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Robert Haschke

Publications and source records attributed to Robert Haschke.

17 recordsLinked to original sources

HydroelasticTouch: Simulation of Tactile Sensors with Hydroelastic Contact Surfaces

Thanks to recent advancements in the development of inexpensive, high-resolution tactile sensors, touch sensing has become popular in contact-rich robotic manipulation tasks. With the surge of data-driven methods and their requirement for substantial datasets, several methods of simulating tactile sensors have emerged in the tactile research community to overcome real-world data collection limitations. These simulation approaches can be split into two main categories: fast but inaccurate (soft) point-contact models and slow but accurate finite element modeling. In this work, we present a novel approach to simulating pressure-based tactile sensors using the hydroelastic contact model, which provides a high degree of physical realism at a reasonable computational cost. This model produces smooth contact forces for soft-to-soft and soft-to-rigid contacts along even non-convex contact surfaces. Pressure values are approximated at each point of the contact surface and can be integrated to calculate sensor outputs. We validate our models' capacity to synthesize real-world tactile data by conducting zero-shot sim-to-real transfer of a model for object state estimation. Our simulation is available as a plug-in to our open-source, MuJoCo-based simulator.

cs.RO

Precision-Focused Reinforcement Learning Model for Robotic Object Pushing

Non-prehensile manipulation, such as pushing objects to a desired target position, is an important skill for robots to assist humans in everyday situations. However, the task is challenging due to the large variety of objects with different and sometimes unknown physical properties, such as shape, size, mass, and friction. This can lead to the object overshooting its target position, requiring fast corrective movements of the robot around the object, especially in cases where objects need to be precisely pushed. In this paper, we improve the state-of-the-art by introducing a new memory-based vision-proprioception RL model to push objects more precisely to target positions using fewer corrective movements.

cs.RO

Adaptive Kinematic Modeling for Improved Hand Posture Estimates Using a Haptic Glove

Most commercially available haptic gloves compromise the accuracy of hand-posture measurements in favor of a simpler design with fewer sensors. While inaccurate posture data is often sufficient for the task at hand in biomedical settings such as VR-therapy-aided rehabilitation, measurements should be as precise as possible to digitally recreate hand postures as accurately as possible. With these applications in mind, we have added extra sensors to the commercially available Dexmo haptic glove by Dexta Robotics and applied kinematic models of the haptic glove and the user's hand to improve the accuracy of hand-posture measurements. In this work, we describe the augmentations and the kinematic modeling approach. Additionally, we present and discuss an evaluation of hand posture measurements as a proof of concept.

cs.HC

Towards Open-World Mobile Manipulation in Homes: Lessons from the Neurips 2023 HomeRobot Open Vocabulary Mobile Manipulation Challenge

In order to develop robots that can effectively serve as versatile and capable home assistants, it is crucial for them to reliably perceive and interact with a wide variety of objects across diverse environments. To this end, we proposed Open Vocabulary Mobile Manipulation as a key benchmark task for robotics: finding any object in a novel environment and placing it on any receptacle surface within that environment. We organized a NeurIPS 2023 competition featuring both simulation and real-world components to evaluate solutions to this task. Our baselines on the most challenging version of this task, using real perception in simulation, achieved only an 0.8% success rate; by the end of the competition, the best participants achieved an 10.8\% success rate, a 13x improvement. We observed that the most successful teams employed a variety of methods, yet two common threads emerged among the best solutions: enhancing error detection and recovery, and improving the integration of perception with decision-making processes. In this paper, we detail the results and methodologies used, both in simulation and real-world settings. We discuss the lessons learned and their implications for future research. Additionally, we compare performance in real and simulated environments, emphasizing the necessity for robust generalization to novel settings.

cs.RO

UniTeam: Open Vocabulary Mobile Manipulation Challenge

This report introduces our UniTeam agent - an improved baseline for the "HomeRobot: Open Vocabulary Mobile Manipulation" challenge. The challenge poses problems of navigation in unfamiliar environments, manipulation of novel objects, and recognition of open-vocabulary object classes. This challenge aims to facilitate cross-cutting research in embodied AI using recent advances in machine learning, computer vision, natural language, and robotics. In this work, we conducted an exhaustive evaluation of the provided baseline agent; identified deficiencies in perception, navigation, and manipulation skills; and improved the baseline agent's performance. Notably, enhancements were made in perception - minimizing misclassifications; navigation - preventing infinite loop commitments; picking - addressing failures due to changing object visibility; and placing - ensuring accurate positioning for successful object placement.

cs.RO

Language-Conditioned Semantic Search-Based Policy for Robotic Manipulation Tasks

Reinforcement learning and Imitation Learning approaches utilize policy learning strategies that are difficult to generalize well with just a few examples of a task. In this work, we propose a language-conditioned semantic search-based method to produce an online search-based policy from the available demonstration dataset of state-action trajectories. Here we directly acquire actions from the most similar manipulation trajectories found in the dataset. Our approach surpasses the performance of the baselines on the CALVIN benchmark and exhibits strong zero-shot adaptation capabilities. This holds great potential for expanding the use of our online search-based policy approach to tasks typically addressed by Imitation Learning or Reinforcement Learning-based policies.

cs.RO

Placing by Touching: An empirical study on the importance of tactile sensing for precise object placing

This work deals with a practical everyday problem: stable object placement on flat surfaces starting from unknown initial poses. Common object-placing approaches require either complete scene specifications or extrinsic sensor measurements, e.g., cameras, that occasionally suffer from occlusions. We propose a novel approach for stable object placing that combines tactile feedback and proprioceptive sensing. We devise a neural architecture that estimates a rotation matrix, resulting in a corrective gripper movement that aligns the object with the placing surface for the subsequent object manipulation. We compare models with different sensing modalities, such as force-torque and an external motion capture system, in real-world object placing tasks with different objects. The experimental evaluation of our placing policies with a set of unseen everyday objects reveals significant generalization of our proposed pipeline, suggesting that tactile sensing plays a vital role in the intrinsic understanding of robotic dexterous object manipulation. Code, models, and supplementary videos are available at https://sites.google.com/view/placing-by-touching.

cs.RO

Towards Transferring Tactile-based Continuous Force Control Policies from Simulation to Robot

The advent of tactile sensors in robotics has sparked many ideas on how robots can leverage direct contact measurements of their environment interactions to improve manipulation tasks. An important line of research in this regard is that of grasp force control, which aims to manipulate objects safely by limiting the amount of force exerted on the object. While prior works have either hand-modeled their force controllers, employed model-based approaches, or have not shown sim-to-real transfer, we propose a model-free deep reinforcement learning approach trained in simulation and then transferred to the robot without further fine-tuning. We therefore present a simulation environment that produces realistic normal forces, which we use to train continuous force control policies. An evaluation in which we compare against a baseline and perform an ablation study shows that our approach outperforms the hand-modeled baseline and that our proposed inductive bias and domain randomization facilitate sim-to-real transfer. Code, models, and supplementary videos are available on https://sites.google.com/view/rl-force-ctrl

cs.RO

Bio-Inspired Grasping Controller for Sensorized 2-DoF Grippers

We present a holistic grasping controller, combining free-space position control and in-contact force-control for reliable grasping given uncertain object pose estimates. Employing tactile fingertip sensors, undesired object displacement during grasping is minimized by pausing the finger closing motion for individual joints on first contact until force-closure is established. While holding an object, the controller is compliant with external forces to avoid high internal object forces and prevent object damage. Gravity as an external force is explicitly considered and compensated for, thus preventing gravity-induced object drift. We evaluate the controller in two experiments on the TIAGo robot and its parallel-jaw gripper proving the effectiveness of the approach for robust grasping and minimizing object displacement. In a series of ablation studies, we demonstrate the utility of the individual controller components.

cs.RO

TIAGo RL: Simulated Reinforcement Learning Environments with Tactile Data for Mobile Robots

Tactile information is important for robust performance in robotic tasks that involve physical interaction, such as object manipulation. However, with more data included in the reasoning and control process, modeling behavior becomes increasingly difficult. Deep Reinforcement Learning (DRL) produced promising results for learning complex behavior in various domains, including tactile-based manipulation in robotics. In this work, we present our open-source reinforcement learning environments for the TIAGo service robot. They produce tactile sensor measurements that resemble those of a real sensorised gripper for TIAGo, encouraging research in transfer learning of DRL policies. Lastly, we show preliminary training results of a learned force control policy and compare it to a classical PI controller.

cs.RO

Tensor-variate Mixture of Experts for Proportional Myographic Control of a Robotic Hand

When data are organized in matrices or arrays of higher dimensions (tensors), classical regression methods first transform these data into vectors, therefore ignoring the underlying structure of the data and increasing the dimensionality of the problem. This flattening operation typically leads to overfitting when only few training data is available. In this paper, we present a mixture-of-experts model that exploits tensorial representations for regression of tensor-valued data. The proposed formulation takes into account the underlying structure of the data and remains efficient when few training data are available. Evaluation on artificially generated data, as well as offline and real-time experiments recognizing hand movements from tactile myography prove the effectiveness of the proposed approach.

cs.RO

Leveraging Touch Sensors to Improve Mobile Manipulation

Despite many advances in service robotics, successful and secure object manipulation on mobile platforms is still a challenge. In order to come closer to human grasping performance, it is natural to provide robots with the same capability that humans have: the sense of touch. This abstract presents novel, tactile-equipped end-effectors for the service robot TIAGo that are currently being developed. Their primary goal is to improve reliability and success of mobile manipulation, but they also enable further research in related fields such as learning by human demonstration, object exploration and force control algorithms.

cs.RO

The Cyborg Astrobiologist: Porting from a wearable computer to the Astrobiology Phone-cam

We have used a simple camera phone to significantly improve an `exploration system' for astrobiology and geology. This camera phone will make it much easier to develop and test computer-vision algorithms for future planetary exploration. We envision that the `Astrobiology Phone-cam' exploration system can be fruitfully used in other problem domains as well.

cs.CV

Field geology with a wearable computer: 1st results of the Cyborg Astrobiologist System

We present results from the first geological field tests of the `Cyborg Astrobiologist', which is a wearable computer and video camcorder system that we are using to test and train a computer-vision system towards having some of the autonomous decision-making capabilities of a field-geologist. The Cyborg Astrobiologist platform has thus far been used for testing and development of these algorithms and systems: robotic acquisition of quasi-mosaics of images, real-time image segmentation, and real-time determination of interesting points in the image mosaics. This work is more of a test of the whole system, rather than of any one part of the system. However, beyond the concept of the system itself, the uncommon map (despite its simplicity) is the main innovative part of the system. The uncommon map helps to determine interest-points in a context-free manner. Overall, the hardware and software systems function reliably, and the computer-vision algorithms are adequate for the first field tests. In addition to the proof-of-concept aspect of these field tests, the main result of these field tests is the enumeration of those issues that we can improve in the future, including: dealing with structural shadow and microtexture, and also, controlling the camera's zoom lens in an intelligent manner. Nonetheless, despite these and other technical inadequacies, this Cyborg Astrobiologist system, consisting of a camera-equipped wearable-computer and its computer-vision algorithms, has demonstrated its ability of finding genuinely interesting points in real-time in the geological scenery, and then gathering more information about these interest points in an automated manner. We use these capabilities for autonomous guidance towards geological points-of-interest.

cs.CV

The Cyborg Astrobiologist: Scouting Red Beds for Uncommon Features with Geological Significance

The `Cyborg Astrobiologist' (CA) has undergone a second geological field trial, at a red sandstone site in northern Guadalajara, Spain, near Riba de Santiuste. The Cyborg Astrobiologist is a wearable computer and video camera system that has demonstrated a capability to find uncommon interest points in geological imagery in real-time in the field. The first (of three) geological structures that we studied was an outcrop of nearly homogeneous sandstone, which exhibits oxidized-iron impurities in red and and an absence of these iron impurities in white. The white areas in these ``red beds'' have turned white because the iron has been removed by chemical reduction, perhaps by a biological agent. The computer vision system found in one instance several (iron-free) white spots to be uncommon and therefore interesting, as well as several small and dark nodules. The second geological structure contained white, textured mineral deposits on the surface of the sandstone, which were found by the CA to be interesting. The third geological structure was a 50 cm thick paleosol layer, with fossilized root structures of some plants, which were found by the CA to be interesting. A quasi-blind comparison of the Cyborg Astrobiologist's interest points for these images with the interest points determined afterwards by a human geologist shows that the Cyborg Astrobiologist concurred with the human geologist 68% of the time (true positive rate), with a 32% false positive rate and a 32% false negative rate. (abstract has been abridged).

cs.CV

Field Geology with a Wearable Computer: First Results of the Cyborg Astrobiologist System

We present results from the first geological field tests of the `Cyborg Astrobiologist', which is a wearable computer and video camcorder system that we are using to test and train a computer-vision system towards having some of the autonomous decision-making capabilities of a field-geologist. The Cyborg Astrobiologist platform has thus far been used for testing and development of these algorithms and systems: robotic acquisition of quasi-mosaics of images, real-time image segmentation, and real-time determination of interesting points in the image mosaics. The hardware and software systems function reliably, and the computer-vision algorithms are adequate for the first field tests. In addition to the proof-of-concept aspect of these field tests, the main result of these field tests is the enumeration of those issues that we can improve in the future, including: dealing with structural shadow and microtexture, and also, controlling the camera's zoom lens in an intelligent manner. Nonetheless, despite these and other technical inadequacies, this Cyborg Astrobiologist system, consisting of a camera-equipped wearable-computer and its computer-vision algorithms, has demonstrated its ability of finding genuinely interesting points in real-time in the geological scenery, and then gathering more information about these interest points in an automated manner.

cs.CV

Threshold Disorder as a Source of Diverse and Complex Behavior in Random Nets

We study the diversity of complex spatio-temporal patterns in the behavior of random synchronous asymmetric neural networks (RSANNs). Special attention is given to the impact of disordered threshold values on limit-cycle diversity and limit-cycle complexity in RSANNs which have `normal' thresholds by default. Surprisingly, RSANNs exhibit only a small repertoire of rather complex limit-cycle patterns when all parameters are fixed. This repertoire of complex patterns is also rather stable with respect to small parameter changes. These two unexpected results may generalize to the study of other complex systems. In order to reach beyond this seemingly-disabling `stable and small' aspect of the limit-cycle repertoire of RSANNs, we have found that if an RSANN has threshold disorder above a critical level, then there is a rapid increase of the size of the repertoire of patterns. The repertoire size initially follows a power-law function of the magnitude of the threshold disorder. As the disorder increases further, the limit-cycle patterns themselves become simpler until at a second critical level most of the limit cycles become simple fixed points. Nonetheless, for moderate changes in the threshold parameters, RSANNs are found to display specific features of behavior desired for rapidly-responding processing systems: accessibility to a large set of complex patterns.

cond-mat.dis-nn