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Naoki Wake

Publications and source records attributed to Naoki Wake.

34 records · Page 2Linked to original sources

Text-driven object affordance for guiding grasp-type recognition in multimodal robot teaching

This study investigates how text-driven object affordance, which provides prior knowledge about grasp types for each object, affects image-based grasp-type recognition in robot teaching. The researchers created labeled datasets of first-person hand images to examine the impact of object affordance on recognition performance. They evaluated scenarios with real and illusory objects, considering mixed reality teaching conditions where visual object information may be limited. The results demonstrate that object affordance improves image-based recognition by filtering out unlikely grasp types and emphasizing likely ones. The effectiveness of object affordance was more pronounced when there was a stronger bias towards specific grasp types for each object. These findings highlight the significance of object affordance in multimodal robot teaching, regardless of whether real objects are present in the images. Sample code is available on https://github.com/microsoft/arr-grasp-type-recognition.

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GPT Models Meet Robotic Applications: Co-Speech Gesturing Chat System

This technical paper introduces a chatting robot system that utilizes recent advancements in large-scale language models (LLMs) such as GPT-3 and ChatGPT. The system is integrated with a co-speech gesture generation system, which selects appropriate gestures based on the conceptual meaning of speech. Our motivation is to explore ways of utilizing the recent progress in LLMs for practical robotic applications, which benefits the development of both chatbots and LLMs. Specifically, it enables the development of highly responsive chatbot systems by leveraging LLMs and adds visual effects to the user interface of LLMs as an additional value. The source code for the system is available on GitHub for our in-house robot (https://github.com/microsoft/LabanotationSuite/tree/master/MSRAbotChatSimulation) and GitHub for Toyota HSR (https://github.com/microsoft/GPT-Enabled-HSR-CoSpeechGestures).

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Interactive Task Encoding System for Learning-from-Observation

We present the Interactive Task Encoding System (ITES) for teaching robots to perform manipulative tasks. ITES is designed as an input system for the Learning-from-Observation (LfO) framework, which enables household robots to be programmed using few-shot human demonstrations without the need for coding. In contrast to previous LfO systems that rely solely on visual demonstrations, ITES leverages both verbal instructions and interaction to enhance recognition robustness, thus enabling multimodal LfO. ITES identifies tasks from verbal instructions and extracts parameters from visual demonstrations. Meanwhile, the recognition result was reviewed by the user for interactive correction. Evaluations conducted on a real robot demonstrate the successful teaching of multiple operations for several scenarios, suggesting the usefulness of ITES for multimodal LfO. The source code is available at https://github.com/microsoft/symbolic-robot-teaching-interface.

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Applying Learning-from-observation to household service robots: three common-sense formulation

Utilizing a robot in a new application requires the robot to be programmed at each time. To reduce such programmings efforts, we have been developing ``Learning-from-observation (LfO)'' that automatically generates robot programs by observing human demonstrations. One of the main issues with introducing this LfO system into the domain of household tasks is the cluttered environments, which cause difficulty in determining which elements are important for task execution when observing demonstrations. To overcome this issue, it is necessary for the system to have common sense shared with the human demonstrator. This paper addresses three relationships that LfO in the household domain should focus on when observing demonstrations and proposes representations to describe the common sense used by the demonstrator for optimal execution of task sequences. Specifically, the paper proposes to use labanotation to describe the postures between the environment and the robot, contact-webs to describe the grasping methods between the robot and the tool, and physical and semantic constraints to describe the motions between the tool and the environment. Then, based on these representations, the paper formulates task models, machine-independent robot programs, that indicate what to do and how to do. Third, the paper explains the task encoder to obtain task models and task decoder to execute the task models on the robot hardware. Finally, this paper presents how the system actually works through several example scenes.

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Task-sequencing Simulator: Integrated Machine Learning to Execution Simulation for Robot Manipulation

A task-sequencing simulator in robotics manipulation to integrate simulation-for-learning and simulation-for-execution is introduced. Unlike existing machine-learning simulation where a non-decomposed simulation is used to simulate a training scenario, the task-sequencing simulator runs a composed simulation using building blocks. This way, the simulation-for-learning is structured similarly to a multi-step simulation-for-execution. To compose both learning and execution scenarios, a unified trainable-and-composable description of blocks called a concept model is proposed and used. Using the simulator design and concept models, a reusable simulator for learning different tasks, a common-ground system for learning-to-execution, simulation-to-real is achieved and shown.

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Learning-from-Observation System Considering Hardware-Level Reusability

Robot developers develop various types of robots for satisfying users' various demands. Users' demands are related to their backgrounds and robots suitable for users may vary. If a certain developer would offer a robot that is different from the usual to a user, the robot-specific software has to be changed. On the other hand, robot-software developers would like to reuse their developed software as much as possible to reduce their efforts. We propose the system design considering hardware-level reusability. For this purpose, we begin with the learning-from-observation framework. This framework represents a target task in robot-agnostic representation, and thus the represented task description can be shared with various robots. When executing the task, it is necessary to convert the robot-agnostic description into commands of a target robot. To increase the reusability, first, we implement the skill library, robot motion primitives, only considering a robot hand and we regarded that a robot was just a carrier to move the hand on the target trajectory. The skill library is reusable if we would like to the same robot hand. Second, we employ the generic IK solver to quickly swap a robot. We verify the hardware-level reusability by applying two task descriptions to two different robots, Nextage and Fetch.

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Deep Gesture Generation for Social Robots Using Type-Specific Libraries

Body language such as conversational gesture is a powerful way to ease communication. Conversational gestures do not only make a speech more lively but also contain semantic meaning that helps to stress important information in the discussion. In the field of robotics, giving conversational agents (humanoid robots or virtual avatars) the ability to properly use gestures is critical, yet remain a task of extraordinary difficulty. This is because given only a text as input, there are many possibilities and ambiguities to generate an appropriate gesture. Different to previous works we propose a new method that explicitly takes into account the gesture types to reduce these ambiguities and generate human-like conversational gestures. Key to our proposed system is a new gesture database built on the TED dataset that allows us to map a word to one of three types of gestures: "Imagistic" gestures, which express the content of the speech, "Beat" gestures, which emphasize words, and "No gestures." We propose a system that first maps the words in the input text to their corresponding gesture type, generate type-specific gestures and combine the generated gestures into one final smooth gesture. In our comparative experiments, the effectiveness of the proposed method was confirmed in user studies for both avatar and humanoid robot.

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Design strategies for controlling neuron-connected robots using reinforcement learning

Despite the growing interest in robot control utilizing the computation of biological neurons, context-dependent behavior by neuron-connected robots remains a challenge. Context-dependent behavior here is defined as behavior that is not the result of a simple sensory-motor coupling, but rather based on an understanding of the task goal. This paper proposes design principles for training neuron-connected robots based on task goals to achieve context-dependent behavior. First, we employ deep reinforcement learning (RL) to enable training that accounts for goal achievements. Second, we propose a neuron simulator as a probability distribution based on recorded neural data, aiming to represent physiologically valid neural dynamics while avoiding complex modeling with high computational costs. Furthermore, we propose to update the simulators during the training to bridge the gap between the simulation and the real settings. The experiments showed that the robot gradually learned context-dependent behaviors in pole balancing and robot navigation tasks. Moreover, the learned policies were valid for neural simulators based on novel neural data, and the task performance increased by updating the simulators during training. These results suggest the effectiveness of the proposed design principle for the context-dependent behavior of neuron-connected robots.

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Task-grasping from human demonstration

A challenge in robot grasping is to achieve task-grasping which is to select a grasp that is advantageous to the success of tasks before and after grasps. One of the frameworks to address this difficulty is Learning-from-Observation (LfO), which obtains various hints from human demonstrations. This paper solves three issues in the grasping skills in the LfO framework: 1) how to functionally mimic human-demonstrated grasps to robots with limited grasp capability, 2) how to coordinate grasp skills with reaching body mimicking, 3) how to robustly perform grasps under object pose and shape uncertainty. A deep reinforcement learning using contact-web based rewards and domain randomization of approach directions is proposed to achieve such robust mimicked grasping skills. Experiment results show that the trained grasping skills can be applied in an LfO system and executed on a real robot. In addition, it is shown that the trained skill is robust to errors in the object pose and to the uncertainty of the object shape and can be combined with various reach-coordination.

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Labeling the Phrases of a Conversational Agent with a Unique Personalized Vocabulary

Mapping spoken text to gestures is an important research topic for robots with conversation capabilities. According to studies on human co-speech gestures, a reasonable solution for mapping is using a concept-based approach in which a text is first mapped to a semantic cluster (i.e., a concept) containing texts with similar meanings. Subsequently, each concept is mapped to a predefined gesture. By using a concept-based approach, this paper discusses the practical issue of obtaining concepts for a unique vocabulary personalized for a conversational agent. Using Microsoft Rinna as an agent, we qualitatively compare concepts obtained automatically through a natural language processing (NLP) approach to those obtained manually through a sociological approach. We then identify three limitations of the NLP approach: at the semantic level with emojis and symbols; at the semantic level with slang, new words, and buzzwords; and at the pragmatic level. We attribute these limitations to the personalized vocabulary of Rinna. A follow-up experiment demonstrates that robot gestures selected using a concept-based approach leave a better impression than randomly selected gestures for the Rinna vocabulary, suggesting the usefulness of a concept-based gesture generation system for personalized vocabularies. This study provides insights into the development of gesture generation systems for conversational agents with personalized vocabularies.

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Verbal Focus-of-Attention System for Learning-from-Observation

The learning-from-observation (LfO) framework aims to map human demonstrations to a robot to reduce programming effort. To this end, an LfO system encodes a human demonstration into a series of execution units for a robot, which are referred to as task models. Although previous research has proposed successful task-model encoders, there has been little discussion on how to guide a task-model encoder in a scene with spatio-temporal noises, such as cluttered objects or unrelated human body movements. Inspired by the function of verbal instructions guiding an observer's visual attention, we propose a verbal focus-of-attention (FoA) system (i.e., spatio-temporal filters) to guide a task-model encoder. For object manipulation, the system first recognizes the name of a target object and its attributes from verbal instructions. The information serves as a where-to-look FoA filter to confine the areas in which the target object existed in the demonstration. The system then detects the timings of grasp and release that occurred in the filtered areas. The timings serve as a when-to-look FoA filter to confine the period of object manipulation. Finally, a task-model encoder recognizes the task models by employing FoA filters. We demonstrate the robustness of the verbal FoA in attenuating spatio-temporal noises by comparing it with an existing action localization network. The contributions of this study are as follows: (1) to propose a verbal FoA for LfO, (2) to design an algorithm to calculate FoA filters from verbal input, and (3) to demonstrate the effectiveness of a verbal FoA in localizing an action by comparing it with a state-of-the-art vision system.

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Semantic constraints to represent common sense required in household actions for multi-modal Learning-from-observation robot

The paradigm of learning-from-observation (LfO) enables a robot to learn how to perform actions by observing human-demonstrated actions. Previous research in LfO have mainly focused on the industrial domain which only consist of the observable physical constraints between a manipulating tool and the robot's working environment. In order to extend this paradigm to the household domain which consists non-observable constraints derived from a human's common sense; we introduce the idea of semantic constraints. The semantic constraints are represented similar to the physical constraints by defining a contact with an imaginary semantic environment. We thoroughly investigate the necessary and sufficient set of contact state and state transitions to understand the different types of physical and semantic constraints. We then apply our constraint representation to analyze various actions in top hit household YouTube videos and real home cooking recordings. We further categorize the frequently appearing constraint patterns into physical, semantic, and multistage task groups and verify that these groups are not only necessary but a sufficient set for covering standard household actions. Finally, we conduct a preliminary experiment using textual input to explore the possibilities of combining verbal and visual input for recognizing the task groups. Our results provide promising directions for incorporating common sense in the literature of robot teaching.

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Task-oriented Motion Mapping on Robots of Various Configuration using Body Role Division

Many works in robot teaching either focus only on teaching task knowledge, such as geometric constraints, or motion knowledge, such as the motion for accomplishing a task. However, to effectively teach a complex task sequence to a robot, it is important to take advantage of both task and motion knowledge. The task knowledge provides the goals of each individual task within the sequence and reduces the number of required human demonstrations, whereas the motion knowledge contain the task-to-task constraints that would otherwise require expert knowledge to model the problem. In this paper, we propose a body role division approach that combines both types of knowledge using a single human demonstration. The method is inspired by facts on human body motion and uses a body structural analogy to decompose a robot's body configuration into different roles: body parts that are dominant for imitating the human motion and body parts that are substitutional for adjusting the imitation with respect to the task knowledge. Our results show that our method scales to robots of different number of arm links, guides a robot's configuration to one that achieves an upcoming task, and is potentially beneficial for teaching a range of task sequences.

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Understanding Action Sequences based on Video Captioning for Learning-from-Observation

Learning actions from human demonstration video is promising for intelligent robotic systems. Extracting the exact section and re-observing the extracted video section in detail is important for imitating complex skills because human motions give valuable hints for robots. However, the general video understanding methods focus more on the understanding of the full frame,lacking consideration on extracting accurate sections and aligning them with the human's intent. We propose a Learning-from-Observation framework that splits and understands a video of a human demonstration with verbal instructions to extract accurate action sequences. The splitting is done based on local minimum points of the hand velocity, which align human daily-life actions with object-centered face contact transitions required for generating robot motion. Then, we extract a motion description on the split videos using video captioning techniques that are trained from our new daily-life action video dataset. Finally, we match the motion descriptions with the verbal instructions to understand the correct human intent and ignore the unintended actions inside the video. We evaluate the validity of hand velocity-based video splitting and demonstrate that it is effective. The experimental results on our new video captioning dataset focusing on daily-life human actions demonstrate the effectiveness of the proposed method. The source code, trained models, and the dataset will be made available.

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A Learning-from-Observation Framework: One-Shot Robot Teaching for Grasp-Manipulation-Release Household Operations

A household robot is expected to perform various manipulative operations with an understanding of the purpose of the task. To this end, a desirable robotic application should provide an on-site robot teaching framework for non-experts. Here we propose a Learning-from-Observation (LfO) framework for grasp-manipulation-release class household operations (GMR-operations). The framework maps human demonstrations to predefined task models through one-shot teaching. Each task model contains both high-level knowledge regarding the geometric constraints and low-level knowledge related to human postures. The key idea is to design a task model that 1) covers various GMR-operations and 2) includes human postures to achieve tasks. We verify the applicability of our framework by testing an operational LfO system with a real robot. In addition, we quantify the coverage of the task model by analyzing online videos of household operations. In the context of one-shot robot teaching, the contribution of this study is a framework that 1) covers various GMR-operations and 2) mimics human postures during the operations.

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Grasp-type Recognition Leveraging Object Affordance

A key challenge in robot teaching is grasp-type recognition with a single RGB image and a target object name. Here, we propose a simple yet effective pipeline to enhance learning-based recognition by leveraging a prior distribution of grasp types for each object. In the pipeline, a convolutional neural network (CNN) recognizes the grasp type from an RGB image. The recognition result is further corrected using the prior distribution (i.e., affordance), which is associated with the target object name. Experimental results showed that the proposed method outperforms both a CNN-only and an affordance-only method. The results highlight the effectiveness of linguistically-driven object affordance for enhancing grasp-type recognition in robot teaching.

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