Neuromorphic and Brain-Based Robots


Book Description

Neuromorphic and brain-based robotics have enormous potential for furthering our understanding of the brain. By embodying models of the brain on robotic platforms, researchers can investigate the roots of biological intelligence and work towards the development of truly intelligent machines. This book provides a broad introduction to this groundbreaking area for researchers from a wide range of fields, from engineering to neuroscience. Case studies explore how robots are being used in current research, including a whisker system that allows a robot to sense its environment and neurally inspired navigation systems that show impressive mapping results. Looking to the future, several chapters consider the development of cognitive, or even conscious robots that display the adaptability and intelligence of biological organisms. Finally, the ethical implications of intelligent robots are explored, from morality and Asimov's three laws to the question of whether robots have rights.




Control and Dynamic Manipulability of a Dual-Arm/Hand Robotic Exoskeleton System (EXO-UL8) for Rehabilitation Training in Virtual Reality


Book Description

Every year there are about 800,000 new stroke patients in the US, and many of them suffer from upper limb neuromuscular disabilities including but not limited to: weakness, spasticity and abnormal synergy. Patients usually have the potential to rehabilitate (to some extent) based on neuroplasticity, and physical therapy intervention helps accelerate the recovery. However, many patients could not afford the expensive physical therapy after the onset of stroke, and miss the opportunity to get recovered. Robot-assisted rehabilitation thus might be the solution, with the following unparalleled advantages: (1) 24/7 capability of human arm gravity compensation; (2) multi-joint movement coordination/correction, which could not be easily done by human physical therapists; (3) dual-arm training, either coupled in joint space or task space; (4) quantitative platform for giving instructions, providing assistance, exerting resistance, and collecting real-time data in kinematics, dynamics and biomechanics; (5) potential training protocol personalization; etc. However, in the rehabilitation robotics field, there are still many open problems. I am especially interested in: (1) compliant control, in high-dimensional multi-joint coordination condition; (2) assist-as-needed (AAN) control, in quantitative model-based approach and model-free approach; (3) dual-arm training, in both symmetric and asymmetric modes; (4) system integration, e.g., virtual reality (VR) serious games and graphical user interfaces (GUIs) design and development. Our dual-arm/hand robotic exoskeleton system, EXO-UL8, is in its 4th generation, with seven (7) arm degrees-of-freedom (DOFs) and one (1) DOF hand gripper enabling hand opening and closing on each side. While developing features on this research platform, I contributed to the robotics research field in the following aspects: (1) I designed and developed a series of eighteen (18) serious VR games and GUIs that could be used for interactive post-stroke rehabilitation training. The VR environment, together with the exoskeleton robot, provides patients and physical therapists a quantitative rehabilitation training platform with capability in real-time human performance data collection and analysis. (2) To provide better compliant control, my colleagues and I proposed and implemented two new admittance controllers, based on the work done by previous research group alumni. Both the hyper parameter-based and Kalman Filter-based admittance controllers have satisfactory heuristic performance, and the latter is more promising in future adaptation. Unlike many other upper-limb exoskeletons, our current system utilizes force and torque (F/T) sensors and position encoders only, no surface electromyography (sEMG) signals are used. It brings convenience to practical use, as well as technical challenges. (3) To provide better AAN control, which is still not well understood in the academia, I worked out a redundant version of modified dynamic manipulability ellipsoid (DME) model to propose an Arm Postural Stability Index (APSI) to quantify the difficulty heterogeneity of the 3D Cartesian workspace. The theoretical framework could be used to teach the exoskeleton where and when to provide assistance, and to guide the virtual reality where to add new minimal challenges to stroke patients. To the best of my knowledge, it is also for the first time that human arm redundancy resolution was investigated when arm gravity is considered. (4) For the first time, my colleagues and I have done a pilot study on asymmetric dual-arm training using the exoskeleton system on one (1) post-stroke patient. The exoskeleton on the healthy side could trigger assistance for that on the affected side, and validates that the current mechanism/control is eligible for asymmetric dual-arm training. (5) Other works of mine include: activities of daily living (ADLs) data visualization for VR game difficulty design; human arm synergy modeling; dual-arm manipulation taxonomy classification (on-going work).




Human-robot Interaction


Book Description

Presents a unified treatment of HRI-related issues, identifies key themes, and discusses challenge problems that are likely to shape the field in the near future. The survey includes research results from a cross section of the universities, government efforts, industry labs, and countries that contribute to HRI.




Mixed Reality and Human-Robot Interaction


Book Description

MR technologies play an increasing role in different aspects of human-robot interactions. The visual combination of digital contents with real working spaces creates a simulated environment that is set out to enhance these aspects. This book presents and discusses fundamental scientific issues, technical implementations, lab testing, and industrial applications and case studies of Mixed Reality in Human-Robot Interaction. It is a reference book that not only acts as meta-book in the field that defines and frames Mixed Reality use in Human-Robot Interaction, but also addresses up-coming trends and emerging directions of the field. This volume offers a comprehensive reference volume to the state-of-the-art in the area of MR in Human-Robot Interaction, an excellent mix of contributions from leading researcher/experts in multiple disciplines from academia and industry. All authors are experts and/or top researchers in their respective areas and each of the chapters has been rigorously reviewed for intellectual contents by the editorial team to ensure a high quality. This book provides up-to-date insight into the current research topics in this field as well as the latest technological advancements and the best working examples.




VSMM 2000


Book Description










Integration of Assistive Technology in the Information Age


Book Description

The goal of this book is to close the gap between high technology and accessibility for people having lost their independence due to the loss of physical and/or cognitive capabilities. Robots and mechatronic devices bring the opportunity to improve the autonomy of disabled people and facilitate their social and professional integration by assisting them to perform daily living tasks. Technical topics of interest include, but are not limited to: Communication and learning applications in SCI an CP, Interface and Internet-based designs, Issues in human-machine interaction, Personal robotics, Hardware and control, Evaluation methods, Clinical experience, Orthotics and prosthetics, Robotics for older adults, Service robotics, Movement physiology and motor control.




Augmented Reality, Virtual Reality, and Computer Graphics


Book Description

This book constitutes the refereed proceedings of the 8th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2021, held in Italy, in September 2021. Due to COVID-19 pandemic the conference was held virtually. The 38 full and 14 short papers were carefully reviewed and selected from 69 submissions. The papers discuss key issues, approaches, ideas, open problems, innovative applications and trends in virtual reality, augmented reality, mixed reality, applications in cultural heritage, in medicine, in education, and in industry.