominal states from which recovery must be learned. We introduce Kintsugi-VLA, a framework for converting failed rollouts into targeted synthetic recovery data by exploiting exact state restoration and branching in simulation. For a fixed privileged expert, we define interventional recoverability as the probability of completing the original task after the simulator is restored to a given state, estimate it using adaptive Monte Carlo continuations with pointwise Wilson intervals, and characterize its non-monotonic evolution along failed trajectories. These estimates identify an observed terminal low-recoverability frontier-the point after which measured recoverability remains below a threshold-which is then used to select informative recovery starting states. In a simulated Franka manipulation task, targeted recovery data yield aggregate SmolVLA recovery success of 34.6\% and 38.4\% under difficulty- and frame-budget matching, respectively, 5.8 and 6.7 percentage points above uniform sampling within the same recovery window. The same ordering is observed under disturbed end-to-end execution and shifted clutter and physics conditions, while clean-task success decreases from 76.8\% to 74.7\%. Kintsugi-VLA demonstrates how failed simulator rollouts can be transformed from discarded experience into structured recovery-training data through direct interventional measurement.

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FlockDiffusion: Assignment-Conditioned Diffusion for Multi-Drone Task Allocation and Completion

Autonomous multi-drone navigation requires fleets to service distributed objectives in cluttered environments under tight computational budgets. Efficient coordination depends on task bundling, where each drone visits multiple objectives along its route. Separate solvers for cost estimation, assignment, and execution incur redundant graph search and produce long, abrupt paths. We propose FlockDiffusion, a learned framework combining a scene graph encoder, an explicit allocation head, an assignment conditioned diffusion transformer, and a closed form trajectory decoder. An autoregressive teacher provides offline supervision for parallel fleet trajectory generation. PyBullet ablations show that bundling increases task completion from 50% to 100%, while our complete teacher further reduces route cost by 8.4% relative to MAGNNET with bundling. In the optimized scalability benchmark, evaluated on 100 scenes per density with ten drones, FlockDiffusion achieves 6.2 to 7.6 times faster inference and approximately 37% shorter routes than the classical pipeline. As nominal task counts increase from 20 to 40, latency rises from 7.8 to 11.1 ms, compared with 48.0 to 75.8 ms for the baseline. In a separate evaluation across five Gazebo environments, FlockDiffusion achieves 100% planner coverage and reduces planned route cost by 15.4% relative to the baseline with bundling. These results demonstrate efficient planning under increasing task density in configurations that are demanding to reproduce with physical drone fleets.

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ZeroTouch: Tactile-Supervised Visual Contact Estimation for Contact-Rich Manipulation

Reliable robotic grasping benefits from estimating the evolving physical interaction and selecting a grasp-dependent compression target. Tactile sensors provide direct interaction measurements but require dedicated hardware at deployment. We introduce ZeroTouch, a tactile-supervised framework that predicts dense contact deformation, the instantaneous six-axis wrench, and a grasp-dependent desired compression target from wrist RGB observations, gripper state, and local gravity direction. Tactile measurements are used only as privileged supervision during training and are not required at deployment. On the full validation set, the complete architecture reduces normal-force MAE from 2.017 N for a state-only baseline to 0.531 N. In physical evaluation with 20 trials per condition, ZeroTouch achieves 95% success on an unseen object, 80% in a seen-object/unseen-grasp condition, and 90% under a content/load shift. Under the same evaluation protocol, OpenVLA achieves 25%, 40%, and 55%, while SmolVLA achieves 10%, 25%, and 35%, respectively.

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AcousticDiffusion: Semantically Conditioned Audio-Guided Diffusion Policy for Search-and-Rescue Assistance

Navigating toward human callers is an important capability for rescue robots operating where visual contact is degraded or occluded. We present AcousticDiffusion, a semantically conditioned, audio-guided diffusion policy for human-directed navigation. A frozen pretrained audio recognizer processes 10.24 s windows, with speech gating and distress-aware prioritization converting recognition outputs into source-level navigation roles. Microphone-array direction-of-arrival measurements are recursively integrated into a robot-centric Bayesian bird's-eye-view belief field. Ego-motion compensation aligns successive observations, progressively constraining source position while preserving bearing-induced range uncertainty. The semantic belief, recent acoustic observations, audio features, and robot state condition a diffusion model that generates waypoint trajectories. On a synthetic-navigation validation set using recorded audio, AcousticDiffusion achieves a mean end-point bearing error of 11.20 degrees, with 91.78% of trajectories aligned within 30 degrees of the caller. Distractor rejection ranges from 89.20% to 98.99%, and the policy favors a HELP-designated caller over a competing speaker in 91.07% of windows. Deployed online on a ZSL-1 quadruped without additional retraining, it achieves a mean bearing error of 64.9 degrees, compared with 98.2 degrees for A* and 90.4 degrees for RRT, with a mean planner compute time of 6.07 ms. Despite imperfect acoustic localization, the reported mean final source distance is reduced from 3.96 m for the classical planners using ODAS-derived (Open embedded Audition System) guidance to 2.48 m, a 37.4% improvement. These results demonstrate the framework's ability to translate uncertain acoustic observations into closer approaches to human callers.

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GaussAnything: Semantic Intent-Driven Refinement of Evolving Gaussian Scenes for Standalone VR

Deploying reconstructed 3D environments on standalone VR headsets are constrained by limited compute and memory, and conventional level-of-detail policies optimize for visibility without accounting for the user's explicit inspection intent. We present GaussAnything, a native OpenXR system for intent-conditioned reallocation and progressive publication of evolving semantic Gaussian+SDF scenes. GaussAnything resolves class- or instance-level queries to persistent 3D objects and reallocates a fixed Gaussian resident budget toward the selected object while retaining global context, applying incremental, stable-identity updates coordinated with the TSDF-derived mesh through a source-epoch mechanism. Across eight scenes, an object query concentrates 88-90% of the fixed client budget onto the queried object without enlarging it, on-device rendering reproduces the host render to within a small margin (up to 36.7 dB), and the standalone client renders each stereo frame at a steady-state GPU cost of roughly 10 ms within the frame budget of standard standalone panels.

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UltraArUco: A Lightweight Multilingual Library And Framework With Low-Latency Real-Time Marker-Based Tracking System For Mobile AR Interaction

UltraArUco is a lightweight multilingual library and framework for low latency, realtime marker-based tracking in mobile augmented reality. Unlike standard OpenCV-based implementations, UltraArUco introduces an optimized multilingual wrapper that reduces per-frame latency in six times, while maintaining high accuracy. Distributed Wi-Fi architecture provides portability, connects a mobile device (camera input) with a PC-based visual application, enabling responsive interactions. The framework is validated through an interactive piano simulation, where static ArUco markers on keys enable occlusion based note triggering, and hand-mounted markers provide spatial gesture recognition. UltraArUco's system requirements make it highly suitable for resource-constrained mobile AR applications, demonstrating a viable AR music application without specialized equipment.

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GeminiPainter's sequence-formed pipeline comprised of perception, cognition, planning, and action stages

We present an autonomous robotic portrait-generation system combining real-time face detection, AI-based sketch generation, and robotic drawing. The system captures video frames, extracts facial regions, converts them into minimalist single-line sketches using the Gemini Vision API, optimizes stroke order through graph-based path planning, and executes smooth trajectories on a 6-DoF collaborative manipulator. This perception-cognition-action pipeline integrates computer vision, neural artistic abstraction, motion optimization, and robot control. User ratings on a 5-point scale were high for sketch quality 4.33, perceived execution 4.53, and user experience 4.65, indicating recognizable, appealing, and engaging robotic portraits.

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SpaceVLA: Spatially Grounded VLA for Robotic Manipulation with User-Authored Grasp and Place Anchors

Vision-language-action (VLA) models follow language commands but often lack explicit spatial intent for manipulation. We present Visual Intent Anchors, an XR pipeline that lets users specify grasp and placement regions and renders them as image-space overlays for VLA control. We collect 200 Unity pick-and-place demonstrations and fine-tune OpenVLA-7B with LoRA on temporally subsampled annotated observations. The policy predicts tokenized 7-DoF incremental actions from marked RGB observations and language. We evaluate the policy in closed-loop Unity trials, achieving a grasp success rate of 91.25% and mean grasp and placement errors of 0.5 cm and 0.7 cm, respectively.

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GenerativeMPC: VLM-RAG-guided Whole-Body MPC with Virtual Impedance for Bimanual Mobile Manipulation

Bimanual mobile manipulation requires a seamless integration between high-level semantic reasoning and safe, compliant physical interaction - a challenge that end-to-end models approach opaquely and classical controllers lack the context to address. This paper presents GenerativeMPC, a hierarchical cyber-physical framework that explicitly bridges semantic scene understanding with physical control parameters for bimanual mobile manipulators. The system utilizes a Vision-Language Model with Retrieval-Augmented Generation (VLM-RAG) to translate visual and linguistic context into grounded control constraints, specifically outputting dynamic velocity limits and safety margins for a Whole-Body Model Predictive Controller (MPC). Simultaneously, the VLM-RAG module modulates virtual stiffness and damping gains for a unified impedance-admittance controller, enabling context-aware compliance during human-robot interaction. Our framework leverages an experience-driven vector database to ensure consistent parameter grounding without retraining. Experimental results in MuJoCo, IsaacSim, and on a physical bimanual platform confirm a 60% speed reduction near humans and safe, socially-aware navigation and manipulation through semantic-to-physical parameter grounding. This work advances the field of human-centric cybernetics by grounding large-scale cognitive models into predictable, high-frequency physical control loops.

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OmniAI: A Surface-Adaptive Aerial Projection Interface for Human--Drone Interaction

Drones in human environments often lack spatially grounded in- terfaces for situated communication. We present OmniAI, an em- bodied aerial agent that supports surface-adaptive interaction by switching projection between an onboard screen and nearby en- vironmental surfaces. A servo-actuated MEMS laser projector renders text-and-image responses from a web-augmented LLM pipeline. Projection surfaces are detected online using RGB-D sensing and RANSAC plane fitting, without pre-mapped geometry. OmniAI provides functionally equivalent voice and gesture con- trol for both drone motion and projected content. By combining speech, mid-air gestures, adaptive projection, and aerial mobility, OmniAI demonstrates a mobile spatial AR interface for context- aware human-drone interaction.

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ORCESTRA: VLM-driven Visual Robot programming in Mixed Reality

ORCESTRA is a mixed-reality system for programming robot digital twins through no-code waypoint teaching and language-guided control. In a passthrough mixed-reality workspace, users place robot twins on real surfaces, teach trajectories, save robot-relative episodes, or issue spoken/typed commands that a vision-language model converts into structured digital-twin plans. Both interaction modes share a backend for metric grounding, embodiment-aware validation, preview, confirmation, and digital-twin execution. The system supports heterogeneous robot embodiments, including fixed-base manipulators, a mobile base, and a humanoid robot, demonstrating MR validation as a safety layer for language-guided robot programming before physical deployment.

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AnythingReality: Robust Online Gaussian Splatting SLAM for Open-Vocabulary VR Scene Exploration

We present a novel integrated architecture for robust online 3D Gaussian splatting, real-time VR exploration, and speech-driven Vision-Language-Model interaction. Unlike methods assuming clean depth or external poses, our system combines ORB-SLAM3-based pose estimation with online Gaussian reconstruction for noisy real-world data. A VR pipeline enables immersive exploration of incremental reconstructions; a semantic module transcribes voice commands, generates scene descriptions, and records points of interest. Against state-of-the-art online Gaussian splatting methods, we improve image quality on our dataset (+14.5% PSNR, +8.6% SSIM, -14.3% LPIPS) and TUM-RGBD (+11.7% PSNR, +7.8% SSIM, -21.6% LPIPS), with comparable or superior frame rates via quality-speed configurations. We achieve an 88% VLM object-recognition rate.

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VersualRL: Closed-Loop Verbal Reinforcement Learning with Visual Execution Feedback for Task-Level Robot Planning

We introduce VersualRL, a closed-loop framework for task-level robot planning that uses visual execution feedback to iteratively refine executable Behavior Trees through structured natural-language critique. VersualRL combines a vision-language model critic, which analyzes visual observations and Behavior Tree execution traces, with a large language model actor that performs discrete and interpretable policy updates. During physical deployment, both foundation models remain frozen, while the executed Behavior Tree is updated at the symbolic level without online gradient-based policy optimization. This enables transparent reasoning, explicit causal feedback, and human-interpretable policy evolution. We validate VersualRL on a real mobile robot performing a multi-stage navigation and manipulation task under execution uncertainty. Experimental results show that the framework supports explainable policy improvements, closed-loop adaptation to execution failures, and successful deployment on physical robotic systems.

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