Knowledge of the mass and inertial parameters of a humanoid robot or a human being is crucial for the development of model-based control, as well as for monitoring the rehabilitation process. These parameters are also important for obtaining realistic simulations in the field of motion planning and human motor control. For robots, they are often provided by computer-aided design data, while averaged anthropometric table values are often used for human subjects. The unit/subject-specific inertial parameters can be identified by using the external wrench caused by the ground reaction. However, the identification accuracy intrinsically depends on the excitation properties of the recorded motion. In this paper, a new method for obtaining optimal excitation motions is proposed. This method is based on the identification model of legged systems and on optimization processes to generate excitation motions while handling mechanical constraints. A pragmatic decomposition of this problem, the use of a new excitation criterion, and a quadratic program to identify inertial parameters are proposed. The method has been experimentally validated onto an HOAP-3 humanoid robot and with one human subject.
The trajectory of the whole body center of mass (CoM) is useful as a reliable metric of postural stability. If the evaluation of a subject-specific CoM were available outside of the laboratory environment, it would improve the assessment of the effects of physical rehabilitation. This paper develops a method that enables tracking CoM position using low-cost sensors that can be moved around by a therapist or easily installed inside a patient’s home. Here, we compare the accuracy of a personalized CoM estimation using the statically equivalent serial chain (SESC) method and measurements obtained with the Kinect to the case of a SESC obtained with high-end equipment (Vicon). We also compare these estimates to literature-based ones for both sensors. The method was validated with seven able-bodied volunteers for whom the SESC was identified using 40 static postures. The literature-based estimation with Vicon measurements had a average error 24.9 ± 3.7 mm; this error was reduced to 12.8 ± 9.1 mm with the SESC identification. When using Kinect measurements, the literature-based estimate had an error of 118.4 ± 50.0 mm, while the SESC error was 26.6 ± 6.0 mm. The subject-specific SESC estimate using low-cost sensors has an equivalent performance as the literature-based one with high-end sensors. The SESC method can improve CoM estimation of elderly and neurologically impaired subjects by considering variations in their mass distribution.
Center of mass (CoM) trajectory is important during standing and walking since it can be used as an index for stability and fall prediction. Unfortunately current methods for CoM estimation require the use of specialized equipment (such as motion capture and force platforms) in controlled environments. This paper aims at applying the statically equivalent serial chain (SESC) method to obtain CoM position using widely available and portable hardware; a Microsoft's Kinect and a Nintendo's Wii balance board. During identification, CoM is approximated by CoP measurements and the virtual chain is created for able-bodied subjects. The result demostrates that the SESC method can be applied outside the laboratory environment using a Kinect. Cross-validation of the identified model was performed to evaluate the accuracy of the method. Results obtained of five subjects are shown and discussed.
Human–robot collaboration has gained attention in the field of manufacturing and assembly tasks, necessitating the development of adaptable and user-friendly forms of interaction. To address this demand, collaborative robots (cobots) have emerged as a viable solution. Deep Learning has played a pivotal role in enhancing robot capabilities and facilitating their perception and understanding of the environment. This study proposes the integration of cobots and Deep Learning to assist users in assembly tasks such as part handover and storage. The proposed system includes an object classification system to categorize and store assembly elements, a voice recognition system to classify user commands, and a hand-tracking system for close interaction. Tests were conducted for each isolated system and for the complete application as used by different individuals, yielding an average accuracy of 91.25%. The integration of Deep Learning into cobot applications has significant potential for transforming industries, including manufacturing, healthcare, and assistive technologies. This work serves as a proof of concept for the use of several neural networks and a cobot in a collaborative task, demonstrating communication between the systems and proposing an evaluation approach for individual and integrated systems.
12 January 2018 in Frontiers in Bioengineering and Biotechnology
Poststroke hemiplegic patients often show altered weight distribution with balance disorders, increasing their risk of fall. Conventional balance training, though powerful, suffers from scarcity of trained therapists, frequent visits to clinics to get therapy, one-on-one therapy sessions, and monotony of repetitive exercise tasks. Thus, technology-assisted balance rehabilitation can be an alternative solution. Here, we chose virtual reality as a technology-based platform to develop motivating balance tasks. This platform was augmented with off-the-shelf available sensors such as Nintendo Wii balance board and Kinect to estimate one’s center of mass (CoM). The virtual reality-based CoM-assisted balance tasks (Virtual CoMBaT) was designed to be adaptive to one’s individualized weight-shifting capability quantified through CoM displacement. Participants were asked to interact with Virtual CoMBaT that offered tasks of varying challenge levels while adhering to ankle strategy for weight shifting. To facilitate the patients to use ankle strategy during weight-shifting, we designed a heel lift detection module. A usability study was carried out with 12 hemiplegic patients. Results indicate the potential of our system to contribute to improving one’s overall performance in balance-related tasks belonging to different difficulty levels.