A Perception-Driven Approach To Immersive Remote Telerobotics. Y . T. Tefera12 D. Mazzanti1 S. Anastasi3 D. G. Caldwell1 P. Fiorini2 and N. Deshpande1

2025-04-24 0 0 5.53MB 3 页 10玖币
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A Perception-Driven Approach To Immersive
Remote Telerobotics.
Y. T. Tefera1,2, D. Mazzanti1, S. Anastasi3, D. G. Caldwell1, P. Fiorini2, and N. Deshpande1
1Istituto Italiano di Tecnologia (IIT), Via Morego 30, 16163 Genova, Italy
2Department of Computer Science, University of Verona, Via Strada Le Grazie 15, 37134 Verona, Italy
3Istituto Nazionale per l’Assicurazione contro gli Infortuni sul Lavoro (INAIL), P.le Pastore 6, 00144 Rome, Italy
Abstract—Virtual Reality (VR) interfaces are increasingly used
as remote visualization media in telerobotics. Remote environ-
ments captured through RGB-D cameras and visualized using
VR interfaces can enhance operators’ situational awareness and
sense of presence. However, this approach has strict requirements
for the speed, throughput, and quality of the visualized 3D data.
Further, telerobotics requires operators to focus on their tasks
fully, requiring high perceptual and cognitive skills. This paper
shows a work-in-progress framework to address these challenges
by taking the human visual system (HVS) as an inspiration.
Human eyes use attentional mechanisms to select and draw user
engagement to a specific place from the dynamic environment.
Inspired by this, the framework implements functionalities to
draw users’s engagement to a specific place while simultaneously
reducing latency and bandwidth requirements.
Index Terms—PointCloud, Virtual Reality, Object Detection,
Foveated Rendering, Telerobotics
I. INTRODUCTION
Immersive remote telerobotics (IRT) allows real-time im-
mersive visualization and interaction by the user: perceiving
the color and 3D profile of remote environments, while
simultaneously interacting with the robotic agents [6, 4].
However, such systems bring several challenges, including
high resolution in a wide field-of-view (FOV), network latency,
bandwidth, and perceptual and cognitive constraints. Effective
implementations in this field would immeasurably improve the
usability and performance for users.
The human visual system (HVS) has a unique characteristic:
it does not need every pixel in the FOV to be rendered at
uniformly high quality. It has the highest visual acuity at the
center of the FOV, which then drops off towards the periphery.
This characteristic can help address the above challenges to
some degree. In our earlier work in this domain, the user’s gaze
is exploited to divide the acquired 3D data (point-cloud) into
concentric conical regions of progressively reducing resolution
away from the center of the gaze, termed as foveated rendering
[7]. It was shown to improve latency and throughput in the data
communication. Some preliminary user trials showed that such
foveated rendering in VR had minimal impact on the quality
of user experience [7]. Despite these improvements, there
are limitations when dealing with dynamic and unstructured
visual information. Foveated rendering may lead to an inability
to notice significant visual changes in the peripheral regions
This research was conducted in collaboration with the Italian National
Worker’s Compensation Authority (INAIL).
of the FOV. This paper builds on the previous work, by
emphasizing users’ attentional mechanisms by adding a real-
time scene understanding system and utilizing it to draw the
user’s attention to desired places in the FOV.
II. SYSTEM OVERVIEW
The proposed framework shown in Figure 1 comprises
remote and user site systems that integrate foveated rendering
(from our previous work [7]), with semantic scene understand-
ing.
The remote site consists of modules implemented for RGB-
D data acquisition, semantic scene segmentation, partition-
ing, foveated sampling, encoding, and parallel streaming.
The object detection and segmentation module implement a
technique to extract information about the environment and
object categories and position information using the state-of-
the-art neural network architecture, YOLACT [1], in real-time
(>30fps). The pipeline takes the input RGB image Cand
outputs Nnumber of object masks m:R. For all masks
mC, it gives a confidence value, p∈ {0,100}, bounding
boxes b: Ω N4, and class IDs It∈ {0,100}, as shown
in Figure 2. For all Ndetected objects, their colour and depth
masks are projected as a point-cloud using an unordered list
of surfels, where each surfel has a position pR3, a normal
nR3, a colour cR3, a weight wR, a radius rR,
an initialization timestamp t0, and a current timestamp t.
The foveated map partitioning and sampling concept in-
troduced in our work [7] is extended here. Whereas previ-
ously, the whole map was considered as a single entity for
partitioning and sampling, here each independent object map
Mnis divided into concentric conical regions. Each conical
region can then be approximated based on the monotonically
decreasing visual acuity in the foveation model, shown in Fig.
2 - (bottom-left) [3]. The R3space of each Mnregion is
further partitioned into axis-aligned voxels. In the previous
work [7], the foveated sampling would down-sample all the
voxels in the peripheral regions uniformly. However, this
would mean that objects in the peripheral regions would have
low quality and would not be noticed by users. Instead, in this
paper, with the object-level map, desired objects detected in
the periphery can be kept in high resolution, i.e., not down-
sampled, thus highlighting them to draw users’ attention. A
conceptual implementation is shown in Fig. 2 - (bottom-right),
arXiv:2210.05417v1 [cs.HC] 11 Oct 2022
摘要:

APerception-DrivenApproachToImmersiveRemoteTelerobotics.Y.T.Tefera1;2,D.Mazzanti1,S.Anastasi3,D.G.Caldwell1,P.Fiorini2,andN.Deshpande11IstitutoItalianodiTecnologia(IIT),ViaMorego30,16163Genova,Italy2DepartmentofComputerScience,UniversityofVerona,ViaStradaLeGrazie15,37134Verona,Italy3IstitutoNazional...

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