We present and evaluate an approach for human-in-the-loop specification of shape reconstruction with annotations for basic robot-object interactions. Our method is based on the idea of model annotation: the addition of simple cues to an underlying object model to specify shape and delineate a simple task. The goal is to explore reducing the complexity of CAD-like interfaces so that novice users can quickly recover an object's shape and describe a manipulation task that is then carried out by a robot. The object modeling and interaction annotation capabilities are tested with a user study and compared against results obtained using existing approaches. The approach has been analyzed using a variety of shape comparison, grasping, and manipulation metrics, and tested with the PR2 robot platform, where it was shown to be successful.
Learning from Demonstration (LfD) offers an alternative to the active addition of annotations in post-processing. In LfD, the parameters of actuation are implicitly refined through the observation of examples provided by humans. This happens because under this strategy, perception-action systems are built specifically to follow human actions and replicate them within their own circumstances (like different kinematic structures or safety constraints). See @cite_87 for a thorough review.
@cite_87
1986014385
Learning from Demonstration (LfD) explores techniques for learning a task policy from examples provided by a human teacher. The field of LfD has grown into an extensive body of literature over the past 30 years, with a wide variety of approaches for encoding human demonstrations and modeling skills and tasks. Additionally, we have recently seen a focus on gathering data from non-expert human teachers (i.e., domain experts but not robotics experts). In this book, we provide an introduction to the field with a focus on the unique technical challenges associated with designing robots that learn from naive human teachers. We begin, in the introduction, with a unification of the various terminology seen in the literature as well as an outline of the design choices one has in designing an LfD system. Chapter 2 gives a brief survey of the psychology literature that provides insights from human social learning that are relevant to designing robotic social learners. Chapter 3 walks through an LfD interaction, surveying the design choices one makes and state of the art approaches in prior work. First, is the choice of input, how the human teacher interacts with the robot to provide demonstrations. Next, is the choice of modeling technique. Currently, there is a dichotomy in the field between approaches that model low-level motor skills and those that model high-level tasks composed of primitive actions. We devote a chapter to each of these. Chapter 7 is devoted to interactive and active learning approaches that allow the robot to refine an existing task model. And finally, Chapter 8 provides best practices for evaluation of LfD systems, with a focus on how to approach experiments with human subjects in this domain. We present a comprehensive survey of robot Learning from Demonstration (LfD), a technique that develops policies from example state to action mappings. We introduce the LfD design choices in terms of demonstrator, problem space, policy derivation and performance, and contribute the foundations for a structure in which to categorize LfD research. Specifically, we analyze and categorize the multiple ways in which examples are gathered, ranging from teleoperation to imitation, as well as the various techniques for policy derivation, including matching functions, dynamics models and plans. To conclude we discuss LfD limitations and related promising areas for future research. Trajectory optimization is an essential tool for motion planning under multiple constraints of robotic manipulators. Optimization-based methods can explicitly optimize a trajectory by leveraging prior knowledge of the system and have been used in various applications such as collision avoidance. However, these methods often require a hand-coded cost function in order to achieve the desired behavior. Specifying such cost function for a complex desired behavior, e.g., disentangling a rope, is a nontrivial task that is often even infeasible. Learning from demonstration (LfD) methods offer an alternative way to program robot motion. LfD methods are less dependent on analytical models and instead learn the behavior of experts implicitly from the demonstrated trajectories. However, the problem of adapting the demonstrations to new situations, e.g., avoiding newly introduced obstacles, has not been fully investigated in the literature. In this letter, we present a motion planning framework that combines the advantages of optimization-based and demonstration-based methods. We learn a distribution of trajectories demonstrated by human experts and use it to guide the trajectory optimization process. The resulting trajectory maintains the demonstrated behaviors, which are essential to performing the task successfully, while adapting the trajectory to avoid obstacles. In simulated experiments and with a real robotic system, we verify that our approach optimizes the trajectory to avoid obstacles and encodes the demonstrated behavior in the resulting trajectory. Human activity is extremely complex. Current technology allows us to handcraft real-time perception systems for a specific perceptual task. However, such an approach is inadequate for building systems that accommodate the variety that is typical of human environments. In this paper we define a framework for context aware observation of human activity. A context in this framework is defined as a network of situations. A situation network is interpreted as a specification for a federation of processes to observe humans and their actions. We present a process-based software architecture for building systems for observing activity. We discuss methods for building systems using this framework. The framework and methods are illustrated with examples from observation of human activity in an “Augmented Meeting Environment”. Recent successes in reinforcement learning have lead to the development of complex controllers for realworld robots. As these robots are deployed in safety-critical applications and interact with humans, it becomes critical to ensure safety in order to avoid causing harm. A first step in this direction is to test the controllers in simulation. To be able to do this, we need to capture what we mean by safety and then efficiently search the space of all behaviors to see if they are safe. In this paper, we present an active-testing framework based on Bayesian Optimization. We specify safety constraints using logic and exploit structure in the problem in order to test the system for adversarial counter examples that violate the safety specifications. These specifications are defined as complex boolean combinations of smooth functions on the trajectories and, unlike reward functions in reinforcement learning, are expressive and impose hard constraints on the system. In our framework, we exploit regularity assumptions on individual functions in form of a Gaussian Process (GP) prior. We combine these into a coherent optimization framework using problem structure. The resulting algorithm is able to provably verify complex safety specifications or alternatively find counter examples. Experimental results show that the proposed method is able to find adversarial examples quickly. Programming robotic assembly tasks usually requires delicate force tuning. In contrast, human may accomplish assembly tasks with much less time and fewer trials. It will be a great benefit if robots can learn the human inherent skill of force control and apply it autonomously. Recent works on Learning from Demonstration (LfD) have shown the possibility to teach robots by human demonstration. The basic idea is to collect the force and corrective velocity that human applies during assembly, and then use them to regress a proper gain for the robot admittance controller. However, many of the LfD methods are tested on collaborative robots with compliant joints and relatively large assembly clearance. For industrial robots, the non-backdrivable mechanism and strict tolerance requirement make the assembly tasks more challenging. This paper modifies the original LfD to be suitable for industrial robots. A new demonstration tool is designed to acquire the human demonstration data. The force control gains are learned by Gaussian Mixture Regression (GMR) and the closed-loop stability is analysed. A series of peg-hole-insertion experiments with H7h7 tolerance on a FANUC manipulator validate the performance of the proposed learning method. Existing action detection algorithms usually generate action proposals through an extensive search over the video at multiple temporal scales, which brings about huge computational overhead and deviates from the human perception procedure. We argue that the process of detecting actions should be naturally one of observation and refinement: observe the current window and refine the span of attended window to cover true action regions. In this paper, we propose an active action proposal model that learns to find actions through continuously adjusting the temporal bounds in a self-adaptive way. The whole process can be deemed as an agent, which is firstly placed at a position in the video at random, adopts a sequence of transformations on the current attended region to discover actions according to a learned policy. We utilize reinforcement learning, especially the Deep Q-learning algorithm to learn the agent's decision policy. In addition, we use temporal pooling operation to extract more effective feature representation for the long temporal window, and design a regression network to adjust the position offsets between predicted results and the ground truth. Experiment results on THUMOS 2014 validate the effectiveness of the proposed approach, which can achieve competitive performance with current action detection algorithms via much fewer proposals. We propose an approach to learn action categories from static images that leverages prior observations of generic human motion to augment its training process. Using unlabeled video containing various human activities, the system first learns how body pose tends to change locally in time. Then, given a small number of labeled static images, it uses that model to extrapolate beyond the given exemplars and generate "synthetic" training examples-poses that could link the observed images and or immediately precede or follow them in time. In this way, we expand the training set without requiring additional manually labeled examples. We explore both example-based and manifold-based methods to implement our idea. Applying our approach to recognize actions in both images and video, we show it enhances a state-of-the-art technique when very few labeled training examples are available. Most human behaviors consist of multiple parts, steps, or sub-tasks. These structures guide our action planning and execution, but when we observe others, the latent structure of their actions is typically unobservable, and must be inferred in order to learn new skills by demonstration, or to assist others in completing their tasks. For example, an assistant who has learned the subgoal structure of a colleague's task can more rapidly recognize and support their actions as they unfold. Here we model how humans infer subgoals from observations of complex action sequences using a nonparametric Bayesian model, which assumes that observed actions are generated by approximately rational planning over unknown subgoal sequences. We test this model with a behavioral experiment in which humans observed different series of goal-directed actions, and inferred both the number and composition of the subgoal sequences associated with each goal. The Bayesian model predicts human subgoal inferences with high accuracy, and significantly better than several alternative models and straightforward heuristics. Motivated by this result, we simulate how learning and inference of subgoals can improve performance in an artificial user assistance task. The Bayesian model learns the correct subgoals from fewer observations, and better assists users by more rapidly and accurately inferring the goal of their actions than alternative approaches. Abstract Object perception may involve seeing, recognition, preparation of actions, and emotional responses — functions that human brain imaging and neuropsychology suggest are localized separately. Perhaps because of this specialization, object perception is remarkably rapid and efficient. Representations of componential structure and interpolation from view-dependent images both play a part in object recognition. Unattended objects may be implicitly registered, but recent experiments suggest that attention is required to bind features, to represent three-dimensional structure, and to mediate awareness. Human activity understanding with 3D depth sensors has received increasing attention in multimedia processing and interactions. This work targets on developing a novel deep model for automatic activity recognition from RGB-D videos. We represent each human activity as an ensemble of cubic-like video segments, and learn to discover the temporal structures for a category of activities, i.e. how the activities to be decomposed in terms of classification. Our model can be regarded as a structured deep architecture, as it extends the convolutional neural networks (CNNs) by incorporating structure alternatives. Specifically, we build the network consisting of 3D convolutions and max-pooling operators over the video segments, and introduce the latent variables in each convolutional layer manipulating the activation of neurons. Our model thus advances existing approaches in two aspects: (i) it acts directly on the raw inputs (grayscale-depth data) to conduct recognition instead of relying on hand-crafted features, and (ii) the model structure can be dynamically adjusted accounting for the temporal variations of human activities, i.e. the network configuration is allowed to be partially activated during inference. For model training, we propose an EM-type optimization method that iteratively (i) discovers the latent structure by determining the decomposed actions for each training example, and (ii) learns the network parameters by using the back-propagation algorithm. Our approach is validated in challenging scenarios, and outperforms state-of-the-art methods. A large human activity database of RGB-D videos is presented in addition. Robots have played an important role in the automation of computer aided manufacturing. The classical robot control implementation involves an expensive key step of model-based programming. An intuitive way to reduce this expensive exercise is to replace programming with machine learning of robot actions from demonstration where a (learner) robot learns an action by observing a demonstrator robot performing the same. To achieve this learning from demonstration (LFD) different machine learning techniques such as Artificial Neural Networks (ANN), Genetic Algorithms, Hidden Markov Models, Support Vector Machines, etc. can be used. This piece of work focuses exclusively on ANNs. Since ANNs have many standard architectural variations divided into two basic computational categories namely the recurrent networks and feed-forward networks, representative networks from each have been selected for study, i.e. Feed Forward Multilayer Perceptron (FF) network for feed-forward networks category and Elman (EL), and Nonlinear Autoregressive Exogenous Model (NARX) networks for the recurrent networks category. The main objective of this work is to identify the most suitable neural architecture for application of LFD in learning different robot actions. The sensor and actuator streams of demonstrated action are used as training data for ANN learning. Consequently, the learning capability is measured by comparing the error between demonstrator and corresponding learner streams. To achieve fairness in comparison three steps have been taken. First, Dynamic Time Warping is used to measure the error between demonstrator and learner streams, which gives resilience against translation in time. Second, comparison statistics are drawn between the best, instead of weight-equal, configurations of competing architectures so that learning capability of any architecture is not forced handicap. Third, each configuration's error is calculated as the average of ten trials of all possible learning sequences with random weight initialization so that the error value is independent of a particular sequence of learning or a particular set of initial weights. Six experiments are conducted to get a performance pattern of each architecture. In each experiment, a total of nine different robot actions were tested. Error statistics thus obtained have shown that NARX architecture is most suitable for this learning problem whereas Elman architecture has shown the worst suitability. Interestingly the computationally lesser MLP gives much lower and slightly higher error statistics compared to the computationally superior Elman and NARX neural architectures, respectively. The field of robot Learning from Demonstration (LfD) makes use of several input modalities for demonstrations (teleoperation, kinesthetic teaching, marker- and vision-based motion tracking). In this paper we present two experiments aimed at identifying and overcoming challenges associated with using teleoperation as an input modality for LfD. Our first experiment compares kinesthetic teaching and teleoperation and highlights some inherent problems associated with teleoperation; specifically uncomfortable user interactions and inaccurate robot demonstrations. Our second experiment is focused on overcoming these problems and designing the teleoperation interaction to be more suitable for LfD. In previous work we have proposed a novel demonstration strategy using the concept of keyframes, where demonstrations are in the form of a discrete set of robot configurations. Keyframes can be naturally combined with continuous trajectory demonstrations to generate a hybrid strategy. We perform user studies to evaluate each of these demonstration strategies individually and show that keyframes are intuitive to the users and are particularly useful in providing noise-free demonstrations. We find that users prefer the hybrid strategy best for demonstrating tasks to a robot by teleoperation. What determines the timing of human actions? A big question, but the science of human dynamics is here to tackle it. And its predictions are of practical value: for example, when ISPs decide what bandwidth an institution needs, they use a model of the likely timing and activity level of the individuals. Current models assume that an individual has a well defined probability of engaging in a specific action at a given moment, but evidence that the timing of human actions does not follow this pattern (of Poisson statistics) is emerging. Instead the delay between two consecutive events is best described by a heavy-tailed (power law) distribution. Albert-Laszlo Barabasi proposes an explanation for the prevalence of this behaviour. The ‘bursty’ nature of human dynamics, he finds, is a fundamental consequence of decision making. While example-based dialog is a popular option for the construction of dialog systems, creating example bases for a specific task or domain requires significant human effort. To reduce this human effort, in this paper, we propose an active learning framework to construct example-based dialog systems efficiently. Specifically, we propose two uncertainty sampling strategies for selecting inputs to present to human annotators who create system responses for the selected inputs. We compare performance of these proposed strategies with a random selection strategy in simulation-based evaluation on 6 different domains. Evaluation results show that the proposed strategies are good alternatives to random selection in domains where the complexity of system utterances is low. The past decade has witnessed a rapid proliferation of video cameras in all walks of life and has resulted in a tremendous explosion of video content. Several applications such as content-based video annotation and retrieval, highlight extraction and video summarization require recognition of the activities occurring in the video. The analysis of human activities in videos is an area with increasingly important consequences from security and surveillance to entertainment and personal archiving. Several challenges at various levels of processing-robustness against errors in low-level processing, view and rate-invariant representations at midlevel processing and semantic representation of human activities at higher level processing-make this problem hard to solve. In this review paper, we present a comprehensive survey of efforts in the past couple of decades to address the problems of representation, recognition, and learning of human activities from video and related applications. We discuss the problem at two major levels of complexity: 1) "actions" and 2) "activities." "Actions" are characterized by simple motion patterns typically executed by a single human. "Activities" are more complex and involve coordinated actions among a small number of humans. We will discuss several approaches and classify them according to their ability to handle varying degrees of complexity as interpreted above. We begin with a discussion of approaches to model the simplest of action classes known as atomic or primitive actions that do not require sophisticated dynamical modeling. Then, methods to model actions with more complex dynamics are discussed. The discussion then leads naturally to methods for higher level representation of complex activities. In this paper, we address the problem of learning compact, view-independent, realistic 3D models of human actions recorded with multiple cameras, for the purpose of recognizing those same actions from a single or few cameras, without prior knowledge about the relative orientations between the cameras and the subjects. To this aim, we propose a new framework where we model actions using three dimensional occupancy grids, built from multiple viewpoints, in an exemplar-based HMM. The novelty is, that a 3D reconstruction is not required during the recognition phase, instead learned 3D exemplars are used to produce 2D image information that is compared to the observations. Parameters that describe image projections are added as latent variables in the recognition process. In addition, the temporal Markov dependency applied to view parameters allows them to evolve during recognition as with a smoothly moving camera. The effectiveness of the framework is demonstrated with experiments on real datasets and with challenging recognition scenarios. Many tasks in human environments require performing a sequence of complex navigation and manipulation tasks. In unstructured human environments, the locations and conguration of the objects can change in unpredictable ways. This requires a high-level planning strategy that is robust and exible in an uncertain environment. We propose a novel dynamic planning strategy, which can be trained from a set of example activities. High level activities are expressed as a sequence of primitive actions or controllers (with appropriate parameters). Our planning model synthesizes a universal strategy, where the a suitable next action is selected based on the current state of the environment. By expressing the environment using sets of attributes, the approach generalizes well to unseen scenarios. By unfolding our planning strategy into a Markov Random Field approximation, we can eectively train parameters using a maximum margin learning strategy. We provide a detailed empirical validation of our overall framework demonstrating successful plan strategies for a variety of tasks. Many advanced Learning from Demonstration (LfD) methods consider the decomposition of complex, real-world tasks into simpler sub-tasks. By reusing the corresponding sub-policies within and between tasks, they provide training data for each policy from different high-level tasks and compose them to perform novel ones. Existing approaches to modular LfD focus either on learning a single high-level task or depend on domain knowledge and temporal segmentation. In contrast, we propose a weakly supervised, domain-agnostic approach based on task sketches, which include only the sequence of sub-tasks performed in each demonstration. Our approach simultaneously aligns the sketches with the observed demonstrations and learns the required sub-policies. This improves generalisation in comparison to separate optimisation procedures. We evaluate the approach on multiple domains, including a simulated 3D robot arm control task using purely image-based observations. The results show that our approach performs commensurately with fully supervised approaches, while requiring significantly less annotation effort. This paper describes a framework for modeling human activities as temporally structured processes. Our approach is motivated by the inherently hierarchical nature of human activities and the close correspondence between human actions and speech: We model action units using Hidden Markov Models, much like words in speech. These action units then form the building blocks to model complex human activities as sentences using an action grammar. To evaluate our approach, we collected a large dataset of daily cooking activities: The dataset includes a total of 52 participants, each performing a total of 10 cooking activities in multiple real-life kitchens, resulting in over 77 hours of video footage. We evaluate the HTK toolkit, a state-of-the-art speech recognition engine, in combination with multiple video feature descriptors, for both the recognition of cooking activities (e.g., making pancakes) as well as the semantic parsing of videos into action units (e.g., cracking eggs). Our results demonstrate the benefits of structured temporal generative approaches over existing discriminative approaches in coping with the complexity of human daily life activities.