At the heart of path-planning methods for autonomous robotic exploration is a heuristic which encourages exploring unknown regions of the environment. Such heuristics are typically computed using frontier-based or informationtheoretic methods. Frontier-based methods define the information gain of an exploration path as the number of boundary cells, or frontiers, which are visible from the path. However, the discrete and non-differentiable nature of this measure of information gain makes it difficult to optimize using gradientbased methods. In contrast, information-theoretic methods define information gain as the mutual information between the sensor's measurements and the explored map. However, computation of the gradient of mutual information involves finite differencing and is thus computationally expensive. In this work, we propose an exploration planning framework which combines sampling-based path planning and gradient-based path optimization. The main contribution of this framework is a novel reformulation of information gain as a differentiable function. This allows us to simultaneously optimize information gain with other differentiable quality measures, such as smoothness. The effectiveness of the proposed planning framework is verified both in simulation and in hardware experiments using a Turtlebot3 Burger robot.
Domain users (DUs) with a knowledge base in specialized fields are frequently excluded from authoring Virtual Reality (VR)-based applications in corresponding fields. This is largely due to the requirement of VR programming expertise needed to author these applications. To address this concern, we developed VRFromX, a system workflow design to make the virtual content creation process accessible to DUs irrespective of their programming skills and experience. VRFromX provides an in-situ process of content creation in VR that (a) allows users to select regions of interest in scanned point clouds or sketch in mid-air using a brush tool to retrieve virtual models, and (b) then attach behavioral properties to those objects. Using a welding use case, we performed a usability evaluation of VRFromX with 20 DUs from which 12 were novices in VR programming. Study results indicated positive user ratings for the system features with no significant differences across users with or without VR programming expertise. Based on the qualitative feedback, we also implemented two other use cases to demonstrate potential applications. We envision that the solution can facilitate the adoption of the immersive technology to create meaningful virtual environments.
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