Frontiers in Robotics and AI

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Robots have tremendous potential, and have recently been introduced not only for simple operations in factories, but also in workplaces where customer service communication is required. However, communication robots have not always been accepted. This study proposes a three-stage (first contact, interaction, and decision) model for robot acceptance based on the human cognitive process flow to design preferred robots and clarifies the elements of the robot and the processes that affect robot acceptance decision-making. Unlike previous robot acceptance models, the current model focuses on a sequential account of how people decide to accept, considering the interaction (or carry-over) effect between impressions established at each stage. According to the model, this study conducted a scenario-based experiment focusing on the impression of the first contact (a robot’s appearance) and that formed during the interaction with robot (politeness of its conversation and behavior) on robot acceptance in both successful and slightly failed situations. The better the appearance of the robot and the more polite its behavior, the greater the acceptance rate. Importantly, there was no interaction between these two factors. The results indicating that the impressions of the first contact and interaction are additively processed suggest that we should accumulate findings that improving the appearance of the robot and making its communication behavior more human-like in politeness will lead to a more acceptable robot design.

Actuator failure on a remotely deployed robot results in decreased efficiency or even renders it inoperable. Robustness to these failures will become critical as robots are required to be more independent and operate out of the range of repair. To address these challenges, we present two approaches based on modular robotic architecture to improve robustness to actuator failure of both fixed-configuration robots and modular reconfigurable robots. Our work uses modular reconfigurable robots capable of modifying their style of locomotion and changing their designed morphology through ejecting modules. This framework improved the distance travelled and decreased the effort to move through the environment of simulated and physical robots. When the deployed robot was allowed to change its locomotion style, it showed improved robustness to actuator failure when compared to a robot with a fixed controller. Furthermore, a robot capable of changing its locomotion and design morphology statistically outlasted both tests with a fixed morphology. Testing was carried out using a gazebo simulation and validated in multiple tests in the field. We show for the first time that ejecting modular failed components can improve the overall mission length.

One of the greatest challenges to the automated production of goods is equipment malfunction. Ideally, machines should be able to automatically predict and detect operational faults in order to minimize downtime and plan for timely maintenance. While traditional condition-based maintenance (CBM) involves costly sensor additions and engineering, machine learning approaches offer the potential to learn from already existing sensors. Implementations of data-driven CBM typically use supervised and semi-supervised learning to classify faults. In addition to a large collection of operation data, records of faulty operation are also necessary, which are often costly to obtain. Instead of classifying faults, we use an approach to detect abnormal behaviour within the machine’s operation. This approach is analogous to semi-supervised anomaly detection in machine learning (ML), with important distinctions in experimental design and evaluation specific to the problem of industrial fault detection. We present a novel method of machine fault detection using temporal-difference learning and General Value Functions (GVFs). Using GVFs, we form a predictive model of sensor data to detect faulty behaviour. As sensor data from machines is not i.i.d. but closer to Markovian sampling, temporal-difference learning methods should be well suited for this data. We compare our GVF outlier detection (GVFOD) algorithm to a broad selection of multivariate and temporal outlier detection methods, using datasets collected from a tabletop robot emulating the movement of an industrial actuator. We find that not only does GVFOD achieve the same recall score as other multivariate OD algorithms, it attains significantly higher precision. Furthermore, GVFOD has intuitive hyperparameters which can be selected based upon expert knowledge of the application. Together, these findings allow for a more reliable detection of abnormal machine behaviour to allow ideal timing of maintenance; saving resources, time and cost.

Introduction: Children and adolescents with neurological impairments face reduced participation and independence in daily life activities due to walking difficulties. Existing assistive devices often offer insufficient support, potentially leading to wheelchair dependence and limiting physical activity and daily life engagement. Mobile wearable robots, such as exoskeletons and exosuits, have shown promise in supporting adults during activities of daily living but are underexplored for children.

Methods: We conducted a cross-sectional study to examine the potential of a cable-driven exosuit, the Myosuit, to enhance walking efficiency in adolescents with diverse ambulatory impairments. Each participant walked a course including up-hill, down-hill, level ground walking, and stairs ascending and descending, with and without the exosuit’s assistance. We monitored the time and step count to complete the course and the average heart rate and muscle activity. Additionally, we assessed the adolescents’ perspective on the exosuit’s utility using a visual analog scale.

Results: Six adolescents completed the study. Although not statistically significant, five participants completed the course with the exosuit’s assistance in reduced time (time reduction range: [-3.87, 17.42]%, p-value: 0.08, effect size: 0.88). The number of steps taken decreased significantly with the Myosuit’s assistance (steps reduction range: [1.07, 15.71]%, p-value: 0.04, effect size: 0.90). Heart rate and muscle activity did not differ between Myosuit-assisted and unassisted conditions (p-value: 0.96 and 0.35, effect size: 0.02 and 0.42, respectively). Participants generally perceived reduced effort and increased safety with the Myosuit’s assistance, especially during tasks involving concentric contractions (e.g., walking uphill). Three participants expressed a willingness to use the Myosuit in daily life, while the others found it heavy or too conspicuous.

Discussion: Increased walking speed without increasing physical effort when performing activities of daily living could lead to higher levels of participation and increased functional independence. Despite perceiving the benefits introduced by the exosuit’s assistance, adolescents reported the need for further modification of the device design before using it extensively at home and in the community.

Heterogeneous multi-agent systems can be deployed to complete a variety of tasks, including some that are impossible using a single generic modality. This paper introduces an approach to solving the problem of cooperative behavior planning in small heterogeneous robot teams where members can both function independently as well as physically interact with each other in ways that give rise to additional functionality. This approach enables, for the first time, the cooperative completion of tasks that are infeasible when using any single modality from those agents comprising the team.

Introduction: It is crucial to identify neurodevelopmental disorders in infants early on for timely intervention to improve their long-term outcomes. Combining natural play with quantitative measurements of developmental milestones can be an effective way to swiftly and efficiently detect infants who are at risk of neurodevelopmental delays. Clinical studies have established differences in toy interaction behaviors between full-term infants and pre-term infants who are at risk for cerebral palsy and other developmental disorders.

Methods: The proposed toy aims to improve the quantitative assessment of infant-toy interactions and fully automate the process of detecting those infants at risk of developing motor delays. This paper describes the design and development of a toy that uniquely utilizes a collection of soft lossy force sensors which are developed using optical fibers to gather play interaction data from infants laying supine in a gym. An example interaction database was created by having 15 adults complete a total of 2480 interactions with the toy consisting of 620 touches, 620 punches—“kick substitute,” 620 weak grasps and 620 strong grasps.

Results: The data is analyzed for patterns of interaction with the toy face using a machine learning model developed to classify the four interactions present in the database. Results indicate that the configuration of 6 soft force sensors on the face created unique activation patterns.

Discussion: The machine learning algorithm was able to identify the distinct action types from the data, suggesting the potential usability of the toy. Next steps involve sensorizing the entire toy and testing with infants.

The environmental pollution caused by various sources has escalated the climate crisis making the need to establish reliable, intelligent, and persistent environmental monitoring solutions more crucial than ever. Mobile sensing systems are a popular platform due to their cost-effectiveness and adaptability. However, in practice, operation environments demand highly intelligent and robust systems that can cope with an environment’s changing dynamics. To achieve this reinforcement learning has become a popular tool as it facilitates the training of intelligent and robust sensing agents that can handle unknown and extreme conditions. In this paper, a framework that formulates active sensing as a reinforcement learning problem is proposed. This framework allows unification with multiple essential environmental monitoring tasks and algorithms such as coverage, patrolling, source seeking, exploration and search and rescue. The unified framework represents a step towards bridging the divide between theoretical advancements in reinforcement learning and real-world applications in environmental monitoring. A critical review of the literature in this field is carried out and it is found that despite the potential of reinforcement learning for environmental active sensing applications there is still a lack of practical implementation and most work remains in the simulation phase. It is also noted that despite the consensus that, multi-agent systems are crucial to fully realize the potential of active sensing there is a lack of research in this area.

This survey reviews advances in 3D object detection approaches for autonomous driving. A brief introduction to 2D object detection is first discussed and drawbacks of the existing methodologies are identified for highly dynamic environments. Subsequently, this paper reviews the state-of-the-art 3D object detection techniques that utilizes monocular and stereo vision for reliable detection in urban settings. Based on depth inference basis, learning schemes, and internal representation, this work presents a method taxonomy of three classes: model-based and geometrically constrained approaches, end-to-end learning methodologies, and hybrid methods. There is highlighted segment for current trend of multi-view detectors as end-to-end methods due to their boosted robustness. Detectors from the last two kinds were specially selected to exploit the autonomous driving context in terms of geometry, scene content and instances distribution. To prove the effectiveness of each method, 3D object detection datasets for autonomous vehicles are described with their unique features, e. g., varying weather conditions, multi-modality, multi camera perspective and their respective metrics associated to different difficulty categories. In addition, we included multi-modal visual datasets, i. e., V2X that may tackle the problems of single-view occlusion. Finally, the current research trends in object detection are summarized, followed by a discussion on possible scope for future research in this domain.

Cobots are robots that are built for human-robot collaboration (HRC) in a shared environment. In the aftermath of disasters, cobots can cooperate with humans to mitigate risks and increase the possibility of rescuing people in distress. This study examines the resilient and dynamic synergy between a swarm of snake robots, first responders and people to be rescued. The possibility of delivering first aid to potential victims dispersed around a disaster environment is implemented. In the HRC simulation framework presented in this study, the first responder initially deploys a UAV, swarm of snake robots and emergency items. The UAV provides the first responder with the site planimetry, which includes the layout of the area, as well as the precise locations of the individuals in need of rescue and the aiding goods to be delivered. Each individual snake robot in the swarm is then assigned a victim. Subsequently an optimal path is determined by each snake robot using the A* algorithm, to approach and reach its respective target while avoiding obstacles. By using their prehensile capabilities, each snake robot adeptly grasps the aiding object to be dispatched. The snake robots successively arrive at the delivering location near the victim, following their optimal paths, and proceed to release the items. To demonstrate the potential of the framework, several case studies are outlined concerning the execution of operations that combine locomotion, obstacle avoidance, grasping and deploying. The Coppelia-Sim Robotic Simulator is utilised for this framework. The analysis of the motion of the snake robots on the path show highly accurate movement with and without the emergency item. This study is a step towards a holistic semi-autonomous search and rescue operation.

One of the big challenges in robotics is the generalization necessary for performing unknown tasks in unknown environments on unknown objects. For us humans, this challenge is simplified by the commonsense knowledge we can access. For cognitive robotics, representing and acquiring commonsense knowledge is a relevant problem, so we perform a systematic literature review to investigate the current state of commonsense knowledge exploitation in cognitive robotics. For this review, we combine a keyword search on six search engines with a snowballing search on six related reviews, resulting in 2,048 distinct publications. After applying pre-defined inclusion and exclusion criteria, we analyse the remaining 52 publications. Our focus lies on the use cases and domains for which commonsense knowledge is employed, the commonsense aspects that are considered, the datasets/resources used as sources for commonsense knowledge and the methods for evaluating these approaches. Additionally, we discovered a divide in terminology between research from the knowledge representation and reasoning and the cognitive robotics community. This divide is investigated by looking at the extensive review performed by Zech et al. (The International Journal of Robotics Research, 2019, 38, 518–562), with whom we have no overlapping publications despite the similar goals.

We explore an alternative approach to the design of robots that deviates from the common envisionment of having one unified agent. What if robots are depicted as an agentic ensemble where agency is distributed over different components? In the project presented here, we investigate the potential contributions of this approach to creating entertaining and joyful human-robot interaction (HRI), which also remains comprehensible to human observers. We built a service robot—which takes care of plants as a Plant-Watering Robot (PWR)—that appears as a small ship controlled by a robotic captain accompanied by kinetic elements. The goal of this narrative design, which utilizes a distributed agency approach, is to make the robot entertaining to watch and foster its acceptance. We discuss the robot’s design rationale and present observations from an exploratory study in two contrastive settings, on a university campus and in a care home for people with dementia, using a qualitative video-based approach for analysis. Our observations indicate that such a design has potential regarding the attraction, acceptance, and joyfulness it can evoke. We discuss aspects of this design approach regarding the field of elderly care, limitations of our study, and identify potential fields of use and further scopes for studies.

Objective: For transradial amputees, robotic prosthetic hands promise to regain the capability to perform daily living activities. Current control methods based on physiological signals such as electromyography (EMG) are prone to yielding poor inference outcomes due to motion artifacts, muscle fatigue, and many more. Vision sensors are a major source of information about the environment state and can play a vital role in inferring feasible and intended gestures. However, visual evidence is also susceptible to its own artifacts, most often due to object occlusion, lighting changes, etc. Multimodal evidence fusion using physiological and vision sensor measurements is a natural approach due to the complementary strengths of these modalities.

Methods: In this paper, we present a Bayesian evidence fusion framework for grasp intent inference using eye-view video, eye-gaze, and EMG from the forearm processed by neural network models. We analyze individual and fused performance as a function of time as the hand approaches the object to grasp it. For this purpose, we have also developed novel data processing and augmentation techniques to train neural network components.

Results: Our results indicate that, on average, fusion improves the instantaneous upcoming grasp type classification accuracy while in the reaching phase by 13.66% and 14.8%, relative to EMG (81.64% non-fused) and visual evidence (80.5% non-fused) individually, resulting in an overall fusion accuracy of 95.3%.

Conclusion: Our experimental data analyses demonstrate that EMG and visual evidence show complementary strengths, and as a consequence, fusion of multimodal evidence can outperform each individual evidence modality at any given time.

The robotics discipline is exploring precise and versatile solutions for upper-limb rehabilitation in Multiple Sclerosis (MS). People with MS can greatly benefit from robotic systems to help combat the complexities of this disease, which can impair the ability to perform activities of daily living (ADLs). In order to present the potential and the limitations of smart mechatronic devices in the mentioned clinical domain, this review is structured to propose a concise SWOT (Strengths, Weaknesses, Opportunities, and Threats) Analysis of robotic rehabilitation in MS. Through the SWOT Analysis, a method mostly adopted in business management, this paper addresses both internal and external factors that can promote or hinder the adoption of upper-limb rehabilitation robots in MS. Subsequently, it discusses how the synergy with another category of interaction technologies - the systems underlying virtual and augmented environments - may empower Strengths, overcome Weaknesses, expand Opportunities, and handle Threats in rehabilitation robotics for MS. The impactful adaptability of these digital settings (extensively used in rehabilitation for MS, even to approach ADL-like tasks in safe simulated contexts) is the main reason for presenting this approach to face the critical issues of the aforementioned SWOT Analysis. This methodological proposal aims at paving the way for devising further synergistic strategies based on the integration of medical robotic devices with other promising technologies to help upper-limb functional recovery in MS.

Creating an accurate model of a user’s skills is an essential task for Intelligent Tutoring Systems (ITS) and robotic tutoring systems. This allows the system to provide personalized help based on the user’s knowledge state. Most user skill modeling systems have focused on simpler tasks such as arithmetic or multiple-choice questions, where the user’s model is only updated upon task completion. These tasks have a single correct answer and they generate an unambiguous observation of the user’s answer. This is not the case for more complex tasks such as programming or engineering tasks, where the user completing the task creates a succession of noisy user observations as they work on different parts of the task. We create an algorithm called Time-Dependant Bayesian Knowledge Tracing (TD-BKT) that tracks users’ skills throughout these more complex tasks. We show in simulation that it has a more accurate model of the user’s skills and, therefore, can select better teaching actions than previous algorithms. Lastly, we show that a robot can use TD-BKT to model a user and teach electronic circuit tasks to participants during a user study. Our results show that participants significantly improved their skills when modeled using TD-BKT.

Background: Assistive Robotic Arms are designed to assist physically disabled people with daily activities. Existing joysticks and head controls are not applicable for severely disabled people such as people with Locked-in Syndrome. Therefore, eye tracking control is part of ongoing research. The related literature spans many disciplines, creating a heterogeneous field that makes it difficult to gain an overview.

Objectives: This work focuses on ARAs that are controlled by gaze and eye movements. By answering the research questions, this paper provides details on the design of the systems, a comparison of input modalities, methods for measuring the performance of these controls, and an outlook on research areas that gained interest in recent years.

Methods: This review was conducted as outlined in the PRISMA 2020 Statement. After identifying a wide range of approaches in use the authors decided to use the PRISMA-ScR extension for a scoping review to present the results. The identification process was carried out by screening three databases. After the screening process, a snowball search was conducted.

Results: 39 articles and 6 reviews were included in this article. Characteristics related to the system and study design were extracted and presented divided into three groups based on the use of eye tracking.

Conclusion: This paper aims to provide an overview for researchers new to the field by offering insight into eye tracking based robot controllers. We have identified open questions that need to be answered in order to provide people with severe motor function loss with systems that are highly useable and accessible.

In recent years, the development of robots that can engage in non-task-oriented dialogue with people, such as chat, has received increasing attention. This study aims to clarify the factors that improve the user’s willingness to talk with robots in non-task oriented dialogues (e.g., chat). A previous study reported that exchanging subjective opinions makes such dialogue enjoyable and enthusiastic. In some cases, however, the robot’s subjective opinions are not realistic, i.e., the user believes the robot does not have opinions, thus we cannot attribute the opinion to the robot. For example, if a robot says that alcohol tastes good, it may be difficult to imagine the robot having such an opinion. In this case, the user’s motivation to exchange opinions may decrease. In this study, we hypothesize that regardless of the type of robot, opinion attribution affects the user’s motivation to exchange opinions with humanoid robots. We examined the effect by preparing various opinions of two kinds of humanoid robots. The experimental result suggests that not only the users’ interest in the topic but also the attribution of the subjective opinions to them influence their motivation to exchange opinions. Another analysis revealed that the android significantly increased the motivation when they are interested in the topic and do not attribute opinions, while the small robot significantly increased it when not interested and attributed opinions. In situations where there are opinions that cannot be attributed to humanoid robots, the result that androids are more motivating when users have the interests even if opinions are not attributed can indicate the usefulness of androids.

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