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At least 433 records · Page 24Linked to original sources

Hydra: Marker-Free RGB-D Hand-Eye Calibration

This work presents an RGB-D imaging-based approach to marker-free hand-eye calibration using a novel implementation of the iterative closest point (ICP) algorithm with a robust point-to-plane (PTP) objective formulated on a Lie algebra. Its applicability is demonstrated through comprehensive experiments using three well known serial manipulators and two RGB-D cameras. With only three randomly chosen robot configurations, our approach achieves approximately 90% successful calibrations, demonstrating 2-3x higher convergence rates to the global optimum compared to both marker-based and marker-free baselines. We also report 2 orders of magnitude faster convergence time (0.8 +/- 0.4 s) for 9 robot configurations over other marker-free methods. Our method exhibits significantly improved accuracy (5 mm in task space) over classical approaches (7 mm in task space) whilst being marker-free. The benchmarking dataset and code are open sourced under Apache 2.0 License, and a ROS 2 integration with robot abstraction is provided to facilitate deployment.

cs.RO↗

Spiking Patches: Asynchronous, Sparse, and Efficient Tokens for Event Cameras

We propose tokenization of events and present a tokenizer, Spiking Patches, specifically designed for event cameras. Given a stream of asynchronous and spatially sparse events, our goal is to discover an event representation that preserves these properties. Prior works have represented events as frames or as voxels. However, while these representations yield high accuracy, both frames and voxels are synchronous and decrease the spatial sparsity. Spiking Patches gives the means to preserve the unique properties of event cameras and we show in our experiments that this comes without sacrificing accuracy. We evaluate our tokenizer using a GNN, PCN, and a Transformer on gesture recognition and object detection. Tokens from Spiking Patches yield inference times that are up to 3.4x faster than voxel-based tokens and up to 10.4x faster than frames. We achieve this while matching their accuracy and even surpassing in some cases with absolute improvements up to 3.8 for gesture recognition and up to 1.4 for object detection. Thus, tokenization constitutes a novel direction in event-based vision and marks a step towards methods that preserve the properties of event cameras.

cs.CV↗

MobileOcc: A Human-Aware Semantic Occupancy Dataset for Mobile Robots

Dense 3D semantic occupancy perception is critical for mobile robots operating in pedestrian-rich environments, yet it remains underexplored compared to its application in autonomous driving. To address this gap, we present MobileOcc, a semantic occupancy dataset for mobile robots operating in crowded human environments. Our dataset is built using an annotation pipeline that incorporates static object occupancy annotations and a novel mesh optimization framework explicitly designed for human occupancy modeling. It reconstructs deformable human geometry from 2D images, then refines and optimizes it using associated LiDAR point data. Using MobileOcc, we establish benchmarks for two tasks: i) Occupancy prediction and ii) Pedestrian velocity prediction, using different methods, including monocular, stereo, and panoptic occupancy, with metrics and baseline implementations for reproducible comparison. Beyond occupancy prediction, we further assess our annotation method on 3D human pose estimation datasets. Results demonstrate that our method exhibits robust performance across different datasets. Our code and dataset are released at https://autonomousrobots.nl/paper_websites/mobileocc

cs.RO↗

From Legible to Inscrutable Trajectories: (Il)legible Motion Planning Accounting for Multiple Observers

In cooperative environments, such as in factories or assistive scenarios, it is important for a robot to communicate its intentions to observers, who could be either other humans or robots. A legible trajectory allows an observer to quickly and accurately predict an agent's intention. In adversarial environments, such as in military operations or games, it is important for a robot to not communicate its intentions to observers. An illegible trajectory leads an observer to incorrectly predict the agent's intention or delays when an observer is able to make a correct prediction about the agent's intention. However, in some environments there are multiple observers, each of whom may be able to see only part of the environment, and each of whom may have different motives. In this work, we introduce the Mixed-Motive Limited-Observability Legible Motion Planning (MMLO-LMP) problem, which requires a motion planner to generate a trajectory that is legible to observers with positive motives and illegible to observers with negative motives while also considering the visibility limitations of each observer. We highlight multiple strategies an agent can take while still achieving the problem objective. We also present DUBIOUS, a trajectory optimizer that solves MMLO-LMP. Our results show that DUBIOUS can generate trajectories that balance legibility with the motives and limited visibility regions of the observers. Future work includes many variations of MMLO-LMP, including moving observers and observer teaming.

cs.RO↗

MarUco: A Markerless 6D Pose Estimation Framework for Closed-Loop Control of Surgical Continuum Manipulators

Flexible endoscopic continuum manipulators offer high dexterity and access to complex anatomy, but nonlinear hysteresis limits feedforward control accuracy. Closed-loop control can compensate for these errors but requires accurate six-degree-of-freedom (6D) end-effector pose feedback. We present MarUco, a markerless 6D pose estimation framework for closed-loop control using only stereo vision during operation. A photorealistic pseudo-rigid-body simulation pipeline generates large-scale annotated training data without manual labeling. A multifeature fusion network integrates masks, keypoints, heatmaps, and bounding boxes from both stereo views to estimate an initial pose, followed by a learned single-pass render-and-compare module that refines the pose without iterative optimization. Kinematics-free hand-eye calibration estimates camera-to-robot-base extrinsics, and self-supervised adaptation uses unlabeled real stereo pairs to mitigate sim-to-real pose error. Across 1,000 real samples, MarUco achieves translation and rotation errors of 0.78 $\pm$ 0.50 mm and 3.07 $\pm$ 1.25°, respectively, with a total processing time of 52.4 ms per stereo pair. In closed-loop experiments over eight reference paths, MarUco achieves a mean terminal translation error of 1.8 mm, an 88% reduction relative to uncompensated open-loop control. To the best of our knowledge, this is the first markerless position-based visual servoing framework for continuum manipulators.

cs.RO↗

EAAE: Energy-Aware Autonomous Exploration for UAVs in Unknown 3D Environments

Battery-powered multirotor unmanned aerial vehicles (UAVs) can rapidly map unknown environments, but mission performance is often limited by energy rather than geometry alone. Standard exploration policies that optimise for coverage or time can therefore waste energy through manoeuvre-heavy trajectories. In this paper, we address energy-aware autonomous 3D exploration for multirotor UAVs in initially unknown environments. We propose Energy-Aware Autonomous Exploration (EAAE), a modular frontier-based framework that makes energy an explicit decision variable during frontier selection. EAAE clusters frontiers into view-consistent regions, plans dynamically feasible candidate trajectories to the most informative clusters, and predicts their execution energy using an offline power estimation loop. The next target is then selected by minimising predicted trajectory energy while preserving exploration progress through a dual-layer planning architecture for safe execution. We evaluate EAAE in a full exploration pipeline with a rotor-speed-based power model across simulated 3D environments of increasing complexity. Compared to representative distance-based and information gain-based frontier baselines, EAAE consistently reduces total energy consumption while maintaining competitive exploration time and comparable map quality, providing a practical drop-in energy-aware layer for frontier exploration.

cs.RO↗

Optimal UGV-UAV Cooperative Partitioning and Inspection of Shortest Paths

We study cooperative shortest path planning for an unmanned ground vehicle (UGV) assisted by an unmanned aerial vehicle (UAV) scout in environments with unknown road blockages that are only discovered when a robot reaches the damaged point. This formulation generalizes the original Canadian Traveller Problem (CTP), which assumes a single ground vehicle and that the traversability status of all incident edges is revealed upon arrival at a vertex. We first analyze the case where the start and the goal are connected by $k$ disjoint paths, and prove that the worst-case competitive ratio $ρ$ for a single UGV is $2k-1$. With UAV assistance, and under the simplifying assumption of negligible initial transit and deadheading UAV costs, the ratio $ρ$ improves to $2(k-1)\frac{v_G}{v_G + v_A} + 1$, where $v_G$ and $v_A$ denote the UGV and UAV speed, respectively. To address general graphs and non-negligible UAV initial transit and deadheading costs, we present an optimal candidate-path partitioning algorithm that assigns path prefix inspection to the UGV and path suffix inspection to the UAV, and prove the optimality of the UAV inspection strategy on general graphs. We evaluate our algorithm by performing experiments on road networks from the world's 50 most populous cities with randomized blockage locations, and show that the algorithm reduces UGV travel time, with larger improvements as the UAV speed increases.

cs.RO↗

Toward Interaction Dynamics: A Predictive Framework for Safe Physical Human Robot Interaction

Physical human-robot interaction requires yielding transiently to contact yet recovering the commanded reference under sustained load. Finite-stiffness impedance control retains a static deflection there, while predictive alternatives typically optimize a nonlinear robot or impedance model online. Operational-space cancellation instead exposes a translational error double integrator with a fixed transition matrix and a configuration-scheduled input map, making interaction a predictive quantity rather than a property re-derived per configuration. We build on it a compact offset-free interaction-error MPC for torque-controlled manipulators: a force-domain random-walk state estimates persistent interaction and model error, and a 30-variable convex QP maps the correction through the current task inertia while constraining the applied joint torque. Conditional results establish impedance equivalence of the unconstrained passive feedback, offset-free regulation at feasible frozen configurations, and quadratic stabilizability of the scheduled backbone. In a 1kHz MuJoCo simulation of a 7-DOF Franka FR3, the estimator cuts steady-state error under a repeated 15N step from 2.77mm to 0.042mm when added to the otherwise identical 100Hz MPC. A stiffness-and-damping-calibrated impedance baseline attains 2.59mm but briefly saturates and needs 3.3x the peak positive joint power. Adding ideal measured-force cancellation to that baseline gives 1.39mm, so constant-load rejection is not unique to MPC; the sensorless controller still reaches 0.042mm in the moving task, a 65x reduction without force sensing and without the baseline's saturation or power cost. Demonstrated in simulation under a shared actuator budget, the contribution is an efficient operational-space realization complementing rather than replacing broader interaction-control architectures.

cs.RO↗

Contact-Consistent Interaction Dynamics Normalization for Predictive Physical Human--Robot Interaction

Safe physical human--robot interaction on floating-base robots requires interaction regulation under changing contact constraints. We develop a contact-consistent normalization in which the residual end-effector channel is represented as a linear double integrator in acceleration coordinates. Both discrete prediction matrices are independent of configuration and support mode; posture and contact enter only through task-inertia force recovery and constraints. The controller combines a constant-Hessian receding-horizon QP, an acceleration-disturbance observer, and a priority-consistent realization. Classical operational-space impedance is shown to be the unconstrained infinite-horizon limit. MuJoCo experiments on a 17-DOF biped and a Menagerie-derived Unitree G1 model evaluate sustained forces, transmitted shocks, and scheduled contact-model changes. The observer sustains near-offset-free tracking across a genuine contact-set switch and a scheduled support-mode transition, while disturbance estimation---not contact consistency alone---is the dominant source of fixed-stance accuracy; covariance inflation gives only scenario-dependent transient benefit.

cs.RO↗

RGB-D Video Generation for Improving Human-to-Robot Object Handover Prediction

Human-to-robot (H2R) object handover is a fundamental capability for human-robot collaboration, yet progress is hindered by the scarcity of large-scale, human-centric datasets and the significant sim-to-real gap. To address these challenges, we introduce Hand2Bot, an RGB-D video dataset that provides rich contextual information such as body posture and facial expressions, specifically collected for handover scenarios with real-world noise patterns. We further propose PassGen, a generative pipeline that leverages stable video diffusion and an Intention-Aware Temporal Face Encoder to synthesize realistic handover sequences while ensuring hand-object consistency. To bridge the sim-to-real gap, we implement a morphology-based depth editing strategy that replicates realistic sensor noise found in physical depth maps. Experimental evaluations demonstrate that our framework achieves high intention identification accuracy and low false trigger rates in both ablation studies and real-world deployment on a physical robot platform. Our results confirm that training on PassGen allows for robust zero-shot transfer and earlier intention anticipation compared to traditional hand-centric baselines, effectively enabling socially aware robotic behavior in shared workspaces.

cs.CV↗

Latent Action as Intention Enables Efficient Future Imagination for World Action Models

World action models (WAMs) improve robot control by modeling how observations evolve, but generating future observations at test time incurs substantial latency. Fast-WAM removes this process for efficiency; however, our matched implementations show lower generalization for Fast-WAM than for future-aware alternatives, especially with scarce robot demonstrations and in out-of-distribution scenarios. To bridge this gap, we introduce **LAWA**, a WAM architecture that uses compact latent actions as an operational representation of future intentions, enabling efficient test-time future imagination without generating future observations. Specifically, a discrete tokenizer enhanced by action-free pre-training produces manipulation-centric codebook targets. LAWA jointly denoises a continuous latent state anchored to these targets with executable action chunks while omitting the future-video branch at inference. On RoboCasa, LAWA achieves state-of-the-art average success rates of 65.6% and 80.8% in the few-shot and full data settings, improving over the matched Fast-WAM baseline by 9.6 and 4.5 points, respectively. It also preserves the performance level of the matched Joint-WAM variant while requiring 42.9% lower inference latency. LAWA also demonstrates competitive zero-shot robustness on LIBERO-Plus and superior performance on real-world tasks. These results show that future imagination need not be discarded: retaining it with compact latent actions yields an effective trade-off among performance, generalization, and latency. Code and models will be released.

cs.RO↗

AnyWorld: Factorized Egocentric World Models for Cross-Embodiment Generalization

Collecting contact-rich robot experiences at scale remains a major bottleneck for generalizable manipulation. Beyond data quantity, robot learning also requires diverse experiences across embodiments, viewpoints, and scenes. Human egocentric videos provide abundant physical interactions, but each video captures only a narrow slice of experience under a single body, camera trajectory, and environment. We propose AnyWorld, a cross-embodiment world modeling framework that expands a single human interaction into diverse robot-native rollouts without paired human-robot demonstrations. Our model factorizes an interaction into action, camera, and embodiment: action controls capture the motion structure, camera controls specify viewpoint evolution, and the target embodiment context defines the acting body and its interaction geometry. This formulation enables independent recomposition of embodiment, viewpoint, and scene factors, allowing a single model to generate many robot-domain experiences while preserving the underlying dynamics and object interactions. We train the model with large-scale human interaction pretraining followed by mixed-embodiment fine-tuning. Experiments show that our model supports controllable recomposition across embodiments, viewpoints, and scenes, and we further demonstrate that the generated data can improve manipulation performance on the RoboCasa GR1 tabletop benchmark and a real IRON humanoid robot. Beyond aggregate gains, we test whether unpaired human experience can be recomposed into robot-native video-action pairs that target a policy gap. Controlled IRON interventions correct a spurious completion prior and establish language-grounded spatial target selection; an action-only counterfactual intervention fails to learn the latter reliably, showing that both action calibration and visual recomposition are necessary.

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Potential-Guided Particle Steering for Negation-Constrained Dexterous Grasping

Language-driven dexterous grasp models, such as DextER, perform well when instructions specify where to grasp, but we find they fail systematically when an instruction also specifies where not to grasp (e.g., "grasp the handle but avoid the body"). Existing training corpora, DexGYSNet among them, contain virtually no avoidance instructions, and collecting examples for every possible constraint is impractical. Moreover, because every part mentioned during training denotes a contact target, models may interpret a forbidden part as another region to grasp rather than one to avoid. We therefore introduce an inference-time framework for negation-constrained dexterous grasping that requires no negation-specific training examples. Combining Sequential Monte Carlo with classifier-free guidance, our method guides sampling toward the instructed part while pruning candidates headed for the forbidden region, without any negation examples during training. A frozen 3D part-grounding model localizes the forbidden region from the language instruction. To evaluate this setting, we construct NegGrasp, a benchmark of paired positive/negative instructions with constraint-aware metrics that credit a grasp only if it both accomplishes the task and respects the stated constraint. On NegGrasp, our method reduces the violation rate of the strongest baseline from 57.9% to 17.2% while improving both constraint-aware and physical success.

cs.RO↗

Importance and methods to control, vary, and characterize mud strength for studying locomotion

Animals and robots encounter mud at the water-land interface. Like sand, mud can stay solid or flow like a fluid. Unlike sand, the yield strength of mud at which solid-fluid transitions occur depends on not only the amount of solid relative to fluid (water in mud, air in dry sand), but also how much coarse grains and fine clay are within the solid. Despite understanding of locomotion on/within dry sand dominated by coarse grains with repulsive normal forces and friction, little is known for mud dominated by fine clay with strong cohesion. Here, we developed methods to prepare uniform mud of controlled, variable yield strength and characterize and track its drift from water evaporation. Compared to other flowable substrates, mud strength measured by upward force during penetration is weaker and can vary more, and mud sticks more during extraction to pull downward, making it more challenging for locomotion.

physics.bio-ph↗

Mudskippers use tail thrusting to help crutching to move on mud of various wetness

At the water-land interface, amphibious fishes encounter wet flowable substrates made of granular solid-water mixtures, which can stay solid or flow like a fluid. As these substrates become wetter or drier, their yield strength (at which solid-fluid transition occurs) and cohesion (how sticky they are) both change, challenging locomotion. Despite substantial understanding of tetrapod locomotion on flowable substrates (mostly dry sand), we know little about how amphibious fishes cope with wet flowable substrates of various wetness. Here, we studied mudskippers on clay mud of controlled, variable wetness over the range where solid-fluid transition occurs. As mud became wetter, its strength decreased by 100-fold, leading the animal to sink deeper, with larger areas of body and fins contacting mud. By contrast, mud stuck most easily at intermediate wetness. The increased sinkage and contact and stickiness change caused more mud to stick to and pull against the animal on wetter mud. We also tested dry mud, which stuck to animal fins as its mucus dried. Despite these challenges, the mudskipper predominately used a conserved crutching gait on all except the wettest mud tested, with a modest performance reduction. When normal crutching became less effective, the animal assisted it with tail thrusting, by bending and straightening it to push downward and backward to generate additional thrust and lift, or even thrusting the tail to jump. These observations suggest that mudskipper's crutching motor program is well adapted to its native muddy substrates but inflexible, with most novelty in tail use.

physics.bio-ph↗

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↗

DSG: Dynamic 3D Scene Graph Construction for Embodied Agents in Changing Indoor Environments

In indoor environments, object positions frequently change due to human activities or embodied-agent interactions, causing previously constructed scene graphs to become inconsistent with the current scene. To address this issue, we propose DSG, a dynamic 3D scene graph construction framework that detects object changes and performs spatial relationship reasoning. First, we construct a semantic-aware 3D Gaussian scene representation and develop a dual-view rendering-based object change detection method to enable reliable scene graph node updates. Second, we propose a spatial relationship reasoning method that incorporates multi-granularity visual context, enabling a large language model to identify a richer set of interobject spatial relationships. Furthermore, we introduce DynTHOR, a dynamic indoor scene graph benchmark built on the AI2-THOR simulation platform for evaluating scene graph construction in dynamic environments. Extensive experiments on Dyn-THOR, 3RScan, and real-world scenes demonstrate that DSG consistently outperforms existing methods in both object node construction and spatial relationship reasoning, significantly improving the accuracy of dynamic scene graph construction.

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AM-Bench: A Modular Simulation Suite and Benchmark for Aerial Manipulation Policy Learning

Standardized benchmarks have played a central role in advancing robot manipulation learning, yet most focus on ground-supported manipulation systems, which limits their applicability to dynamics-critical domains such as aerial manipulation (AM). AM presents distinct system-level challenges, including environmental disturbances, coupled dynamics between the manipulator and floating base, and constrained degrees of freedom. Consequently, task performance depends jointly on robot embodiment, low-level control, and high-level policy design. We introduce AM-Bench, a modular simulation suite and benchmark for multirotor-based AM policy learning. AM-Bench includes representative embodiments spanning underactuated, fully actuated, and overactuated systems, 12 tasks across contact, transport, and constrained interaction, configurable aerodynamic disturbances and actuator saturation, standard low-level controllers, and baseline policy-learning algorithms. Unlike prior manipulation benchmarks that primarily emphasize end-to-end policy performance, AM-Bench enables system-level evaluation of how embodiment, control, disturbances, and policy choices interact. We demonstrate its diagnostic value through three simulation studies spanning high-level policies, policy--control interfaces, and embodiments, together with real-world validation of modeled effects and a hardware test of the learning pipeline.

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