skip to main content


Title: Fast and Safe Path-Following Control using a State-Dependent Directional Metric
This paper considers the problem of fast and safe autonomous navigation in partially known environments. Our main contribution is a control policy design based on ellipsoidal trajectory bounds obtained from a quadratic state-dependent distance metric. The ellipsoidal bounds are used to embed directional preference in the control design, leading to system behavior that is adapted to local environment geometry, carefully considering medial obstacles while paying less attention to lateral ones. We use a virtual reference governor system to adaptively follow a desired navigation path, slowing down when system safety may be violated and speeding up otherwise. The resulting controller is able to navigate complex environments faster than common Euclidean-norm and Lyapunov-function-based designs, while retaining stability and collision avoidance guarantees.  more » « less
Award ID(s):
1755568
NSF-PAR ID:
10147501
Author(s) / Creator(s):
; ;
Date Published:
Journal Name:
IEEE International Conference on Robotics and Automation
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
More Like this
  1. Goal-based navigation in public places is critical for independent mobility and for breaking barriers that exist for blind or visually impaired (BVI) people in a sight-centric society. Through this work we present a proof-of-concept system that autonomously leverages goal-based navigation assistance and perception to identify socially preferred seats and safely guide its user towards them in unknown indoor environments. The robotic system includes a camera, an IMU, vibrational motors, and a white cane, powered via a backpack-mounted laptop. The system combines techniques from computer vision, robotics, and motion planning with insights from psychology to perform 1) SLAM and object localization, 2) goal disambiguation and scoring, and 3) path planning and guidance. We introduce a novel 2-motor haptic feedback system on the cane’s grip for navigation assistance. Through a pilot user study we show that the system is successful in classifying and providing haptic navigation guidance to socially preferred seats, while optimizing for users’ convenience, privacy, and intimacy in addition to increasing their confidence in independent navigation. The implications are encouraging as this technology, with careful design guided by the BVI community, can be adopted and further developed to be used with medical devices enabling the BVI population to better independently engage in socially dynamic situations like seat choice. 
    more » « less
  2. In this paper, we develop a novel and safe control design approach that takes demonstrations provided by a human teacher to enable a robot to accomplish complex manipulation scenarios in dynamic environments. First, an overall task is divided into multiple simpler subtasks that are more appropriate for learning and control objectives. Then, by collecting human demonstrations, the subtasks that require robot movement are modeled by probabilistic movement primitives (ProMPs). We also study two strategies for modifying the ProMPs to avoid collisions with environmental obstacles. Finally, we introduce a rule-base control technique by utilizing a finite-state machine along with a unique means of control design for ProMPs. For the ProMP controller, we propose control barrier and Lyapunov functions to guide the system along a trajectory within the distribution defined by a ProMP while guaranteeing that the system state never leaves more than a desired distance from the distribution mean. This allows for better performance on nonlinear systems and offers solid stability and known bounds on the system state. A series of simulations and experimental studies demonstrate the efficacy of our approach and show that it can run in real time. Note to Practitioners —This paper is motivated by the need to create a teach-by-demonstration framework that captures the strengths of movement primitives and verifiable, safe control. We provide a framework that learns safe control laws from a probability distribution of robot trajectories through the use of advanced nonlinear control that incorporates safety constraints. Typically, such distributions are stochastic, making it difficult to offer any guarantees on safe operation. Our approach ensures that the distribution of allowed robot trajectories is within an envelope of safety and allows for robust operation of a robot. Furthermore, using our framework various probability distributions can be combined to represent complex scenarios in the environment. It will benefit practitioners by making it substantially easier to test and deploy accurate, efficient, and safe robots in complex real-world scenarios. The approach is currently limited to scenarios involving static obstacles, with dynamic obstacle avoidance an avenue of future effort. 
    more » « less
  3. We propose a diffusion approximation method to the continuous-state Markov decision processes that can be utilized to address autonomous navigation and control in unstructured off-road environments. In contrast to most decision-theoretic planning frameworks that assume fully known state transition models, we design a method that eliminates such a strong assumption that is often extremely difficult to engineer in reality. We first take the second-order Taylor expansion of the value function. The Bellman optimality equation is then approximated by a partial differential equation, which only relies on the first and second moments of the transition model. By combining the kernel representation of the value function, we design an efficient policy iteration algorithm whose policy evaluation step can be represented as a linear system of equations characterized by a finite set of supporting states. We first validate the proposed method through extensive simulations in 2 D obstacle avoidance and 2.5 D terrain navigation problems. The results show that the proposed approach leads to a much superior performance over several baselines. We then develop a system that integrates our decision-making framework with onboard perception and conduct real-world experiments in both cluttered indoor and unstructured outdoor environments. The results from the physical systems further demonstrate the applicability of our method in challenging real-world environments.

     
    more » « less
  4. Recent advances in Augmented Reality (AR) devices and their maturity as a technology offers new modalities for interaction between learners and their learning environments. Such capabilities are particularly important for learning that involves hands-on activities where there is a compelling need to: (a) make connections between knowledge-elements that have been taught at different times, (b) apply principles and theoretical knowledge in a concrete experimental setting, (c) understand the limitations of what can be studied via models and via experiments, (d) cope with increasing shortages in teaching-support staff and instructional material at the intersection of disciplines, and (e) improve student engagement in their learning. AR devices that are integrated into training and education systems can be effectively used to deliver just-in-time informatics to augment physical workspaces and learning environments with virtual artifacts. We present a system that demonstrates a solution to a critical registration problem and enables a multi-disciplinary team to develop the pedagogical content without the need for extensive coding. The most popular approach for developing AR applications is to develop a game using a standard game engine such as UNITY or UNREAL. These engines offer a powerful environment for developing a large variety of games and an exhaustive library of digital assets. In contrast, the framework we offer supports a limited range of human environment interactions that are suitable and effective for training and education. Our system offers four important capabilities – annotation, navigation, guidance, and operator safety. These capabilities are presented and described in detail. The above framework motivates a change of focus – from game development to AR content development. While game development is an intensive activity that involves extensive programming, AR content development is a multi-disciplinary activity that requires contributions from a large team of graphics designers, content creators, domain experts, pedagogy experts, and learning evaluators. We have demonstrated that such a multi-disciplinary team of experts working with our framework can use popular content creation tools to design and develop the virtual artifacts required for the AR system. These artifacts can be archived in a standard relational database and hosted on robust cloud-based backend systems for scale up. The AR content creators can own their content and Non-fungible Tokens to sequence the presentations either to improve pedagogical novelty or to personalize the learning. 
    more » « less
  5. Recent advances in Augmented Reality (AR) devices and their maturity as a technology offers new modalities for interaction between learners and their learning environments. Such capabilities are particularly important for learning that involves hands-on activities where there is a compelling need to: (a) make connections between knowledge-elements that have been taught at different times, (b) apply principles and theoretical knowledge in a concrete experimental setting, (c) understand the limitations of what can be studied via models and via experiments, (d) cope with increasing shortages in teaching-support staff and instructional material at the intersection of disciplines, and (e) improve student engagement in their learning. AR devices that are integrated into training and education systems can be effectively used to deliver just-in-time informatics to augment physical workspaces and learning environments with virtual artifacts. We present a system that demonstrates a solution to a critical registration problem and enables a multi-disciplinary team to develop the pedagogical content without the need for extensive coding. The most popular approach for developing AR applications is to develop a game using a standard game engine such as UNITY or UNREAL. These engines offer a powerful environment for developing a large variety of games and an exhaustive library of digital assets. In contrast, the framework we offer supports a limited range of human environment interactions that are suitable and effective for training and education. Our system offers four important capabilities – annotation, navigation, guidance, and operator safety. These capabilities are presented and described in detail. The above framework motivates a change of focus – from game development to AR content development. While game development is an intensive activity that involves extensive programming, AR content development is a multi-disciplinary activity that requires contributions from a large team of graphics designers, content creators, domain experts, pedagogy experts, and learning evaluators. We have demonstrated that such a multi-disciplinary team of experts working with our framework can use popular content creation tools to design and develop the virtual artifacts required for the AR system. These artifacts can be archived in a standard relational database and hosted on robust cloud-based backend systems for scale up. The AR content creators can own their content and Non-fungible Tokens to sequence the presentations either to improve pedagogical novelty or to personalize the learning. 
    more » « less