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Syn Schmitt

Publications and source records attributed to Syn Schmitt.

17 recordsLinked to original sources

Multi-objective computational design optimization of a Total Disc Replacement implant

While cervical arthroplasty using Total Disc Replacement (TDR) implants is an established treatment for persistent neck and arm pain, revision rates limit it from reaching its full potential. To address the underlying complications, we developed finite element simulation-driven design optimizations for a TDR's bone-implant interface and motion-preservation features. These automated processes explored high-dimensional design spaces iteratively through analysis of design variations interplay with spinal structures. The optimizations were metamodel-based using artificial neural networks and a hybrid optimizer. They optimized the motion-preservation zone towards replicating the asymptomatic spinal segment's ligaments strain profiles and its facet joint force profiles during main motions. This design process aims to minimize the risk for postoperative pain, avoidable degeneration and to restore segmental biomechanics, to prevent adjacent segment effects. Designs with single articulation and with dual articulation (with a mobile insert) were optimized. The bone-implant interface was optimized with the aim to minimize the risk for subsidence and implant migration. The optimizations improved the multi-objective value of the bone-implant interface by 14.6% and that of the motion-preservation zone by 36.1%. Implant migration, the leading cause of revisions, was reduced by 24.8%. With this, we show the potential of simulation-driven implant design optimization for addressing complex clinical challenges.

cs.CE

Embodied Intelligence for Sustainable Flight: A Soaring Robot with Active Morphological Control

Achieving both agile maneuverability and high energy efficiency in aerial robots, particularly in dynamic wind environments, remains challenging. Conventional thruster-powered systems offer agility but suffer from high energy consumption, while fixed-wing designs are efficient but lack hovering and maneuvering capabilities. We present Floaty, a shape-changing robot that overcomes these limitations by passively soaring, harnessing wind energy through intelligent morphological control inspired by birds. Floaty's design is optimized for passive stability, and its control policy is derived from an experimentally learned aerodynamic model, enabling precise attitude and position control without active propulsion. Wind tunnel experiments demonstrate Floaty's ability to hover, maneuver, and reject disturbances in vertical airflows up to 10 m/s. Crucially, Floaty achieves this with a specific power consumption of 10 W/kg, an order of magnitude lower than thruster-powered systems. This introduces a paradigm for energy-efficient aerial robotics, leveraging morphological intelligence and control to operate sustainably in challenging wind conditions.

cs.RO

HaHeAE: Learning Generalisable Joint Representations of Human Hand and Head Movements in Extended Reality

Human hand and head movements are the most pervasive input modalities in extended reality (XR) and are significant for a wide range of applications. However, prior works on hand and head modelling in XR only explored a single modality or focused on specific applications. We present HaHeAE - a novel self-supervised method for learning generalisable joint representations of hand and head movements in XR. At the core of our method is an autoencoder (AE) that uses a graph convolutional network-based semantic encoder and a diffusion-based stochastic encoder to learn the joint semantic and stochastic representations of hand-head movements. It also features a diffusion-based decoder to reconstruct the original signals. Through extensive evaluations on three public XR datasets, we show that our method 1) significantly outperforms commonly used self-supervised methods by up to 74.0% in terms of reconstruction quality and is generalisable across users, activities, and XR environments, 2) enables new applications, including interpretable hand-head cluster identification and variable hand-head movement generation, and 3) can serve as an effective feature extractor for downstream tasks. Together, these results demonstrate the effectiveness of our method and underline the potential of self-supervised methods for jointly modelling hand-head behaviours in extended reality.

cs.CV

HOIGaze: Gaze Estimation During Hand-Object Interactions in Extended Reality Exploiting Eye-Hand-Head Coordination

We present HOIGaze - a novel learning-based approach for gaze estimation during hand-object interactions (HOI) in extended reality (XR). HOIGaze addresses the challenging HOI setting by building on one key insight: The eye, hand, and head movements are closely coordinated during HOIs and this coordination can be exploited to identify samples that are most useful for gaze estimator training - as such, effectively denoising the training data. This denoising approach is in stark contrast to previous gaze estimation methods that treated all training samples as equal. Specifically, we propose: 1) a novel hierarchical framework that first recognises the hand currently visually attended to and then estimates gaze direction based on the attended hand; 2) a new gaze estimator that uses cross-modal Transformers to fuse head and hand-object features extracted using a convolutional neural network and a spatio-temporal graph convolutional network; and 3) a novel eye-head coordination loss that upgrades training samples belonging to the coordinated eye-head movements. We evaluate HOIGaze on the HOT3D and Aria digital twin (ADT) datasets and show that it significantly outperforms state-of-the-art methods, achieving an average improvement of 15.6% on HOT3D and 6.0% on ADT in mean angular error. To demonstrate the potential of our method, we further report significant performance improvements for the sample downstream task of eye-based activity recognition on ADT. Taken together, our results underline the significant information content available in eye-hand-head coordination and, as such, open up an exciting new direction for learning-based gaze estimation.

cs.CV

Generating Realistic Arm Movements in Reinforcement Learning: A Quantitative Comparison of Reward Terms and Task Requirements

The mimicking of human-like arm movement characteristics involves the consideration of three factors during control policy synthesis: (a) chosen task requirements, (b) inclusion of noise during movement execution and (c) chosen optimality principles. Previous studies showed that when considering these factors (a-c) individually, it is possible to synthesize arm movements that either kinematically match the experimental data or reproduce the stereotypical triphasic muscle activation pattern. However, to date no quantitative comparison has been made on how realistic the arm movement generated by each factor is; as well as whether a partial or total combination of all factors results in arm movements with human-like kinematic characteristics and a triphasic muscle pattern. To investigate this, we used reinforcement learning to learn a control policy for a musculoskeletal arm model, aiming to discern which combination of factors (a-c) results in realistic arm movements according to four frequently reported stereotypical characteristics. Our findings indicate that incorporating velocity and acceleration requirements into the reaching task, employing reward terms that encourage minimization of mechanical work, hand jerk, and control effort, along with the inclusion of noise during movement, leads to the emergence of realistic human arm movements in reinforcement learning. We expect that the gained insights will help in the future to better predict desired arm movements and corrective forces in wearable assistive devices.

cs.RO

GazeMoDiff: Gaze-guided Diffusion Model for Stochastic Human Motion Prediction

Human motion prediction is important for many virtual and augmented reality (VR/AR) applications such as collision avoidance and realistic avatar generation. Existing methods have synthesised body motion only from observed past motion, despite the fact that human eye gaze is known to correlate strongly with body movements and is readily available in recent VR/AR headsets. We present GazeMoDiff - a novel gaze-guided denoising diffusion model to generate stochastic human motions. Our method first uses a gaze encoder and a motion encoder to extract the gaze and motion features respectively, then employs a graph attention network to fuse these features, and finally injects the gaze-motion features into a noise prediction network via a cross-attention mechanism to progressively generate multiple reasonable human motions in the future. Extensive experiments on the MoGaze and GIMO datasets demonstrate that our method outperforms the state-of-the-art methods by a large margin in terms of multi-modal final displacement error (17.3% on MoGaze and 13.3% on GIMO). We further conducted a human study (N=21) and validated that the motions generated by our method were perceived as both more precise and more realistic than those of prior methods. Taken together, these results reveal the significant information content available in eye gaze for stochastic human motion prediction as well as the effectiveness of our method in exploiting this information.

cs.CV

GazeMotion: Gaze-guided Human Motion Forecasting

We present GazeMotion, a novel method for human motion forecasting that combines information on past human poses with human eye gaze. Inspired by evidence from behavioural sciences showing that human eye and body movements are closely coordinated, GazeMotion first predicts future eye gaze from past gaze, then fuses predicted future gaze and past poses into a gaze-pose graph, and finally uses a residual graph convolutional network to forecast body motion. We extensively evaluate our method on the MoGaze, ADT, and GIMO benchmark datasets and show that it outperforms state-of-the-art methods by up to 7.4% improvement in mean per joint position error. Using head direction as a proxy to gaze, our method still achieves an average improvement of 5.5%. We finally report an online user study showing that our method also outperforms prior methods in terms of perceived realism. These results show the significant information content available in eye gaze for human motion forecasting as well as the effectiveness of our method in exploiting this information.

cs.CV

HOIMotion: Forecasting Human Motion During Human-Object Interactions Using Egocentric 3D Object Bounding Boxes

We present HOIMotion - a novel approach for human motion forecasting during human-object interactions that integrates information about past body poses and egocentric 3D object bounding boxes. Human motion forecasting is important in many augmented reality applications but most existing methods have only used past body poses to predict future motion. HOIMotion first uses an encoder-residual graph convolutional network (GCN) and multi-layer perceptrons to extract features from body poses and egocentric 3D object bounding boxes, respectively. Our method then fuses pose and object features into a novel pose-object graph and uses a residual-decoder GCN to forecast future body motion. We extensively evaluate our method on the Aria digital twin (ADT) and MoGaze datasets and show that HOIMotion consistently outperforms state-of-the-art methods by a large margin of up to 8.7% on ADT and 7.2% on MoGaze in terms of mean per joint position error. Complementing these evaluations, we report a human study (N=20) that shows that the improvements achieved by our method result in forecasted poses being perceived as both more precise and more realistic than those of existing methods. Taken together, these results reveal the significant information content available in egocentric 3D object bounding boxes for human motion forecasting and the effectiveness of our method in exploiting this information.

cs.CV

Pose2Gaze: Eye-body Coordination during Daily Activities for Gaze Prediction from Full-body Poses

Human eye gaze plays a significant role in many virtual and augmented reality (VR/AR) applications, such as gaze-contingent rendering, gaze-based interaction, or eye-based activity recognition. However, prior works on gaze analysis and prediction have only explored eye-head coordination and were limited to human-object interactions. We first report a comprehensive analysis of eye-body coordination in various human-object and human-human interaction activities based on four public datasets collected in real-world (MoGaze), VR (ADT), as well as AR (GIMO and EgoBody) environments. We show that in human-object interactions, e.g. pick and place, eye gaze exhibits strong correlations with full-body motion while in human-human interactions, e.g. chat and teach, a person's gaze direction is correlated with the body orientation towards the interaction partner. Informed by these analyses we then present Pose2Gaze, a novel eye-body coordination model that uses a convolutional neural network and a spatio-temporal graph convolutional neural network to extract features from head direction and full-body poses, respectively, and then uses a convolutional neural network to predict eye gaze. We compare our method with state-of-the-art methods that predict eye gaze only from head movements and show that Pose2Gaze outperforms these baselines with an average improvement of 24.0% on MoGaze, 10.1% on ADT, 21.3% on GIMO, and 28.6% on EgoBody in mean angular error, respectively. We also show that our method significantly outperforms prior methods in the sample downstream task of eye-based activity recognition. These results underline the significant information content available in eye-body coordination during daily activities and open up a new direction for gaze prediction.

cs.CV

Natural and Robust Walking using Reinforcement Learning without Demonstrations in High-Dimensional Musculoskeletal Models

Humans excel at robust bipedal walking in complex natural environments. In each step, they adequately tune the interaction of biomechanical muscle dynamics and neuronal signals to be robust against uncertainties in ground conditions. However, it is still not fully understood how the nervous system resolves the musculoskeletal redundancy to solve the multi-objective control problem considering stability, robustness, and energy efficiency. In computer simulations, energy minimization has been shown to be a successful optimization target, reproducing natural walking with trajectory optimization or reflex-based control methods. However, these methods focus on particular motions at a time and the resulting controllers are limited when compensating for perturbations. In robotics, reinforcement learning~(RL) methods recently achieved highly stable (and efficient) locomotion on quadruped systems, but the generation of human-like walking with bipedal biomechanical models has required extensive use of expert data sets. This strong reliance on demonstrations often results in brittle policies and limits the application to new behaviors, especially considering the potential variety of movements for high-dimensional musculoskeletal models in 3D. Achieving natural locomotion with RL without sacrificing its incredible robustness might pave the way for a novel approach to studying human walking in complex natural environments. Videos: https://sites.google.com/view/naturalwalkingrl

cs.RO

DEP-RL: Embodied Exploration for Reinforcement Learning in Overactuated and Musculoskeletal Systems

Muscle-actuated organisms are capable of learning an unparalleled diversity of dexterous movements despite their vast amount of muscles. Reinforcement learning (RL) on large musculoskeletal models, however, has not been able to show similar performance. We conjecture that ineffective exploration in large overactuated action spaces is a key problem. This is supported by the finding that common exploration noise strategies are inadequate in synthetic examples of overactuated systems. We identify differential extrinsic plasticity (DEP), a method from the domain of self-organization, as being able to induce state-space covering exploration within seconds of interaction. By integrating DEP into RL, we achieve fast learning of reaching and locomotion in musculoskeletal systems, outperforming current approaches in all considered tasks in sample efficiency and robustness.

cs.RO

Learning with Muscles: Benefits for Data-Efficiency and Robustness in Anthropomorphic Tasks

Humans are able to outperform robots in terms of robustness, versatility, and learning of new tasks in a wide variety of movements. We hypothesize that highly nonlinear muscle dynamics play a large role in providing inherent stability, which is favorable to learning. While recent advances have been made in applying modern learning techniques to muscle-actuated systems both in simulation as well as in robotics, so far, no detailed analysis has been performed to show the benefits of muscles when learning from scratch. Our study closes this gap and showcases the potential of muscle actuators for core robotics challenges in terms of data-efficiency, hyperparameter sensitivity, and robustness.

cs.RO

Muscle pre-stimulation tunes viscous-like perturbation rejection in legged hopping

Muscle fibres possess unique visco-elastic properties, capable of generating a stabilising zero-delay response to unexpected perturbations. This instantaneous response -- termed "preflex" -- is crucial in the presence of neuro-transmission delays, which are particularly hazardous during fast locomotion due to the short stance duration. While the elastic contribution to preflexes has been studied extensively, research on the role of fibre viscosity due to the force-velocity relation remains unexplored. Moreover, muscle models predict conditions with saturated force-velocity relations resulting in reduced viscous-like fibre engagement. The goal of our study is to isolate and quantify the preflex force produced by the force-velocity relation. We use our approach to analyse two perturbed vertical hopping conditions, differing in their viscosity engagement at touch-down. Both cases showed stable hopping patterns despite the reduced viscous-like response to ground perturbations in the saturated case. Moreover, the force-velocity relation was not the predominant factor driving energy adjustment to disturbance intensity. From a robotics perspective, our results suggest that already a simple, constant damper mounted in parallel to an actuator could provide stabilising preflexes at and shortly after impact.

physics.bio-ph

Biomechanical surrogate modelling using stabilized vectorial greedy kernel methods

Greedy kernel approximation algorithms are successful techniques for sparse and accurate data-based modelling and function approximation. Based on a recent idea of stabilization of such algorithms in the scalar output case, we here consider the vectorial extension built on VKOGA. We introduce the so called $γ$-restricted VKOGA, comment on analytical properties and present numerical evaluation on data from a clinically relevant application, the modelling of the human spine. The experiments show that the new stabilized algorithms result in improved accuracy and stability over the non-stabilized algorithms.

math.NA

External control strategies for self-propelled particles: optimizing navigational efficiency in the presence of limited resources

We experimentally and numerically study the dependence of different navigation strategies regarding the effectivity of an active particle to reach a predefined target area. As the only control parameter, we vary the particle's propulsion velocity depending on its position and orientation relative to the target site. By introducing different figures of merit, e.g. the time to target or the total consumed propulsion energy, we are able to quantify and compare the efficiency of different strategies. Our results suggest, that each strategy to navigate towards a target, has its strengths and weaknesses and none of them outperforms the other in all regards. Accordingly, the choice of an ideal navigation strategy will strongly depend on the specific conditions and the figure of merit which should be optimized.

cond-mat.soft

Evaluating Morphological Computation in Muscle and DC-motor Driven Models of Human Hopping

In the context of embodied artificial intelligence, morphological computation refers to processes which are conducted by the body (and environment) that otherwise would have to be performed by the brain. Exploiting environmental and morphological properties is an important feature of embodied systems. The main reason is that it allows to significantly reduce the controller complexity. An important aspect of morphological computation is that it cannot be assigned to an embodied system per se, but that it is, as we show, behavior- and state-dependent. In this work, we evaluate two different measures of morphological computation that can be applied in robotic systems and in computer simulations of biological movement. As an example, these measures were evaluated on muscle and DC-motor driven hopping models. We show that a state-dependent analysis of the hopping behaviors provides additional insights that cannot be gained from the averaged measures alone. This work includes algorithms and computer code for the measures.

cs.AI

Comparing different muscle activation dynamics using sensitivity analysis

In this paper, we mathematically compared two models of mammalian striated muscle activation dynamics proposed by Hatze and Zajac. Both models are representative of a broad variety of biomechanical models formulated as ordinary differential equations (ODEs). The models incorporate some parameters that directly represent known physiological properties. Other parameters have been introduced to reproduce empirical observations. We used sensitivity analysis as a mathematical tool for investigating the influence of model parameters on the solution of the ODEs. That is, we adopted a former approach for calculating such (first order) sensitivities. Additionally, we expanded it to treating initial conditions as parameters and to calculating second order sensitivities. The latter quantify the non-linearly coupled effect of any combination of two parameters. As a completion we used a global sensitivity analysis approach to take the variability of parameters into account. The method we suggest has numerous uses. A theoretician striving for model reduction may use it for identifying particularly low sensitivities to detect superfluous parameters. An experimenter may use it for identifying particularly high sensitivities to facilitate determining the parameter value with maximised precision.

math.DS