SearcharxivSearch

arXiv subjects

Monroe Kennedy III

Publications and source records attributed to Monroe Kennedy III.

At least 19 recordsLinked to original sources

A Wearable Pneumatic Device for Continuous, Closed-Loop, Bidirectional Tactile Interaction

We present a system of two wearable pneumatic haptic devices that supports continuous, closed-loop, bidirectional tactile interaction at perceptually relevant force and temporal scales. A single device can contain up to twelve pressure sensing channels connected to textile-based pneumatic pouches. Each channel in a device can be used as a sensor, an actuator, or both. As an actuator with integrated sensing, the channel generates stable skin indentation through local closed-loop control. As a sensor, a channel can be mounted (or worn) on any surface, including on a robot gripper or on the human body, and used to measure touch interactions with the environment or a human user. A distributed architecture supports sustained pressure output, rapid dynamic response, and wireless pairing of identical devices in a system to transmit and reproduce tactile pressure signals in real time. Device-level characterization demonstrates force bandwidth exceeding 30 Hz, rapid and well-damped step responses, and extended pressure retention compared to prior compact pneumatic platforms. Human studies show that pressure-based fingertip feedback enables discrimination of force and stiffness, improves teleoperated manipulation by reducing applied pressures by up to 23.1% and task duration by up to 27.4%, and lowers subjective mental workload by 18.8%, particularly under visually constrained conditions. By unifying tactile sensing and haptic feedback within a single pneumatic modality, the device provides a practical foundation for bidirectional touch interaction in teleoperation.

cs.RO

Sparse Autoencoders Reveal Interpretable and Steerable Features in VLA Models

Vision-Language-Action (VLA) models have emerged as a promising approach for general-purpose robot manipulation. However, little research has mechanistically explored when and why they generalize across objects, scenes, and instructions. To probe internal representations, we train Sparse Autoencoders (SAEs) on the VLA's hidden-layer activations. SAEs learn sparse dictionaries over model activations, often revealing features that correspond to interpretable directions in the model's representation space. We identify SAE features corresponding to motion primitives and semantic concepts, including features that are general across episodes and causally steerable. We propose a metric to categorize features as general transferable primitives or episode-specific memorizations, offering a promising glimpse towards VLA generalization. We validate these findings through steering experiments on both the LIBERO simulation benchmark and on real-world DROID hardware. We find that amplifying general and semantic features induces behaviors consistent with their meanings, whereas ablating them destroys model performance. Furthermore, we demonstrate steering as a way to control behavior in unpromptable directions. Together, these results provide mechanistic evidence that VLAs can learn reusable internal features linking perception, language, and action across tasks and scenes. Our project page is located at https://drvla.github.io

cs.RO

J-PARSE: Jacobian-based Projection Algorithm for Resolving Singularities Effectively in Inverse Kinematic Control of Serial Manipulators

J-PARSE is an algorithm for smooth first-order inverse kinematic control of a serial manipulator near kinematic singularities. The commanded end-effector velocity is interpreted component-wise, according to the available mobility in each dimension of the task space. First, a substitute "Safety" Jacobian matrix is created, keeping the aspect ratio of the manipulability ellipsoid above a threshold value. The desired motion is then projected onto non-singular and singular directions, and the latter projection scaled down by a factor informed by the threshold value. A right-inverse of the non-singular Safety Jacobian is applied to the modified command. In the absence of joint limits and collisions, this ensures safe transition into and out of low-rank configurations, guaranteeing asymptotic stability for reaching target poses within the workspace, and stability for those outside. Velocity control with J-PARSE is benchmarked against approaches from the literature, and shows high accuracy in reaching and leaving singular target poses. By expanding the available workspace of manipulators, the algorithm finds applications in teleoperation, servoing, and learning. Videos and code are available at https://jparse-manip.github.io/.

cs.RO

Learning Humanoid Navigation from Human Data

We present EgoNav, a system that enables a humanoid robot to traverse diverse, unseen environments by learning entirely from 5 hours of human walking data, with no robot data or finetuning. A diffusion model predicts distributions of plausible future trajectories conditioned on past trajectory, a 360 deg visual memory fusing color, depth, and semantics, and video features from a frozen DINOv3 backbone that capture appearance cues invisible to depth sensors. A hybrid sampling scheme achieves real-time inference in 10 denoising steps, and a receding-horizon controller selects paths from the predicted distribution. We validate EgoNav through offline evaluations, where it outperforms baselines in collision avoidance and multi-modal coverage, and through zero-shot deployment on a Unitree G1 humanoid across unseen indoor and outdoor environments. Behaviors such as waiting for doors to open, navigating around crowds, and avoiding glass walls emerge naturally from the learned prior. We will release the dataset and trained models. Our website: https://egonav.weizhuowang.com

cs.RO

The Role of Consequential and Functional Sound in Human-Robot Interaction: Toward Audio Augmented Reality Interfaces

Robot sound, encompassing both consequential operational noise and intentionally designed auditory cues, plays an important role in human-robot interaction (HRI). Developing a deeper understanding of how robot sounds influence human experience, and how technologies such as augmented reality (AR) modulate these effects, can enable the design of more socially acceptable robots and more effective, intuitive human-robot interfaces. In this work, we present a three-part mixed-methods study (N = 51) that investigates (i) the effects of consequential robot sounds on human perception under varying degrees of physical colocation, (ii) human accuracy in localizing spatial audio cues delivered via augmented reality, and (iii) the use of augmented spatial audio cues for functional and transformative communication during collaborative handover tasks, in comparison to non-AR sound designs. Contrary to prior findings, our results indicate that the consequential sounds of a Kinova Gen3 manipulator did not negatively affect participants' perceptions of the robot. Participants demonstrated high accuracy in localizing lateral spatial cues, whereas frontal cues proved more challenging, delineating conditions under which spatial auditory feedback is most effective. Qualitative findings further reveal that augmented spatial audio cues can simultaneously convey task-relevant information while fostering a sense of warmth and reducing user discomfort during interaction. Together, these findings elucidate the perceptual effects of consequential robot sound and position sound, particularly augmented spatial audio, as a meaningful yet underutilized design resource for human-robot interaction.

cs.RO

Diffusion-SAFE: Diffusion-Native Human-to-Robot Driving Handover for Shared Autonomy

Shared autonomy in driving requires anticipating human behavior, flagging risk before it becomes unavoidable, and transferring control safely and smoothly. We propose Diffusion-SAFE, a closed-loop framework built on two diffusion models: an evaluator that predicts multimodal human-intent action sequences for probabilistic risk detection, and a safety-guided copilot that steers its denoising process toward safe regions using the gradient of a map-based safety certificate. When risk is detected, control is transferred through partial diffusion: the human plan is forward-noised to an intermediate level and denoised by the safety-guided copilot. The forward-diffusion ratio $ρ$ acts as a continuous takeover knob-small $ρ$ keeps the output close to human intent, while increasing $ρ$ shifts authority toward the copilot, avoiding the mixed-unsafe pitfall of action-level blending. Unlike methods relying on hand-crafted score functions, our diffusion formulation supports both safety evaluation and plan generation directly from demonstrations. We evaluate Diffusion-SAFE in simulation and on a real ROS-based race car, achieving 93.0%/87.0% (sim/real) handover success rates with smooth transitions.

cs.RO

Towards Accessible Robot Control: Comparing Kinesthetic Teaching, SpaceMouse Teleoperation, and a Mixed Reality Interface

Teleoperation interfaces are essential tools for enabling human control of robotic systems. Although a wide range of interfaces has been developed, a persistent gap remains between the level of performance humans can achieve through these interfaces and the capabilities afforded by direct human-guided robot control. This gap is further exacerbated when users are inexperienced or unfamiliar with the robotic platform or control interface. In this work, we aim to better characterize this performance gap for non-expert users by comparing two teleoperation approaches, SpaceMouse teleoperation and a Mixed Reality (MR) interface, against kinesthetic teaching as a non-teleoperation baseline. All three approaches were evaluated in a comprehensive user study involving two robotic platforms and six complex manipulation tasks. Quantitative results show that the SpaceMouse and MR interfaces performed comparably, with significant differences in task completion observed for only two tasks, and success rates declining as task complexity increased. Qualitative analysis reflected these trends, highlighting differences in Physical Demand and identifying interface attributes that influence users' ability to perform, learn, and understand. This study quantifies the limitations of current teleoperation methods and incorporates subjective feedback from 25 participants. The results highlight the critical need to design and rigorously evaluate teleoperation systems for non-expert users, particularly in contexts where autonomous robots are deployed in personal or everyday environments, to ensure usability, efficiency, and accessibility.

cs.RO

Locomotion Beyond Feet

Most locomotion methods for humanoid robots focus on leg-based gaits, yet natural bipeds frequently rely on hands, knees, and elbows to establish additional contacts for stability and support in complex environments. This paper introduces Locomotion Beyond Feet, a comprehensive system for whole-body humanoid locomotion across extremely challenging terrains, including low-clearance spaces under chairs, knee-high walls, knee-high platforms, and steep ascending and descending stairs. Our approach addresses two key challenges: contact-rich motion planning and generalization across diverse terrains. To this end, we combine physics-grounded keyframe animation with reinforcement learning. Keyframes encode human knowledge of motor skills, are embodiment-specific, and can be readily validated in simulation or on hardware, while reinforcement learning transforms these references into robust, physically accurate motions. We further employ a hierarchical framework consisting of terrain-specific motion-tracking policies, failure recovery mechanisms, and a vision-based skill planner. Real-world experiments demonstrate that Locomotion Beyond Feet achieves robust whole-body locomotion and generalizes across obstacle sizes, obstacle instances, and terrain sequences.

cs.RO

DexFruit: Dexterous Manipulation and Gaussian Splatting Inspection of Fruit

DexFruit is a robotic manipulation framework that enables gentle, autonomous handling of fragile fruit and precise evaluation of damage. Many fruits are fragile and prone to bruising, thus requiring humans to manually harvest them with care. In this work, we demonstrate by using optical tactile sensing, autonomous manipulation of fruit with minimal damage can be achieved. We show that our tactile informed diffusion policies outperform baselines in both reduced bruising and pick-and-place success rate across three fruits: strawberries, tomatoes, and blackberries. In addition, we introduce FruitSplat, a novel technique to represent and quantify visual damage in high-resolution 3D representation via 3D Gaussian Splatting (3DGS). Existing metrics for measuring damage lack quantitative rigor or require expensive equipment. With FruitSplat, we distill a 2D strawberry mask as well as a 2D bruise segmentation mask into the 3DGS representation. Furthermore, this representation is modular and general, compatible with any relevant 2D model. Overall, we demonstrate a 92% grasping policy success rate, up to a 20% reduction in visual bruising, and up to an 31% improvement in grasp success rate on challenging fruit compared to our baselines across our three tested fruits. We rigorously evaluate this result with over 630 trials. Please checkout our website at https://dex-fruit.github.io .

cs.RO

Dynamic Layer Detection of Thin Materials using DenseTact Optical Tactile Sensors

Manipulation of thin materials is critical for many everyday tasks and remains a significant challenge for robots. While existing research has made strides in tasks like material smoothing and folding, many studies struggle with common failure modes (crumpled corners/edges, incorrect grasp configurations) that a preliminary step of layer detection could solve. We present a novel method for classifying the number of grasped material layers using a custom gripper equipped with DenseTact 2.0 optical tactile sensors. After grasping, the gripper performs an anthropomorphic rubbing motion while collecting optical flow, 6-axis wrench, and joint state data. Using this data in a transformer-based network achieves a test accuracy of 98.21\% in classifying the number of grasped cloth layers, and 81.25\% accuracy in classifying layers of grasped paper, showing the effectiveness of our dynamic rubbing method. Evaluating different inputs and model architectures highlights the usefulness of tactile sensor information and a transformer model for this task. A comprehensive dataset of 568 labeled trials (368 for cloth and 200 for paper) was collected and made open-source along with this paper. Our project page is available at https://armlabstanford.github.io/dynamic-cloth-detection.

cs.RO

Understanding and Imitating Human-Robot Motion with Restricted Visual Fields

When working around other agents such as humans, it is important to model their perception capabilities to predict and make sense of their behavior. In this work, we consider agents whose perception capabilities are determined by their limited field of view, viewing range, and the potential to miss objects within their viewing range. By considering the perception capabilities and observation model of agents independently from their motion policy, we show that we can better predict the agents' behavior; i.e., by reasoning about the perception capabilities of other agents, one can better make sense of their actions. We perform a user study where human operators navigate a cluttered scene while scanning the region for obstacles with a limited field of view and range. We show that by reasoning about the limited observation space of humans, a robot can better learn a human's strategy for navigating an environment and navigate with minimal collision with dynamic and static obstacles. We also show that this learned model helps it successfully navigate a physical hardware vehicle in real-time. Code available at https://github.com/labicon/HRMotion-RestrictedView.

cs.RO

TensorTouch: Calibration of Tactile Sensors for High Resolution Stress Tensor and Deformation for Dexterous Manipulation

Advanced dexterous manipulation involving multiple simultaneous contacts across different surfaces, like pinching coins from ground or manipulating intertwined objects, remains challenging for robotic systems. Such tasks exceed the capabilities of vision and proprioception alone, requiring high-resolution tactile sensing with calibrated physical metrics. Raw optical tactile sensor images, while information-rich, lack interpretability and cross-sensor transferability, limiting their real-world utility. TensorTouch addresses this challenge by integrating finite element analysis with deep learning to extract comprehensive contact information from optical tactile sensors, including stress tensors, deformation fields, and force distributions at pixel-level resolution. The TensorTouch framework achieves sub-millimeter position accuracy and precise force estimation while supporting large sensor deformations crucial for manipulating soft objects. Experimental validation demonstrates 90% success in selectively grasping one of two strings based on detected motion, enabling new contact-rich manipulation capabilities previously inaccessible to robotic systems.

cs.RO

SAFER-Splat: A Control Barrier Function for Safe Navigation with Online Gaussian Splatting Maps

SAFER-Splat (Simultaneous Action Filtering and Environment Reconstruction) is a real-time, scalable, and minimally invasive action filter, based on control barrier functions, for safe robotic navigation in a detailed map constructed at runtime using Gaussian Splatting (GSplat). We propose a novel Control Barrier Function (CBF) that not only induces safety with respect to all Gaussian primitives in the scene, but when synthesized into a controller, is capable of processing hundreds of thousands of Gaussians while maintaining a minimal memory footprint and operating at 15 Hz during online Splat training. Of the total compute time, a small fraction of it consumes GPU resources, enabling uninterrupted training. The safety layer is minimally invasive, correcting robot actions only when they are unsafe. To showcase the safety filter, we also introduce SplatBridge, an open-source software package built with ROS for real-time GSplat mapping for robots. We demonstrate the safety and robustness of our pipeline first in simulation, where our method is 20-50x faster, safer, and less conservative than competing methods based on neural radiance fields. Further, we demonstrate simultaneous GSplat mapping and safety filtering on a drone hardware platform using only on-board perception. We verify that under teleoperation a human pilot cannot invoke a collision. Our videos and codebase can be found at https://chengine.github.io/safer-splat.

cs.RO

Next Best Sense: Guiding Vision and Touch with FisherRF for 3D Gaussian Splatting

We propose a framework for active next best view and touch selection for robotic manipulators using 3D Gaussian Splatting (3DGS). 3DGS is emerging as a useful explicit 3D scene representation for robotics, as it has the ability to represent scenes in a both photorealistic and geometrically accurate manner. However, in real-world, online robotic scenes where the number of views is limited given efficiency requirements, random view selection for 3DGS becomes impractical as views are often overlapping and redundant. We address this issue by proposing an end-to-end online training and active view selection pipeline, which enhances the performance of 3DGS in few-view robotics settings. We first elevate the performance of few-shot 3DGS with a novel semantic depth alignment method using Segment Anything Model 2 (SAM2) that we supplement with Pearson depth and surface normal loss to improve color and depth reconstruction of real-world scenes. We then extend FisherRF, a next-best-view selection method for 3DGS, to select views and touch poses based on depth uncertainty. We perform online view selection on a real robot system during live 3DGS training. We motivate our improvements to few-shot GS scenes, and extend depth-based FisherRF to them, where we demonstrate both qualitative and quantitative improvements on challenging robot scenes. For more information, please see our project page at https://arm.stanford.edu/next-best-sense.

cs.RO

Localization of Vibrotactile Stimuli on the Face

The face remains relatively unexplored as a target region for haptic feedback, despite providing a considerable surface area consisting of highly sensitive skin. There are promising applications for facial haptic feedback, especially in cases of severe upper limb loss or spinal cord injury, where the face is typically less impacted than other body parts. Moreover, the neural representation of the face is adjacent to that of the hand, and phantom maps have been discovered between the fingertips and the cheeks. However, there is a dearth of compact devices for facial haptic feedback, and vibrotactile stimulation, a common modality of haptic feedback, has not been characterized for localization acuity on the face. We performed a localization experiment on the cheek, with an arrangement of off-the-shelf coin vibration motors. The study follows the methods of prior work studying other skin regions, in which participants attempt to identify the sites of discrete vibrotactile stimuli. We intend for our results to inform the future development of systems using vibrotactile feedback to convey information via the face.

cs.HC

Splat-MOVER: Multi-Stage, Open-Vocabulary Robotic Manipulation via Editable Gaussian Splatting

We present Splat-MOVER, a modular robotics stack for open-vocabulary robotic manipulation, which leverages the editability of Gaussian Splatting (GSplat) scene representations to enable multi-stage manipulation tasks. Splat-MOVER consists of: (i) ASK-Splat, a GSplat representation that distills semantic and grasp affordance features into the 3D scene. ASK-Splat enables geometric, semantic, and affordance understanding of 3D scenes, which is critical in many robotics tasks; (ii) SEE-Splat, a real-time scene-editing module using 3D semantic masking and infilling to visualize the motions of objects that result from robot interactions in the real-world. SEE-Splat creates a "digital twin" of the evolving environment throughout the manipulation task; and (iii) Grasp-Splat, a grasp generation module that uses ASK-Splat and SEE-Splat to propose affordance-aligned candidate grasps for open-world objects. ASK-Splat is trained in real-time from RGB images in a brief scanning phase prior to operation, while SEE-Splat and Grasp-Splat run in real-time during operation. We demonstrate the superior performance of Splat-MOVER in hardware experiments on a Kinova robot compared to two recent baselines in four single-stage, open-vocabulary manipulation tasks and in four multi-stage manipulation tasks, using the edited scene to reflect changes due to prior manipulation stages, which is not possible with existing baselines. Video demonstrations and the code for the project are available at https://splatmover.github.io.

cs.RO

Touch-GS: Visual-Tactile Supervised 3D Gaussian Splatting

In this work, we propose a novel method to supervise 3D Gaussian Splatting (3DGS) scenes using optical tactile sensors. Optical tactile sensors have become widespread in their use in robotics for manipulation and object representation; however, raw optical tactile sensor data is unsuitable to directly supervise a 3DGS scene. Our representation leverages a Gaussian Process Implicit Surface to implicitly represent the object, combining many touches into a unified representation with uncertainty. We merge this model with a monocular depth estimation network, which is aligned in a two stage process, coarsely aligning with a depth camera and then finely adjusting to match our touch data. For every training image, our method produces a corresponding fused depth and uncertainty map. Utilizing this additional information, we propose a new loss function, variance weighted depth supervised loss, for training the 3DGS scene model. We leverage the DenseTact optical tactile sensor and RealSense RGB-D camera to show that combining touch and vision in this manner leads to quantitatively and qualitatively better results than vision or touch alone in a few-view scene syntheses on opaque as well as on reflective and transparent objects. Please see our project page at http://armlabstanford.github.io/touch-gs

cs.RO

EgoNav: Egocentric Scene-aware Human Trajectory Prediction

Wearable collaborative robots stand to assist human wearers who need fall prevention assistance or wear exoskeletons. Such a robot needs to be able to constantly adapt to the surrounding scene based on egocentric vision, and predict the ego motion of the wearer. In this work, we leveraged body-mounted cameras and sensors to anticipate the trajectory of human wearers through complex surroundings. To facilitate research in ego-motion prediction, we have collected a comprehensive walking scene navigation dataset centered on the user's perspective. We then present a method to predict human motion conditioning on the surrounding static scene. Our method leverages a diffusion model to produce a distribution of potential future trajectories, taking into account the user's observation of the environment. To that end, we introduce a compact representation to encode the user's visual memory of the surroundings, as well as an efficient sample-generating technique to speed up real-time inference of a diffusion model. We ablate our model and compare it to baselines, and results show that our model outperforms existing methods on key metrics of collision avoidance and trajectory mode coverage.

cs.CV