Conference PaperPDF Available

The Benefits of Immersive Demonstrations for Teaching Robots

Authors:

Abstract and Figures

One of the advantages of teaching robots by demonstration is that it can be more intuitive for users to demonstrate rather than describe the desired robot behavior. However, when the human demonstrates the task through an interface, the training data may inadvertently acquire artifacts unique to the interface, not the desired execution of the task. Being able to use one's own body usually leads to more natural demonstrations, but those examples can be more difficult to translate to robot control policies. This paper quantifies the benefits of using a virtual reality system that allows human demonstrators to use their own body to perform complex manipulation tasks. We show that our system generates superior demonstrations for a deep neural network without introducing a correspondence problem. The effectiveness of this approach is validated by comparing the learned policy to that of a policy learned from data collected via a conventional gaming system, where the user views the environment on a monitor screen, using a Sony Play Station 3 (PS3) DualShock 3 wireless controller as input.
Content may be subject to copyright.
The Benefits of Immersive Demonstrations for
Teaching Robots
Astrid Jackson1,2, Brandon D. Northcutt1, Gita Sukthankar2
1Toyota Research Institute, Los Altos, California
2Department of Computer Science, University of Central Florida, Orlando, Florida
{astrid.jackson, brandon.northcutt}@tri.global, gitars@eecs.ucf.edu
Abstract—One of the advantages of teaching robots by demon-
stration is that it can be more intuitive for users to demonstrate
rather than describe the desired robot behavior. However, when
the human demonstrates the task through an interface, the
training data may inadvertently acquire artifacts unique to the
interface, not the desired execution of the task. Being able to use
one’s own body usually leads to more natural demonstrations,
but those examples can be more difficult to translate to robot
control policies.
This paper quantifies the benefits of using a virtual reality
system that allows human demonstrators to use their own body
to perform complex manipulation tasks. We show that our system
generates superior demonstrations for a deep neural network
without introducing a correspondence problem. The effectiveness
of this approach is validated by comparing the learned policy to
that of a policy learned from data collected via a conventional
gaming system, where the user views the environment on a
monitor screen, using a Sony Play Station 3 (PS3) DualShock
3 wireless controller as input.
Index Terms—Learning from Demonstration; Imitation Learn-
ing; Robot Manipulation; Virtual Reality; User Study
I. INTRODUCTION
Learning from demonstration is a powerful and versatile
framework for robot skill acquisition; however more research
attention has been devoted to improving the learning method-
ology, without considering the quality of the demonstration
data. Popular choices of acquiring demonstrations are tele-
operation [1] and kinesthetic teaching [2]–[5] since these
transfer quite naturally between teacher and robot. Chernova
and Thomaz assert that “in many situations it is more effective
or natural for the teacher to perform the task using their own
body” [6]. However, there is an inherent trade off between
the naturalness of the interface for the user and the ease of
translation to the robot; depending on the robot’s kinematics, a
direct mapping from the teacher’s state and actions to those of
the robot rarely exists. Despite this limitation, our hypothesis is
that more natural demonstrations are superior for training deep
neural network architectures that can learn complex transfer
embeddings.
We propose the use of a mainstream Virtual Reality (VR)
system, to collect high-quality demonstrations for manipula-
tion tasks. A human operator uses a VR headset to step inside
the 3D environment and perceives the VR controller as the
robot’s gripper. Thus the robot’s gripper becomes a natural
extension of the human operator’s arm. This setup combines
advantages of both teleoperation and use of one’s own body
since recordings come directly from the robot’s sensors, i.e.
moving the robot’s gripper via motion-tracked VR controller
allows for intuitive and natural movements.
In this paper, we evaluate the effects of utilizing the HTC
Vive VR system to gather demonstrations for robot learning.
These demonstrations are then used to train a deep neural
network robot control policy. We compare this policy with a
policy learned using the same deep neural network but with
data collected using a conventional gaming system, where the
user views the environment on a monitor screen and uses
a PS3 controller instead. We hypothesize the quality of the
demonstrations in VR is higher and thus leads to a policy
that is more effective than the policy learned utilizing data
acquired using a conventional gaming system. Furthermore,
we believe that not only do users need less training in order
to provide high-quality data when demonstrating the task in
VR, but as the complexity of the task increases performance
becomes unwieldy if not impossible when executing the task
in a conventional gaming system while it is still manageable
in VR. For videos and supplemental materials please see our
website1.
The next section presents an overview of prior work on
data collection for robot learning from demonstration, before
introducing the smoothness score which is used for trajectory
evaluation. Then we describe the experimental setup and our
user study quantifying the benefits of VR for task execu-
tion. The following section presents an evaluation of policies
learned from this data. We conclude with a summary of our
findings and future work.
II. RE LATE D WORK
Collecting data suitable for learning robot manipulation
tasks from demonstrations is difficult. Using one’s own body
to demonstrate a task is probably the most intuitive form of
collecting demonstration data. The motion is usually recorded
by equipping the teacher with wearable sensors, such as
motion capture systems and inertial sensors [7]–[10]. Those
devices provide high quality in the observations but due to cost
find only restricted use outside of laboratories. In addition,
it can be difficult to find a mapping between the human
demonstrator and the robot [11].
1https://sites.google.com/view/immersive-demonstrations
(a) (b) (c)
Fig. 1. An overview of the three manipulation tasks. Participants of the user study had to perform each task in conventional gaming system (on a monitor
screen and controlling a PS3 controller) and within a mainstream virtual reality system (a) Clean the room by dropping the box in the trash bin. (b) Hand the
box from one gripper to another and place it on the other table. (c) Stack the boxes in a specific order.
Kinestatic teaching avoids this problem by recording the
trajectories from the robot’s own sensors while manipulating
the joints through physical force [2]–[4]. However, this method
of teaching is not always intuitive and can introduce unwanted
artifacts. Teleoperating the robot via a joystick is another form
of recording trajectories from the robot’s own sensors [1],
[5], [12]–[14], but can similarly result in collecting unwanted
artifacts unique to the interface.
Operating the robot in virtual reality benefits from the nat-
ural motions of the operator without introducing a correspon-
dence problem. Animation performance research investigates
the use of virtual reality in order to control a character via
one’s own body [15]–[19]. The focus of this research is the
real-time mapping between the human motion to that of the
virtual character. Rather than puppeteering a character, we
are concerned with learning a policy that allows the robot to
perform the task without further human input. Furthermore,
the animation community has not looked at quantifying the
benefits of using virtual reality. Zhang et al. [20] collect RGBD
data while teleoperating a robot in virtual reality to train a
convolutional neural network for solving a wide variety of
manipulation tasks. Prior to this work, virtual reality was
mostly limited to collecting waypoints of low-dimensional
robot states [21], [22].
The benefits and disadvantages of demonstrating a task in
a virtual environment rather than in a real world setting are
investigated in [23]. The task is demonstrated with the use of
a dataglove which tracks the body motion in virtual reality.
However, the authors are not concerned with how the data
would affect the learned policy nor did they compare the data
of different input controls. Whitney et al. [24] compare the
user experience of teleoperating a robot to perform a cup-
stacking task using different modalities including the use of
keyboard and monitor and a virtual reality system. No policy
is learned from the data captured. The ease of use is also
evaluated by Gadre et al. [25] who performed a user study on
a visual programming task using an AR (HoloLense) system
to program a robot for a pick-and-place task. A policy was
learned from the waypoints set via the AR system using LfD
algorithms, though neither the data nor the learned policies are
analyzed. Koganti et al. [26] learn a visual attention system
in virtual reality by simulating attention (i.e., glimpse) via VR
vision by using two cameras which simulate narrow field of
view (FOV) and higher visual acuity (resolution per degree).
They provide a brief comparison of the game performance,
showing that the performance of the player increases with the
use of virtual reality over the use of a joystick or keyboard.
However, the authors do not provide an evaluation of the
acquired data or the performance of the resulting model.
In [27] users can control a virtual robot amongst real entities
using augmented reality. In this setting the user manipulates
the end effector of the robot in virtual reality to set start and
intermediate goal points from which a collision-free path can
be generated. To evaluate the quality of their system the output
curves (i.e., trajectories) are being compared against known
desired curves. No user study is performed to evaluate the
ease of use of the system.
III. BACKGRO UN D
A. Normalized Jerk
This paper utilizes normalized jerk as the quantitative
measure of trajectory smoothness. The calculation of normal-
ized jerk was formalized by Teulings, Contreras-Vidal, and
Stelmach [28] when investigating movement coordination in
Parkinson’s disease subjects. However, it translates to any kind
of motion quite naturally.
Jerk is the rate of change in acceleration, and thus the third
time derivative of position. The smoother the movement, the
smaller the time-integrated squared jerk. Since jerk is influ-
enced by time, it must be normalized for different trajectory
durations. Formally,
Normalized Jerk =s1/2Zj2(t)T5
s2dt (1)
where Tand sare the duration and distance of the demon-
stration, respectively.
B. Mixture Density Networks
Mixture density networks (MDN) as described in [29]
belong to a class of neural networks allowing for multi-valued
outputs. They consist of a feed-forward neural network whose
outputs determine the parameters of a probability density
0
1
Cleanup Task User Study (n= 9)
0
1
x-axis
Handover Task User Study (n= 9)
0
1
Blockstacking Task User Study (n= 9)
0
1
0
1
y-axis
0
1
0 100 200 300 400
Time Steps
0
1
0 500 1000 1500 2000 2500
Time Steps
0
1
z-axis
Convent. System
Virtual Reality
0 2000 4000 6000
Time Steps
0
1
Fig. 2. Visual comparison of randomly selected trajectories generated by user study participants. The trajectories were collected at 30 Hz and normalized to
account for differences in trajectory lengths and axis values. Trajectories gathered by participants within the virtual reality system are significantly smoother
and with more continuous motion than those gathered via a conventional gaming system.
function, which is represented as a linear combination of
kernel functions in the form
p(y|x) =
m
X
i=1
αi(x)φi(y|x)(2)
where mis the number of components in the mixture, αi(x)
are the mixing coefficients which can be considered the prior
probabilities, and φi(y|x)are multivariate Gaussian functions.
The Gaussian kernel function considered in this paper is of
the form
φi(y|x) = 1
(2π)c/2σi(x)cexp(||yµi(x)||2
2σi(x)2)(3)
where the vector µi(x)represents the center of the ith kernel.
The total number of network outputs is given by (c+2)×m.
The centers µiembody location parameters and are repre-
sented directly by c×mnetwork outputs. The variances
σirepresent scale parameters and are given in terms of
the exponential of the mcorresponding network outputs. To
satisfy the constraint Pm
i=1 αi(x)=1the mnetwork outputs
corresponding to αiare passed through a softmax function.
The loss function used for training is the negative logarithm
of the likelihood in the form
L=ln (m
X
i=1
αi(x)φi(y|x))(4)
with φi(y|x)given by Equation 3.
IV. EXP ER IM EN TAL SE TUP
All experiments were performed in a virtual environment
that we created with the Unity3D game engine for performing
virtual manipulation tasks. Our experiments focus on three
successively harder tasks.
In the cleanup task (see Figure 1a), the user picks up a box
from a side table and drops it into a trash bin adjacent to the
table. The box is randomly placed and oriented on the table.
To complete this task the gripper must be moved from its
initial random location to a position close to the box, opened
and rotated such that the fingers fit around the box, and then
closed. With the box firmly held by the gripper, the gripper
must now be moved to the trash bin until the box lines up with
its opening. Finally, the gripper must be opened to release the
box. The time limit for the execution of this sequence is one
minute.
The second task is the handover task (see Figure 1b) in
which the user controls two grippers to pick up a box from the
side table on the left with one gripper, hand it over to the other
gripper, and then place it on the table on the right. Similar to
the previous task, the box is placed and rotated randomly on
the table. Once the gripper has successfully picked up the
box, as described in the previous task, it must be moved to
a position and rotation suitable for handing over the box to
the other gripper. The second gripper must now be moved to
a position close to the box which is held by the first gripper,
opened and rotated such that the fingers fit around the box
but without colliding with the gripper holding the box, and
then closed around the box. Once the box is firmly held by
the second gripper, the first gripper must open to release the
box, and move out of the way. Finally, the second gripper can
move the box to the table on the right and open to release the
box. The time limit to execute the specified sequence is one
minute.
The final task is blockstacking (see Figure 1c) in which the
user is presented with three boxes that must be stacked in
a predetermined order. All three boxes are placed in random
locations and rotations on the table. First the gripper must
pick up the yellow box and place it on the silver sheet located
in the middle of the table. Next the gripper must pick up
the white box, line it up with the yellow box and place it
carefully on top of the yellow box. Finally, the gripper must
pick up the blue box, carefully line it up with the top of the
white box, and open the gripper to release the box. The blocks
tower must remain standing for one second to be considered
a successful execution of the task. Two minutes are allocated
for performing this sequence.
There are two major sources of difficulty in demonstrating
these tasks. The first issue is the precision required to grasp a
box. Since the size of the box is only slightly smaller than the
widest span of the open gripper, great care must be taken in
orienting the gripper around the box to perform a stable grasp.
The other difficulty is the possibility of the box to enter an
unreachable state. The box may become unreachable by being
pushed or knocked off the table.
The failure criteria in all described tasks is twofold:
1) The box does not reach its target location before the
allocated time has run out, or
2) Any of the boxes drops on the ground, either by knock-
ing it off the table or while carrying it to its target
location.
In order to be able to perform the previously described
sequences with a conventional gaming system, the PS3 con-
troller is configured to allow for both linear (left and right
stick) and angular (D-Pad and left and right bumper) motion
of the gripper. Furthermore, the user needs to be able to open
and close the gripper (right trigger button) and, during the
handover task, switch between grippers (Y-button).
The controls for the VR are much simplified since linear and
angular motion are controlled by the user’s hand motion and
during the handover task the user is able to use both hands
to control a gripper. The only button mapping required for
opening and closing the gripper was achieved by the trigger
button on the VR controller.
V. US ER ST UDY: SETUP AND ANA LYSI S
Our central hypothesis is that a VR system makes it signif-
icantly easier to capture high-quality data, which in turn posi-
tively affects the learned control policy. To test our hypotheses
we conducted a user study in which the participants performed
each task using both systems, i.e. the VR system and the
conventional gaming system. To control for learning effects,
the order of task and system presentation was randomized.
Each task-system pair was performed for 5 minutes, resulting
in a total of 30 minutes each participant was engaged with
performing tasks.
Dependent measures. Trajectory quality is determined by
the normalized jerk (Equation 1) as smoothness score. Per-
formance is measured using the dependent factors of success
rate and time for successful task completion in minutes. As a
subjective measure we asked each participant to give feedback
on their experience for each task to gauge their perceived
differences in the system. We collected this feedback via
a questionnaire. For each question the subjects were asked
to rate their experience on a 7-point Likert scale, where
1-Strongly Disagree, 4-Neither Agree or Disagree, and 7-
Strongly Agree.
Subject allocation. We recruited two female and seven male
participants primarily ranging from 35-44 years old. As deter-
mined by a preliminary questionnaire, one of the participants
did not have prior experience with a VR system. All others
reported familiarity in both systems. Each participant was
provided with a brief outline of the tasks and a short practice
period, approximately one minute, before each task and system
to familiarize themselves with the task and controls.
0 50 100 150
Number of Episodes
0.0
0.2
0.4
0.6
0.8
1.0
Success Rate
Cleanup Task User Study (n= 9)
20 40 60
Number of Episodes
Handover Task User Study (n= 9)
10 20 30
Number of Episodes
Blockstacking Task User Study (n= 9)
Convent. System
Virtual Reality
Fig. 3. Evaluation of human subjects performance on manipulation tasks
of various difficulty. Success rates averaged over the number of episodes
performed over a 5 minute period by each subject. As the difficulty of the
task increases the benefit of using the virtual reality system becomes more
pronounced as is evidence in the success rate and the number of performed
episodes.
TABLE I
EVALUATI ON OF T HE D EMO NS TRATE D TR AJE CT ORI ES S MOOT HN ESS . TH E
TR AJE CTO RI ES WE RE G ENE RATE D BY 9PART ICI PANT S DU RIN G TASK
EXECUTION.AMANN-WHIT NE Y UTES T WAS APP LI ED TO
CO MPAR ATIVE LY ASS ES S THE T WO GR OUP S. MEDI AN S FOR T HE
NORMALIZED JERK ARE REPORTED BELOW.
Task U,z p-value Conv. Sys. VR
Cleanup 5494,18.33 <0.0005 0.091 0.031
Handover 5174,9.16 <0.0005 0.057 0.015
Blockstacking 1503,6.63 <0.0005 0.113 0.025
Analysis of the trajectory smoothness. We predicted that
the motion of the gripper captured within the virtual reality
would be smoother and more continuous as compared to the
data generated when handling a PS3 controller. Figure 2 pro-
vides a visual comparison of trajectories generated during the
user study. From the pool of successfully executed episodes the
trajectories were selected randomly and normalized to account
for different lengths and axis values. Using the PS3 controller
users favored moving along a single degree of freedom at
a time, as apparent by the discontinuity of the trajectory,
whereas they felt comfortable moving along multiple degrees
of freedom simultaneously using the VR system. This is likely
due to the motion of the VR controller being much closer to
natural motion of the hand combined with the depth perception
afforded by the stereoscopic view in the VR headset.
As a quantitative measure for smoothness we calculated
the normalized jerk, including the trajectories of all nine
participants, and ran a Mann-Whitney U test to determine
if there were differences in the smoothness score between
the trajectories gathered in VR and the conventional gaming
system. As can be seen in Table I, we found that in all three
scenarios the smoothness score was statistically significantly
different (p<0.0005) with the VR trajectories being smoother
than those from the conventional gaming system. Thus, we
were able to validate our visual observation.
A. Analysis of the Cleanup task
Hypothesis. We hypothesize that it is easier to learn the
controls required to perform the task well in VR than it is
with a conventional gaming system.
0.0 0.2 0.4 0.6 0.8 1.0
Minutes per Episode
0
100
200
300
400
500
Number of Episodes
Cleanup Task User Study (n= 9)
0.0 0.1 0.2 0.3 0.4 0.5
Minutes per Episode
0
25
50
75
100
125
150
175
Handover Task User Study (n= 9)
0.0 0.5 1.0 1.5 2.0
Minutes per Episode
0
20
40
60
80
Blockstacking Task User Study (n= 9)
Virtual Reality
Convent. System
Fig. 4. Time in minutes to perform the task. Participants are able to
perform the task within the virtual reality system more quickly than using
a conventional gaming system, enabling them to gather more samples in the
same amount of time.
Analysis. A one-way repeated measures ANOVA was con-
ducted to determine whether there was a statistically signifi-
cant difference in success rate and time spent to complete the
cleanup task. Performing the task in VR elicited statistically
significant changes in both success rate, F(1,8) = 8.701, p =
0.018 and task completion time, F(1,8) = 15.340, p = 0.004.
As can be seen in Figure 3 participants succeeded notably
more often when immersed in the environment through a VR
system with an average success rate of 0.986 ±0.0154 as
opposed to 0.687±0.296 using a conventional gaming system.
Furthermore, participants were able to perform significantly
more task repetitions (i.e., episodes). This can be explained
by the fact that they spend less time executing an episode
(see Figure 4). The average time to complete the cleanup
task increased from 0.05 ±0.010 minutes when using the VR
system to 0.39 ±0.270 minutes when using a PS3 controller.
Prior to the user study, participants rated their proficiency
level for each system on a 4-point proficiency scale, where
1-Novice, 2-Intermediate, 3-Advanced, and 4-Expert. A one-
way repeated measures ANOVA revealed a statistically sig-
nificant difference in the reported proficiency level, f(1,7) =
5.727, p<0.048 with the participants presenting a higher pro-
ficiency level in the use of a conventional gaming system
(2.50 ±1.069) than in the use of a virtual reality system
(1.75 ±0.463).
To gain insight as to why participants performed better
with the VR system though their proficiency level was rated
lower, we evaluated the subjective measure, rated on a 7-point
Likert-scale, where 1-Strongly Disagree, 4-Neither Agree or
Disagree, and 7-Strongly Agree. A one-way repeated measures
ANOVA revealed that participants felt they intuitively under-
stood the mechanics of the controls, F(1,8) = 64.222, p =
0.008 when using the VR controller (6.33 ±0.323) while
that was not the case for the PS3 controller (2.56 ±2.128).
In addition, participants stated that the controls were easy to
handle, F(1,8) = 26.597, p = 0.001 within the virtual reality
(6.56 ±0.726) but did not agree this was the case when
handling the PS3 controller (3.00 ±2.179). No statistically
significant difference in the feeling of fatigue, nausea, or
disorientation between the two system was found.
B. Analysis of the Handover task
Hypothesis. We hypothesize that it is easier to learn the
controls required to perform the task well in VR than it is with
a conventional gaming system. In addition we hypothesize that
users prefer performing the task in VR.
Analysis. Figure 3 shows a clear increase in difficulty in
performing the handover task. Four out of nine participants did
not once complete the task successfully with the conventional
gaming system. Though the success rates were not quite as
high as for the cleanup task participants still performed the
handover task significantly better using the VR system. This
observation was supported by a one-way repeated measures
ANOVA showing a statistically significant difference in the
success rate, F(1,8) = 24.346,p<0.001 with the success
rate increasing from 0.31 ±0.340 using the conventional
gaming system to 0.83 ±0.074 with the VR system. The
time to perform the task with the conventional gaming system
(0.68 ±0.18) was also significantly longer, F(1,8) = 88.753,
p<0.0005 than in VR (0.087 ±0.013).
Evaluation of the subjective measures on a 7-point Likert
scale with a one-way repeated measures ANOVA showed
that similar to the cleanup task the participants had an in-
tuitive understanding of the controller mechanics, F(1,8) =
23.583, p = 0.001 when using the VR controller (5.67 ±
2,121) but not when using the PS3 controller (2.22 ±
1.394). With a statistically significant difference of F(1,8) =
6.983, p = 0.030, they also felt that the PS3 controller
was harder to handle (2.78 ±2.167) than the VR controller
(5.56 ±1.878). In addition they reported that they enjoyed
performing the task, F(1,8) = 8.909, p = 0.017 more when
performing it in VR (5.44 ±1.33) as opposed to with the
conventional gaming system (3.11 ±2.224). No statistically
significant difference in the feeling of fatigue, nausea, or
disorientation between the two system was found.
With the conventional gaming system, in order to switch
from one gripper to the other, the gripper that was currently
not under user control needed to be suspended in air. This
stabilized the uncontrolled gripper to some extent. This was
not the case in VR, where both gripper were constantly in
motion based on the user’s hand movements. Therefore, for
the handover to be successful, the user had to be careful to
hold his hands as still as possible. However, this disadvantage
was not enough to lessen the impact greater depth perception
and easier controls had on the end result.
C. Analysis of the Blockstacking task
Hypothesis. We hypothesize that it is easier to learn the
controls required to perform the task well in VR than it is with
a conventional gaming system. Additionally, we hypothesize
that with increasing complexity of the task, execution of the
task becomes unwieldy if not impossible with the conventional
gaming system, while still manageable in VR.
Analysis. The difficulty of performing the blockstacking
task with the conventional gaming system as compared to the
VR system is limited depth perception and lack of fine motor
control. Without the presence of either plus the complicated
controls users were unable to successfully execute the task
(see Figure 3). For a quantitative evaluation we conducted a
one-way repeated ANOVA and found a statistically significant
TABLE II
PERFORMANCE OF THE LEARNED POLICY. SU CCE SS R ATES AN D MI NUT ES P ER TR IA L OF TH E LEA RN ED PO LI CY AVER AGE D OVE R 5SES SI ONS O F 100
TR IAL S.p-VALUES WERE DETERMINED BY A PAIRED-SAM PL ES T-TES T.
Cleanup Task Handover Task
p-value Convent. System Virtual Reality p-value Convent. System Virtual Reality
Success Rate 0.002 0.05 ±0.021 0.18 ±0.031 0.035 0.0±0.00.02 ±0.012
Minutes Per Trial <0.001 0.35 ±0.325 0.22 ±0.211 0.002 0.29 ±0.207 0.19 ±0.169
difference in the success rate, F(1,8) = 72.742, p < 0.0005
with an increase in the rate of success from 0.15±0.284 when
using the conventional gaming system to 0.98 ±0.034 with
the VR system. A statistically significant difference was also
noted for the episode completion time, F(1,8) = 40.194, p <
0.0005, which decreased from 1.25 ±0.512 minutes with the
conventional gaming system to 0.18 ±0.045 minutes with the
VR. Figure 4 shows that with the conventional gaming system
participants mostly failed immediately by knocking boxes off
the table or they timed out. In VR task completion times
remain consistent.
Evaluation of the subjective measures with a one-way
repeated measures ANOVA revealed that the enjoyment in
performing the task, F(1,8) = 14.593, p = 0.005 increased
from 3.33 ±2.297 with the conventional gaming system to
5.89±1.537 in VR. This is probably in strong correlation with
the level of frustration, F= (1,8) = 14.089, p = 0.006 which
decreased from 5.00±2.398 using the PS3 controller to 2.00±
1.581 using the VR controller. Furthermore, we discovered that
the participants felt their performance was not improving over
time, F= (1,8) = 10.557, p = 0.012 with the conventional
gaming system (4.11 ±2.205) however, they did feel they
improved with the VR system (5.89 ±1.054). Similar to the
other tasks they found the control mechanics more intuitive,
F(1,8) = 23.69, p = 0.001 for the VR system (6.67 ±0.707)
than for the conventional gaming system (3.44 ±2.007) and
in general believed the VR controller (6.56 ±0.726) easier to
handle, F(1,8) = 28.000, p = 0.001 than the PS3 controller
(2.67 ±2.121). No statistically significant difference in the
feeling of fatigue, nausea, or disorientation between the two
system was found.
User study participants struggled immensely to line up the
boxes when performing the task with the conventional gaming
system and commented on the fact that the game physics of the
blocks were not conducive for stacking the boxes. However,
they did not have any problems with the task when immersed
in the environment with the VR system. As a matter of fact,
participants remarked on how easy it is. Considering that the
blocks physics is the same in both systems, it can be deduced
that task environments are more forgiving in terms of physics
and other game engine specific mechanics when used with
the VR system as opposed to the conventional system. That
means, less time can be spent on fine tuning an environment
without sacrificing the quality of the demonstration data.
VI. EVALUATIO N OF T HE LE AR NE D POLICIES
The effects of superior demonstrations on the learned policy
were evaluated by passing the demonstration trajectories col-
lected during the user study to a neural network for training.
Demonstrations were recorded at 30 Hz and collected inde-
pendently for both the conventional gaming system and the
VR system. Prior to training the trajectories were sub-sampled
at 4 Hz. We used the staggered sub-sampling technique
to generate multiple low-frequency trajectories from each
demonstration. Failed demonstrations were excluded from the
training data.
The input xt= (p1:n
t, s1:n
t, q1:k
t)at time tto the neural
network includes (a) the absolute pose ptof the n[1,2]
grippers in the simulated environment, (b) the open/close
state stof each gripper, and (c) the absolute pose qtof the
k[1,3] objects being manipulated.
The neural network architecture closely follows [12]. The
observation xtis first passed through three consecutive LSTM
layers capable of extracting changes in the objects poses over
time. This is followed by an MDN for predicting the target
pose and state of the n[1,2] grippers.
The output of the neural network is a probability density
function of the target pose and state of the n[1,2] grippers.
Depending on the average demonstration sequence length
in each category the network was unrolled for different time
steps. The network was optimized using RMSProp [30] with
default learning rate of 1e-3 and decay rate of 0.999. Initial
values of network parameters were uniformly sampled from
[-0.08, 0.08]. Once the validation error remained unchanged
for 20 epochs training stopped and the best performing net-
work was used for policy evaluation.
During evaluation at each time step tthe successive target
pose and state of the n[1,2] grippers was drawn from the
probability density function derived by the neural network.
A. Evaluation of Policy Performance
Hypothesis We hypothesize that higher quality in demon-
strations directly translates into better performance of the
learned policy.
Analysis. Table II show a clear qualitative and quantitative
benefit of collecting demonstrations with a VR system2. We
conducted a paired-samples t-test to identify if there were
statistically significant differences in the success rate and the
2Since not enough data points were collected for the blockstacking task to
learn a reasonable policy we refrain from evaluating the performance of the
policies for this task.
Success
0.0
0.1
0.2
0.3
0.4
Rate
0.05
0.12
0.18 0.18
Cleanup Task
Conv.Sys (54917)
VR (9462)
VR (55009)
VR (79034)
(a)
Pickup Handover Success
0.0
0.1
0.2
0.3
0.4
Rate
0.04
0.0 0.0
0.1
<0.01 <0.01
0.31
0.03 0.02
0.36
0.07 0.07
Handover Task
Conv.Sys (26242)
VR (3164)
VR (26390)
VR (69236)
(b)
Fig. 5. Comparison of the learned policies. Results averaged over 5 sessions of 100 trials. Given in parenthesis (see legend) are the number of data points
used for learning. The highest number represents the total number of data points collected at 30 Hz, the second highest number approximates the number of
data points to the number of data points collected using a conventional gaming system, and the lowest number is the data points remaining when matching the
data collected using the virtual reality system to the same number of successful episodes achieved with the conventional gaming system. Even with far less
data points feeding into the machine learning system, the policy learned from data collected within the virtual reality system outperforms the policy learned
from data collected with the conventional gaming system. (a) Success and failure rates for the cleanup task. (b) Success and failure rates and partial successes
for the handover task.
task execution time. We found that in both the cleanup task
and the handover task the success rate of the learned policy is
statistically significantly higher for the policy learned from VR
demonstrations than that of the policy learned from the PS3
controller demonstrations. For the cleanup task the percent
change is +260%. This indicates that in general the learned
policy from the VR demonstrations is capable of maneuvering
the gripper more precisely. Also notable is the fact that the task
can generally be executed in significantly less time when the
data was collected with the VR system. For example, each
demonstration in the cleanup tasks takes on average only 0.22
minutes as opposed to 0.35 minutes when the policy was
learned using demonstrations collected with the PS3 controller.
A similar comparison can be made for the execution time of
the handover task.
PS3 controller demonstrations resulted in more failures and
generally took longer to execute. Therefore, PS3 controller
training data resulted in less data points than VR training data.
To compare the success rates of policies learned from PS3
controller demonstrations to policies learned from VR demon-
strations we consider learning policies by passing different
number of data points to the neural network for training (see
Figure 5). In particular, we were interested in the comparison
of the performance when matching the VR training data to (a)
the number of data points and (b) to the number of episodes of
the PS3 controller training data. As can be seen in Figure 5a
the success rate of the cleanup task did not change significantly
when approximating the VR training data to the same number
of data points. After matching to the same number of episodes,
the VR training data consisted of only a sixth of the PS3
controller training data. Nevertheless, it outperformed the
policy from the PS3 controller demonstrations by 0.07%. That
means that in the cleanup task with a success rate of 98.6%
and an average task execution time of 0.05 minutes experts
only have to spend 5.84 minutes of task demonstrations to
outperform the policy that was learned from using all PS3
controller demonstrations – a time commitment of 45 minutes.
Similar results, though not as pronounced, can be seen for the
handover task.
To gain further insights into the performance of each policy
we consider partial successes. In the context of the cleanup
task we were interested whether the gripper is able to pick
up the box before time runs out or the box is dropped on
the ground. We found that all policies outlined in Figure 5a
never dropped the box once it was successfully picked up. This
highlights the importance of the policy being able to precisely
position the gripper.
In context of the handover task we considered the following
partial successes:
1) The gripper is able to pick up the box but drops it on the
ground or time runs out before the box is successfully
handed over.
2) The gripper is able to handover the box to the other
gripper, but the box drops on the ground or time runs
out before the box is successfully placed on the side
table.
Figure 5b shows that the policy Conv. Sys (26242) was
unable to perform a successful handover, though the gripper
was able to pick up the box (4.0±1.4)% of the time.
Comparing this to the results of the policy VR (26390), which
approximates the number of data points to the PS3 controller
training set, we find that the gripper is able to handover the
box a total of (4.2±1.6)% of the time. Before failing the
task the gripper is able to pick up the box with a rate of
(30.6±7.0)%. VR (3164), which matches the VR training set
to the number of episodes of the PS3 controller training data,
outperforms the policy learned from PS3 demonstrations with
Fig. 6. Visual comparison of randomly selected trajectories generated by the learned policy. The trajectories were sampled at 4 Hz and normalized to account
for differences in trajectory lengths and axis values. Smoothness and more continuous input trajectories correlate with smoother and more continuous output
trajectories.
a total handover rate of (0.4±0.05)% and a pickup rate of
(9.6±3.0)%.
B. Evaluation of Trajectory Smoothness
Hypothesis. We hypothesized that the smoothness and
continuity of the demonstrated trajectories leads to smoother
and more continuous sampled trajectories.
Analysis. A visual comparison of the resulting trajectories is
depicted in Figure 6. The trajectories were selected randomly
from the pool of sampled trajectories generated by the learned
policies and normalized to account for differences in lengths
and positions. Visually, the trajectories for the handover task
and the blockstacking task appear smoother for the policy
learned from the VR data than for the policy learned from
the conventional gaming system. It is inconclusive whether
there is a difference in the trajectories for the cleanup task
from visual observation alone.
TABLE III
ASSESSMENT OF THE SAMPLED TRAJECTORY SMOOTHNESS. TH E
NO RMA LI ZED J ERK WA S CAL CUL ATED F OR 500 TRIALS AND
CO MPAR ATIVE LY EVALUATE D BY A MA NN- WH ITN EY UT EST. M EDIANS
FO R THE N OR MAL IZE D JE RK AR E RE PORT ED B ELO W.
Task U,z p-value Conv. Sys. VR
Cleanup 88239,35.87 <0.0005 0.546 0.638
Handover 32820,47.82 <0.0005 1.258 0.591
Blockstacking 30563,48.05 <0.0005 1.269 0.645
A Mann-Whitney U test on the calculated normalized
jerk (Equation 1) of the trajectories revealed that there is
a statistically significant difference in the smoothness score
in all three scenarios. Interestingly, the results in Table III
indicate that for the cleanup task the trajectories generated by
the policy learned from the conventional gaming system data
are smoother than those generated by the policy learned from
the VR data. Considering the number of failed trials and that
trials failed within 0.01 ±0.325 minutes we concluded that
this could be explained by many short trajectories. Therefore,
we evaluated the normalized jerk considering only successful
trajectories. Median smoothness score for the policy derived
from conventional gaming system data (0.639) and the policy
learned from VR data (0.632) was not statistically significantly
different, U= 976, z =7.80, p = 0.3383. However, eval-
uation of the normalized jerk confirmed that the trajectories
generated from policies learned from VR data are smoother
in both the handover task and the blockstacking task.
VII. CONCLUSION
The results show that the VR environment provides an
intuitive and easy means to demonstrate tasks of increasing
complexity with a shallow learning curve. This is supported
by the fact that the demonstrations acquired in VR produce
more continuous and natural motions than those acquired via
the PS3 controller. Users are less frustrated by the controls
and enjoy performing the task more in the VR environment.
That means it is easier to recruit and motivate expert demon-
strators. Furthermore, less time can be devoted on setting up
a task environment when used with the VR system since the
mechanics are much more forgiving.
The VR demonstrations result in learned policies that are
more efficient both in execution time and success rate. In
particular, we were able to show that with VR demonstra-
tions significantly fewer data points are required for training.
As the complexity of the task increases, a policy could be
learned from VR demonstrations when other methods of data
collection failed.
We believe that these findings remain true even if traditional
machine learning algorithms are employed for policy learning.
We are of the opinion that a learned policy can only be as
good as the data it derived from. Therefore, we conjecture
that the superior VR data will always lead to better performing
policies.
In future work we will transfer the learned policy onto the
physical robot to prove that these findings are still valid when
performed in the real world. We also plan to teleoperate the
robot during the demonstration acquisition phase in VR to
increase the accuracy of the demonstrations. Furthermore, we
will investigate tasks that require obstacle avoidance.
REFERENCES
[1] P. Abbeel, A. Coates, M. Quigley, and A. Y. Ng, “An application of
reinforcement learning to aerobatic helicopter flight,” pp. 1–8, 2006.
[2] S. Calinon and A. Billard, “What is the Teacher’s Role in Robot
Programming by Demonstration? - Toward Benchmarks for Improved
Learning,” Interaction Studies. Special Issue on Psychological Bench-
marks in Human-Robot Interaction, vol. 8, no. 3, pp. 441–464, 2007.
[3] B. D. Argall, E. L. Sauser, and A. G. Billard, “Tactile Guidance for
Policy Adaptation,” Foundations and Trends in Robotics, vol. 1, no. 2,
pp. 79–133, 2010.
[4] B. Akgun, M. Cakmak, K. Jiang, and A. L. Thomaz, “Keyframe-based
Learning from Demonstration,” International Journal of Social Robotics,
vol. 4, no. 4, pp. 343–355, November 2012.
[5] A. D. Dragan, S. Siddhartha Srinivasa, and K. Kenton Lee, “Teleoper-
ation with Intelligent and Customizable Interfaces,” Journal of Human-
Robot Interaction, vol. 2, no. 2, pp. 33–57, June 2013.
[6] S. Chernova and A. L. Thomaz, “Robot Learning from Human Teach-
ers,” Synthesis Lectures on Artificial Intelligence and Machine Learning,
vol. 8, no. 3, pp. 1–121, April 2014.
[7] J. Aleotti and S. Caselli, “Grasp recognition in virtual reality for
robot pregrasp planning by demonstration,” in Proceedings 2006 IEEE
International Conference on Robotics and Automation. IEEE, 2006,
pp. 2801–2806.
[8] A. Billard, Y. Epars, G. Cheng, and S. Schaal, “Discovering imitation
strategies through categorization of multi-dimensional data,” in Proceed-
ings 2003 IEEE/RSJ International Conference on Intelligent Robots and
Systems, vol. 3. IEEE, 2003, pp. 2398–2403.
[9] J. Koenemann, F. Burget, and M. Bennewitz, “Real-time imitation of
human whole-body motions by humanoids,” in 2014 IEEE International
Conference on Robotics and Automation. IEEE, May 2014, pp. 2806–
2812.
[10] R. Rahmatizadeh, P. Abolghasemi, L. B¨
ol¨
oni, and S. Levine, “Vision-
Based Multi-Task Manipulation for Inexpensive Robots Using End-To-
End Learning from Demonstration,” Tech. Rep., 2017.
[11] B. D. Argall, S. Chernova, M. Veloso, and B. Browning, “A survey of
robot learning from demonstration,” Robotics and Autonomous Systems,
vol. 57, no. 5, pp. 469–483, May 2009.
[12] R. Rahmatizadeh, P. Abolghasemi, A. Behal, and L. B¨
ol¨
oni,
“From virtual demonstration to real-world manipulation using LSTM
and MDN,” March 2016. [Online]. Available: http://arxiv.org/abs/
1603.03833
[13] S. Reddy, A. D. Dragan, and S. Levine, “Shared Autonomy via Deep
Reinforcement Learning,” Tech. Rep., 2018.
[14] J. D. Sweeney and R. Grupen, “A model of shared grasp affordances
from demonstration,” in 2007 7th IEEE-RAS International Conference
on Humanoid Robots. IEEE, November 2007, pp. 27–35.
[15] H. Rhodin, J. Tompkin, K. I. Kim, K. Varanasi, H.-P. Seidel, and
C. Theobalt, “Interactive Motion Mapping for Real-time Character
Control,” Computer Graphics Forum, vol. 33, no. 2, 2014.
[16] H. Rhodin, J. Tompkin, K. I. Kim, E. De Aguiar, H. Pfister, H.-P. Seidel,
and C. Theobalt, “Generalizing Wave Gestures from Sparse Examples
for Real-time Character Control,” in ACM Transactions on Graphics
(TOG), vol. 34, no. 6, 2015, p. 181.
[17] Y. Cui and C. Mousas, “Master of Puppets: An Animation-by-
Demonstration Computer Puppetry Authoring Framework,3D Re-
search, vol. 9, no. 1, p. 5, 2018.
[18] C. Mousas, “Performance-Driven Dance Motion Control of a Virtual
Partner Character,” in IEEE Conference on Virtual Reality and 3D User
Interfaces (VR), 2018.
[19] Y. Seol, C. O’Sullivan, and J. Lee, “Creature Features: Online motion
puppetry for non-human characters,” in Proceedings of the 12th ACM
SIGGRAPH/Eurographics Symposium on Computer Animation, 2013.
[20] T. Zhang, Z. McCarthy, O. Jow, D. Lee, X. Chen, K. Goldberg, and
P. Abbeel, “Deep Imitation Learning for Complex Manipulation Tasks
from Virtual Reality Teleoperation,” October 2017. [Online]. Available:
http://arxiv.org/abs/1710.04615
[21] V. Kumar, A. Gupta, E. Todorov, and S. Levine, “Learning Dexterous
Manipulation Policies from Experience and Imitation,” November 2016.
[Online]. Available: http://arxiv.org/abs/1611.05095
[22] X. Yan, J. Hsu, M. Khansari, Y. Bai, A. Pathak, A. Gupta, J. Davidson,
and H. Lee, “Learning 6-DOF Grasping Interaction via Deep Geometry-
aware 3D Representations,” Tech. Rep., 2017.
[23] J. Aleotti, S. Caselli, and M. Reggiani, “Leveraging on a virtual
environment for robot programming by demonstration,Robotics and
Autonomous Systems, vol. 47, no. 2-3, pp. 153–161, 2004.
[24] D. Whitney, E. Rosen, E. Phillips, G. Konidaris, and S. Tellex, “Com-
paring Robot Grasping Teleoperation across Desktop and Virtual Reality
with ROS Reality,” in Proceedings of the International Symposium on
Robotics Research, 2017.
[25] S. Y. Gadre, E. Rosen, G. Chien, E. Phillips, S. Tellex, and G. Konidaris,
“End-User Robot Programming Using Mixed Reality.”
[26] N. Koganti, K. Nakayama, A. Rahman, Y. Matsuo, and Y. Iwasawa,
“Virtual Reality as a User-friendly Interface for Learning from Demon-
strations,” in Extended Abstracts of the 2018 CHI Conference on Human
Factors in Computing Systems, 2018.
[27] S. K. Ong, J. W. S. Chong, and A. Y. C. Nee, “Methodologies for
immersive robot programming in an augmented reality environment,” in
Proceedings of the 4th international conference on computer graphics
and interactive techniques in Australasia and Southeast Asia, 2006.
[28] H.-L. Teulings, J. L. Contreras-Vidal, G. E. Stelmach, and C. H. Adler,
“Parkinsonism Reduces Coordination of Fingers, Wrist, and Arm in Fine
Motor Control,” Experimental neurology, vol. 146, no. 1, pp. 159–170,
1997.
[29] C. M. Bishop, “Mixture Density Networks,” Aston University, Birming-
ham, UK, Tech. Rep., 1994.
[30] Tijmen Tieleman and G. Hinton, “Lecture 6.5-rmsprop: Divide the
gradient by a running average of its recent magnitude,” pp. 26–31, 2012.
... As a result, the programming effort and required programming knowledge of an operator can be significantly reduced. In addition, by being able to use one's own body (arms, hands) to demonstrate a scenario, more natural and intuitive results can be achieved [94]. In contrast to lead-through programming and walk-through programming, it is not essential for a robot to be present. ...
... In contrast to lead-through programming and walk-through programming, it is not essential for a robot to be present. Thus, teaching by demonstration can be performed via teleoperation or in Virtual Reality (VR) [94]. However, teaching approaches are generally considered more natural in kinesthetic approaches (with a real robot) due to the intuitive interaction with a robot. ...
Article
Full-text available
Industrial robots form an integral part of today’s manufacturing industry, due to their high versatility, precision, and fatigue proof nature. Yet, many small and medium sized enterprises (SMEs) still predominantly rely on manual labor. The main barriers that prevent SMEs from utilizing robots to a larger degree are described to be the large initial investment, uncertainty about costs (total cost of ownership), and lack of expertise. An opportunity to eliminate these barriers can be found in servitisation. While paradigms such as software as a service (SaaS) or Robot as a Service (RaaS) already exist, these focus mostly on software (functionality) via cloud computing. In this paper, a new paradigm based on software and hardware is proposed as Industrial Robots as a Service (IRaaS), which is composed of four elements: Flexibility (Plug and Produce, mobility), Usability (Easy Programming, Intuitive Interaction), Safety (Standards, Strategies), and Business Models (Time-based, Usagebased).To provide an overview of the current state-of-the-art a scoping survey is performed on each of the four key elements from an IRaaS perspective.
... For example, two papers [172,173] indicated recruitment of participants with "high technology acceptance" but without details on the type of technology. Other studies focused on participants' familiarity with broad subsets of technological products, such as video games [171,174], VR systems [105,175], smartphones [176,177], and social media [178,179]. Some studies covered details about familiarity with specific types of technology, such as the Rviz visualization widget [180], maps in the game Unreal Tournament 2004 [181], and Alternative Augmented Communication (AAC) products [128]. ...
Article
Full-text available
Critical voices within and beyond the scientific community have pointed to a grave matter of concern regarding who is included in research and who is not. Subsequent investigations have revealed an extensive form of sampling bias across a broad range of disciplines that conduct human subjects research called “WEIRD”: Western, Educated, Industrial, Rich, and Democratic. Recent work has indicated that this pattern exists within human–computer interaction (HCI) research, as well. How then does human–robot interaction (HRI) fare? And could there be other patterns of sampling bias at play, perhaps those especially relevant to this field of study? We conducted a systematic review of the premier ACM/IEEE International Conference on Human-Robot Interaction (2006–2022) to discover whether and how WEIRD HRI research is. Importantly, we expanded our purview to other factors of representation highlighted by critical work on inclusion and intersectionality as potentially underreported, overlooked, and even marginalized factors of human diversity. Findings from 827 studies across 749 papers confirm that participants in HRI research also tend to be drawn from WEIRD populations. Moreover, we find evidence of limited, obscured, and possible misrepresentation in participant sampling and reporting along key axes of diversity: sex and gender, race and ethnicity, age, sexuality and family configuration, disability, body type, ideology, and domain expertise. We discuss methodological and ethical implications for recruitment, analysis, and reporting, as well as the significance for HRI as a base of knowledge.
Article
Despite the social robotics’ potential to revolutionize human life, the field of social robotics has been less appealing and less popular than other robotics fields in both industrial and research domains. Therefore, many students are unfamiliar with this field. To expedite the development of the social robotics sector, numerous efforts must be made, including introducing students to the topic. In this study, we developed teaching materials and a procedure for introducing university students to the topic of social robotics. A robot demonstration was also utilized to provide participants with a more engaging experience and a deeper knowledge of the importance of social robotics. The ultimate objective of this paper is to provide a reference for lecturers and instructors in introducing social robots to students in the hope that they will become interested in the field, whether for the purposes of research or simply to learn more about this topic. We evaluated the proposed teaching materials and procedures for a small class size based on behavioral and subjective measurements. We also compared the outcome of presentations with and without a robot demonstration. In addition, we performed semi-structured interviews with 10 random participants who wanted to expand our qualitative analysis. Both presentations, with and without robot demonstration, successfully delivered the material. The experimental findings indicated that the robot demonstration had a significant impact on students’ satisfaction with the presentation and their desire to participate in similar presentations in the future.
Chapter
In today’s world, technology is ubiquitous. Today’s children grow up with a lot of technology, such as phones, gaming systems, tablets and computers. Even ‘things’ are connected to the Internet. Such things include door locks, coffee makers, refrigerators, thermostats, and speakers to name a few. There are more Internet of Things devices than there are people worldwide. Connected things have changed lives of people and the world in a lot of positive ways, but they also come with numerous security and privacy issues. Thus, cybersecurity education has become crucial in providing security awareness, secure behavior and cybersecurity expertise. This paper discusses TWOPD, a novel approach to teaching cybersecurity in a college classroom and evaluates the effectiveness of the proposed approach.
Article
Full-text available
Purpose of Review As intelligent robots enter our daily routine, it is important to be equipped with proper adaptable social perception and explainable behaviours. To do so, machine learning (ML) is often employed. This paper intends to find a trend in the way ML methods are used and applied to model human social perception and produce explainable robot behaviours. Recent Findings The literature has shown a substantial advancement in ML methods with application to social perception and explainable behaviours. There are papers which report models for robots to imitate humans and also for humans to imitate robots. Others use classical methods and propose new and/or improved ones which led to better human-robot interaction performances. Summary This paper reports a review on social perception and explainable behaviours based on ML methods. First, we present literature background on these three research areas and finish with a discussion on limitations and future research venues.
Chapter
Full-text available
Teleoperation allows a human to remotely operate a robot to perform complex and potentially dangerous tasks such as defusing a bomb, repairing a nuclear reactor, or maintaining the exterior of a space station. Existing teleoperation approaches generally rely on computer monitors to display sensor data and joysticks or keyboards to actuate the robot. These approaches use 2D interfaces to view and interact with a 3D world, which can make using them difficult for complex or delicate tasks. To address this problem, we introduce a virtual reality interface that allows users to remotely teleoperate a physical robot in real-time. Our interface allows users to control their point of view in the scene using virtual reality, increasing situational awareness (especially of object contact), and to directly move the robot’s end effector by moving a hand controller in 3D space, enabling fine-grained dexterous control. We evaluated our interface on a cup-stacking manipulation task with 18 participants, comparing the relative effectiveness of a keyboard and mouse interface, virtual reality camera control, and positional hand tracking. Our system reduces task completion time from 153 s () to 53 s (), a reduction of 66%, while improving subjective assessments of system usability and workload. Additionally, we have shown the effectiveness of our system over long distances, successfully completing a cup stacking task from over 40 miles away. Our paper contributes a quantitative assessment of robot grasping teleoperation across desktop and virtual reality interfaces.
Conference Paper
Full-text available
Learning from Demonstration (LfD) is a paradigm where humans demonstrate the procedure to perform complex tasks which can be used to train autonomous agents. However, the performance of LfD is highly sensitive to the quality of demonstrations which in turn depends on the user-interface. In this paper, we propose the use of Virtual Reality (VR) to develop an intuitive interface that enables users to provide good demonstrations. We apply this approach to the task of training a visual attention system which is a crucial component for tasks such as autonomous driving and human-robot interaction. We show that interaction time of few minutes is sufficient to train a deep neural network to successfully learn attention strategies.
Article
Full-text available
This paper presents Master of Puppets (MOP), an animation-by-demonstration framework that allows users to control the motion of virtual characters (puppets) in real time. In the first step, the user is asked to perform the necessary actions that correspond to the character’s motions. The user’s actions are recorded, and a hidden Markov model is used to learn the temporal profile of the actions. During the runtime of the framework, the user controls the motions of the virtual character based on the specified activities. The advantage of the MOP framework is that it recognizes and follows the progress of the user’s actions in real time. Based on the forward algorithm, the method predicts the evolution of the user’s actions, which corresponds to the evolution of the character’s motion. This method treats characters as puppets that can perform only one motion at a time. This means that combinations of motion segments (motion synthesis), as well as the interpolation of individual motion sequences, are not provided as functionalities. By implementing the framework and presenting several computer puppetry scenarios, its efficiency and flexibility in animating virtual characters is demonstrated.
Conference Paper
Full-text available
Teleoperation allows a human to remotely operate a robot to perform complex and potentially dangerous tasks such as defusing a bomb, repairing a nuclear reaction, or maintaining the exterior of a space station. Existing teleoperation approaches generally rely on computer monitors to display sensor data and joysticks or keyboards to actuate the robot. These approaches use 2D interfaces to view and interact with a 3D world, which can make using them difficult for complex or delicate tasks. To address this problem, we introduce a virtual reality interface that allows users to remotely teleoperate a physical robot in real-time. Our interface allows users to control their point of view in the scene using virtual reality, increasing situational awareness (especially of object contact), and to directly move the robot's end effector by moving a hand controller in 3D space, enabling fine-grained dexter-ous control. We evaluated our interface on a cup-stacking manipulation task with 18 users, comparing the relative effectiveness of a keyboard and mouse interface, virtual reality camera control, and positional hand tracking. Our system reduces task completion time by 101 seconds (a reduction of 66%), while improving subjective assessments of system usability and workload. Additionally, we have shown the effectiveness of our system over long distances, successfully completing a cup stacking task from over 40 miles away. Our paper contributes a quantitative assessment of robot grasping teleoperation across desktop and virtual reality interfaces.
Article
Robots assisting the disabled or elderly must perform complex manipulation tasks and must adapt to the home environment and preferences of their user. Learning from demonstration is a promising choice, that would allow the non-technical user to teach the robot different tasks. However, collecting demonstrations in the home environment of a disabled user is time consuming, disruptive to the comfort of the user, and presents safety challenges. It would be desirable to perform the demonstrations in a virtual environment. In this paper we describe a solution to the challenging problem of behavior transfer from virtual demonstration to a physical robot. The virtual demonstrations are used to train a deep neural network based controller, which is using a Long Short Term Memory (LSTM) recurrent neural network to generate trajectories. The training process uses a Mixture Density Network (MDN) to calculate an error signal suitable for the multimodal nature of demonstrations. The controller learned in the virtual environment is transferred to a physical robot (a Rethink Robotics Baxter). An off-the-shelf vision component is used to substitute for geometric knowledge available in the simulation and an inverse kinematics module is used to allow the Baxter to enact the trajectory. Our experimental studies validate the three contributions of the paper: (1) the controller learned from virtual demonstrations can be used to successfully perform the manipulation tasks on a physical robot, (2) the LSTM+MDN architectural choice outperforms other choices, such as the use of feedforward networks and mean-squared error based training signals and (3) allowing imperfect demonstrations in the training set also allows the controller to learn how to correct its manipulation mistakes.