We present the system overview and integration of the ASIMO autonomous robot that can function successfully in indoor environments. The first model of ASIMO is already being leased to companies for receptionist work.In this paper, we describe the new capabilities that we have added to ASIMO. We explain the structure of the robot system for intelligence, integrated subsystems on its body, and their new functions. We describe the behavior-based planning architecture on ASIMO and its vision and auditory system. We describe its gesture recognition system, human interaction and task performance. We also discuss the external online database system that can be accessed using internet to retrieve desired information, the management system for receptionist work, and various function demonstrations. 0-7803-739&7lOU$17.00 WOO2 IEEE
Although fall is a rare event in the life of a humanoid robot, we must be prepared for it because its consequences are serious. In this paper we present a fall strategy which rapidly modifies the robot's fall direction in order to avoid hitting a person or an object in the vicinity. Our approach is based on the key observation that during "toppling" the rotational motion of a robot necessarily occurs at the leading edge or the leading corner of its support base polygon. To modify the fall direction the robot needs to change the position and orientation of this edge or corner vis-a-vis the prohibited direction. We achieve it through intelligent stepping as soon as a fall is detected. We compute the optimal stepping location which results in the safest fall. Additional improvement to the fall controller is achieved through inertia shaping techniques aimed at controlling the centroidal inertia of the robot.We demonstrate our results through the simulation of an Asimo-like humanoid robot. To our knowledge, this is the first implementation of a controller that attempts to change the fall direction of a humanoid robot.
We present a human-robot interactive scenario consisting of a memory card game between Honda's humanoid robot ASIMO and a human player. The game features perception exclusively through ASIMO's on-board cameras and both reactive and proactive behaviors specific to different situational contexts in the memory game. ASIMO is able to build a dynamic environmental map of relevant objects in the game such as the table and card layout as well as understand activities from the player such as pointing at cards, flipping cards and removing them from the table. Our system architecture, called the Cognitive Map, treats the memory game as a multi-agent system, with modules acting independently and communicating with each other via messages through a shared blackboard system. The game behavior module can model game state and contextual information to make decisions based on different pattern recognition modules. Behavior is then sent through high-level command interfaces to be resolved into actual physical actions by the robot via a multi-modal communication module. The experience gained in modeling this interactive scenario will allow us to reuse the architecture to create new scenarios and explore new research directions in learning how to respond to new interactive situations.
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