The automatic assessment of the level of independence of a person, based on the recognition of a set of Activities of Daily Living, is among the most challenging research fields in Ambient Intelligence. The article proposes a framework for the recognition of motion primitives, relying on Gaussian Mixture Modeling and Gaussian Mixture Regression for the creation of activity models. A recognition procedure based on Dynamic Time Warping and Mahalanobis distance is found to: (i) ensure good classification results; (ii) exploit the properties of GMM and GMR modeling to allow for an easy run-time recognition; (iii) enhance the consistency of the recognition via the use of a classifier allowing unknown as an answer.
In this article, we propose FlexHRC+, a hierarchical human–robot cooperation architecture designed to provide collaborative robots with an extended degree of autonomy when supporting human operators in high-variability shop-floor tasks. The architecture encompasses three levels, namely for perception, representation, and action. Building up on previous work, here we focus on an in-the-loop decision-making process for the operations of collaborative robots coping with the variability of actions carried out by human operators, and the representation level, integrating a hierarchical and/or graph whose online behavior is formally specified using first-order logic. The architecture is accompanied by experiments including collaborative furniture assembly and object positioning tasks.
The possibility for humans to interact with physical or virtual systems using gestures has been vastly explored by researchers and designers in the last 20 years to provide new and intuitive interaction modalities. Unfortunately, the literature about gestural interaction is not homogeneous, and it is characterized by a lack of shared terminology. This leads to fragmented results and makes it difficult for research activities to build on top of state-of-the-art results and approaches. The analysis in this article aims at creating a common conceptual design framework to enforce development efforts in gesture-based human–machine interaction (HMI). The main contributions of this article can be summarized as follows: 1) we provide a broad definition for the notion of functional gesture in HMI; 2) we design a flexible and expandable gesture taxonomy; and 3) we put forward a detailed problem statement for gesture-based HMI. Finally, to support our main contribution, this article presents and analyzes 83 most pertinent articles classified on the basis of our taxonomy and problem statement.
In this paper, a robot learning approach is proposed which integrates Visuospatial Skill Learning, Imitation Learning, and conventional planning methods. In our approach, the sensorimotor skills (i.e., actions) are learned through a learning from demonstration strategy. The sequence of performed actions is learned through demonstrations using Visuospatial Skill Learning. A standard action-level planner is used to represent a symbolic description of the skill, which allows the system to represent the skill in a discrete, symbolic form. The Visuospatial Skill Learning module identifies the underlying constraints of the task and extracts symbolic predicates (i.e., action preconditions and effects), thereby updating the planner representation while the skills are being learned. Therefore the planner maintains a generalized representation of each skill as a reusable action, which can be planned and performed independently during the learning phase. Preliminary experimental results on the iCub robot are presented.
6 August 2019 in Neural Computing and Applications