Robotic Grasp Initiation by Gaze Independent Brain-controlled Selection of Virtual Reality Objects

2021 ◽  
pp. 1-24
Author(s):  
Rajesh Kumar ◽  
Sudipto Mukherjee

Abstract An algorithm to search for a kinematically desired robotic grasp pose with rolling contacts is presented. A manipulability measure is defined to characterise the grasp for multi-fingered robotic handling. The methodology can be used to search for the goal grasp pose with a manipulability ellipsoid close to the desired one. The proposed algorithm is modified to perform rolling based relocation under kinematic constraints of the robotic fingertips. The search for the optimal grasp pose and the improvement of the grasp pose by relocation is based on the reduction of the geodesic distance between the current and the target manipulability matrices. The algorithm also derives paths of the fingertip on the object surface in order to achieve the goal pose. An algorithmic option for the process of searching for a suitable grasp configuration is hence achieved.


Author(s):  
David V. Jáuregui ◽  
Kenneth R. White

The innovative use of QuickTime Virtual Reality (QTVR) and panoramic image–creation utilities for recording field observations and measurements during routine bridge inspections is reported. A virtual reality approach provides the ability to document a bridge’s physical condition by using different media types at a significantly higher level of detail than is possible in a written bridge inspection report. Digitally recorded data can be stored on compact disc for easy access before, during, or after an inspection. The development of a QTVR bridge record consists of four major steps: selection of the camera stations, acquisition of the digital images, creation of cylindrical or cubic panoramas, and rendering of the QTVR file. Specific details related to these steps are provided, as applied to various bridge inspection projects. The potential impact of QTVR on bridge management—in which routine inspection data are a factor in making decisions regarding the future maintenance, rehabilitation, or replacement of a bridge—is discussed.


2019 ◽  
Vol 8 (10) ◽  
pp. 1516 ◽  
Author(s):  
Montana ◽  
Tuena ◽  
Serino ◽  
Cipresso ◽  
Riva

In recent years, virtual reality (VR) technologies have become widely used in clinical settings because they offer impressive opportunities for neurorehabilitation of different cognitive deficits. Specifically, virtual environments (VEs) have ideal characteristics for navigational training aimed at rehabilitating spatial memory. A systematic search, following PRISMA guidelines, was carried out to explore the current scenario in neurorehabilitation of spatial memory using virtual reality. The literature on this topic was queried, 5048 papers were screened, and 16 studies were included, covering patients presenting different neuropsychological diseases. Our findings highlight the potential of the navigational task in virtual environments (VEs) for enhancing navigation and orientation abilities in patients with spatial memory disorders. The results are promising and suggest that VR training can facilitate neurorehabilitation, promoting brain plasticity processes. An overview of how VR-based training has been implemented is crucial for using these tools in clinical settings. Hence, in the current manuscript, we have critically debated the structure and the length of training protocols, as well as a different type of exploration through VR devices with different degrees of immersion. Furthermore, we analyzed and highlighted the crucial role played by the selection of the assessment tools.


2020 ◽  
Vol 44 (1) ◽  
pp. 32-37
Author(s):  
Magdalena Muszyńska ◽  
Dariusz Szybicki ◽  
Piotr Gierlak ◽  
Krzysztof Kurc ◽  
Andrzej Burghardt

AbstractThe development of software applications and the use of VR (Virtual Reality) techniques allow to improve the company’s financial result. The construction of models of robotic stations with robots using Virtual Robot technology allows to determine the time of the machining process. It allows its optimization through the selection of accelerations, tools, tooling strategies, and so on. Determining the time of a technological operation translates into savings. This allows you to decide on the purposefulness of the investment. In addition, modern software add-ons, for example, Signal Analyzer in RobotStudio, allow you to monitor the electricity consumption of a robotic station. The article presents a solution showing how, based on the construction of digital models and the use of VR, we can conclude about the profitability of the investment.


2021 ◽  
Vol 12 (1) ◽  
pp. 232-252
Author(s):  
Fabiana F F Peres ◽  
João Marcelo Teixeira

Although Virtual Reality technology was first developed almost sixty years ago, there has been little survey work giving an overview on how research in VR, AR and MR evolved in Brazil along with their future trends. We provide such analysis by reviewing the development made since the first WRV event, back in 1997, until SVR 2020. The first 22 event editions may help understand how the area was explored and provide a roadmap for future research. The 609 full papers analyzed were compiled into an open catalog, available on the internet. It features important filter capabilities, enabling the quick selection of papers based on citation number, conference topic, area of application, user experiments, statistical analysis and so on. We hope this tool to be of great value to the field, and also for helping researchers decide which topics should be explored when they are beginning their own studies in the area. In this analysis, we also refer to the most frequent authors in the area and how they contributed to the field based on their expertise and research group.


Author(s):  
Jürgen Rossmann

The research field of eRobotics is currently an active domain of interest for scientists working in the area of “eSystem engineering”. The objective is to effectively use electronic media — hence the “e” at the beginning of the term — to achieve the best possible advance in the development of their respective fields of use. Well known developments in this research area include eHealth and eMedicine, eLearning, eGovernment, eSecurity, eBusiness, eForensics and so on. The aim of developments in eRobotics is to provide a comprehensive software environment to address robotics-related issues. Starting with user requirements analysis of system design, support for the development and selection of appropriate robot hardware, robot and mechanisms programming, system and process simulation, control design, and encompassing the validation of developed models and programs, eRobotics requires a continuous and systematic computer support. In this way, the ever increasing complexity of current computer-aided robotic solutions will be kept manageable, and know-how from completed work is electronically preserved and made available for further applications. In the first place, this paper is intended to give an overview of the numerous applications of eRobotics that have already been realized und thus to promote the term eRobotics in the field of Virtual Reality and simulation.


2021 ◽  
Vol 5 (7) ◽  
pp. 36
Author(s):  
Jingyi Li ◽  
Alexandra Mayer ◽  
Andreas Butz

Virtual Reality (VR) has become a consumer-grade technology, especially with the advent of standalone headsets working independently from a powerful computer. Domestic VR mainly uses the visual and auditory senses since VR headsets make this accessible. Haptic feedback, however, has the potential to increase immersion substantially. So far, it is mostly used in laboratory settings with specialized haptic devices. Especially for domestic VR, there is underexplored potential in exploiting physical elements of the often confined space in which it is used. In a literature review (n = 20), we analyzed VR interaction using haptic feedback with or without physical limitations. From this, we derive a design space for VR haptics across three spatial scales (seated, standing, and walking). In our narrow selection of papers, we found inspirations for future work and will discuss two example scenarios. Our work gives a current overview of haptic VR solutions and highlights strategies for adapting laboratory solutions to an everyday context.


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