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- All Subjects: Robotics
- Creators: Sugar, Thomas
- Creators: Computer Science and Engineering Program
Robots are often used in long-duration scenarios, such as on the surface of Mars,where they may need to adapt to environmental changes. Typically, robots have been built specifically for single tasks, such as moving boxes in a warehouse or surveying construction sites. However, there is a modern trend away from human hand-engineering and toward robot learning. To this end, the ideal robot is not engineered,but automatically designed for a specific task. This thesis focuses on robots which learn path-planning algorithms for specific environments. Learning is accomplished via genetic programming. Path-planners are represented as Python code, which is optimized via Pareto evolution. These planners are encouraged to explore curiously and efficiently. This research asks the questions: “How can robots exhibit life-long learning where they adapt to changing environments in a robust way?”, and “How can robots learn to be curious?”.
Cornhole, traditionally seen as tailgate entertainment, has rapidly risen in popularity since the launching of the American Cornhole League in 2016. However, it lacks robust quality control over large tournaments, since many of the matches are scored and refereed by the players themselves. In the past, there have been issues where entire competition brackets have had to be scrapped and replayed because scores were not handled correctly. The sport is in need of a supplementary scoring solution that can provide quality control and accuracy over large matches where there aren’t enough referees present to score games. Drawing from the ACL regulations as well as personal experience and testimony from ACL Pro players, a list of requirements was generated for a potential automatic scoring system. Then, a market analysis of existing scoring solutions was done, and it found that there are no solutions on the market that can automatically score a cornhole game. Using the problem requirements and previous attempts to solve the scoring problem, a list of concepts was generated and evaluated against each other to determine which scoring system design should be developed. After determining that the chosen concept was the best way to approach the problem, the problem requirements and cornhole rules were further refined into a set of physical assumptions and constraints about the game itself. This informed the choice, structure, and implementation of the algorithms that score the bags. The prototype concept was tested on their own, and areas of improvement were found. Lastly, based on the results of the tests and what was learned from the engineering process, a roadmap was set out for the future development of the automatic scoring system into a full, market-ready product.

Humans desire compliant robots to safely interact in dynamic environments
associated with daily activities. As surface electromyography non-invasively measures
limb motion intent and correlates with joint stiness during co-contractions,
it has been identied as a candidate for naturally controlling such robots. However,
state-of-the-art myoelectric interfaces have struggled to achieve both enhanced
functionality and long-term reliability. As demands in myoelectric interfaces trend
toward simultaneous and proportional control of compliant robots, robust processing
of multi-muscle coordinations, or synergies, plays a larger role in the success of the
control scheme. This dissertation presents a framework enhancing the utility of myoelectric
interfaces by exploiting motor skill learning and
exible muscle synergies for
reliable long-term simultaneous and proportional control of multifunctional compliant
robots. The interface is learned as a new motor skill specic to the controller,
providing long-term performance enhancements without requiring any retraining or
recalibration of the system. Moreover, the framework oers control of both motion
and stiness simultaneously for intuitive and compliant human-robot interaction. The
framework is validated through a series of experiments characterizing motor learning
properties and demonstrating control capabilities not seen previously in the literature.
The results validate the approach as a viable option to remove the trade-o
between functionality and reliability that have hindered state-of-the-art myoelectric
interfaces. Thus, this research contributes to the expansion and enhancement of myoelectric
controlled applications beyond commonly perceived anthropomorphic and
\intuitive control" constraints and into more advanced robotic systems designed for
everyday tasks.


The methods of design require a focus on mathematical modeling, simulations, and metabolic cost. Mathematical modeling and simulations are used to aid in the design process of robotic systems and metabolic testing is regarded as the final analysis process to determine the true effectiveness of robotic prototypes. Metabolic data, (VO2) is the volumetric consumption of oxygen, per minute, per unit mass (ml/min/kg). Metabolic testing consists of analyzing the oxygen consumption of a test subject while performing a task naturally and then comparing that data with analyzed oxygen consumption of the same task while using an assistive device.
Three devices were designed and tested to augment high speed running. The first device, AirLegs V1, is a mostly aluminum exoskeleton with two pneumatic linear actuators connecting from the lower back directly to the user's thighs, allowing the device to induce a torque on the leg by pushing and pulling on the user's thigh during running. The device also makes use of two smaller pneumatic linear actuators which drive cables connecting to small lever arms at the back of the heel, inducing a torque at the ankles. Device two, AirLegs V2, is also pneumatically powered but is considered to be a soft suit version of the first device. It uses cables to interface the forces created by actuators located vertically on the user's back. These cables then connect to the back of the user's knees resulting in greater flexibility and range of motion of the legs. Device three, a Jet Pack, produces an external force against the user's torso to propel a user forward and upward making it easier to run. Third party testing, pilot demonstrations and timed trials have demonstrated that all three of the devices effectively reduce the metabolic cost of running below that of natural running with no device.

