Dynamic manipulation of ball-in-cup game

Dynamic manipulation of ball-in-cup game
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杯中球游戏的动态操控

DOI:
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发表时间:
1994
期刊:
Proceedings of the 1994 IEEE International Conference on Robotics and Automation
影响因子:
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通讯作者:
F. Miyazaki
F. Miyazaki
中科院分区:
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文献类型:
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作者:
T. Sakaguchi;F. Miyazaki

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本文讨论了动态环境下的机器人运动规划问题,特别是在时间和空间的限制下,为完成某项任务而产生的机械手运动模式问题。我们专注于一个游戏的“kendama”(日本球杯游戏),需要这样的任务。我们并不打算让机器人模仿人类的动作,但我们讨论的机器人行动的基础上外部的感觉反馈信号。在“kendama”任务中,机器人通过试验学习物理属性,因为没有关于球的质量和绳子的长度的先验知识。本文提出一种方法来产生的运动模式的机械手与力传感装置连接到末端末端执行“剑”的任务。使用两个自由度的直接驱动机械手获得的实验结果也示出。&lt;<ETX>&gt;
This paper discusses robot motion planning in dynamic environments, and especially generation of a motion pattern of a manipulator to achieve a task under restrictions of time and space. We focus on a game of "kendama" (Japanese ball-in-cup game) that requires such a task. We do not intend to make robots mimic the actions of human being, but we discuss robots acting based on outside sensory feedback signals. In the "kendama" task, the robot learns physical properties through trials, because no a priori knowledge of both the mass of the ball and the length of the string is available. This paper proposes a method to generate the motion pattern of the manipulator with a force sensing device attached to the end tip to perform the "kendama" task. Experimental results obtained using a two DOF direct-drive manipulator are also shown.<<ETX>>