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2019


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Hierarchical Task-Parameterized Learning from Demonstration for Collaborative Object Movement

Hu, S., Kuchenbecker, K. J.

Applied Bionics and Biomechanics, (9765383), December 2019 (article)

Abstract
Learning from demonstration (LfD) enables a robot to emulate natural human movement instead of merely executing preprogrammed behaviors. This article presents a hierarchical LfD structure of task-parameterized models for object movement tasks, which are ubiquitous in everyday life and could benefit from robotic support. Our approach uses the task-parameterized Gaussian mixture model (TP-GMM) algorithm to encode sets of demonstrations in separate models that each correspond to a different task situation. The robot then maximizes its expected performance in a new situation by either selecting a good existing model or requesting new demonstrations. Compared to a standard implementation that encodes all demonstrations together for all test situations, the proposed approach offers four advantages. First, a simply defined distance function can be used to estimate test performance by calculating the similarity between a test situation and the existing models. Second, the proposed approach can improve generalization, e.g., better satisfying the demonstrated task constraints and speeding up task execution. Third, because the hierarchical structure encodes each demonstrated situation individually, a wider range of task situations can be modeled in the same framework without deteriorating performance. Last, adding or removing demonstrations incurs low computational load, and thus, the robot’s skill library can be built incrementally. We first instantiate the proposed approach in a simulated task to validate these advantages. We then show that the advantages transfer to real hardware for a task where naive participants collaborated with a Willow Garage PR2 robot to move a handheld object. For most tested scenarios, our hierarchical method achieved significantly better task performance and subjective ratings than both a passive model with only gravity compensation and a single TP-GMM encoding all demonstrations.

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DOI [BibTex]


Life Improvement Science: A Manifesto
Life Improvement Science: A Manifesto

Lieder, F.

December 2019 (article) In revision

Abstract
Rapid technological advances present unprecedented opportunities for helping people thrive. This manifesto presents a road map for establishing a solid scientific foundation upon which those opportunities can be realized. It highlights fundamental open questions about the cognitive underpinnings of effective living and how they can be improved, supported, and augmented. These questions are at the core of my proposal for a new transdisciplinary research area called life improvement science. Recent advances have made these questions amenable to scientific rigor, and emerging approaches are paving the way towards practical strategies, clever interventions, and (intelligent) apps for empowering people to reach unprecedented levels of personal effectiveness and wellbeing.

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Life improvement science: a manifesto DOI [BibTex]


Decoding subcategories of human bodies from both body- and face-responsive cortical regions
Decoding subcategories of human bodies from both body- and face-responsive cortical regions

Foster, C., Zhao, M., Romero, J., Black, M. J., Mohler, B. J., Bartels, A., Bülthoff, I.

NeuroImage, 202(15):116085, November 2019 (article)

Abstract
Our visual system can easily categorize objects (e.g. faces vs. bodies) and further differentiate them into subcategories (e.g. male vs. female). This ability is particularly important for objects of social significance, such as human faces and bodies. While many studies have demonstrated category selectivity to faces and bodies in the brain, how subcategories of faces and bodies are represented remains unclear. Here, we investigated how the brain encodes two prominent subcategories shared by both faces and bodies, sex and weight, and whether neural responses to these subcategories rely on low-level visual, high-level visual or semantic similarity. We recorded brain activity with fMRI while participants viewed faces and bodies that varied in sex, weight, and image size. The results showed that the sex of bodies can be decoded from both body- and face-responsive brain areas, with the former exhibiting more consistent size-invariant decoding than the latter. Body weight could also be decoded in face-responsive areas and in distributed body-responsive areas, and this decoding was also invariant to image size. The weight of faces could be decoded from the fusiform body area (FBA), and weight could be decoded across face and body stimuli in the extrastriate body area (EBA) and a distributed body-responsive area. The sex of well-controlled faces (e.g. excluding hairstyles) could not be decoded from face- or body-responsive regions. These results demonstrate that both face- and body-responsive brain regions encode information that can distinguish the sex and weight of bodies. Moreover, the neural patterns corresponding to sex and weight were invariant to image size and could sometimes generalize across face and body stimuli, suggesting that such subcategorical information is encoded with a high-level visual or semantic code.

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paper pdf DOI [BibTex]

paper pdf DOI [BibTex]


Fast Feedback Control over Multi-hop Wireless Networks with Mode Changes and Stability Guarantees
Fast Feedback Control over Multi-hop Wireless Networks with Mode Changes and Stability Guarantees

Baumann, D., Mager, F., Jacob, R., Thiele, L., Zimmerling, M., Trimpe, S.

ACM Transactions on Cyber-Physical Systems, 4(2):18, November 2019 (article)

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arXiv PDF DOI [BibTex]

arXiv PDF DOI [BibTex]


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Doing More with Less: Meta-Reasoning and Meta-Learning in Humans and Machines

Griffiths, T. L., Callaway, F., Chang, M. B., Grant, E., Krueger, P. M., Lieder, F.

Current Opinion in Behavioral Sciences, 29, pages: 24-30, October 2019 (article)

Abstract
Artificial intelligence systems use an increasing amount of computation and data to solve very specific problems. By contrast, human minds solve a wide range of problems using a fixed amount of computation and limited experience. We identify two abilities that we see as crucial to this kind of general intelligence: meta-reasoning (deciding how to allocate computational resources) and meta-learning (modeling the learning environment to make better use of limited data). We summarize the relevant AI literature and relate the resulting ideas to recent work in psychology.

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DOI [BibTex]

DOI [BibTex]


Active Perception based Formation Control for Multiple Aerial Vehicles
Active Perception based Formation Control for Multiple Aerial Vehicles

Tallamraju, R., Price, E., Ludwig, R., Karlapalem, K., Bülthoff, H. H., Black, M. J., Ahmad, A.

IEEE Robotics and Automation Letters, Robotics and Automation Letters, 4(4):4491-4498, IEEE, October 2019 (article)

Abstract
We present a novel robotic front-end for autonomous aerial motion-capture (mocap) in outdoor environments. In previous work, we presented an approach for cooperative detection and tracking (CDT) of a subject using multiple micro-aerial vehicles (MAVs). However, it did not ensure optimal view-point configurations of the MAVs to minimize the uncertainty in the person's cooperatively tracked 3D position estimate. In this article, we introduce an active approach for CDT. In contrast to cooperatively tracking only the 3D positions of the person, the MAVs can actively compute optimal local motion plans, resulting in optimal view-point configurations, which minimize the uncertainty in the tracked estimate. We achieve this by decoupling the goal of active tracking into a quadratic objective and non-convex constraints corresponding to angular configurations of the MAVs w.r.t. the person. We derive this decoupling using Gaussian observation model assumptions within the CDT algorithm. We preserve convexity in optimization by embedding all the non-convex constraints, including those for dynamic obstacle avoidance, as external control inputs in the MPC dynamics. Multiple real robot experiments and comparisons involving 3 MAVs in several challenging scenarios are presented.

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pdf DOI Project Page [BibTex]

pdf DOI Project Page [BibTex]


Decoding the Viewpoint and Identity of Faces and Bodies
Decoding the Viewpoint and Identity of Faces and Bodies

Foster, C., Zhao, M., Bolkart, T., Black, M., Bartels, A., Bülthoff, I.

Journal of Vision, 19(10): 54c, pages: 54-55, Arvo Journals, September 2019 (article)

Abstract
(2019). . , 19(10): 25.13, 54-55. doi: Zitierlink: http://hdl.handle.net/21.11116/0000-0003-7493-4

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link (url) DOI [BibTex]

link (url) DOI [BibTex]


Series Elastic Behavior of Biarticular Muscle-Tendon Structure in a Robotic Leg
Series Elastic Behavior of Biarticular Muscle-Tendon Structure in a Robotic Leg

Ruppert, F., Badri-Spröwitz, A.

Frontiers in Neurorobotics, 64, pages: 13, 13, August 2019 (article)

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Frontiers YouTube link (url) DOI [BibTex]

Frontiers YouTube link (url) DOI [BibTex]


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Low-Hysteresis and Low-Interference Soft Tactile Sensor Using a Conductive Coated Porous Elastomer and a Structure for Interference Reduction

Park, K., Kim, S., Lee, H., Park, I., Kim, J.

Sensors and Actuators A: Physical, 295, pages: 541-550, August 2019 (article)

Abstract
The need for soft whole-body tactile sensors is emerging. Piezoresistive materials are advantageous in terms of making large tactile sensors, but the hysteresis of piezoresistive materials is a major drawback. The hysteresis of a piezoresistive material should be attenuated to make a practical piezoresistive soft tactile sensor. In this paper, we introduce a low-hysteresis and low-interference soft tactile sensor using a conductive coated porous elastomer and a structure to reduce interference (grooves). The developed sensor exhibits low hysteresis because the transduction mechanism of the sensor is dominated by the contact between the conductive coated surface. In a cyclic loading experiment with different loading frequencies, the mechanical and piezoresistive hysteresis values of the sensor are less than 21.7% and 6.8%, respectively. The initial resistance change is found to be within 4% after the first loading cycle. To reduce the interference among the sensing points, we also propose a structure where the grooves are inserted between the adjacent electrodes. This structure is implemented during the molding process, which is adopted to extend the porous tactile sensor to large-scale and facile fabrication. The effects of the structure are investigated with respect to the normalized design parameters ΘD, ΘW, and ΘT in a simulation, and the result is validated for samples with the same design parameters. An indentation experiment also shows that the structure designed for interference reduction effectively attenuates the interference of the sensor array, indicating that the spatial resolution of the sensor array is improved. As a result, the sensor can exhibit low hysteresis and low interference simultaneously. This research can be used for many applications, such as robotic skin, grippers, and wearable devices.

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DOI [BibTex]

DOI [BibTex]


Beyond Basins of Attraction: Quantifying Robustness of Natural Dynamics
Beyond Basins of Attraction: Quantifying Robustness of Natural Dynamics

Steve Heim, , Spröwitz, A.

IEEE Transactions on Robotics (T-RO) , 35(4), pages: 939-952, August 2019 (article)

Abstract
Properly designing a system to exhibit favorable natural dynamics can greatly simplify designing or learning the control policy. However, it is still unclear what constitutes favorable natural dynamics and how to quantify its effect. Most studies of simple walking and running models have focused on the basins of attraction of passive limit cycles and the notion of self-stability. We instead emphasize the importance of stepping beyond basins of attraction. In this paper, we show an approach based on viability theory to quantify robust sets in state-action space. These sets are valid for the family of all robust control policies, which allows us to quantify the robustness inherent to the natural dynamics before designing the control policy or specifying a control objective. We illustrate our formulation using spring-mass models, simple low-dimensional models of running systems. We then show an example application by optimizing robustness of a simulated planar monoped, using a gradient-free optimization scheme. Both case studies result in a nonlinear effective stiffness providing more robustness.

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arXiv preprint arXiv:1806.08081 T-RO link (url) DOI Project Page [BibTex]

arXiv preprint arXiv:1806.08081 T-RO link (url) DOI Project Page [BibTex]


Cognitive Prostheses for Goal Achievement
Cognitive Prostheses for Goal Achievement

Lieder, F., Chen, O. X., Krueger, P. M., Griffiths, T. L.

Nature Human Behavior, 3, August 2019 (article)

Abstract
Procrastination and impulsivity take a significant toll on people’s lives and the economy at large. Both can result from the misalignment of an action's proximal rewards with its long-term value. Therefore, aligning immediate reward with long-term value could be a way to help people overcome motivational barriers and make better decisions. Previous research has shown that game elements, such as points, levels, and badges, can be used to motivate people and nudge their decisions on serious matters. Here, we develop a new approach to decision support that leveragesartificial intelligence and game elements to restructure challenging sequential decision problems in such a way that it becomes easier for people to take the right course of action. A series of four increasingly more realistic experiments suggests that this approach can enable people to make better decisions faster, procrastinate less, complete their work on time, and waste less time on unimportant tasks. These findings suggest that our method is a promising step towards developing cognitive prostheses that help people achieve their goals by enhancing their motivation and decision-making in everyday life.

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DOI [BibTex]

DOI [BibTex]


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]


Resource-aware IoT Control: Saving Communication through Predictive Triggering
Resource-aware IoT Control: Saving Communication through Predictive Triggering

Trimpe, S., Baumann, D.

IEEE Internet of Things Journal, 6(3):5013-5028, June 2019 (article)

Abstract
The Internet of Things (IoT) interconnects multiple physical devices in large-scale networks. When the 'things' coordinate decisions and act collectively on shared information, feedback is introduced between them. Multiple feedback loops are thus closed over a shared, general-purpose network. Traditional feedback control is unsuitable for design of IoT control because it relies on high-rate periodic communication and is ignorant of the shared network resource. Therefore, recent event-based estimation methods are applied herein for resource-aware IoT control allowing agents to decide online whether communication with other agents is needed, or not. While this can reduce network traffic significantly, a severe limitation of typical event-based approaches is the need for instantaneous triggering decisions that leave no time to reallocate freed resources (e.g., communication slots), which hence remain unused. To address this problem, novel predictive and self triggering protocols are proposed herein. From a unified Bayesian decision framework, two schemes are developed: self triggers that predict, at the current triggering instant, the next one; and predictive triggers that check at every time step, whether communication will be needed at a given prediction horizon. The suitability of these triggers for feedback control is demonstrated in hardware experiments on a cart-pole, and scalability is discussed with a multi-vehicle simulation.

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PDF arXiv DOI [BibTex]

PDF arXiv DOI [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, 12(1):113-127, April 2019 (article)

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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DOI [BibTex]

DOI [BibTex]


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Resource-rational analysis: Understanding human cognition as the optimal use of limited computational resources

Lieder, F., Griffiths, T. L.

Behavioral and Brain Sciences, 43, E1, Febuary 2019 (article)

Abstract
Modeling human cognition is challenging because there are infinitely many mechanisms that can generate any given observation. Some researchers address this by constraining the hypothesis space through assumptions about what the human mind can and cannot do, while others constrain it through principles of rationality and adaptation. Recent work in economics, psychology, neuroscience, and linguistics has begun to integrate both approaches by augmenting rational models with cognitive constraints, incorporating rational principles into cognitive architectures, and applying optimality principles to understanding neural representations. We identify the rational use of limited resources as a unifying principle underlying these diverse approaches, expressing it in a new cognitive modeling paradigm called resource-rational analysis. The integration of rational principles with realistic cognitive constraints makes resource-rational analysis a promising framework for reverse-engineering cognitive mechanisms and representations. It has already shed new light on the debate about human rationality and can be leveraged to revisit classic questions of cognitive psychology within a principled computational framework. We demonstrate that resource-rational models can reconcile the mind's most impressive cognitive skills with people's ostensive irrationality. Resource-rational analysis also provides a new way to connect psychological theory more deeply with artificial intelligence, economics, neuroscience, and linguistics.

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DOI [BibTex]

DOI [BibTex]


 Perceptual Effects of Inconsistency in Human Animations
Perceptual Effects of Inconsistency in Human Animations

Kenny, S., Mahmood, N., Honda, C., Black, M. J., Troje, N. F.

ACM Trans. Appl. Percept., 16(1):2:1-2:18, Febuary 2019 (article)

Abstract
The individual shape of the human body, including the geometry of its articulated structure and the distribution of weight over that structure, influences the kinematics of a person’s movements. How sensitive is the visual system to inconsistencies between shape and motion introduced by retargeting motion from one person onto the shape of another? We used optical motion capture to record five pairs of male performers with large differences in body weight, while they pushed, lifted, and threw objects. From these data, we estimated both the kinematics of the actions as well as the performer’s individual body shape. To obtain consistent and inconsistent stimuli, we created animated avatars by combining the shape and motion estimates from either a single performer or from different performers. Using these stimuli we conducted three experiments in an immersive virtual reality environment. First, a group of participants detected which of two stimuli was inconsistent. Performance was very low, and results were only marginally significant. Next, a second group of participants rated perceived attractiveness, eeriness, and humanness of consistent and inconsistent stimuli, but these judgements of animation characteristics were not affected by consistency of the stimuli. Finally, a third group of participants rated properties of the objects rather than of the performers. Here, we found strong influences of shape-motion inconsistency on perceived weight and thrown distance of objects. This suggests that the visual system relies on its knowledge of shape and motion and that these components are assimilated into an altered perception of the action outcome. We propose that the visual system attempts to resist inconsistent interpretations of human animations. Actions involving object manipulations present an opportunity for the visual system to reinterpret the introduced inconsistencies as a change in the dynamics of an object rather than as an unexpected combination of body shape and body motion.

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publisher pdf DOI [BibTex]

publisher pdf DOI [BibTex]


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Self and Body Part Localization in Virtual Reality: Comparing a Headset and a Large-Screen Immersive Display

van der Veer, A. H., Longo, M. R., Alsmith, A. J. T., Wong, H. Y., Mohler, B. J.

Frontiers in Robotics and AI, 6(33), 2019 (article)

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DOI [BibTex]

DOI [BibTex]


The Virtual Caliper: Rapid Creation of Metrically Accurate Avatars from {3D} Measurements
The Virtual Caliper: Rapid Creation of Metrically Accurate Avatars from 3D Measurements

Pujades, S., Mohler, B., Thaler, A., Tesch, J., Mahmood, N., Hesse, N., Bülthoff, H. H., Black, M. J.

IEEE Transactions on Visualization and Computer Graphics, 25(5):1887-1897, IEEE, 2019 (article)

Abstract
Creating metrically accurate avatars is important for many applications such as virtual clothing try-on, ergonomics, medicine, immersive social media, telepresence, and gaming. Creating avatars that precisely represent a particular individual is challenging however, due to the need for expensive 3D scanners, privacy issues with photographs or videos, and difficulty in making accurate tailoring measurements. We overcome these challenges by creating “The Virtual Caliper”, which uses VR game controllers to make simple measurements. First, we establish what body measurements users can reliably make on their own body. We find several distance measurements to be good candidates and then verify that these are linearly related to 3D body shape as represented by the SMPL body model. The Virtual Caliper enables novice users to accurately measure themselves and create an avatar with their own body shape. We evaluate the metric accuracy relative to ground truth 3D body scan data, compare the method quantitatively to other avatar creation tools, and perform extensive perceptual studies. We also provide a software application to the community that enables novices to rapidly create avatars in fewer than five minutes. Not only is our approach more rapid than existing methods, it exports a metrically accurate 3D avatar model that is rigged and skinned.

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Project Page IEEE Open Access IEEE Open Access PDF DOI [BibTex]

Project Page IEEE Open Access IEEE Open Access PDF DOI [BibTex]


A Rational Reinterpretation of Dual Process Theories
A Rational Reinterpretation of Dual Process Theories

Milli, S., Lieder, F., Griffiths, T. L.

2019 (article)

Abstract
Highly influential "dual-process" accounts of human cognition postulate the coexistence of a slow accurate system with a fast error-prone system. But why would there be just two systems rather than, say, one or 93? Here, we argue that a dual-process architecture might be neither arbitrary nor irrational, but might instead reflect a rational tradeoff between the cognitive flexibility afforded by multiple systems and the time and effort required to choose between them. We investigate what the optimal set and number of cognitive systems would be depending on the structure of the environment. We find that the optimal number of systems depends on the variability of the environment and the difficulty of deciding when which system should be used. Furthermore, when having two systems is optimal, then the first system is fast but error-prone and the second system is slow but accurate. Our findings thereby provide a rational reinterpretation of dual-process theories.

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DOI [BibTex]

DOI [BibTex]

2017


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Evaluation of High-Fidelity Simulation as a Training Tool in Transoral Robotic Surgery

Bur, A. M., Gomez, E. D., Newman, J. G., Weinstein, G. S., Bert W. O’Malley, J., Rassekh, C. H., Kuchenbecker, K. J.

Laryngoscope, 127(12):2790-2795, December 2017 (article)

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DOI [BibTex]

2017


DOI [BibTex]


Learning a model of facial shape and expression from {4D} scans
Learning a model of facial shape and expression from 4D scans

Li, T., Bolkart, T., Black, M. J., Li, H., Romero, J.

ACM Transactions on Graphics, 36(6):194:1-194:17, November 2017, Two first authors contributed equally (article)

Abstract
The field of 3D face modeling has a large gap between high-end and low-end methods. At the high end, the best facial animation is indistinguishable from real humans, but this comes at the cost of extensive manual labor. At the low end, face capture from consumer depth sensors relies on 3D face models that are not expressive enough to capture the variability in natural facial shape and expression. We seek a middle ground by learning a facial model from thousands of accurately aligned 3D scans. Our FLAME model (Faces Learned with an Articulated Model and Expressions) is designed to work with existing graphics software and be easy to fit to data. FLAME uses a linear shape space trained from 3800 scans of human heads. FLAME combines this linear shape space with an articulated jaw, neck, and eyeballs, pose-dependent corrective blendshapes, and additional global expression from 4D face sequences in the D3DFACS dataset along with additional 4D sequences.We accurately register a template mesh to the scan sequences and make the D3DFACS registrations available for research purposes. In total the model is trained from over 33, 000 scans. FLAME is low-dimensional but more expressive than the FaceWarehouse model and the Basel Face Model. We compare FLAME to these models by fitting them to static 3D scans and 4D sequences using the same optimization method. FLAME is significantly more accurate and is available for research purposes (http://flame.is.tue.mpg.de).

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data/model video code chumpy code tensorflow paper supplemental Project Page [BibTex]

data/model video code chumpy code tensorflow paper supplemental Project Page [BibTex]


Investigating Body Image Disturbance in Anorexia Nervosa Using Novel Biometric Figure Rating Scales: A Pilot Study
Investigating Body Image Disturbance in Anorexia Nervosa Using Novel Biometric Figure Rating Scales: A Pilot Study

Mölbert, S. C., Thaler, A., Streuber, S., Black, M. J., Karnath, H., Zipfel, S., Mohler, B., Giel, K. E.

European Eating Disorders Review, 25(6):607-612, November 2017 (article)

Abstract
This study uses novel biometric figure rating scales (FRS) spanning body mass index (BMI) 13.8 to 32.2 kg/m2 and BMI 18 to 42 kg/m2. The aims of the study were (i) to compare FRS body weight dissatisfaction and perceptual distortion of women with anorexia nervosa (AN) to a community sample; (ii) how FRS parameters are associated with questionnaire body dissatisfaction, eating disorder symptoms and appearance comparison habits; and (iii) whether the weight spectrum of the FRS matters. Women with AN (n = 24) and a community sample of women (n = 104) selected their current and ideal body on the FRS and completed additional questionnaires. Women with AN accurately picked the body that aligned best with their actual weight in both FRS. Controls underestimated their BMI in the FRS 14–32 and were accurate in the FRS 18–42. In both FRS, women with AN desired a body close to their actual BMI and controls desired a thinner body. Our observations suggest that body image disturbance in AN is unlikely to be characterized by a visual perceptual disturbance, but rather by an idealization of underweight in conjunction with high body dissatisfaction. The weight spectrum of FRS can influence the accuracy of BMI estimation.

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publisher DOI Project Page [BibTex]

publisher DOI Project Page [BibTex]


Embodied Hands: Modeling and Capturing Hands and Bodies Together
Embodied Hands: Modeling and Capturing Hands and Bodies Together

Romero, J., Tzionas, D., Black, M. J.

ACM Transactions on Graphics, (Proc. SIGGRAPH Asia), 36(6):245:1-245:17, 245:1–245:17, ACM, November 2017 (article)

Abstract
Humans move their hands and bodies together to communicate and solve tasks. Capturing and replicating such coordinated activity is critical for virtual characters that behave realistically. Surprisingly, most methods treat the 3D modeling and tracking of bodies and hands separately. Here we formulate a model of hands and bodies interacting together and fit it to full-body 4D sequences. When scanning or capturing the full body in 3D, hands are small and often partially occluded, making their shape and pose hard to recover. To cope with low-resolution, occlusion, and noise, we develop a new model called MANO (hand Model with Articulated and Non-rigid defOrmations). MANO is learned from around 1000 high-resolution 3D scans of hands of 31 subjects in a wide variety of hand poses. The model is realistic, low-dimensional, captures non-rigid shape changes with pose, is compatible with standard graphics packages, and can fit any human hand. MANO provides a compact mapping from hand poses to pose blend shape corrections and a linear manifold of pose synergies. We attach MANO to a standard parameterized 3D body shape model (SMPL), resulting in a fully articulated body and hand model (SMPL+H). We illustrate SMPL+H by fitting complex, natural, activities of subjects captured with a 4D scanner. The fitting is fully automatic and results in full body models that move naturally with detailed hand motions and a realism not seen before in full body performance capture. The models and data are freely available for research purposes at http://mano.is.tue.mpg.de.

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website youtube paper suppl video link (url) DOI Project Page [BibTex]

website youtube paper suppl video link (url) DOI Project Page [BibTex]


An Online Scalable Approach to Unified Multirobot Cooperative Localization and Object Tracking
An Online Scalable Approach to Unified Multirobot Cooperative Localization and Object Tracking

Ahmad, A., Lawless, G., Lima, P.

IEEE Transactions on Robotics (T-RO), 33, pages: 1184 - 1199, October 2017 (article)

Abstract
In this article we present a unified approach for multi-robot cooperative simultaneous localization and object tracking based on particle filters. Our approach is scalable with respect to the number of robots in the team. We introduce a method that reduces, from an exponential to a linear growth, the space and computation time requirements with respect to the number of robots in order to maintain a given level of accuracy in the full state estimation. Our method requires no increase in the number of particles with respect to the number of robots. However, in our method each particle represents a full state hypothesis, leading to the linear dependency on the number of robots of both space and time complexity. The derivation of the algorithm implementing our approach from a standard particle filter algorithm and its complexity analysis are presented. Through an extensive set of simulation experiments on a large number of randomized datasets, we demonstrate the correctness and efficacy of our approach. Through real robot experiments on a standardized open dataset of a team of four soccer playing robots tracking a ball, we evaluate our method's estimation accuracy with respect to the ground truth values. Through comparisons with other methods based on i) nonlinear least squares minimization and ii) joint extended Kalman filter, we further highlight our method's advantages. Finally, we also present a robustness test for our approach by evaluating it under scenarios of communication and vision failure in teammate robots.

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Published Version link (url) DOI [BibTex]

Published Version link (url) DOI [BibTex]


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Using Contact Forces and Robot Arm Accelerations to Automatically Rate Surgeon Skill at Peg Transfer

Brown, J. D., O’Brien, C. E., Leung, S. C., Dumon, K. R., Lee, D. I., Kuchenbecker, K. J.

IEEE Transactions on Biomedical Engineering, 64(9):2263-2275, September 2017 (article)

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link (url) DOI [BibTex]

link (url) DOI [BibTex]


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Ungrounded Haptic Augmented Reality System for Displaying Texture and Friction

Culbertson, H., Kuchenbecker, K. J.

IEEE/ASME Transactions on Mechatronics, 22(4):1839-1849, August 2017 (article)

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link (url) DOI [BibTex]

link (url) DOI [BibTex]


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Event-based State Estimation: An Emulation-based Approach

Trimpe, S.

IET Control Theory & Applications, 11(11):1684-1693, July 2017 (article)

Abstract
An event-based state estimation approach for reducing communication in a networked control system is proposed. Multiple distributed sensor agents observe a dynamic process and sporadically transmit their measurements to estimator agents over a shared bus network. Local event-triggering protocols ensure that data is transmitted only when necessary to meet a desired estimation accuracy. The event-based design is shown to emulate the performance of a centralised state observer design up to guaranteed bounds, but with reduced communication. The stability results for state estimation are extended to the distributed control system that results when the local estimates are used for feedback control. Results from numerical simulations and hardware experiments illustrate the effectiveness of the proposed approach in reducing network communication.

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arXiv Supplementary material PDF DOI Project Page [BibTex]

arXiv Supplementary material PDF DOI Project Page [BibTex]


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Perception of Force and Stiffness in the Presence of Low-Frequency Haptic Noise

Gurari, N., Okamura, A. M., Kuchenbecker, K. J.

PLoS ONE, 12(6):e0178605, June 2017 (article)

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link (url) DOI [BibTex]

link (url) DOI [BibTex]


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Evaluation of a Vibrotactile Simulator for Dental Caries Detection

Kuchenbecker, K. J., Parajon, R., Maggio, M. P.

Simulation in Healthcare, 12(3):148-156, June 2017 (article)

hi

DOI [BibTex]

DOI [BibTex]


Spinal joint compliance and actuation in a simulated bounding quadruped robot
Spinal joint compliance and actuation in a simulated bounding quadruped robot

Pouya, S., Khodabakhsh, M., Sproewitz, A., Ijspeert, A.

{Autonomous Robots}, pages: 437–452, Kluwer Academic Publishers, Springer, Dordrecht, New York, NY, Febuary 2017 (article)

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link (url) DOI Project Page [BibTex]

link (url) DOI Project Page [BibTex]


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Importance of Matching Physical Friction, Hardness, and Texture in Creating Realistic Haptic Virtual Surfaces

Culbertson, H., Kuchenbecker, K. J.

IEEE Transactions on Haptics, 10(1):63-74, January 2017 (article)

hi

[BibTex]


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Effects of Grip-Force, Contact, and Acceleration Feedback on a Teleoperated Pick-and-Place Task

Khurshid, R. P., Fitter, N. T., Fedalei, E. A., Kuchenbecker, K. J.

IEEE Transactions on Haptics, 10(1):40-53, January 2017 (article)

hi

[BibTex]

[BibTex]


Early Stopping Without a Validation Set
Early Stopping Without a Validation Set

Mahsereci, M., Balles, L., Lassner, C., Hennig, P.

arXiv preprint arXiv:1703.09580, 2017 (article)

Abstract
Early stopping is a widely used technique to prevent poor generalization performance when training an over-expressive model by means of gradient-based optimization. To find a good point to halt the optimizer, a common practice is to split the dataset into a training and a smaller validation set to obtain an ongoing estimate of the generalization performance. In this paper we propose a novel early stopping criterion which is based on fast-to-compute, local statistics of the computed gradients and entirely removes the need for a held-out validation set. Our experiments show that this is a viable approach in the setting of least-squares and logistic regression as well as neural networks.

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link (url) Project Page Project Page [BibTex]


Data-Driven Physics for Human Soft Tissue Animation
Data-Driven Physics for Human Soft Tissue Animation

Kim, M., Pons-Moll, G., Pujades, S., Bang, S., Kim, J., Black, M. J., Lee, S.

ACM Transactions on Graphics, (Proc. SIGGRAPH), 36(4):54:1-54:12, 2017 (article)

Abstract
Data driven models of human poses and soft-tissue deformations can produce very realistic results, but they only model the visible surface of the human body and cannot create skin deformation due to interactions with the environment. Physical simulations can generalize to external forces, but their parameters are difficult to control. In this paper, we present a layered volumetric human body model learned from data. Our model is composed of a data-driven inner layer and a physics-based external layer. The inner layer is driven with a volumetric statistical body model (VSMPL). The soft tissue layer consists of a tetrahedral mesh that is driven using the finite element method (FEM). Model parameters, namely the segmentation of the body into layers and the soft tissue elasticity, are learned directly from 4D registrations of humans exhibiting soft tissue deformations. The learned two layer model is a realistic full-body avatar that generalizes to novel motions and external forces. Experiments show that the resulting avatars produce realistic results on held out sequences and react to external forces. Moreover, the model supports the retargeting of physical properties from one avatar when they share the same topology.

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video paper link (url) Project Page [BibTex]

video paper link (url) Project Page [BibTex]


Sparse Inertial Poser: Automatic 3D Human Pose Estimation from Sparse IMUs
Sparse Inertial Poser: Automatic 3D Human Pose Estimation from Sparse IMUs

(Best Paper, Eurographics 2017)

Marcard, T. V., Rosenhahn, B., Black, M., Pons-Moll, G.

Computer Graphics Forum 36(2), Proceedings of the 38th Annual Conference of the European Association for Computer Graphics (Eurographics), pages: 349-360 , 2017 (article)

Abstract
We address the problem of making human motion capture in the wild more practical by using a small set of inertial sensors attached to the body. Since the problem is heavily under-constrained, previous methods either use a large number of sensors, which is intrusive, or they require additional video input. We take a different approach and constrain the problem by: (i) making use of a realistic statistical body model that includes anthropometric constraints and (ii) using a joint optimization framework to fit the model to orientation and acceleration measurements over multiple frames. The resulting tracker Sparse Inertial Poser (SIP) enables motion capture using only 6 sensors (attached to the wrists, lower legs, back and head) and works for arbitrary human motions. Experiments on the recently released TNT15 dataset show that, using the same number of sensors, SIP achieves higher accuracy than the dataset baseline without using any video data. We further demonstrate the effectiveness of SIP on newly recorded challenging motions in outdoor scenarios such as climbing or jumping over a wall

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video pdf Project Page [BibTex]

video pdf Project Page [BibTex]


Efficient 2D and 3D Facade Segmentation using Auto-Context
Efficient 2D and 3D Facade Segmentation using Auto-Context

Gadde, R., Jampani, V., Marlet, R., Gehler, P.

IEEE Transactions on Pattern Analysis and Machine Intelligence, 2017 (article)

Abstract
This paper introduces a fast and efficient segmentation technique for 2D images and 3D point clouds of building facades. Facades of buildings are highly structured and consequently most methods that have been proposed for this problem aim to make use of this strong prior information. Contrary to most prior work, we are describing a system that is almost domain independent and consists of standard segmentation methods. We train a sequence of boosted decision trees using auto-context features. This is learned using stacked generalization. We find that this technique performs better, or comparable with all previous published methods and present empirical results on all available 2D and 3D facade benchmark datasets. The proposed method is simple to implement, easy to extend, and very efficient at test-time inference.

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arXiv Project Page [BibTex]

arXiv Project Page [BibTex]


{ClothCap}: Seamless {4D} Clothing Capture and Retargeting
ClothCap: Seamless 4D Clothing Capture and Retargeting

Pons-Moll, G., Pujades, S., Hu, S., Black, M.

ACM Transactions on Graphics, (Proc. SIGGRAPH), 36(4):73:1-73:15, ACM, New York, NY, USA, 2017, Two first authors contributed equally (article)

Abstract
Designing and simulating realistic clothing is challenging and, while several methods have addressed the capture of clothing from 3D scans, previous methods have been limited to single garments and simple motions, lack detail, or require specialized texture patterns. Here we address the problem of capturing regular clothing on fully dressed people in motion. People typically wear multiple pieces of clothing at a time. To estimate the shape of such clothing, track it over time, and render it believably, each garment must be segmented from the others and the body. Our ClothCap approach uses a new multi-part 3D model of clothed bodies, automatically segments each piece of clothing, estimates the naked body shape and pose under the clothing, and tracks the 3D deformations of the clothing over time. We estimate the garments and their motion from 4D scans; that is, high-resolution 3D scans of the subject in motion at 60 fps. The model allows us to capture a clothed person in motion, extract their clothing, and retarget the clothing to new body shapes. ClothCap provides a step towards virtual try-on with a technology for capturing, modeling, and analyzing clothing in motion.

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video project_page paper link (url) DOI Project Page Project Page [BibTex]

video project_page paper link (url) DOI Project Page Project Page [BibTex]

2011


Loose-limbed People: Estimating {3D} Human Pose and Motion Using Non-parametric Belief Propagation
Loose-limbed People: Estimating 3D Human Pose and Motion Using Non-parametric Belief Propagation

Sigal, L., Isard, M., Haussecker, H., Black, M. J.

International Journal of Computer Vision, 98(1):15-48, Springer Netherlands, May 2011 (article)

Abstract
We formulate the problem of 3D human pose estimation and tracking as one of inference in a graphical model. Unlike traditional kinematic tree representations, our model of the body is a collection of loosely-connected body-parts. In particular, we model the body using an undirected graphical model in which nodes correspond to parts and edges to kinematic, penetration, and temporal constraints imposed by the joints and the world. These constraints are encoded using pair-wise statistical distributions, that are learned from motion-capture training data. Human pose and motion estimation is formulated as inference in this graphical model and is solved using Particle Message Passing (PaMPas). PaMPas is a form of non-parametric belief propagation that uses a variation of particle filtering that can be applied over a general graphical model with loops. The loose-limbed model and decentralized graph structure allow us to incorporate information from "bottom-up" visual cues, such as limb and head detectors, into the inference process. These detectors enable automatic initialization and aid recovery from transient tracking failures. We illustrate the method by automatically tracking people in multi-view imagery using a set of calibrated cameras and present quantitative evaluation using the HumanEva dataset.

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pdf publisher's site link (url) Project Page Project Page [BibTex]

2011


pdf publisher's site link (url) Project Page Project Page [BibTex]


Point-and-Click Cursor Control With an Intracortical Neural Interface System by Humans With Tetraplegia
Point-and-Click Cursor Control With an Intracortical Neural Interface System by Humans With Tetraplegia

Kim, S., Simeral, J. D., Hochberg, L. R., Donoghue, J. P., Friehs, G. M., Black, M. J.

IEEE Transactions on Neural Systems and Rehabilitation Engineering, 19(2):193-203, April 2011 (article)

Abstract
We present a point-and-click intracortical neural interface system (NIS) that enables humans with tetraplegia to volitionally move a 2D computer cursor in any desired direction on a computer screen, hold it still and click on the area of interest. This direct brain-computer interface extracts both discrete (click) and continuous (cursor velocity) signals from a single small population of neurons in human motor cortex. A key component of this system is a multi-state probabilistic decoding algorithm that simultaneously decodes neural spiking activity and outputs either a click signal or the velocity of the cursor. The algorithm combines a linear classifier, which determines whether the user is intending to click or move the cursor, with a Kalman filter that translates the neural population activity into cursor velocity. We present a paradigm for training the multi-state decoding algorithm using neural activity observed during imagined actions. Two human participants with tetraplegia (paralysis of the four limbs) performed a closed-loop radial target acquisition task using the point-and-click NIS over multiple sessions. We quantified point-and-click performance using various human-computer interaction measurements for pointing devices. We found that participants were able to control the cursor motion accurately and click on specified targets with a small error rate (< 3% in one participant). This study suggests that signals from a small ensemble of motor cortical neurons (~40) can be used for natural point-and-click 2D cursor control of a personal computer.

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pdf publishers's site pub med link (url) Project Page [BibTex]

pdf publishers's site pub med link (url) Project Page [BibTex]


A Database and Evaluation Methodology for Optical Flow
A Database and Evaluation Methodology for Optical Flow

Baker, S., Scharstein, D., Lewis, J. P., Roth, S., Black, M. J., Szeliski, R.

International Journal of Computer Vision, 92(1):1-31, March 2011 (article)

Abstract
The quantitative evaluation of optical flow algorithms by Barron et al. (1994) led to significant advances in performance. The challenges for optical flow algorithms today go beyond the datasets and evaluation methods proposed in that paper. Instead, they center on problems associated with complex natural scenes, including nonrigid motion, real sensor noise, and motion discontinuities. We propose a new set of benchmarks and evaluation methods for the next generation of optical flow algorithms. To that end, we contribute four types of data to test different aspects of optical flow algorithms: (1) sequences with nonrigid motion where the ground-truth flow is determined by tracking hidden fluorescent texture, (2) realistic synthetic sequences, (3) high frame-rate video used to study interpolation error, and (4) modified stereo sequences of static scenes. In addition to the average angular error used by Barron et al., we compute the absolute flow endpoint error, measures for frame interpolation error, improved statistics, and results at motion discontinuities and in textureless regions. In October 2007, we published the performance of several well-known methods on a preliminary version of our data to establish the current state of the art. We also made the data freely available on the web at http://vision.middlebury.edu/flow/ . Subsequently a number of researchers have uploaded their results to our website and published papers using the data. A significant improvement in performance has already been achieved. In this paper we analyze the results obtained to date and draw a large number of conclusions from them.

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pdf pdf from publisher Middlebury Flow Evaluation Website [BibTex]

pdf pdf from publisher Middlebury Flow Evaluation Website [BibTex]


Neural control of cursor trajectory and click by a human with tetraplegia 1000 days after implant of an intracortical microelectrode array
Neural control of cursor trajectory and click by a human with tetraplegia 1000 days after implant of an intracortical microelectrode array

(J. Neural Engineering Highlights of 2011 Collection. JNE top 10 cited papers of 2010-2011.)

Simeral, J. D., Kim, S., Black, M. J., Donoghue, J. P., Hochberg, L. R.

J. of Neural Engineering, 8(2):025027, 2011 (article)

Abstract
The ongoing pilot clinical trial of the BrainGate neural interface system aims in part to assess the feasibility of using neural activity obtained from a small-scale, chronically implanted, intracortical microelectrode array to provide control signals for a neural prosthesis system. Critical questions include how long implanted microelectrodes will record useful neural signals, how reliably those signals can be acquired and decoded, and how effectively they can be used to control various assistive technologies such as computers and robotic assistive devices, or to enable functional electrical stimulation of paralyzed muscles. Here we examined these questions by assessing neural cursor control and BrainGate system characteristics on five consecutive days 1000 days after implant of a 4 × 4 mm array of 100 microelectrodes in the motor cortex of a human with longstanding tetraplegia subsequent to a brainstem stroke. On each of five prospectively-selected days we performed time-amplitude sorting of neuronal spiking activity, trained a population-based Kalman velocity decoding filter combined with a linear discriminant click state classifier, and then assessed closed-loop point-and-click cursor control. The participant performed both an eight-target center-out task and a random target Fitts metric task which was adapted from a human-computer interaction ISO standard used to quantify performance of computer input devices. The neural interface system was further characterized by daily measurement of electrode impedances, unit waveforms and local field potentials. Across the five days, spiking signals were obtained from 41 of 96 electrodes and were successfully decoded to provide neural cursor point-and-click control with a mean task performance of 91.3% ± 0.1% (mean ± s.d.) correct target acquisition. Results across five consecutive days demonstrate that a neural interface system based on an intracortical microelectrode array can provide repeatable, accurate point-and-click control of a computer interface to an individual with tetraplegia 1000 days after implantation of this sensor.

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pdf pdf from publisher link (url) Project Page [BibTex]