Pushing and pulling motion generation for humanoid robots using whole-body momentum control based on analytical inverse kinematics

2020 ◽  
Vol 34 (21-22) ◽  
pp. 1442-1454
Author(s):  
Yuya Hakamata ◽  
Satoki Tsuichihara ◽  
Gustavo Alfonso Garcia Ricardez ◽  
Jun Takamatsu ◽  
Tsukasa Ogasawara
2015 ◽  
Vol 12 (03) ◽  
pp. 1550031 ◽  
Author(s):  
Peter Kaiser ◽  
Nikolaus Vahrenkamp ◽  
Fabian Schültje ◽  
Júlia Borràs ◽  
Tamim Asfour

Humanoid robots that have to operate in cluttered and unstructured environments, such as man-made and natural disaster scenarios, require sophisticated sensorimotor capabilities. A crucial prerequisite for the successful execution of whole-body locomotion and manipulation tasks in such environments is the perception of the environment and the extraction of associated environmental affordances, i.e., the action possibilities of the robot in the environment. We believe that such a coupling between perception and action could be a key to substantially increase the flexibility of humanoid robots. In this paper, we approach the affordance-based generation of whole-body actions for stable locomotion and manipulation. We incorporate a rule-based system to assign affordance hypotheses to visually perceived environmental primitives in the scene. These hypotheses are then filtered using extended reachability maps that carry stability information, for identifying reachable affordance hypotheses. We then formulate the hypotheses in terms of a constrained inverse kinematics problem in order to find whole-body configurations that utilize a chosen set of hypotheses. The proposed methods are implemented and tested in simulated environments based on RGB-D scans as well as on a real robotic platform.


2011 ◽  
Vol 30 (13) ◽  
pp. 1596-1608 ◽  
Author(s):  
Atsushi Konno ◽  
Tomoya Myojin ◽  
Takaaki Matsumoto ◽  
Teppei Tsujita ◽  
Masaru Uchiyama

When a human needs to generate a large force, they will try to apply an impulsive force with dynamic cooperation of the whole body. In this paper we first discuss impact dynamics of humanoid robots and then propose a way to generate impact motions for a humanoid robot to exert a large force while keeping a balance. In the impact motion generation, Sequential Quadratic Programming (SQP) is used to solve a non-linear programming problem in which an objective function and constraints may be non-linear functions of the motion parameters. Impact motions are generated using SQP so that the impact force is maximized while the angular momentum is minimized. Breaking wooden boards with a Karate chop is taken as a case study because it is a typical example of tasks that utilize impulsive force. A humanoid robot motion for the Karate chop is generated by the proposed method. In order to validate the designed motion, experiments are carried out using a small humanoid robot Fujitsu HOAP-2. The Karate-chop motion generated by the proposed method is compared with the motion designed by a human. The results of breaking the wooden boards experiments clearly show the effectiveness of the proposed method.


2007 ◽  
Vol 23 (4) ◽  
pp. 763-775 ◽  
Author(s):  
Ee Sian Neo ◽  
Kazuhito Yokoi ◽  
Shuuji Kajita ◽  
Kazuo Tanie

2019 ◽  
Vol 16 (05) ◽  
pp. 1950021
Author(s):  
Yu Zheng ◽  
Shi Wen Liao ◽  
Katsu Yamane

This paper presents a general framework for locomotion control and generation of humanoid robots. Different from most of the existing work which uses the zero-moment point (2mp) to determine the feasibility of robot’s motion, we use the so-called contact wrench cone to derive motion feasibility conditions, whole-body motion controllers, and locomotion generators. The contact wrench cone consists of all feasible wrenches that can be applied to the robot through contacts, which provide allowable external forces and moments for realizing the robot’s motion. Algorithms are proposed to compute quantities defined on linear representations of a general convex cone, which can be various contact wrench cones as needed in developing motion generators and controllers. Based on the contact wrench cone for contact links and the proposed algorithms as well as a decomposition of the whole-body dynamics of a floating-base humanoid robot, we derive two motion tracking controllers. One controller contains a single quadratic program with linear inequality constraints, while the other consists of two quadratic programs which can be quickly solved by one of the proposed algorithms and in a closed form, respectively. Both controllers can be applied in real-time and achieve similar motion tracking performance in simulation. Based on contact wrench cones, furthermore, we derive two motion generation methods for humanoid robots. The first method adapts a reference motion, most often infeasible, to the robot by warping the motion’s time line so that the motion trajectory will remain the same but the velocity and acceleration profiles will be changed. The second method generates bipedal locomotion for given footsteps. All the proposed motion controllers and generators are applicable to general scenarios including uneven terrains and motions with the support of other links besides feet.


Author(s):  
ChangHyun Sung ◽  
Takahiro Kagawa ◽  
Yoji Uno

AbstractIn this paper, we propose an effective planning method for whole-body motions of humanoid robots under various conditions for achieving the task. In motion planning, various constraints such as range of motion have to be considered. Specifically, it is important to maintain balance in whole-body motion. In order to be useful in an unpredictable environment, rapid planning is an essential problem. In this research, via-point representation is used for assigning sufficient conditions to deal with various constraints in the movement. The position, posture and velocity of the robot are constrained as a state of a via-point. In our algorithm, the feasible motions are planned by modifying via-points. Furthermore, we formulate the motion planning problem as a simple iterative method with a Linear Programming (LP) problem for efficiency of the motion planning. We have applied the method to generate the kicking motion of a HOAP-3 humanoid robot. We confirmed that the robot can successfully score a goal with various courses corresponding to changing conditions of the location of an obstacle. The computation time was less than two seconds. These results indicate that the proposed algorithm can achieve efficient motion planning.


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