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2019


Implementation of a 6-{DOF} Parallel Continuum Manipulator for Delivering Fingertip Tactile Cues
Implementation of a 6-DOF Parallel Continuum Manipulator for Delivering Fingertip Tactile Cues

Young, E. M., Kuchenbecker, K. J.

IEEE Transactions on Haptics, 12(3):295-306, June 2019 (article)

Abstract
Existing fingertip haptic devices can deliver different subsets of tactile cues in a compact package, but we have not yet seen a wearable six-degree-of-freedom (6-DOF) display. This paper presents the Fuppeteer (short for Fingertip Puppeteer), a device that is capable of controlling the position and orientation of a flat platform, such that any combination of normal and shear force can be delivered at any location on any human fingertip. We build on our previous work of designing a parallel continuum manipulator for fingertip haptics by presenting a motorized version in which six flexible Nitinol wires are actuated via independent roller mechanisms and proportional-derivative controllers. We evaluate the settling time and end-effector vibrations observed during system responses to step inputs. After creating a six-dimensional lookup table and adjusting simulated inputs using measured Jacobians, we show that the device can make contact with all parts of the fingertip with a mean error of 1.42 mm. Finally, we present results from a human-subject study. A total of 24 users discerned 9 evenly distributed contact locations with an average accuracy of 80.5%. Translational and rotational shear cues were identified reasonably well near the center of the fingertip and more poorly around the edges.

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DOI Project Page [BibTex]


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How Does It Feel to Clap Hands with a Robot?

Fitter, N. T., Kuchenbecker, K. J.

International Journal of Social Robotics, 2019 (article) Accepted

Abstract
Future robots may need lighthearted physical interaction capabilities to connect with people in meaningful ways. To begin exploring how users perceive playful human–robot hand-to-hand interaction, we conducted a study with 20 participants. Each user played simple hand-clapping games with the Rethink Robotics Baxter Research Robot during a 1-h-long session involving 24 randomly ordered conditions that varied in facial reactivity, physical reactivity, arm stiffness, and clapping tempo. Survey data and experiment recordings demonstrate that this interaction is viable: all users successfully completed the experiment and mentioned enjoying at least one game without prompting. Hand-clapping tempo was highly salient to users, and human-like robot errors were more widely accepted than mechanical errors. Furthermore, perceptions of Baxter varied in the following statistically significant ways: facial reactivity increased the robot’s perceived pleasantness and energeticness; physical reactivity decreased pleasantness, energeticness, and dominance; higher arm stiffness increased safety and decreased dominance; and faster tempo increased energeticness and increased dominance. These findings can motivate and guide roboticists who want to design social–physical human–robot interactions.

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[BibTex]

[BibTex]


Autonomous Identification and Goal-Directed Invocation of Event-Predictive Behavioral Primitives
Autonomous Identification and Goal-Directed Invocation of Event-Predictive Behavioral Primitives

Gumbsch, C., Butz, M. V., Martius, G.

IEEE Transactions on Cognitive and Developmental Systems, 2019 (article)

Abstract
Voluntary behavior of humans appears to be composed of small, elementary building blocks or behavioral primitives. While this modular organization seems crucial for the learning of complex motor skills and the flexible adaption of behavior to new circumstances, the problem of learning meaningful, compositional abstractions from sensorimotor experiences remains an open challenge. Here, we introduce a computational learning architecture, termed surprise-based behavioral modularization into event-predictive structures (SUBMODES), that explores behavior and identifies the underlying behavioral units completely from scratch. The SUBMODES architecture bootstraps sensorimotor exploration using a self-organizing neural controller. While exploring the behavioral capabilities of its own body, the system learns modular structures that predict the sensorimotor dynamics and generate the associated behavior. In line with recent theories of event perception, the system uses unexpected prediction error signals, i.e., surprise, to detect transitions between successive behavioral primitives. We show that, when applied to two robotic systems with completely different body kinematics, the system manages to learn a variety of complex behavioral primitives. Moreover, after initial self-exploration the system can use its learned predictive models progressively more effectively for invoking model predictive planning and goal-directed control in different tasks and environments.

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arXiv PDF video link (url) DOI Project Page [BibTex]


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Machine Learning for Haptics: Inferring Multi-Contact Stimulation From Sparse Sensor Configuration

Sun, H., Martius, G.

Frontiers in Neurorobotics, 13, pages: 51, 2019 (article)

Abstract
Robust haptic sensation systems are essential for obtaining dexterous robots. Currently, we have solutions for small surface areas such as fingers, but affordable and robust techniques for covering large areas of an arbitrary 3D surface are still missing. Here, we introduce a general machine learning framework to infer multi-contact haptic forces on a 3D robot’s limb surface from internal deformation measured by only a few physical sensors. The general idea of this framework is to predict first the whole surface deformation pattern from the sparsely placed sensors and then to infer number, locations and force magnitudes of unknown contact points. We show how this can be done even if training data can only be obtained for single-contact points using transfer learning at the example of a modified limb of the Poppy robot. With only 10 strain-gauge sensors we obtain a high accuracy also for multiple-contact points. The method can be applied to arbitrarily shaped surfaces and physical sensor types, as long as training data can be obtained.

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link (url) DOI [BibTex]

2018


Softness, Warmth, and Responsiveness Improve Robot Hugs
Softness, Warmth, and Responsiveness Improve Robot Hugs

Block, A. E., Kuchenbecker, K. J.

International Journal of Social Robotics, 11(1):49-64, October 2018 (article)

Abstract
Hugs are one of the first forms of contact and affection humans experience. Due to their prevalence and health benefits, roboticists are naturally interested in having robots one day hug humans as seamlessly as humans hug other humans. This project's purpose is to evaluate human responses to different robot physical characteristics and hugging behaviors. Specifically, we aim to test the hypothesis that a soft, warm, touch-sensitive PR2 humanoid robot can provide humans with satisfying hugs by matching both their hugging pressure and their hugging duration. Thirty relatively young and rather technical participants experienced and evaluated twelve hugs with the robot, divided into three randomly ordered trials that focused on physical robot characteristics (single factor, three levels) and nine randomly ordered trials with low, medium, and high hug pressure and duration (two factors, three levels each). Analysis of the results showed that people significantly prefer soft, warm hugs over hard, cold hugs. Furthermore, users prefer hugs that physically squeeze them and release immediately when they are ready for the hug to end. Taking part in the experiment also significantly increased positive user opinions of robots and robot use.

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link (url) DOI Project Page [BibTex]

2018


link (url) DOI Project Page [BibTex]


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Task-Driven PCA-Based Design Optimization of Wearable Cutaneous Devices

Pacchierotti, C., Young, E. M., Kuchenbecker, K. J.

IEEE Robotics and Automation Letters, 3(3):2214-2221, July 2018, Presented at ICRA 2018 (article)

Abstract
Small size and low weight are critical requirements for wearable and portable haptic interfaces, making it essential to work toward the optimization of their sensing and actuation systems. This paper presents a new approach for task-driven design optimization of fingertip cutaneous haptic devices. Given one (or more) target tactile interactions to render and a cutaneous device to optimize, we evaluate the minimum number and best configuration of the device’s actuators to minimize the estimated haptic rendering error. First, we calculate the motion needed for the original cutaneous device to render the considered target interaction. Then, we run a principal component analysis (PCA) to search for possible couplings between the original motor inputs, looking also for the best way to reconfigure them. If some couplings exist, we can re-design our cutaneous device with fewer motors, optimally configured to render the target tactile sensation. The proposed approach is quite general and can be applied to different tactile sensors and cutaneous devices. We validated it using a BioTac tactile sensor and custom plate-based 3-DoF and 6-DoF fingertip cutaneous devices, considering six representative target tactile interactions. The algorithm was able to find couplings between each device’s motor inputs, proving it to be a viable approach to optimize the design of wearable and portable cutaneous devices. Finally, we present two examples of optimized designs for our 3-DoF fingertip cutaneous device.

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link (url) DOI [BibTex]

link (url) DOI [BibTex]


Teaching a Robot Bimanual Hand-Clapping Games via Wrist-Worn {IMU}s
Teaching a Robot Bimanual Hand-Clapping Games via Wrist-Worn IMUs

Fitter, N. T., Kuchenbecker, K. J.

Frontiers in Robotics and Artificial Intelligence, 5(85), July 2018 (article)

Abstract
Colleagues often shake hands in greeting, friends connect through high fives, and children around the world rejoice in hand-clapping games. As robots become more common in everyday human life, they will have the opportunity to join in these social-physical interactions, but few current robots are intended to touch people in friendly ways. This article describes how we enabled a Baxter Research Robot to both teach and learn bimanual hand-clapping games with a human partner. Our system monitors the user's motions via a pair of inertial measurement units (IMUs) worn on the wrists. We recorded a labeled library of 10 common hand-clapping movements from 10 participants; this dataset was used to train an SVM classifier to automatically identify hand-clapping motions from previously unseen participants with a test-set classification accuracy of 97.0%. Baxter uses these sensors and this classifier to quickly identify the motions of its human gameplay partner, so that it can join in hand-clapping games. This system was evaluated by N = 24 naïve users in an experiment that involved learning sequences of eight motions from Baxter, teaching Baxter eight-motion game patterns, and completing a free interaction period. The motion classification accuracy in this less structured setting was 85.9%, primarily due to unexpected variations in motion timing. The quantitative task performance results and qualitative participant survey responses showed that learning games from Baxter was significantly easier than teaching games to Baxter, and that the teaching role caused users to consider more teamwork aspects of the gameplay. Over the course of the experiment, people felt more understood by Baxter and became more willing to follow the example of the robot. Users felt uniformly safe interacting with Baxter, and they expressed positive opinions of Baxter and reported fun interacting with the robot. Taken together, the results indicate that this robot achieved credible social-physical interaction with humans and that its ability to both lead and follow systematically changed the human partner's experience.

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DOI [BibTex]

DOI [BibTex]


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Nonlinear decoding of a complex movie from the mammalian retina

Botella-Soler, V., Deny, S., Martius, G., Marre, O., Tkačik, G.

PLOS Computational Biology, 14(5):1-27, Public Library of Science, May 2018 (article)

Abstract
Author summary Neurons in the retina transform patterns of incoming light into sequences of neural spikes. We recorded from ∼100 neurons in the rat retina while it was stimulated with a complex movie. Using machine learning regression methods, we fit decoders to reconstruct the movie shown from the retinal output. We demonstrated that retinal code can only be read out with a low error if decoders make use of correlations between successive spikes emitted by individual neurons. These correlations can be used to ignore spontaneous spiking that would, otherwise, cause even the best linear decoders to “hallucinate” nonexistent stimuli. This work represents the first high resolution single-trial full movie reconstruction and suggests a new paradigm for separating spontaneous from stimulus-driven neural activity.

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DOI [BibTex]

DOI [BibTex]


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Automatically Rating Trainee Skill at a Pediatric Laparoscopic Suturing Task

Oquendo, Y. A., Riddle, E. W., Hiller, D., Blinman, T. A., Kuchenbecker, K. J.

Surgical Endoscopy, 32(4):1840-1857, April 2018 (article)

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DOI [BibTex]

DOI [BibTex]


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Immersive Low-Cost Virtual Reality Treatment for Phantom Limb Pain: Evidence from Two Cases

Ambron, E., Miller, A., Kuchenbecker, K. J., Buxbaum, L. J., Coslett, H. B.

Frontiers in Neurology, 9(67):1-7, 2018 (article)

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DOI Project Page [BibTex]

DOI Project Page [BibTex]

2015


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Novel plasticity rule can explain the development of sensorimotor intelligence

Der, R., Martius, G.

Proceedings of the National Academy of Sciences, 112(45):E6224-E6232, 2015 (article)

Abstract
Grounding autonomous behavior in the nervous system is a fundamental challenge for neuroscience. In particular, self-organized behavioral development provides more questions than answers. Are there special functional units for curiosity, motivation, and creativity? This paper argues that these features can be grounded in synaptic plasticity itself, without requiring any higher-level constructs. We propose differential extrinsic plasticity (DEP) as a new synaptic rule for self-learning systems and apply it to a number of complex robotic systems as a test case. Without specifying any purpose or goal, seemingly purposeful and adaptive rhythmic behavior is developed, displaying a certain level of sensorimotor intelligence. These surprising results require no system-specific modifications of the DEP rule. They rather arise from the underlying mechanism of spontaneous symmetry breaking, which is due to the tight brain body environment coupling. The new synaptic rule is biologically plausible and would be an interesting target for neurobiological investigation. We also argue that this neuronal mechanism may have been a catalyst in natural evolution.

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link (url) DOI Project Page [BibTex]

2015


link (url) DOI Project Page [BibTex]


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Quantifying Emergent Behavior of Autonomous Robots

Martius, G., Olbrich, E.

Entropy, 17(10):7266, 2015 (article)

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link (url) DOI [BibTex]

link (url) DOI [BibTex]