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Valerii Serpiva

Publications and source records attributed to Valerii Serpiva.

28 records · Page 2Linked to original sources

OmniRace: 6D Hand Pose Estimation for Intuitive Guidance of Racing Drone

This paper presents the OmniRace approach to controlling a racing drone with 6-degree of freedom (DoF) hand pose estimation and gesture recognition. To our knowledge, it is the first-ever technology that allows for low-level control of high-speed drones using gestures. OmniRace employs a gesture interface based on computer vision and a deep neural network to estimate a 6-DoF hand pose. The advanced machine learning algorithm robustly interprets human gestures, allowing users to control drone motion intuitively. Real-time control of a racing drone demonstrates the effectiveness of the system, validating its potential to revolutionize drone racing and other applications. Experimental results conducted in the Gazebo simulation environment revealed that OmniRace allows the users to complite the UAV race track significantly (by 25.1%) faster and to decrease the length of the test drone path (from 102.9 to 83.7 m). Users preferred the gesture interface for attractiveness (1.57 UEQ score), hedonic quality (1.56 UEQ score), and lower perceived temporal demand (32.0 score in NASA-TLX), while noting the high efficiency (0.75 UEQ score) and low physical demand (19.0 score in NASA-TLX) of the baseline remote controller. The deep neural network attains an average accuracy of 99.75% when applied to both normalized datasets and raw datasets. OmniRace can potentially change the way humans interact with and navigate racing drones in dynamic and complex environments. The source code is available at https://github.com/SerValera/OmniRace.git.

cs.RO↗

Industry 6.0: New Generation of Industry driven by Generative AI and Swarm of Heterogeneous Robots

This paper presents the concept of Industry 6.0, introducing the world's first fully automated production system that autonomously handles the entire product design and manufacturing process based on user-provided natural language descriptions. By leveraging generative AI, the system automates critical aspects of production, including product blueprint design, component manufacturing, logistics, and assembly. A heterogeneous swarm of robots, each equipped with individual AI through integration with Large Language Models (LLMs), orchestrates the production process. The robotic system includes manipulator arms, delivery drones, and 3D printers capable of generating assembly blueprints. The system was evaluated using commercial and open-source LLMs, functioning through APIs and local deployment. A user study demonstrated that the system reduces the average production time to 119.10 minutes, significantly outperforming a team of expert human developers, who averaged 528.64 minutes (an improvement factor of 4.4). Furthermore, in the product blueprinting stage, the system surpassed human CAD operators by an unprecedented factor of 47, completing the task in 0.5 minutes compared to 23.5 minutes. This breakthrough represents a major leap towards fully autonomous manufacturing.

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GazeRace: Revolutionizing Remote Piloting with Eye-Gaze Control

This paper presents GazeRace, a novel system that leverages eye-tracking technology for intuitive drone control. Using the MediaPipe library, the system translates eye movements into precise drone commands, enabling effective remote piloting. In testing, GazeRace demonstrated an 18% reduction in drone trajectory length while maintaining competitive speed with traditional controls. The results suggest that this approach enhances control accuracy and reduces user frustration, offering a significant advancement in the field of human-computer interaction and drone navigation.

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FlockGPT: Guiding UAV Flocking with Linguistic Orchestration

This article presents the world's first rapid drone flocking control using natural language through generative AI. The described approach enables the intuitive orchestration of a flock of any size to achieve the desired geometry. The key feature of the method is the development of a new interface based on Large Language Models to communicate with the user and to generate the target geometry descriptions. Users can interactively modify or provide comments during the construction of the flock geometry model. By combining flocking technology and defining the target surface using a signed distance function, smooth and adaptive movement of the drone swarm between target states is achieved. Our user study on FlockGPT confirmed a high level of intuitive control over drone flocking by users. Subjects who had never previously controlled a swarm of drones were able to construct complex figures in just a few iterations and were able to accurately distinguish the formed swarm drone figures. The results revealed a high recognition rate for six different geometric patterns generated through the LLM-based interface and performed by a simulated drone flock (mean of 80% with a maximum of 93\% for cube and tetrahedron patterns). Users commented on low temporal demand (19.2 score in NASA-TLX), high performance (26 score in NASA-TLX), attractiveness (1.94 UEQ score), and hedonic quality (1.81 UEQ score) of the developed system. The FlockGPT demo code repository can be found at: coming soon

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Multi-sensor large-scale dataset for multi-view 3D reconstruction

We present a new multi-sensor dataset for multi-view 3D surface reconstruction. It includes registered RGB and depth data from sensors of different resolutions and modalities: smartphones, Intel RealSense, Microsoft Kinect, industrial cameras, and structured-light scanner. The scenes are selected to emphasize a diverse set of material properties challenging for existing algorithms. We provide around 1.4 million images of 107 different scenes acquired from 100 viewing directions under 14 lighting conditions. We expect our dataset will be useful for evaluation and training of 3D reconstruction algorithms and for related tasks. The dataset is available at skoltech3d.appliedai.tech.

cs.CV↗

DroneTrap: Drone Catching in Midair by Soft Robotic Hand with Color-Based Force Detection and Hand Gesture Recognition

The paper proposes a novel concept of docking drones to make this process as safe and fast as possible. The idea behind the project is that a robot with a soft gripper grasps the drone in midair. The human operator navigates the robotic arm with the ML-based gesture recognition interface. The 3-finger robot hand with soft fingers is equipped with touch sensors, making it possible to achieve safe drone catching and avoid inadvertent damage to the drone's propellers and motors. Additionally, the soft hand is featured with a unique color-based force estimation technology based on a computer vision (CV) system. Moreover, the visual color-changing system makes it easier for the human operator to interpret the applied forces. Without any additional programming, the operator has full real-time control of the robot's motion and task execution by wearing a mocap glove with gesture recognition, which was developed and applied for the high-level control of DroneTrap. The experimental results revealed that the developed color-based force estimation can be applied for rigid object capturing with high precision (95.3\%). The proposed technology can potentially revolutionize the landing and deployment of drones for parcel delivery on uneven ground, structure maintenance and inspection, risque operations, and etc.

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SwarmPlay: Interactive Tic-tac-toe Board Game with Swarm of Nano-UAVs driven by Reinforcement Learning

Reinforcement learning (RL) methods have been actively applied in the field of robotics, allowing the system itself to find a solution for a task otherwise requiring a complex decision-making algorithm. In this paper, we present a novel RL-based Tic-tac-toe scenario, i.e. SwarmPlay, where each playing component is presented by an individual drone that has its own mobility and swarm intelligence to win against a human player. Thus, the combination of challenging swarm strategy and human-drone collaboration aims to make the games with machines tangible and interactive. Although some research on AI for board games already exists, e.g., chess, the SwarmPlay technology has the potential to offer much more engagement and interaction with the user as it proposes a multi-agent swarm instead of a single interactive robot. We explore user's evaluation of RL-based swarm behavior in comparison with the game theory-based behavior. The preliminary user study revealed that participants were highly engaged in the game with drones (70% put a maximum score on the Likert scale) and found it less artificial compared to the regular computer-based systems (80%). The affection of the user's game perception from its outcome was analyzed and put under discussion. User study revealed that SwarmPlay has the potential to be implemented in a wider range of games, significantly improving human-drone interactivity.

cs.HC↗

SwarmPlay: A Swarm of Nano-Quadcopters Playing Tic-tac-toe Board Game against a Human

We present a new paradigm of games, i.e. SwarmPlay, where each playing component is presented by an individual drone that has its own mobility and swarm intelligence to win against a human player. The motivation behind the research is to make the games with machines tangible and interactive. Although some research on the robotic players for board games already exists, e.g., chess, the SwarmPlay technology has the potential to offer much more engagement and interaction with a human as it proposes a multi-agent swarm instead of a single interactive robot. The proposed system consists of a robotic swarm, a workstation, a computer vision (CV), and Game Theory-based algorithms. A novel game algorithm was developed to provide a natural game experience to the user. The preliminary user study revealed that participants were highly engaged in the game with drones (69% put a maximum score on the Likert scale) and found it less artificial compared to the regular computer-based systems (77% put maximum score). The affection of the user's game perception from its outcome was analyzed and put under discussion. User study revealed that SwarmPlay has the potential to be implemented in a wider range of games, significantly improving human-drone interactivity.

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DronePaint: Swarm Light Painting with DNN-based Gesture Recognition

We propose a novel human-swarm interaction system, allowing the user to directly control a swarm of drones in a complex environment through trajectory drawing with a hand gesture interface based on the DNN-based gesture recognition. The developed CV-based system allows the user to control the swarm behavior without additional devices through human gestures and motions in real-time, providing convenient tools to change the swarm's shape and formation. The two types of interaction were proposed and implemented to adjust the swarm hierarchy: trajectory drawing and free-form trajectory generation control. The experimental results revealed a high accuracy of the gesture recognition system (99.75%), allowing the user to achieve relatively high precision of the trajectory drawing (mean error of 5.6 cm in comparison to 3.1 cm by mouse drawing) over the three evaluated trajectory patterns. The proposed system can be potentially applied in complex environment exploration, spray painting using drones, and interactive drone shows, allowing users to create their own art objects by drone swarms.

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SwarmPaint: Human-Swarm Interaction for Trajectory Generation and Formation Control by DNN-based Gesture Interface

Teleoperation tasks with multi-agent systems have a high potential in supporting human-swarm collaborative teams in exploration and rescue operations. However, it requires an intuitive and adaptive control approach to ensure swarm stability in a cluttered and dynamically shifting environment. We propose a novel human-swarm interaction system, allowing the user to control swarm position and formation by either direct hand motion or by trajectory drawing with a hand gesture interface based on the DNN gesture recognition. The key technology of the SwarmPaint is the user's ability to perform various tasks with the swarm without additional devices by switching between interaction modes. Two types of interaction were proposed and developed to adjust a swarm behavior: free-form trajectory generation control and shaped formation control. Two preliminary user studies were conducted to explore user's performance and subjective experience from human-swarm interaction through the developed control modes. The experimental results revealed a sufficient accuracy in the trajectory tracing task (mean error of 5.6 cm by gesture draw and 3.1 cm by mouse draw with the pattern of dimension 1 m by 1 m) over three evaluated trajectory patterns and up to 7.3 cm accuracy in targeting task with two target patterns of 1 m achieved by SwarmPaint interface. Moreover, the participants evaluated the trajectory drawing interface as more intuitive (12.9 %) and requiring less effort to utilize (22.7%) than direct shape and position control by gestures, although its physical workload and failure in performance were presumed as more significant (by 9.1% and 16.3%, respectively).

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