共查询到19条相似文献,搜索用时 335 毫秒
1.
2.
模拟人的肌肉驱动方式,为双足机器人HEUBR-1 设计了二自由度的空间并联机构,并将其应用于双
足机器人HEUBR-1 下肢关节,实现了一种新的串并混联的仿人下肢结构.在HEUBR-1 的足部增加了足趾关节,使
机器人能够模拟人的行走方式,实现真正的拟人步态行走.阐述了双足机器人HEUBR-1 稳定拟人行走的关键性技
术,提出了综合稳定性判据,分析了拟人的多种步态.通过拟人行走步态实验分析,验证了双足机器人HEUBR-1 串
并混联的仿人结构的设计合理性及拟人步态分析的准确性. 相似文献
3.
为了解决仿人机器人小型化、集成化带来的技术问题,并实现仿人机器人在复杂非结构人类生活环境
中的应用,本文研制并开发了新一代小型仿人机器THBIP-II,给出了THBIP-II 的系统组成,包括机械结构、控制系
统和感知系统.THBIP-II 高700mm,重18 kg,共配置24 个自由度,采用模块化关节和同步带加谐波减速器的传动
结构实现机器人的小型化,其控制系统为典型的分布式控制系统.同时,本文建立了THBIP-II 三维仿真平台,基于
力矩最优的3D 参数化步态规划方法,成功实现了步长为15 cm、步速为0.075 m/s 的平地行走和稳定的踢球动作. 相似文献
4.
基于数据手套的仿人机械手控制系统 总被引:1,自引:0,他引:1
为了以自然、直观的方式控制仿人机械手,提高仿人机械手的操作性能,设计和实现了基于数据手套的仿人机械手控制系统.提出了从14-传感器数据手套到仿真虚拟手和五指型仿人机械手的关节角度映射方案.设计了实时仿真控制和在线控制两类控制模式,提出的借助仿真虚拟手可及时展示控制效果,解决了在线控制仿人机械手时运动时延带来的控制不直观的问题.实验结果证明了基于数据手套的仿人机械手控制系统的正确性和实用性. 相似文献
5.
6.
柔性两轮直立式自平衡仿人机器人的建模及控制 总被引:1,自引:0,他引:1
研究了柔性两轮直立式自平衡仿人机器人的动力学建模问题.运用拉格朗日方法和动力学原理建立了柔性两轮自平衡仿人机器人的动力学模型.使用弹簧模仿人的腰椎,并考虑了机器人的柔性腰椎弯曲;这是与以前机器人的不同之处.对得到的动力学模型进行了线性化处理,并建立其状态空间方程;由此建立的动力学模型结构简单,易于对机器人进行有效控制.仿真实验验证了系统的稳定性,对其实验结果进行的详细分析验证了系统建模和LQR控制器设计的合理性和有效性. 相似文献
7.
8.
9.
用弹簧模仿人的腰椎,采用LQR 成功实现了机器人实物控制.针对柔性两轮自平衡机器人的姿态控
制,提出了一种基于联想学习的离散Hopfield 网络实现方法,以生物学习控制方式实现柔性两轮自平衡机器人在姿
态控制上的自适应、自组织能力.针对非线性、强耦合的柔性机器人系统,首先定义了合理的能量变化函数,并运用
柔性机器人动力学方程设计了满足该动态过程的Hopfield 网络控制器,然后分析了该控制器的收敛性.仿真实验表
明了该方法的有效性和系统的稳定性.对实验结果进行详细分析,表明了系统姿态控制器设计的合理性和有效性. 相似文献
10.
仿青蛙游动机器人机构设计 总被引:1,自引:0,他引:1
为研制仿青蛙游动机器人,设计了游动机器人机构.首先通过分析生物青蛙结构,设计仿青蛙机器人的原理样机.选择气动肌肉作为驱动器,分别驱动髋、膝、踝关节的转动,并采用钢丝传动结构,将膝关节气动肌肉安装在躯干上,从而有效减小了腿部的质量.建立了机器人系统的运动学模型并进行机器人运动学分析.分析了青蛙游动过程中的水下受力,并将水的作用力引入ADAMS仿真环境中,模拟了青蛙游动中的水环境,从而进行动力学仿真分析.最后对所研制出的仿青蛙游动机器人进行水下游动实验,其推进阶段平均速度达到339 mm/s.通过对比分析发现在动力学仿真和样机实验两种不同方法下机器人后肢运动形式基本一致,从而验证了仿青蛙游动机器人原理样机设计的可行性. 相似文献
11.
In this paper a humanoid robot simulator based on the multi-robot simulation framework (MuRoSimF) is presented. Among the unique features of this simulator is the scalability in the level of physical detail in both the robot’s motion and sensing systems. It facilitates the development of control software for humanoid robots which is demonstrated for several scenarios from the RoboCup Humanoid Robot League.Different requirements exist for a humanoid robot simulator. E.g., testing of algorithms for motion control and postural stability require high fidelity of physical motion properties whereas testing of behavior control and role distribution for a robot team requires only a moderate level of detail for real-time simulation of multiple robots. To meet such very different requirements often different simulators are used which makes it necessary to model a robot multiple times and to integrate different simulations with high-level robot control software.MuRoSimF provides the capability of exchanging the simulation algorithms used for each robot transparently, thus allowing a trade-off between computational performance and fidelity of the simulation. It is therefore possible to choose different simulation algorithms which are adequate for the needs of a given simulation experiment, for example, motion simulation of humanoid robots based on kinematical, simplified dynamics or full multi-body system dynamics algorithms. In this paper also the sensor simulation capabilities of MuRoSimF are revised. The methods for motion simulation and collision detection and handling are presented in detail including an algorithm which allows the real-time simulation of the full dynamics of a 21 DOF humanoid robot. Merits and drawbacks of the different algorithms are discussed in the light of different simulation purposes. The simulator performance is measured and illustrated in various examples, including comparison with experiments of a physical humanoid robot. 相似文献
12.
为了实现快速稳定的射门动作,提出了一种基于三质心模型的类人机器人射门轨迹规划方法。首先,根据三质心模型,得到包含游动腿轨迹和躯干轨迹的零力矩点(ZMP)方程, 采用三次贝塞尔曲线规划游动腿轨迹和ZMP轨迹,根据ZMP方程求解出类人机器人的躯干轨迹;其次,在双腿支撑相根据线性摆模型计算类人机器人的质心轨迹,实现射门姿态的快速调整;最后,在RoboCup 3D仿真平台中应用此算法实现了类人机器人的快速射门动作,并与其他球队的射门动作进行了对比。实验结果表明:应用该算法仅需手工调试即可快速实现稳定的射门动作,射门动作时间有很大减少,可增强机器人足球队的竞争力。 相似文献
13.
Min An Taura T. Shiose T. 《IEEE transactions on systems, man, and cybernetics. Part A, Systems and humans : a publication of the IEEE Systems, Man, and Cybernetics Society》2007,37(4):445-455
Conventional humanoid robotic behaviors are directly programmed depending on the programmer's personal experience. With this method, the behaviors usually appear unnatural. It is believed that a humanoid robot can acquire new adaptive behaviors from a human, if the robot has the criteria underlying such behaviors. The aim of this paper is to establish a method of acquiring human behavioral criteria. The advantage of acquiring behavioral criteria is that the humanoid robots can then autonomously produce behaviors for similar tasks with the same behavioral criteria but without transforming data obtained from morphologically different humans every time for every task. In this paper, a manipulator robot learns a model behavior, and another robot is created to perform the model behavior instead of being performed by a person. The model robot is presented some behavioral criteria, but the learning manipulator robot does not know them and tries to infer them. In addition, because of the difference between human and robot bodies, the body sizes of the learning robot and the model robot are also made different. The method of obtaining behavioral criteria is realized by comparing the efficiencies with which the learning robot learns the model behaviors. Results from the simulation have demonstrated that the proposed method is effective for obtaining behavioral criteria. The proposed method, the details regarding the simulation, and the results are presented in this paper. 相似文献
14.
《Advanced Robotics》2013,27(10):1075-1105
In this paper we present a simulation environment for humanoid robots with a precise and efficient method of handling ground contact, and experiments empirically validating the simulator. Highly accurate dynamic simulation is an essential tool for research and development in humanoid robotics, and a simulator should ideally provide a transparent interface with pathways for control and sensing information identical to those of the actual robot(s) it models. We identified ground contact as the chief source of divergence from reality in work to date and have tackled this problem by developing an algorithm for resolving ground contact for humanoid robots. Our objective was to produce an algorithm that is accurate, efficient and easy to implement. The algorithm is general with respect to the complexity of the foot model; is based on empirically measurable characteristics of the foot–ground interaction, i.e., friction, which we have obtained using experiments described; provides an exact implementation of the Coulomb friction model (avoiding polyhedral approximation of the friction cone); runs in real-time; is also amenable to a straightforward accuracy–speed trade-off; and is relatively easy to implement as a constraint selection method. The simulation environment embodies generality, and we have applied it to two different humanoid robots, Hoap-2 and CB. We present experiments comparing the results of simulation with identical motions performed by real robots, and comparing the full contact resolution algorithm, the modification trading accuracy for computational speed and a penalty-based method. 相似文献
15.
Humanoid robotics platforms developed in HRP 总被引:10,自引:0,他引:10
Hirohisa Hirukawa Fumio Kanehiro Kenji Kaneko Shuuji Kajita Kiyoshi Fujiwara Yoshihiro Kawai Fumiaki Tomita Shigeoki Hirai Kazuo Tanie Takakatsu Isozumi Kazuhiko Akachi Toshikazu Kawasaki Shigehiko Ota Kazuhiko Yokoyama Hiroyuki Handa Yutaro Fukase Jun-ichiro Maeda Yoshihiko Nakamura Susumu Tachi Hirochika Inoue 《Robotics and Autonomous Systems》2004,48(4):165-175
This paper presents humanoid robotics platform that consists of a humanoid robot and an open architecture software platform developed in METI’s Humanoid Robotics Project (HRP). The final version of the robot, called HRP-2, has 1540 mm height, 58 kg weight and 30 degrees of the freedom. The software platform includes a dynamics simulator and motion controllers of the robot for biped locomotion, falling and getting up motions. The platform has been used to develop various applications and is expected to initiate more humanoid robotics research. 相似文献
16.
仿人机器人复杂动态动作设计及相似性研究 总被引:5,自引:0,他引:5
提出了一种基于人体运动的考虑节奏相似性的仿人机器人复杂动态动作设计方法. 首先, 把人体的运动分割成基本动作段, 给出了运动学约束, 讨论了复杂动态动作的稳定性调节方法. 然后, 提出了考虑运动节奏的仿人机器人模仿人体动作的相似性函数, 并给出了满足运动学约束和动力学稳定性、具有高相似性的运动轨迹求解方法. 最后, 通过在仿人机器人 BHR-2 上进行中国功夫``刀术'实验验证了该方法的有效性. 相似文献
17.
18.
仿人机器人视觉导航中的实时性运动模糊探测器设计 总被引:1,自引:0,他引:1
针对仿人机器人视觉导航系统的鲁棒性受到运动模糊制约的问题,提出一种基于运动模糊特征的实时性异常探测方法. 首先定量地分析运动模糊对视觉导航系统的负面影响,然后研究仿人机器人上图像的运动模糊规律,在此基础上对图像的运动模糊特征进行无参考的度量,随后采用无监督的异常探测技术,在探测框架下对时间序列上发生的图像运动模糊特征进行聚类分析,实时地召回数据流中的模糊异常,以增强机器人视觉导航系统对运动模糊的鲁棒性. 仿真实验和仿人机器人实验表明:针对国际公开的标准数据集和仿人机器人NAO数据集,方法具有良好的实时性(一次探测时间0.1s)和有效性(召回率98.5%,精确率90.7%). 方法的探测框架对地面移动机器人亦具有较好的普适性和集成性,可方便地与视觉导航系统协同工作. 相似文献
19.
在情感机器人研究中,不同个性的面部表情是情感机器人增强真实感的重要基础。为实现情感机器人更加丰富细腻的表情,将人类的个性特征引入情感机器人,分析个性理论和情感模型理论,得知不同个性机器人的情感强度。结合面部动作编码系统中面部表情与机器人控制点之间的映射关系,得到情感机器人不同个性的基本表情实现方法。利用Solidworks建立情感机器人脸部模型,在ANSYS工程软件中将SHFR-Ⅲ情感机器人脸部模型设置为弹性体,通过有限元仿真计算方法,对表情的有限元仿真方法进行了探究,得到实现SHFR-Ⅲ不同个性基本表情的控制区域载荷大小和仿真结果。最后,根据仿真结果,进行SHFR-Ⅲ情感机器人不同个性的表情动作实验。实验结果表明,有限元表情仿真可以指导SHFR-Ⅲ情感机器人实现近似人类的不同个性的基本面部表情。 相似文献