This paper presents an iterative approach for learning hardware models and optimizing policies with as few hardware experiments as possible.
This paper presents a method for adapting human motions to humanoid robots based on a technique called time warping, which modifies the time line of a reference motion to speed up or slow down the motion.
We present a bipedal robot that looks like and walks like an animation character.
Facial appearance capture is now firmly established within academic research and used extensively across various application domains, perhaps most prominently in the entertainment industry through the design of virtual characters in video games and films.
In this paper a centralized method for collision avoidance among multiple agents is presented
This paper describes a system that takes real-time user input to direct a robot swarm. The user interface is via drawing, and the user can create a single drawing or an animation to be represented by robots.
In this paper, we present a control framework for a quadrupedal robot that is capable of locomoting using several gaits
This paper investigates the effects of adding gestures to a physical game between a human and a humanoid robot.
This paper presents an automatic model reduction procedure for humanoid robots, which is task-specific.
In this paper, we demonstrate a successful application of an iterative learning control algorithm to automate the process of fine tuning choreographed human-speed motions on a 37 degree-of-freedom humanoid robot.
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