Aleksey Fedoseev

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23ranked-venue papers
2as first author
22since 2021 · last 2025
0000-0003-2506-9111ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 15 · 1 first-author · 15 since 2021Applied, interdisciplinary, general and emerging computing · 12 · 1 first-author · 12 since 2021Artificial intelligence and machine learning · 7 · 7 since 2021Systems, architecture and hardware · 4 · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2025 SafeSwarm: Decentralized Safe RL for the Swarm of Drones Landing in Dense Crowds
abstract
This paper introduces a safe swarm of drones capable of performing landings in crowded environments robustly by relying on Reinforcement Learning techniques combined with Safe Learning. The developed system allows us to teach the swarm of drones with different dynamics to land on moving landing pads in an environment while avoiding collisions with obstacles and between agents. The safe barrier net algorithm was developed and evaluated using a swarm of Crazyflie 2.1 micro quadrotors, which were tested indoors with the Vicon motion capture system to ensure precise localization and control. Experimental results show that our system achieves landing accuracy of 2.25 cm with a mean time of 17 s and collision-free landings, underscoring its effectiveness and robustness in real-world scenarios. This work offers a promising foundation for applications in environments where safety and precision are paramount.
Grik Tadevosyan, Maksim Osipenko, Demetros Aschu, Aleksey Fedoseev, Valerii Serpiva, Oleg Sautenkov, Sausar Karaf, Dzmitry Tsetserukou
HRI4
2025 CognitiveOS: Large Multimodal Model Based System to Endow Any Type of Robot with Generative AI
abstract
This paper introduces CognitiveOS, the first operating system designed for cognitive robots capable of functioning across diverse robotic platforms. CognitiveOS is structured as a multi-agent system comprising modules built upon a transformer architecture, facilitating communication through an internal monologue format. These modules collectively empower the robot to tackle intricate real-world tasks. The paper delineates the operational principles of the system along with the descriptions of its nine distinct modules. The modular design endows the system with distinctive advantages over traditional end-to-end methodologies, notably in terms of adaptability and scalability. The system's modules are configurable, modifiable, or deactivatable depending on the task requirements, while new modules can be seamlessly integrated. This system serves as a foundational resource for researchers and developers in the Cognitive Robotics domain, alleviating the burden of constructing a cognitive robot system from scratch. Experimental findings demonstrate the system's advanced task comprehension and adaptability across varied tasks, robotic platforms, and module configurations, underscoring its potential for realworld applications. Moreover, in the category of Reasoning it outperformed CognitiveDog (by 15%) and RT2 (by 31%), achieving the highest to date rate of 77 %. We provide a code repository and dataset for the replication of CognitiveOS: https://github.com/Arcwy0/cognitiveos
Artem Lykov, Mikhail Konenkov, Koffivi Fidèle Gbagbe, Mikhail Litvinov, Denis Davletshin, Aleksey Fedoseev, Miguel Altamirano, Robinroy Peter, Dzmitry Tsetserukou
ICRA6
2025 ImpedanceGPT: VLM-driven Impedance Control of Swarm of Mini-drones for Intelligent Navigation in Dynamic Environment
abstract
Swarm robotics plays a crucial role in enabling autonomous operations in dynamic and unpredictable environments. However, a major challenge remains ensuring safe and efficient navigation in environments shared by both dynamic alive (e.g., humans) and dynamic inanimate (e.g., non-living objects) obstacles. In this paper, we propose ImpedanceGPT, a novel system that leverages a Vision-Language Model (VLM) with Retrieval-Augmented Generation (RAG) framework to enable real-time reasoning for adaptive navigation of mini-drone swarm in complex environments. The key innovation of ImpedanceGPT lies in the merging VLM-RAG system with impedance control method, which is an active compliance strategy. This system provides drones with an enhanced semantic understanding of their surroundings and allows them to dynamically adjust impedance control parameters in response to obstacle types and environmental conditions. Our approach not only ensures safe and precise navigation but also improves coordination between drones in the swarm. Experimental evaluations demonstrate the effectiveness of our system. The VLM-RAG framework achieved an obstacle detection and retrieval accuracy of 80% under optimal lighting. In static environments, drones navigated dynamic inanimate obstacles at 1.4 m/s but slowed to 0.7 m/s with increased safety margin around humans. In dynamic environments, speed adjusted to 1.0 m/s near hard obstacles, while reducing to 0.6 m/s with higher deflection region to safely avoid moving humans.Video of ImpedanceGPT: https://youtu.be/JTdeg9bAzL4 Github: https://github.com/Faryal-Batool/ImpedanceGPT
Faryal Batool, Yasheerah Yaqoot, Malaika Zafar, Roohan Ahmed Khan, Muhammad Haris Khan, Aleksey Fedoseev, Dzmitry Tsetserukou
IROS6
2025 Industry 6.0: New Generation of Industry driven by Generative AI and Swarm of Heterogeneous Robots
abstract
This paper presents the concept of Industry 6.0, which introduces the world’s first fully automated production system that autonomously handles the entire product design and manufacturing process based on user-provided natural language descriptions. By leveraging generative AI, the system automates critical aspects of production, including product blueprint design, component manufacturing, logistics, and assembly. A heterogeneous swarm of robots, each equipped with individual AI through integration with Large Language Models (LLMs), orchestrates the production process. The robotic system includes manipulator arms, delivery drones, and 3D printers capable of generating assembly blueprints. The system was evaluated using commercial and open source LLMs, operating via APIs and local deployment. A user study demonstrated that the system reduced the average production time to 119.10 minutes, significantly outperforming a team of expert human developers, who averaged 528.64 minutes (an improvement factor of 4.4). Furthermore, in the product blueprinting stage, the system outperformed human CAD operators by an unprecedented factor of 47, completing the task in 0.5 minutes compared to 23.5 minutes. This breakthrough represents a major leap towards fully autonomous manufacturing.
Artem Lykov, Miguel Altamirano, Mikhail Konenkov, Valerii Serpiva, Koffivi Fidèle Gbagbe, Ali Alabbas, Aleksey Fedoseev, Luis Moreno 0007, Muhammad Haris Khan, Ziang Guo, Dzmitry Tsetserukou
IROS7
2025 MAGNNET: Multi-Agent Graph Neural Network-Based Efficient Task Allocation for Autonomous Vehicles with Deep Reinforcement Learning
abstract
This paper addresses the challenge of decentralized task allocation within heterogeneous multiagent systems operating under communication constraints. We introduce a novel framework that integrates Graph Neural Networks (GNNs) with a centralized training and decentralized execution (CTDE) paradigm, further enhanced by a tailored Proximal Policy Optimization (PPO) algorithm for multi-agent deep reinforcement learning (MARL). Our approach enables unmanned aerial vehicles (UAVs) and unmanned ground vehicles (UGVs) to dynamically allocate tasks efficiently without necessitating central coordination in a 3D grid environment. The framework minimizes total travel time while simultaneously avoiding conflicts in task assignments. For the cost calculation and routing, we employ reservation-based$A^{*}$and$R^{*}$path planners. Experimental results revealed that our method achieves a high 92.5% conflict-free success rate, with only a 7.49% performance gap compared to the centralized Hungarian method, while outperforming the heuristic decentralized baseline based on a greedy approach. Additionally, the framework exhibits scalability with up to 20 agents with allocation processing of 2.8 s and robustness in responding to dynamically generated tasks, underscoring its potential for real-world applications in complex multi-agent scenarios.
Lavanya Ratnabala, Aleksey Fedoseev, Robinroy Peter, Dzmitry Tsetserukou
IV2
2025 NMPC-Lander: Nonlinear MPC with Control Barrier Function for UAV Landing on a Moving Platform
abstract
Quadcopters are versatile aerial robots gaining popularity in numerous critical applications. However, their operational effectiveness is constrained by limited battery life and restricted flight range. To address these challenges, autonomous drone landing on stationary or mobile charging and battery-swapping stations has become an essential capability. In this study, we present NMPC-Lander, a novel control architecture that integrates Nonlinear Model Predictive Control (NMPC) with Control Barrier Functions (CBF) to achieve precise and safe autonomous landing on both static and dynamic platforms. Our approach employs NMPC for accurate trajectory tracking and landing, while simultaneously incorporating CBF to ensure collision avoidance with static obstacles. Experimental evaluations on the real hardware demonstrate high precision in landing scenarios, with an average final position error of 9.0 cm and 11 cm for stationary and mobile platforms, respectively. Notably, NMPC-Lander outperforms the B-spline combined with the A* planning method by nearly threefold in terms of position tracking, underscoring its superior robustness and practical effectiveness. Video of NMPC-Lander: https://youtu.be/JAmYipRCiWo
Amber Batool, Faryal Batool, Roohan Ahmed Khan, Muhammad Ahsan Mustafa, Aleksey Fedoseev, Dzmitry Tsetserukou
SMC5
2024 OmniRace: 6D Hand Pose Estimation for Intuitive Guidance of Racing Drone
abstract
This paper presents the OmniRace approach to controlling a racing drone with 6-degree of freedom (DoF) hand pose estimation and gesture recognition. To our knowledge, this is the first technology enabling low-level control of high-speed drones through gestures. OmniRace employs a gesture interface based on computer vision and a deep neural network to estimate 6-DoF hand pose. The advanced machine learning algorithm robustly interprets human gestures, allowing users to control drone motion intuitively. Real-time control tests validate the system’s effectiveness and its potential to revolutionize drone racing and other applications. Experimental results conducted in simulation environment revealed that OmniRace allows the users to complite the UAV race track significantly (by 25.1%) faster and to decrease the length of the test drone path (from 102.9 to 83.7 m). Users preferred the gesture interface for attractiveness (1.57 UEQ score), hedonic quality (1.56 UEQ score), and lower perceived temporal demand (32.0 score in NASA-TLX), while noting the high efficiency (0.75 UEQ score) and low physical demand (19.0 score in NASA-TLX) of the baseline remote controller. The deep neural network attains an average accuracy of 99.75% when applied to both normalized datasets and raw datasets. OmniRace can potentially change the way humans interact with and navigate racing drones in dynamic and complex environments. The source code is available at https://github.com/SerValera/OmniRace.git.
Valerii Serpiva, Aleksey Fedoseev, Sausar Karaf, Ali Alridha Abdulkarim, Dzmitry Tsetserukou
IROS2
2024 MARLander: A Local Path Planning for Drone Swarms using Multiagent Deep Reinforcement Learning
abstract
Achieving safe and precise landings for a swarm of drones poses a significant challenge, primarily attributed to conventional control and planning methods. This paper presents the implementation of multi-agent deep reinforcement learning (MADRL) techniques for the precise landing of a drone swarm at relocated target locations. The system is trained in a realistic simulated environment with a maximum linear velocity of 3 m/s in training spaces of 4 m3and deployed utilizing Crazyflie drones with a Vicon indoor localization system. The experimental results revealed that the proposed approach achieved a landing accuracy of 2.26 cm on stationary and 3.93 cm on moving platforms surpassing a baseline method used with a Proportional-integral-derivative (PID) controller with an Artificial Potential Field (APF). This research high-lights drone landing technologies that eliminate the need for analytical centralized systems, potentially offering scalability and revolutionizing applications in logistics, safety, and rescue missions.
Demetros Aschu, Robinroy Peter, Sausar Karaf, Aleksey Fedoseev, Dzmitry Tsetserukou
SMC4
2024 HyperSurf: Quadruped Robot Leg Capable of Surface Recognition with GRU and Real-to-Sim Transferring
abstract
This paper introduces a system of data collection acceleration and real-to-sim transferring for surface recognition on a quadruped robot. The system features a mechanical single-leg setup capable of stepping on various easily interchangeable surfaces. Additionally, it incorporates a GRU-based Surface Recognition System, inspired by the system detailed in the Dog-Surf paper [1]. This setup facilitates the expansion of dataset collection for model training, enabling data acquisition from hard-to-reach surfaces in laboratory conditions. Furthermore, it opens avenues for transferring surface properties from reality to simulation, thereby allowing the training of optimal gaits for legged robots in simulation environments using a pre-prepared library of digital twins of surfaces. Moreover, enhancements have been made to the GRU-based Surface Recognition System, allowing for the integration of data from both the quadruped robot and the single-leg setup. The dataset and code have been made publicly available.
Sergei Satsevich, Yaroslav Savotin, Danil Belov, Elisaveta Pestova, Artem Erhov, Batyr Khabibullin, Artem Bazhenov, Vyacheslav Kovalev, Aleksey Fedoseev, Dzmitry Tsetserukou
SMC9
2024 GazeRace: Revolutionizing Remote Piloting with Eye-Gaze Control
abstract
This paper presents GazeRace, a novel system that leverages eye-tracking technology for intuitive drone control. Using the MediaPipe library, the system translates eye movements into precise drone commands, enabling effective remote piloting. In testing, GazeRace demonstrated an 18% reduction in drone trajectory length while maintaining competitive speed with traditional controls. The results suggest that this approach enhances control accuracy and reduces user frustration, offering a significant advancement in the field of human-computer interaction and drone navigation.
Issatay Tokmurziyev, Valerii Serpiva, Aleksey Fedoseev, Miguel Altamirano, Dzmitry Tsetserukou
SMC3
2024 OmniCharger: CNN-Based Hand Gesture Interface to Operate an Electric Car Charging Robot through Teleconference
abstract
The automation of the car charging process is motivated by the rapid development of technologies for self-driving cars and the increasing importance of ecological transportation units. Automation of this process requires the implementation of Computer Vision (CV) techniques. However, it remains challenging to precisely position the charger plug autonomously due to the sensitivity of CV algorithms to lighting and weather conditions. We introduce a novel robotic operation system based on hand gesture recognition through teleconferencing software. The users, connected by teleconference, use their hand gestures to teleoperate the electric plug located on the collaborative robot end-effector. We conducted a user study to evaluate the system performance and suitability using OmniCharger and two baseline interfaces (a UR10 Teach Pendant and a Logitech F710 Wireless Gamepad). Except for two trials, all the users were able to locate the plug inside of a 5 cm target using the interfaces. The distance to the target and the orientation error did not present statistically significant differences ( \(p=0.1099 \gt 0.05\) and \(p=0.0903 \gt 0.05\) , respectively) in the use of the three interfaces. The NASA-TLX questionnaire results showed low values in all the sub-classes, the SUS results rated the usability of the proposed interface above average (68%), and the UEQ showed excellent performance of the OmniCharger interface in the attractiveness, stimulation, and novelty attributes.
Miguel Altamirano, Viktor Rakhmatulin, Aleksey Fedoseev, Oleg Sautenkov, Oussama Alyounes, Andrei Puchkov, Dzmitry Tsetserukou
ACM Trans. Hum. Robot Interact.3
2023 MorphoLander: Reinforcement Learning Based Landing of a Group of Drones on the Adaptive Morphogenetic UAV
abstract
This paper focuses on a novel robotic system MorphoLander representing heterogeneous swarm of drones for exploring rough terrain environments. The morphogenetic leader drone is capable of landing on uneven terrain, traversing it, and maintaining horizontal position to deploy smaller drones for extensive area exploration. After completing their tasks, these drones return and land back on the landing pads of MorphoGear. The reinforcement learning algorithm was developed for a precise landing of drones on the leader robot that either remains static during their mission or relocates to the new position. Several experiments were conducted to evaluate the performance of the developed landing algorithm under both even and uneven terrain conditions. The experiments revealed that the proposed system results in high landing accuracy of 0.5 cm when landing on the leader drone under even terrain conditions and 2.35 cm under uneven terrain conditions. MorphoLander has the potential to significantly enhance the efficiency of the industrial inspections, seismic surveys, and rescue missions in highly cluttered and unstructured environments.
Sausar Karaf, Aleksey Fedoseev, Mikhail Martynov, Zhanibek Darush, Aleksei Shcherbak, Dzmitry Tsetserukou
SMC2
2023 NeuroSwarm: Multi-Agent Neural 3D Scene Reconstruction and Segmentation with UAV for Optimal Navigation of Quadruped Robot
abstract
Quadruped robots have the distinct ability to adapt their body and step height to navigate through cluttered environments. Nonetheless, for these robots to utilize their full potential in real-world scenarios, they require awareness of their environment and obstacle geometry. We propose a novel multi-agent robotic system that incorporates cutting-edge technologies. The proposed solution features a 3D neural reconstruction algorithm that enables navigation of a quadruped robot in both static and semi-static environments. The prior areas of the environment are also segmented according to the quadruped robots' abilities to pass them. Moreover, we have developed an adaptive neural field optimal motion planner (AN-FOMP) that considers both collision probability and obstacle height in 2D space. Our new navigation and mapping approach enables quadruped robots to adjust their height and behavior to navigate under arches and push through obstacles with smaller dimensions. The multi-agent mapping operation has proven to be highly accurate, with an obstacle reconstruction precision of 82%. Moreover, the quadruped robot can navigate with 3D obstacle information and the ANFOMP system, resulting in a 33.3% reduction in path length and a 70% reduction in navigation time. The developed project with code is available on GitHub11https://github.com/Iana-Zhura/NeuroSwarm.
Iana Zhura, Denis Davletshin, Nipun Dhananjaya Weerakkodi Mudalige, Aleksey Fedoseev, Robinroy Peter, Dzmitry Tsetserukou
SMC4
2022 DroneARchery: Human-Drone Interaction through Augmented Reality with Haptic Feedback and Multi-UAV Collision Avoidance Driven by Deep Reinforcement Learning
abstract
We propose a novel concept of augmented reality (AR) human-drone interaction driven by RL-based swarm behavior to achieve intuitive and immersive control of a swarm formation of unmanned aerial vehicles. The DroneARchery system developed by us allows the user to quickly deploy a swarm of drones, generating flight paths simulating archery. The haptic interface LinkGlide delivers a tactile stimulus of the bowstring tension to the forearm to increase the precision of aiming. The swarm of released drones dynamically avoids collisions between each other, the drone following the user, and external obstacles with behavior control based on deep reinforcement learning. The developed concept was tested in the scenario with a human, where the user shoots from a virtual bow with a real drone to hit the target. The human operator observes the ballistic trajectory of the drone in an AR and achieves a realistic and highly recognizable experience of the bowstring tension through the haptic display. The experimental results revealed that the system improves trajectory prediction accuracy by 63.3% through applying AR technology and conveying haptic feedback of pulling force. DroneARchery users highlighted the naturalness (4.3 out of 5 point Likert scale) and increased confidence (4.7 out of 5) when controlling the drone. We have designed the tactile patterns to present four sliding distances (tension) and three applied force levels (stiffness) of the haptic display. Users demonstrated the ability to distinguish tactile patterns produced by the haptic display representing varying bowstring tension(average recognition rate is of 72.8%) and stiffness (average recognition rate is of 94.2%). The novelty of the research is the development of an AR-based approach for drone control that does not require special skills and training from the operator. In the future, the proposed interaction can be applied in various fields, for example, for fast swarm deployment in search and rescue missions, crop monitoring, inspection and maintenance.
Ekaterina Dorzhieva, Ahmed Baza, Ayush Gupta 0003, Aleksey Fedoseev, Miguel Altamirano, Ekaterina Karmanova, Dzmitry Tsetserukou
ISMAR4
2022 HyperGuider: Virtual Reality Framework for Interactive Path Planning of Quadruped Robot in Cluttered and Multi-Terrain Environments
abstract
Quadruped platforms have become an active topic of research due to their high mobility and traversability in rough terrain. However, it is highly challenging to determine whether the clattered environment could be passed by the robot and how exactly its path should be calculated. Moreover, the calculated path may pass through areas with dynamic objects or environments that are dangerous for the robot or people around. Therefore, we propose a novel conceptual approach of teaching quadruped robots navigation through user-guided path planning in virtual reality (VR). Our system contains both global and local path planners, allowing robot to generate path through iterations of learning. The VR interface allows user to interact with environment and to assist quadruped robot in challenging scenarios. The results of comparison experiments show that cooperation between human and path planning algorithms can increase the computational speed of the algorithm by 35.58% in average, and non-critically increasing of the path length (average of 6.66%) in test scenario. Additionally, users described VR interface as not requiring physical demand (2.3 out of 10) and highly evaluated their performance (7.1 out of 10). The ability to find a less optimal but safer path remains in demand for the task of navigating in a cluttered and unstructured environment.
Ildar Babataev, Aleksey Fedoseev, Nipun Weerakkodi, Elena Nazarova, Dzmitry Tsetserukou
SMC2
2022 SwarMan: Anthropomorphic Swarm of Drones Avatar with Body Tracking and Deep Learning-Based Gesture Recognition
abstract
Anthropomorphic robot avatars present a conceptually novel approach to remote affective communication, allowing people across the world a wider specter of emotional and social exchanges over traditional 2D and 3D image data. However, there are several limitations of current telepresence robots, such as the high weight, complexity of the system that prevents its fast deployment, and the limited workspace of the avatars mounted on either static or wheeled mobile platforms. In this paper, we present a novel concept of telecommunication through a robot avatar based on an anthropomorphic swarm of drones; SwarMan. The developed system consists of nine nanocopters controlled remotely by the operator through a gesture recognition interface. SwarMan allows operators to communicate by directly following their motions and by recognizing one of the prerecorded emotional patterns, thus rendering the captured emotion as illumination on the drones. (a) The LSTM MediaPipe network was trained on a collected dataset of 600 short videos with five emotional gestures. The accuracy of achieved emotion recognition was 97% on the test dataset.As communication through the swarm avatar significantly changes the visual appearance of the operator, we investigated the ability of the users to recognize and respond to emotions performed by the swarm of drones. The experimental results revealed a high consistency between the users in rating emotions. Additionally, users indicated low physical demand (2.25 on the Likert scale) and were satisfied with their performance (1.38 on the Likert scale) when communicating by the SwarMan interface.
Ahmed Baza, Ayush Gupta 0003, Ekaterina Dorzhieva, Aleksey Fedoseev, Dzmitry Tsetserukou
SMC4
2022 DandelionTouch: High Fidelity Haptic Rendering of Soft Objects in VR by a Swarm of Drones
abstract
To achieve high fidelity haptic rendering of soft objects in a high mobility virtual environment, we propose a novel haptic display DandelionTouch. The tactile actuators are delivered to the fingertips of the user by a swarm of drones. Users of DandelionTouch are capable of experiencing tactile feedback in a large space that is not limited by the device’s working area. Importantly, they will not experience muscle fatigue during long interactions with virtual objects. Hand tracking and swarm control algorithm allow guiding the swarm with hand motions and avoid collisions inside the formation.Several topologies of impedance connection between swarm units were investigated in this research. The experiment, in which drones performed a point following task on a square trajectory in real-time, revealed that drones connected in a Star topology performed the trajectory with low mean positional error (RMSE decreased by 20.6% in comparison with other impedance topologies and by 40.9% in comparison with potential field-based swarm control). The achieved velocities of the drones in all formations with impedance behavior were 28% higher than for the swarm controlled with the potential field algorithm.Additionally, the perception of several vibrotactile patterns was evaluated in a user study with 7 participants. The study has shown that the proposed combination of temporal delay and frequency modulation allows users to successfully recognize the surface property and motion direction in VR simultaneously (mean recognition rate of 70%, maximum of 93%). Dandelion-Touch suggests a new type of haptic feedback in VR systems where no hand-held or wearable interface is required.
Aleksey Fedoseev, Ahmed Baza, Ayush Gupta 0003, Ekaterina Dorzhieva, Riya Neelesh Gujarathi, Dzmitry Tsetserukou
SMC1
2022 HyperDog: An Open-Source Quadruped Robot Platform Based on ROS2 and micro-ROS
abstract
Nowadays, design and development of legged quadruped robots is a quite active area of scientific research. In fact, the legged robots have become popular due to their capabilities to adapt to harsh terrains and diverse environmental conditions in comparison to other mobile robots. With the higher demand for legged robot experiments, more researches and engineers need an affordable and quick way of locomotion algorithm development. In this paper, we present a new open source quadruped robot HyperDog platform, which features 12 RC servo motors, onboard NVIDIA Jetson nano computer and STM32F4 Discovery board. HyperDog is an open-source platform for quadruped robotic software development, which is based on Robot Operating System 2 (ROS2) and micro-ROS. Moreover, the HyperDog is a quadrupedal robotic dog entirely built from 3D printed parts and carbon fiber, which allows the robot to have light weight and good strength. The idea of this work is to demonstrate an affordable and customizable way of robot development and provide researches and engineers with the legged robot platform, where different algorithms can be tested and validated in simulation and real environment. The developed project with code is available on GitHub.1
Nipun Dhananjaya Weerakkodi Mudalige, Iana Zhura, Ildar Babataev, Elena Nazarova, Aleksey Fedoseev, Dzmitry Tsetserukou
SMC5
2022 HyperPalm: DNN-based hand gesture recognition interface for intelligent communication with quadruped robot in 3D space
abstract
Nowadays, autonomous mobile robots support people in many areas where human presence either redundant or too dangerous. They have successfully proven themselves in expeditions, gas industry, mines, warehouses, etc. However, even legged robots may stuck in rough terrain conditions requiring human cognitive abilities to navigate the system. While gamepads and keyboards are convenient for wheeled robot control, the quadruped robot in 3D space can move along all linear coordinates and Euler angles, requiring at least 12 buttons for independent control of their DoF. Therefore, more convenient interfaces of control are required.In this paper we present HyperPalm: a novel gesture interface for intuitive human-robot interaction with quadruped robots. Without additional devices, the operator has full position and orientation control of the quadruped robot in 3D space through hand gesture recognition with only 5 gestures and 6 DoF hand motion.The experimental results revealed to classify 5 static gestures with high accuracy (96.5%), accurately predict the position of the 6D position of the hand in three-dimensional space. The absolute linear deviation Root mean square deviation (RMSD) of the proposed approach is 11.7 mm, which is almost 50% lower than for the second tested approach, the absolute angular deviation RMSD of the proposed approach is 2.6 degrees, which is almost 27% lower than for the second tested approach. Moreover, the user study was conducted to explore user’s subjective experience from human-robot interaction through the proposed gesture interface. The participants evaluated their interaction with HyperPalm as intuitive (2.0), not causing frustration (2.63), and requiring low physical demand (2.0).
Elena Nazarova, Ildar Babataev, Nipun Weerakkodi, Aleksey Fedoseev, Dzmitry Tsetserukou
SMC4
2022 SwarmHive: Heterogeneous Swarm of Drones for Robust Autonomous Landing on Moving Robot
abstract
The paper focuses on a heterogeneous swarm of drones to achieve a dynamic landing of formation on a moving robot. This challenging task was not yet achieved by scientists. The key technology is that instead of facilitating each agent of the swarm of drones with computer vision that considerably increases the payload and shortens the flight time, we propose to install only one camera on the leader drone. The follower drones receive the commands from the leader UAV and maintain a collision-free trajectory with the artificial potential field. The experimental results revealed a high accuracy of the swarm landing on a static mobile platform (RMSE of 4.48 cm). RMSE of swarm landing on the mobile platform moving with the maximum velocities of 1.0 m/s and 1.5 m/s equals 8.76 cm and 8.98 cm, respectively. The proposed SwarmHive technology will allow the time-saving landing of the swarm for further drone recharging. This will make it possible to achieve self-sustainable operation of a multi-agent robotic system for such scenarios as rescue operations, inspection and maintenance, autonomous warehouse inventory, cargo delivery, and etc.
Ayush Gupta 0003, Ahmed Baza, Ekaterina Dorzhieva, Mert Alper, Mariia Makarova, Stepan Perminov, Aleksey Fedoseev, Dzmitry Tsetserukou
VTC Spring7
2022 DogTouch: CNN-based Recognition of Surface Textures by Quadruped Robot with High Density Tactile Sensors
abstract
The ability to perform locomotion in various terrains is critical for legged robots. However, the robot has to have a better understanding of the surface it is walking on to perform robust locomotion on different terrains. Animals and humans are able to recognize the surface with the help of the tactile sensation on their feet. Although, the foot tactile sensation for legged robots has not been much explored. This paper presents research on a novel quadruped robot DogTouch with tactile sensing feet (TSF). TSF allows the recognition of different surface textures utilizing a tactile sensor and a convolutional neural network (CNN). The experimental results show a sufficient validation accuracy of 74.37% for our trained CNN-based model, with the highest recognition for line patterns of 90%. In the future, we plan to improve the prediction model by presenting surface samples with the various depths of patterns and applying advanced Deep Learning and Shallow learning models for surface recognition.Additionally, we propose a novel approach to navigation of quadruped and legged robots. We can arrange the tactile paving textured surface (similar that used for blind or visually impaired people). Thus, DogTouch will be capable of locomotion in unknown environment by just recognizing the specific tactile patterns which will indicate the straight path, left or right turn, pedestrian crossing, road, and etc. That will allow robust navigation regardless of lighting condition. Future quadruped robots equipped with visual and tactile perception system will be able to safely and intelligently navigate and interact in the unstructured indoor and outdoor environment.
Nipun Dhananjaya Weerakkodi Mudalige, Elena Nazarova, Ildar Babataev, Pavel Kopanev, Aleksey Fedoseev, Miguel Altamirano, Dzmitry Tsetserukou
VTC Spring5
2021 SwarmPlay: Interactive Tic-tac-toe Board Game with Swarm of Nano-UAVs driven by Reinforcement Learning
abstract
Reinforcement learning (RL) methods have been actively applied in the field of robotics, allowing the system itself to find a solution for a task otherwise requiring a complex decision-making algorithm. In this paper, we present a novel RL-based Tic-tac-toe scenario, i.e. SwarmPlay, where each playing component is presented by an individual drone that has its own mobility and swarm intelligence to win against a human player. Thus, the combination of challenging swarm strategy and human-drone collaboration aims to make the games with machines tangible and interactive. Although some research on AI for board games already exists, e.g., chess, the SwarmPlay technology has the potential to offer much more engagement and interaction with the user as it proposes a multi-agent swarm instead of a single interactive robot. We explore user’s evaluation of RL-based swarm behavior in comparison with the game theory-based behavior. The preliminary user study revealed that participants were highly engaged in the game with drones (70% put a maximum score on the Likert scale) and found it less artificial compared to the regular computer-based systems (80%). The affection of the user’s game perception from its outcome was analyzed and put under discussion. User study revealed that SwarmPlay has the potential to be implemented in a wider range of games, significantly improving human-drone interactivity.
Ekaterina Karmanova, Valerii Serpiva, Stepan Perminov, Aleksey Fedoseev, Dzmitry Tsetserukou
RO-MAN4
2019 Development of MirrorShape: High Fidelity Large-Scale Shape Rendering Framework for Virtual Reality
abstract
Today there is a high variety of haptic devices capable of providing tactile feedback. Although most of existing designs are aimed at realistic simulation of the surface properties, their capabilities are limited in attempts of displaying shape and position of virtual objects.
Aleksey Fedoseev, Nikita Chernyadev, Dzmitry Tsetserukou
VRST1