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2004 A full body human motion capture system using particle filtering and on-the-fly edge detection, in Proceedings of the RAS/RSJ International Conference on Humanoid Robots.. Modellin

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Fig 7 Number of ICP steps required for a typical tracking sequence

Fig 8 Time consumption per ICP step vs number of ICP steps

The computational effort for one frame depends first of all on the number of ICP steps needed The number of iterations again depends on the body displacement between two consecutive frames Fig 7 shows the number of required ICP steps during a typical tracking sequence for a human body model During phases without large movements, one iteration

is enough to approximate the body pose (frame 500 to 570) Extensive movements are compensated by more ICP iteration steps per frame (650 to 800)

The required time per frame obviously increases with the number of needed ICP steps This relation is shown in Fig 8 A maximum number of 6 ICP steps has turned out to be a good trade-off between time consumption per frame and tracking accuracy This leads to a frame period of 20 - 70ms, which corresponds to a frame-rate of 14.2 to 50Hz The maximum frame-rate in our framework is only constrained by the camera frame-rate, which is 30Hz

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Fig 9 Time consumption per frame vs number of body measurements

The relation between the number of body measurements and the computational effort for one ICP step is depicted in Fig 9 For each measurement of the target, several computations have to be carried out This leads to the dependency in Fig 9 As expected, the time scales linearly with the number of measurements

These results show that the presented tracking approach is able to incorporate several thousand measurements with reasonable computational effort One disadvantage of the depicted iterative process is the negative dependency between target displacement and computational effort: The faster the target moves, the longer the tracking needs for one frame, which again leads to larger displacements due to the low frame-rate

To overcome this, one has to find a good trade-off between accuracy and frame-rate This compromise depends on the tracking target characteristics, as well as on the application which utilizes the Human Motion Capture data It is also possible to switch between different behaviours, taking into account the requirements the applications which depend

on the Motion Capture data: in case the data is used for physical interaction (e.g handing over objects), the required accuracy is high, along with usually low dynamics On the other hand, if the target is only to observe a human in the robot’s environment, the required accuracy is low, but the person moves with high velocity

8 Discussion and conclusion

This paper has proposed a geometric human body model, a joint model and a way for fusion of different input cues for tracking of an articulated body The proposed algorithm is able to process 3d as well as 2d input data from different sensors like ToF-cameras, stereo or monocular images It is based on a 3d body model which consists of a set of degenerated cylinders, which are connected by an elastic bands joint model The proposed approach runs

in real-time It has been demonstrated with a human body model for pose tracking

The main novelty and contribution of the presented approach lies in the articulated body model based on elastic bands with soft stiffness constraints, and in the notion of point correspondences as a general measurement and model format Different joint behaviours

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can be modelled easily by distributing the elastic bands along two axes in the joint The joint constraints are incorporated in the ICP as artificial measurements, so measurements and model knowledge are processed identically The model can also be refined by adding cylindrical primitives for hands, fingers and feet This is reasonable if the accuracy and resolution of the available sensors are high enough to resolve e.g the hand posture, which is not the case in our approach due to the large distance between human and robot and the low measurement resolution

The idea of introducing artificial correspondences into the fitting step can even be exploited further Current works include further restriction of the joints in angular space by adding angular limits to certain degrees of freedom, which are maintained valid by artificial point correspondences These will be generated and weighted depending on the current body configuration

Our implementation of the described tracking framework has been released under the GPL license, and is available online at wwwiaim.ira.uka.de/users/knoop/VooDoo/doc/html/,along with sample sequences of raw sensor data and resulting model sequences

9 References

Aggarwal, J K.; Cai, Q (1999) Human motion analysis: A review, Computer Vision and Image

Understanding: CVIU, vol 73, no 3, pp 428–440

Azad, P.; Ude, A.; Dillmann, R.; Cheng, G (2004) A full body human motion capture system

using particle filtering and on-the-fly edge detection, in Proceedings of the RAS/RSJ International Conference on Humanoid Robots Santa Monica, USA

IEEE-Besl, P J.; McKay, N D (1992) A method for registration of 3-d shapes, IEEE Transactions on

pattern analysis and machine intelligence, vol 14, no 2, pp 239–256, February

Bobick, A F.; Davis, J W (2001) The recognition of human movement using temporal templates,

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framework combining PCA, ICA and HMM, in Proceedings of the International Conference on Machine Learning (ICML), Bonn, Germany

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use for human body kinematics estimation and motion capture, in Computer Vision and Pattern Recognition

CSEM (2006) Swissranger website http://www.swissranger.ch

Demirdjian, D.; Darrell, T (2002) 3-d articulated pose tracking to untethered deictic references, in

Multimodel Interfaces, pp 267–272

Demirdjian, D (2003) Enforcing constraints for human body tracking, in Conference on

Computer Vision and Pattern Recognition, Workshop Vol 9, Madison, Wisconsin, USA, pp 102–109

Deutscher, J.; Blake, A.; Reid, I (2000), Articulated body motion capture by annealed particle

filtering, in Computer Vision and Pattern Recognition (CVPR), Hilton Head, USA,

pp 2126–2133

Ehrenmann, M.; Zöllner, R.; Rogalla, O.; Vacek, S.; Dillmann, R (2003) Observation in

programming by demonstration: Training and execution environment, in Proceedings of Third IEEE International Conference on Humanoid Robots, Karlsruhe and Munich, Germany

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Fritsch, J.; Lang, S.; Kleinehagenbrock, M.; Fink, G A.; Sagerer, G (2002) Improving adaptive

skin color segmentation by incorporating results from face detection, in Proc IEEE Int Workshop on Robot and Human Interactive Communication (ROMAN) Berlin, Germany

Fritsch, J.; Kleinehagenbrock, M.; Lang, S.; Plötz, T.; Fink, G.A.; Sagerer, G (2003),

Multi-modal anchoring for human-robot-interaction, Robotics and Autonomous Systems, Special issue on Anchoring Symbols to Sensor Data in Single and Multiple Robot Systems, vol 43, no 2–3, pp 133–147

Gavrila, D M (1999) The visual analysis of human movement: A survey, Computer Vision and

Image Understanding, vol 73, no 1, pp 82–98

H|Anim (2003), Information technology — Computer graphics and image processing — Humanoid

animation (H-Anim), Annex B, ISO/IEC FCD 19774, Humanoid Animation Working Group, Specification

Horn, B K P (1987) Closed-form solution of absolute orientation using unit quaternions, Optical

Society of America Journal A, vol 4, pp 629–642, Apr 1987

Knoop, S.; Vacek, S & Dillmann, R (2005) Modelling Joint Constraints for an Articulated 3D

Human Body Model with Artificial Correspondences in ICP, Proceedings of the International Conference on Humanoid Robots (Humanoids 2005), Tsukuba, Japan, December 2005, IEEE-RAS

Knoop, S.; Vacek, S & Dillmann, R (2006) Sensor Fusion for 3D Human Body Tracking with an

Articulated 3D Body Model Proceedings of the IEEE International Conference on Robotics and Automation (ICRA), Orlando, Florida, May 2006

Knoop, S.; Vacek, S & Dillmann, R (2006) Sensor fusion for model based 3D tracking.

Proceedings of the IEEE International Conference on Multisensor Fusion and Integration for Intelligent Systems (MFI), Heidelberg, Germany, September 2006

Moeslund, T B.; Granum, E (2001) A survey of computer vision-based human motion capture,

Computer Vision and Image Understanding, vol 81, no 3, pp 231–268

Ramanan, D.; Forsyth, D A (2003) Finding and tracking people from the bottom up, in

Computer Vision and Pattern Recognition, vol 2, 18-20 June, pp II–467–II–474

Sidenbladh, H (2001) Probabilistic tracking and reconstruction of 3d human motion in monocular

video sequences, Ph.D dissertation, KTH, Stockholm, Sweden

Wang, L.; Hu, W.; Tan, T (2004) Recent developments in human motion analysis, Pattern

Recognition, vol 36, no 3, pp 585–601, 2003.and Electronics Engineers

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Drum Beating and a Martial Art Bojutsu

Performed by a Humanoid Robot

Atsushi Konno, Takaaki Matsumoto, Yu Ishida, Daisuke Sato & Masaru Uchiyama

in the control system Therefore, the impact between robots and environments has been the subject of controversy Asada and Ogawa analyzed the dynamics of a robot arm interacting with an environment using the inverse inertia matrices (Asada & Ogawa, 1987) In the early 90’s, the optimum approach velocity for force-controlled contact has been enthusiastically studied (Nagata et al., 1990, Kitagaki & Uchiyama, 1992) Volpe and Khosla proposed an impact control scheme for stable hard-on-hard contact of a robot arm with an environment (Volpe & Khosla, 1993) Mills and Lokhorst proposed a discontinuous control approach for the tasks that require robot arms to make a transition from non-contact motion to contact motion, and from contact motion to non-contact motion (Mills & Lokhorst, 1993) Walker proposed measures named the dynamic impact measure and the generalized impact measure to evaluate the effects

of impact on robot arms (Walker, 1994) Mandal and Payandeh discussed a unified control strategy capable of achieving a stable contact against both hard and soft environment (Mandal

& Payandeh, 1995) Tarn et al proposed a sensor-referenced control method using positive acceleration feedback and switching control strategy for robot impact control (Tarn et al., 1996) Space robots does not have fixed bases, therefore, an impact with other free-floating objects may bring the space robots a catastrophe In order to minimize the impulsive reaction force or attitude disturbance at the base of a space robot, strategies for colliding using reaction null-space have been proposed (Yoshida & Nenchev, 1995, Nenchev & Yoshida, 1998)

Most of the researches have been made to overcome the problems introduced by impacts between robots and environments Some researchers have tried to use the advantages of impacts When a robot applies a force statically on an environment, the magnitude of force

is limited by the maximum torque of the actuators In order to exert a large force on the environment beyond the limitation, applying impulsive force has been studied by a few researchers Uchiyama performed a nail task by a 3-DOF robotic manipulator (Uchiyama, 1975) Takase et al developed a two-arm robotic manipulator named Robot Carpenter, and performed sawing a wooden plate and nailing (Takase, 1990) Izumi and Hitaka proposed to use a flexible link manipulator for nailing task, because the flexible link has an advantage in absorbing an impact (Izumi & Kitaka, 1993)

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However, those works mentioned above were done using robotic manipulators fixed on the ground except for space robots, and thus, there was no need to take care about loosing a balance Humanoid robots are expected to work on human’s behalf If a humanoid robot can

do heavy works utilizing an impulsive force as well as a human does, the humanoid robot will be widely used in various application fields such as constructions, civil works, and rescue activities

The first attempt on an impact motion by a humanoid robot was reported in (Hwang et al., 2003) Matsumoto et al performed a Karate-chop using a small humanoid robot and broke wooden plates (Matsumoto et al., 2004) In order for a legged robot to effectively exert a large force to an environment without loosing a balance, working posture is important Tagawa et al proposed a firm standing of a quadruped for mobile manipulation (Tagawa et al., 2003) Konno et al discussed an appropriate working posture of a humanoid robot (Konno et al., 2005)

This chapter addresses an impact motion performed by a humanoid robot HRP-2 A drum beating is taken as a case study, because it is a typical task that requires large impulsive forces The drum beating motion is carefully designed to synchronize with music The drum beating and a Japanese martial art Bojutsu were performed by a humanoid robot HRP-2 in the Prototype Robot Exhibition at Aichi Exposition 2005

2 Why and Where Is an Impulsive Force Needed?

In order to show the advantages of using an impulsive force, a task of pushing a wall is taken as an example in this section A model of a humanoid robot HRP-1 (the HONDA humanoid robot P3) is used in a simulation

Fig 1 shows the snapshots in a simulation in which the humanoid robot HRP-1 statically pushes a wall, while Fig 2 shows the snapshots in a simulation in which the HRP-1 dynamically pushes a wall moving a body forward In the simulation illustrated in Fig 1, the body is fixed so that the projection of the centre of gravity (COG) comes on the middle of the fore foot and rear foot, while in the simulation illustrated in Fig 2, the body

quasi-is moved so that the projection of COG moves from the centre of rear foot to the centre of fore foot

The results of the simulations are plotted in Fig 3 Fig 3 (a) shows the forces generated at the wrist (equal and opposite forces are generated on the wall) when the humanoid robot exerts a quasi-static force on a wall, while (b) shows the forces at the wrist when the humanoid robot dynamically exerts a force

Fig 1 A humanoid robot quasi-statically pushes a wall The body is fixed so that the projection of the center of gravity (COG) comes on the middle of the fore foot and rear foot (a) at 0.0 [s], (b) at 2.0 [2], (c) at 4.0 [s], and (d) at 6.0 [s]

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(a) (b) (c) (d)

Fig 2 A humanoid robot pushes a wall moving the body to apply an impulsive force In

order to accumulate momentum, the body is moved so that the projection of COG moves

from the center of rear foot to the center of fore foot (a) at 0.0 [s], (b) at 2.0[2], (c) at 4.0 [s],

and (d) at 6.0 [s]

As seen in Fig 3, when the humanoid robot dynamically exerts a force on a wall,

approximately 1.5 times larger force is generated compared with the case when the

humanoid robot quasi-statically exerts a force

There is a strong demand for the formulation of the impact dynamics of a humanoid robot

to solve the following problems:

Working postures: An optimum working posture at the impact tasks must be

analyzed in order to minimize the angular momentum caused by an impulsive

force The angular momentum is more crucial than the translational momentum,

because a humanoid robot easily falls down by a large angular momentum

Impact motion synthesis: Appropriate impact motions of a humanoid robot must be

synthesized based on multibody dynamics, to exert a large force on an

environment

Stability analysis: Exerting a large force on an environment, a humanoid robot must

keep the balance Therefore, stability analysis for the impact tasks is inevitable

Shock absorbing control: In order to minimize the bad effect caused by the

discontinuous velocity, shock absorbing control algorithms must be studied

Enrichment of applications: Applications of the impact tasks must be developed to

clearly show the advantages of using the impulsive force

on a wall (b) When the humanoid robot exerts an impulsive force on a wall

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3 A Humanoid Robot HRP-2 and Control System Software

3.1 Specifications of the HRP-2

A humanoid robot HRP-2 was developed in the Humanoid Robotics Project (1998–2002) being supported by the Ministry of Economy, Trade and Industry (METI) through New Energy and Industrial Technology Development Organization (NEDO) The total robotic system was designed and integrated by Kawada Industries, Inc and Humanoid Research Group of the National Institute of Advanced Industrial Science and Technology (AIST)

The height and weight of the HRP-2 are respectively 154 cm and 58 kg including batteries The HRP-2 has 30 degrees of freedom (DOF) Please see the official web page of the HRP-2 (http://www.kawada.co.jp/global/ams/hrp_2.html ) for more details

In order to perform the drum beating and Bojutsu, small modifications are applied to the HRP-2 The arrangement of the wrist DOF is modified from the original, i.e the last DOF at the wrist is pronated 90 o Furthermore, gloves are developed and attached to the hands to grip firmly the sticks

3.2 Control system software

The control system software of the HRP-2 is supplied and supported by General Robotics Inc The control system software provides a controller that can be used with the CORBA servers of OpenHRP (Hirukawa et al., 2003) As shown in Fig 4, the controller is composed

of many plugin softwares The control system software also includes the I/O access library

to access the lower level functions of the robot and a VRML simulator model of the HRP-2 and various utilities

Fig 4 Control system software of the HRP-2 with OpenHRP (the figure is quoted from http://www.generalrobotix.com/product/openhrp/products_en.htm)

Foundational plugins such as Kalman Filter, Sequential Playback, Walk Stabilizer, Pattern Generator,

Dynamics , Logger, and ZMPSensor are also included in the control system software, however,

users can develop own functions as a plugin to enrich the humanoid robot motions Please see the official web page http://www.generalrobotix.com/product/openhrp/products_en.htm for more details of the control software

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4 Drum Beating

4.1 Primitive poses and motions

In order to generate drum beating motions of the humanoid robot HRP-2, the motion is decomposed into four primitive poses or motions: (a) initial pose, (b) swing, (c) impact, and (d) withdrawing, as shown in Fig 5 Among the four primitive motions, impact and withdrawing are important to exert an impulsive force

As presented in Fig 6, three different swing patterns, (a) small swing, (b) middle swing and (c) big swing, are generated sharing the poses for the impact and withdrawing

For these swing patterns, three different initial poses are given and the poses to pass through in swing motion are designed Cubic spline is used to interpolate the given poses

(a) (b) (c) (d) Fig 5 Four primitive poses or motions in a drum beating (a) Initial pose (b) Swing (c) Impact (d) Withdrawing

4.2 Synchronization with music

The swing motion must be synchronized with music in the drum beating For the synchronization, a beat timing script is prepared for each tune An example of the script is listed as follows:

For example, the third line of the script “1.270 RM” indicates “beat the drum after 1.270 s using the middle swing of the right arm.” The period between the impact and the previous pose is fixed to 0.1 s to achieve the maximum speed at the impact As shown in Fig 6 (b), seven intermediate poses are designed for the middle swing between the initial pose and the impact, therefore, if the duration is specified to 1.270 s, each period ΔTM between the poses

is calculated as follows:

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− −

Δ = duration 0.1 = 1.270 0.1.number of poses 7

M

The duration time varies depending upon a tune

There are two restrictions in the script: (i) the first beating must be RS (small swing of right

arm), (ii) right arm and left arm must be alternating to beat

Duration indicated in the beat timing script

0.1 [s] 0.1 [s]

Impact Withdrawing

Duration indicated in the beat timing script

Fig 6 Three swing patterns The periods between impact and the previous pose, and

between withdrawing and impact are fixed to 0.1 [s] Other periods denoted by ΔTS,ΔT M,

ΔT B, are computed from the duration indicated in the beat timing script (a) Small swing (b)

Middle swing (c) Big swing

4.3 Control software

Fig 7 presents the flow of the control system The components marked with red boundary

boxes are developed in this work

Firstly, wav files of the three tunes are prepared: (i) ware wa umi no ko (I am a son of the sea),

(ii) Tokyo ondo (Tokyo dance song), and (iii) mura matsuri (village festival) They are very old

and traditional tunes, and thus, copyright free As soon as the Speak Server receives a queue

from the robot control system, the server starts playing the tune The queue is used to

synchronize the tune with the drum beating motion

Secondly, the timings of beating are scheduled by hand In order to strictly count the

timing, a time keeping software is newly developed The time keeping software counts the

rhythm of a tune The timings of the beating are described in a script file as mentioned in

Section 2

Thirdly, a plugin software is developed as a shared object to generate drum beating motions

interpreting the beat timing script

Fourthly, interpolating the given poses presented in Fig 6 using cubic spline, trajectories of

all joints are produced online The produced trajectories are given to the humanoid robot

through a plugin SeqPlay.

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Made by hand 0.635 RS

1.270 LM 1.270 RM 0.635 LS

0.5 END

0.635 RS 1.270 LM 1.270 RM 0.635 LS 0.5 END

Beat timing script

CORBAcall

seqplay.soJython script

Music file

Interpreting the beat timingscript, the timings to passthrough the given posesare adjusted

Givenposes andtimings

Cubic spline interpolation

A sequence of joint motions

is generated interpolatingthe given postures

Robot

Fig 7 A software diagram The components marked with red boundary boxes are developed in this work

4.3 Resultant joint trajectories

The reference and resultant joint trajectories of the elbow and wrist joints of the right arm are plotted in Fig 8 The error in the impact time was approximately 30 [ms], which was not significant in the synchronization with music

-70-60-50-40-30-20-100

Reference elbow jointReference wrist jointResultant elbow jointResultant wirst joint

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As can be seen in Fig 7, during the last 0.1 [s] before the impact (approximately from 0.5 to 0.6 [s]), gradients of the joint trajectories are steep compared with other periods Since the period between the impact and the previous pose is set to 0.1 [s], maximum joint speed is almost achieved

5 A Japanese Martial Art Bojutsu

In martial arts, impulsive forces are frequently used to fight with an antagonist A Japanese martial art Bojutsu was also demonstrated by the humanoid robot HRP-2 in Aichi Exposition, although an impact was not performed in the demonstration Some dynamic motions used in the demonstration are presented in Fig 9

6 Demonstration at Aichi Exposition

The Prototype Robot Exhibition was held for 11 days from June 9 to 19, at the Morizo and Kiccoro Exhibition Center, a convention venue in the Aichi Expo site The Prototype Robot Exhibition was organized by the Japan Association for the 2005 World Exposition and the New Energy and Industrial Technology Development Organization (NEDO) 63 prototypes performed demonstrations during the period

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The drum beating and Bojutsu demonstration was performed twice a day in the Prototype

Robot Exhibition (Fig 10)

(a) (b) Fig 10 Demonstrations at Aichi Exposition 2005 (a) Drum beating performance (b) A

Japanese martial art Bojutsu performance

7 Conclusion

This chapter proposed to utilize an impulsive force for humanoid robots to exerts a large

force beyond the torque limitations of actuators The problems of the impact tasks to be

solved in the future work were brought up in Section 2

A drum beating is taken as a case study, because it is a typical task that requires large

impulsive forces The details of the drum beating and a Japanese martial art Bojutsu performed

by a humanoid robot HRP-2 in the Aichi Exposition were presented in this paper

8 Acknowledgement

Authors would like to express special thanks to the staffs of Kawada Industries, Inc and

General Robotics Inc for their kind and sincere support in this project Authors also would

like to express thanks to all the staffs who are related to the Prototype Robot Exhibition

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Zelinsky, A Eds., pp 99–112

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Kitagaki, K & Uchiyama, M (1992) OPTIMAL APPROACH VELOCITY OF

END-EFFECTOR TO THE ENVIRONMENT, Proceedings of the IEEE Int Conf on Robotics

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Wooden Boards Applying Impulsive Force, Proceedings of 2005 IEEE/RSJ Int Conf

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On Foveated Gaze Control and Combined Gaze

and Locomotion Planning

Kolja Kühnlenz, Georgios Lidoris, Dirk Wollherr, and Martin Buss

Institute of Automatic Control Engineering, Technische Universität München

D-80290 München, Germany

1 Introduction

This chapter presents recent research results of our laboratory in the area of vision and locomotion coordination with an emphasis on foveated multi-camera vision A novel active vision planning concept is presented which coordinates the individual devices of a foveated multi-camera system Gaze direction control is combined with trajectory planning based on information theoretic criteria to provide vision-based autonomous exploring robots with accurate models of their environment

With the help of velocity and yaw angle sensors, mobile robots can update the internal knowledge about their current position and orientation from a previous time step; this process is commonly referred to as dead-reckoning Due to measurement errors and slippage these estimations are erroneous and position accuracy degrades over time causing

a drift of the estimated robot pose To overcome the drift problem it is common to take absolute measurements evaluating visual information, which are fused dynamically with the odometry data by applying Kalman-filter or other techniques, e.g (Dissanayake et al., 2001) The use of active vision systems for navigation is state-of-the-art providing a situation-related selective allocation of vision sensor resources, e.g (Davison & Murray, 2002; Seara et al., 2003; Vidal-Calleja et al., 2006) Active vision systems comprising only one type of vision sensor face a trade-off between field of view and measurement accuracy due

to limitations of sensor size and resolution, and of computational resources In order to overcome this drawback the combined use of several vision devices with different fields of view and measurement accuracies is known which is called foveated, multi-resolution, or multi-focal vision, e.g cf (Dickmanns, 2003; Kühnlenz et al., 2006; Ude et al., 2006) Thereby, the individual vision devices can be independently controlled according to the current situation and task requirements The use of foveated active vision for humanoid robot navigation is considered novel

Active vision is also frequently utilized in the context of robotic exploration Yet, gaze control and locomotion planning are generally decoupled in state-of-the-art approaches to simultaneous localization and mapping (SLAM) An integrated locomotion planning and gaze direction control concept maximizing the collected amount of information is presented in the second part

of this chapter This strategy results in more accurate autonomously acquired environment representations and robot position estimates compared to state-of-the-art approaches

The chapter is organized as follows: In Section 2 vision-based localization and mapping in the context of humanoid robots is surveyed; Section 3 is concerned with foveated multi-

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camera coordination; novel concepts of gaze control and path planning coordination are presented in Section 4; evaluation studies comparing the novel concepts to conventional planning approaches and vision systems are presented in Section 5; conclusions are given in Section 6

2 Vision-Based Localization and Mapping for Humanoid Robots

Most state-of-the-art humanoid robots are equipped with vision systems The benefits of using these vision systems for providing absolute measurements of the robot pose in the environment are obvious: pose information on landmarks is provided and no additional devices as, e.g., laser scanners are necessary Being equipped with internal sensors - angular sensors in the joints and widely used gyros and accelerometers in the trunk - humanoid robots are basically capable of dead-reckoning, i.e the ability to update position and orientation known from previous measurements Thus, common simultaneous localization and mapping techniques are applicable which are covered by common literature, e.g (Sabe

et al., 2004; Ozawa et al., 2005; Thomson & Kagami, 2005; Stasse et el., 2006)

Fig 1 Humanoid robot navigation scenario.

A fundamental aspect in simultaneous localization and mapping for humanoid walking is the formulation of a state-space model accounting for the footstep sequences of the robot In vision-based SLAM, the system state, i.e the robot pose and environment point positions, are predicted based on the dead-reckoning model of the mobile robot Common Kalman-filter techniques are applied in order to obtain more accurate estimations accounting for uncertainties in the robot locomotion Whenever visual measurements of environmental points are taken, updates of the robot state are computed Changing ground contact situations of the feet, however, result in different kinematic chains from a world reference frame to measured environment points This discontinuous movement of the humanoid robot requires an adaptation of the filter formulation In earlier works we proposed a hybrid formulation of the state-space model in order to capture this locomotion principle (Seara et al., 2003) Thereby, the robot reference frame is placed in the foot currently in contact with the ground and is switched whenever the supporting foot changes The dead-reckoning model is expressed by

Trang 17

k k x k k s k k

x +1= (1−γ )+ ( , , , )γ

, (1)

where state-vector x contains the robot foot pose and the landmark positions, d represents

system noise capturing dead-reckoning uncertainties, and γ∈{0; 1} is a binary variable

indicating a change of the supporting foot when γ=1 The commanded step u is expressed

by

k s F k s F k s F

, (2)

including the commanded step position [x s y s]T and orientation θs with respect to the current

supporting foot frame S F Figure 1 schematically shows a typical SLAM situation of a

humanoid robot with the reference frame currently placed in the left foot

In vision-based SLAM field of view restrictions of the vision device strongly limit the

number of landmarks to be observed simultaneously Yet, a larger field of view can only be

realized accepting a lower measurement accuracy of the vision device mainly due to

limitations of sensor size and resolution Therefore, we propose the use of several vision

devices which provide different fields of view and accuracies and a novel gaze control

concept for coordinating the individual vision devices in order to provide both, large field of

view and high measurement accuracy, simultaneously These foveated active vision

concepts for robot navigation are discussed in the following section

3 Foveated Multi-Camera Coordination

3.1 Active Vision in SLAM

In order to gather an optimal situation-dependent amount of information the control of the

vision system pose is common To date, there are only few works in the area of active

vision-based SLAM, e.g (Davison & Murray, 2002; Se et el., 2002; Vidal-Calleja et el., 2006)

which are based on measures representing the information gathered with respect to the

SLAM task All these approaches are greedy strategies only evaluating the current situation

without considering future planning steps In order to obtain an optimal gaze direction

considering also some future planning steps, we proposed a gaze direction planning

strategy with limited time horizon (Lidoris et al., 2006) Furthermore, in earlier works (Seara

et al., 2003) we introduced a gaze control strategy considering concurrent tasks, localization,

and obstacle avoidance for humanoid robots in order to account for navigation in physical

environments

3.2 Foveated Active Vision

Vision systems comprising only one type of vision sensors face a tradeoff between

measurement accuracy and field of view due to limitations of sensor size and computational

resources for image processing Accuracy and field of view are mainly determined by the

focal-length of the lens or mirror optics, respectively Within the context of robot navigation

this tradeoff implies a compromise between localization accuracy and keeping a large part

of the scene in view

With an active vision system this tradeoff could be compensated providing that a

sufficiently accurate map of relevant landmarks or structures of interest to be observed is

known a priori Then the highest available focal-length and, thus, the highest measurement

accuracy could be chosen If additionally very fast gaze shifts can be realized, the narrow

field of view would be acceptable as visual attention can be directed dynamically towards

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