Adapting Human Motions to Humanoid Robots Through Time Warping Based on a General Motion Feasibility Index
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.
Development of a Bipedal Robot that Walks Like an Animation Character
We present a bipedal robot that looks like and walks like an animation character.
Recent Advances in Facial Appearance Capture
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.
Collision Avoidance for Multiple Agents with Joint Utility Maximization
In this paper a centralized method for collision avoidance among multiple agents is presented
Multi-Robot Formation Control via a Real-Time Drawing Interface
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.
Control of Dynamic Gaits for a Quadrupedal Robot
In this paper, we present a control framework for a quadrupedal robot that is capable of locomoting using several gaits
Playing Catch with Robots: Incorporating Social Gestures into Physical Interactions
This paper investigates the effects of adding gestures to a physical game between a human and a humanoid robot.
Automatic Task-Specific Model Reduction for Humanoid Robots
This paper presents an automatic model reduction procedure for humanoid robots, which is task-specific.
Iterative Learning Control for High-Fidelity Tracking of Fast Motions on Entertainment Humanoid Robots
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.
Comparing Foot Placement Strategies for Planar Bipedal Walking
A number of foot placement strategies for walking have been proposed that make use of widely varying model complexities. Although a number of successful demonstrations have been individually shown in simulation and on physical robots, it is difficult to make a direct performance comparison due to the large differences in hardware, gait generation strategy, control system gains, actuator saturation limits, sensor noise, and many other physical limitations. Here we present a quantitative stability comparison of four foot-placement strategies.
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