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Human-robot collaboration (HRC) has become increasingly relevant in industrial, household, and commercial settings. However, the effectiveness of such collaborations is highly dependent on the human and robots' situational awareness of the environment. Improving this awareness includes not only aligning perceptions in a shared workspace, but also bidirectionally communicating intent and visualizing different states of the environment to enhance scene understanding. In this paper, we propose ARDIE (Augmented Reality with Dialogue and Eye Gaze), a novel intelligent agent that leverages multi-modal feedback cues to enhance HRC. Our system utilizes a decision theoretic framework to formulate a joint policy that incorporates interactive augmented reality (AR), natural language, and eye gaze to portray current and future states of the environment. Through object-specific AR renders, the human can visualize future object interactions to make adjustments as needed, ultimately providing an interactive and efficient collaboration between humans and robots.

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IFIP TC13 Conference on Human-Computer Interaction是人機交互領域的研究者和實踐者展示其工作的重要平臺。多年來,這些會議吸引了來自幾個國家和文化的研究人員。官網鏈接: · 數據集 · 3D · 基準 · MoDELS ·
2023 年 6 月 23 日

3D multi-person motion prediction is a challenging task that involves modeling individual behaviors and interactions between people. Despite the emergence of approaches for this task, comparing them is difficult due to the lack of standardized training settings and benchmark datasets. In this paper, we introduce the Multi-Person Interaction Motion (MI-Motion) Dataset, which includes skeleton sequences of multiple individuals collected by motion capture systems and refined and synthesized using a game engine. The dataset contains 167k frames of interacting people's skeleton poses and is categorized into 5 different activity scenes. To facilitate research in multi-person motion prediction, we also provide benchmarks to evaluate the performance of prediction methods in three settings: short-term, long-term, and ultra-long-term prediction. Additionally, we introduce a novel baseline approach that leverages graph and temporal convolutional networks, which has demonstrated competitive results in multi-person motion prediction. We believe that the proposed MI-Motion benchmark dataset and baseline will facilitate future research in this area, ultimately leading to better understanding and modeling of multi-person interactions.

This paper proposes a novel operation for controlling a mobile robot using a head-mounted device. Conventionally, robots are operated using computers or a joystick, which creates limitations in usability and flexibility because control equipment has to be carried by hand. This lack of flexibility may prevent workers from multitasking or carrying objects while operating the robot. To address this limitation, we propose a hands-free method to operate the mobile robot with a human gaze in an Augmented Reality (AR) environment. The proposed work is demonstrated using the HoloLens 2 to control the mobile robot, Robotnik Summit-XL, through the eye-gaze in AR. Stable speed control and navigation of the mobile robot were achieved through admittance control which was calculated using the gaze position. The experiment was conducted to compare the usability between the joystick and the proposed operation, and the results were validated through surveys (i.e., SUS, SEQ). The survey results from the participants after the experiments showed that the wearer of the HoloLens accurately operated the mobile robot in a collaborative manner. The results for both the joystick and the HoloLens were marked as easy to use with above-average usability. This suggests that the HoloLens can be used as a replacement for the joystick to allow hands-free robot operation and has the potential to increase the efficiency of human-robot collaboration in situations when hands-free controls are needed.

Deep reinforcement learning (DRL) has seen remarkable success in the control of single robots. However, applying DRL to robot swarms presents significant challenges. A critical challenge is non-stationarity, which occurs when two or more robots update individual or shared policies concurrently, thereby engaging in an interdependent training process with no guarantees of convergence. Circumventing non-stationarity typically involves training the robots with global information about other agents' states and/or actions. In contrast, in this paper we explore how to remove the need for global information. We pose our problem as a Partially Observable Markov Decision Process, due to the absence of global knowledge on other agents. Using collective transport as a testbed scenario, we study two approaches to multi-agent training. In the first, the robots exchange no messages, and are trained to rely on implicit communication through push-and-pull on the object to transport. In the second approach, we introduce Global State Prediction (GSP), a network trained to forma a belief over the swarm as a whole and predict its future states. We provide a comprehensive study over four well-known deep reinforcement learning algorithms in environments with obstacles, measuring performance as the successful transport of the object to the goal within a desired time-frame. Through an ablation study, we show that including GSP boosts performance and increases robustness when compared with methods that use global knowledge.

Localisation with Frequency-Modulated Continuous-Wave (FMCW) radar has gained increasing interest due to its inherent resistance to challenging environments. However, complex artefacts of the radar measurement process require appropriate uncertainty estimation to ensure the safe and reliable application of this promising sensor modality. In this work, we propose a multi-session map management system which constructs the best maps for further localisation based on learned variance properties in an embedding space. Using the same variance properties, we also propose a new way to introspectively reject localisation queries that are likely to be incorrect. For this, we apply robust noise-aware metric learning, which both leverages the short-timescale variability of radar data along a driven path (for data augmentation) and predicts the downstream uncertainty in metric-space-based place recognition. We prove the effectiveness of our method over extensive cross-validated tests of the Oxford Radar RobotCar and MulRan dataset. In this, we outperform the current state-of-the-art in radar place recognition and other uncertainty-aware methods when using only single nearest-neighbour queries. We also show consistent performance increases when rejecting queries based on uncertainty over a difficult test environment, which we did not observe for a competing uncertainty-aware place recognition system.

The utilization of teleoperation is a crucial aspect of the construction industry, as it enables operators to control machines safely from a distance. However, remote operation of these machines at a joint level using individual joysticks necessitates extensive training for operators to achieve proficiency due to their multiple degrees of freedom. Additionally, verifying the machine resulting motion is only possible after execution, making optimal control challenging. In addressing this issue, this study proposes a reinforcement learning-based approach to optimize task performance. The control policy acquired through learning is used to provide instructions on efficiently controlling and coordinating multiple joints. To evaluate the effectiveness of the proposed framework, a user study is conducted with a Brokk 170 construction machine by assessing its performance in a typical construction task involving inserting a chisel into a borehole. The effectiveness of the proposed framework is evaluated by comparing the performance of participants in the presence and absence of virtual fixtures. This study results demonstrate the proposed framework potential in enhancing the teleoperation process in the construction industry.

Human-robot collaboration (HRC) is one key component to achieving flexible manufacturing to meet the different needs of customers. However, it is difficult to build intelligent robots that can proactively assist humans in a safe and efficient way due to several challenges.First, it is challenging to achieve efficient collaboration due to diverse human behaviors and data scarcity. Second, it is difficult to ensure interactive safety due to uncertainty in human behaviors. This paper presents an integrated framework for proactive HRC. A robust intention prediction module, which leverages prior task information and human-in-the-loop training, is learned to guide the robot for efficient collaboration. The proposed framework also uses robust safe control to ensure interactive safety under uncertainty. The developed framework is applied to a co-assembly task using a Kinova Gen3 robot. The experiment demonstrates that our solution is robust to environmental changes as well as different human preferences and behaviors. In addition, it improves task efficiency by approximately 15-20%. Moreover, the experiment demonstrates that our solution can guarantee interactive safety during proactive collaboration.

Games and simulators can be a valuable platform to execute complex multi-agent, multiplayer, imperfect information scenarios with significant parallels to military applications: multiple participants manage resources and make decisions that command assets to secure specific areas of a map or neutralize opposing forces. These characteristics have attracted the artificial intelligence (AI) community by supporting development of algorithms with complex benchmarks and the capability to rapidly iterate over new ideas. The success of artificial intelligence algorithms in real-time strategy games such as StarCraft II have also attracted the attention of the military research community aiming to explore similar techniques in military counterpart scenarios. Aiming to bridge the connection between games and military applications, this work discusses past and current efforts on how games and simulators, together with the artificial intelligence algorithms, have been adapted to simulate certain aspects of military missions and how they might impact the future battlefield. This paper also investigates how advances in virtual reality and visual augmentation systems open new possibilities in human interfaces with gaming platforms and their military parallels.

Human-in-the-loop aims to train an accurate prediction model with minimum cost by integrating human knowledge and experience. Humans can provide training data for machine learning applications and directly accomplish some tasks that are hard for computers in the pipeline with the help of machine-based approaches. In this paper, we survey existing works on human-in-the-loop from a data perspective and classify them into three categories with a progressive relationship: (1) the work of improving model performance from data processing, (2) the work of improving model performance through interventional model training, and (3) the design of the system independent human-in-the-loop. Using the above categorization, we summarize major approaches in the field, along with their technical strengths/ weaknesses, we have simple classification and discussion in natural language processing, computer vision, and others. Besides, we provide some open challenges and opportunities. This survey intends to provide a high-level summarization for human-in-the-loop and motivates interested readers to consider approaches for designing effective human-in-the-loop solutions.

Deployment of Internet of Things (IoT) devices and Data Fusion techniques have gained popularity in public and government domains. This usually requires capturing and consolidating data from multiple sources. As datasets do not necessarily originate from identical sensors, fused data typically results in a complex data problem. Because military is investigating how heterogeneous IoT devices can aid processes and tasks, we investigate a multi-sensor approach. Moreover, we propose a signal to image encoding approach to transform information (signal) to integrate (fuse) data from IoT wearable devices to an image which is invertible and easier to visualize supporting decision making. Furthermore, we investigate the challenge of enabling an intelligent identification and detection operation and demonstrate the feasibility of the proposed Deep Learning and Anomaly Detection models that can support future application that utilizes hand gesture data from wearable devices.

Defensive deception is a promising approach for cyberdefense. Although defensive deception is increasingly popular in the research community, there has not been a systematic investigation of its key components, the underlying principles, and its tradeoffs in various problem settings. This survey paper focuses on defensive deception research centered on game theory and machine learning, since these are prominent families of artificial intelligence approaches that are widely employed in defensive deception. This paper brings forth insights, lessons, and limitations from prior work. It closes with an outline of some research directions to tackle major gaps in current defensive deception research.

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