相关论文: FauxThrow: Exploring the Effects of Incorrect Poin…
The sense of realism in avatar animation is a widely pursued goal in social VR applications. A common approach to enhancing realism is improving the match between avatar motion and real-world human movement. However, experience with…
Throwing is a fundamental skill that enables robots to manipulate objects in ways that extend beyond the reach of their arms. We present a control framework that combines learning and model-based control for prehensile whole-body throwing…
While we can see robots in more areas of our lives, they still make errors. One common cause of failure stems from the robot perception module when detecting objects. Allowing users to correct such errors can help improve the interaction…
Players (people, firms, states, etc.) have privacy concerns that may affect their choice of actions in strategic settings. We use a variant of signaling games to model this effect and study its relation to pooling behavior,…
Humans can experience fake body parts as theirs just by simple visuo-tactile synchronous stimulation. This body-illusion is accompanied by a drift in the perception of the real limb towards the fake limb, suggesting an update of body…
For certain manipulation tasks, object pose estimation from head-mounted cameras may not be sufficiently accurate. This is at least in part due to our inability to perfectly calibrate the coordinate frames of today's high degree of freedom…
A remote robot operator's affective state can significantly impact the resulting robot's motions leading to unexpected consequences, even when the user follows protocol and performs permitted tasks. The recognition of a user operator's…
We investigated the release angle that maximises the distance attained in a long soccer throw-in. One male soccer player performed maximum-effort throws using release angles of between 10 and 60 degrees, and the throws were analysed using…
Imitation learning is a promising approach to help robots acquire dexterous manipulation capabilities without the need for a carefully-designed reward or a significant computational effort. However, existing imitation learning approaches…
Variable frame timing (VFT), or changes in the time intervals between discrete frame images displayed to users, deviates from our traditional conceptualization of frame rate in which all frame times are equal. With the advent of variable…
Using simulation and a simple mathematical argument we argue that the refresh rate of overhead projectors, used in experiments on the visual system, may impact the perception of fast moving objects at the retinal and cortical level (V1),…
The development of algorithms for automation of subtasks during robotic surgery can be accelerated by the availability of realistic simulation environments. In this work, we focus on one aspect of the realism of a surgical simulator, which…
Pose estimation commonly refers to computer vision methods that recognize people's body postures in images or videos. With recent advancements in deep learning, we now have compelling models to tackle the problem in real-time. Since these…
In soccer penalty kicks, goalkeepers that orient their arms upward compared to downward can be misperceived as being taller - effectively recreating the Muller-Lyer illusion. The present study elaborates on previous research surrounding a…
Robots must move legibly around people for safety reasons, especially for tasks where physical contact is possible. One such task is handovers, which requires implicit communication on where and when physical contact (object transfer)…
Pose estimation is a widely explored problem, enabling many robotic tasks such as grasping and manipulation. In this paper, we tackle the problem of pose estimation for objects that exhibit rotational symmetry, which are common in man-made…
3D motion tracking is a critical task in many computer vision applications. Unsupervised markerless 3D motion tracking systems determine the most relevant object in the screen and then track it by continuously estimating its projection…
This study investigates how human motion cues can be used to design expressive robot-arm movements. Using the imperfect-information game Geister, we analyzed two types of human piece-moving motions: natural gameplay (unconscious tendencies)…
The capabilities of a robot will be increased significantly by exploiting throwing behavior. In particular, throwing will enable robots to rapidly place the object into the target basket, located outside its feasible kinematic space,…
When personal, assistive, and interactive robots make mistakes, humans naturally and intuitively correct those mistakes through physical interaction. In simple situations, one correction is sufficient to convey what the human wants. But…