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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>How to interface a human operator and a Motion Planning Algorithm</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>CNRS-LAAS</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>avenue du colonel Roche</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Toulouse Cedex</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>France</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>david.flavigne}@laas.fr</string-name>
        </contrib>
      </contrib-group>
      <abstract>
        <p>In this work1, we present an application of motion planning to interaction with a virtual character or robot. The work is made in the context of moving an object from an initial place to a goal.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>A lot of work in motion planning has been done to compute free paths in
digital models for virtual or mechanical systems. This eld started with the piano
mover's problem which was \how to move a piano from its initial place to
another place, avoiding obstacles". Most of Motion planning algorithms compute a
collision free roadmap in a con guration space (CS) where the object is reduced
to a point. This point represents the robot's model in the environment and the
dimension of CS is equal to the number of degrees of freedom of the mechanical
system. The algorithm searches a free path for a point in the roadmap.</p>
      <p>
        One example of applying motion planning techniques in real studies is in the
maintenance and operation of nuclear power stations [
        <xref ref-type="bibr" rid="ref8 ref9">9, 8</xref>
        ].
      </p>
      <p>One of the principal way for solving motion planning problems are
deterministic algorithms. The main idea is to construct an explicit and accurate
representation of the workspace in the con guration space. Algorithms such as
cell decomposition methods or visibility graphs works ne for simple problems
(usually with less than six dimensions for the CS). If CS has more than six
dimensions, the complexity and the computation time increase signi cantly. For
problems with more dimensions (like humanoid robots), newer and more e cient
methods are used.</p>
      <p>
        These methods are called sampling-based. They avoid the explicit
construction of CS by building an approximate representation of it under the shape of
a graph. With the recent results in sampling-based planning algorithms [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] it
is possible to solve automatically problems for systems with a large number of
degrees of freedom.
      </p>
      <p>
        There are mainly two families of methods for building a graph, the roadmap
methods such as the Probabilistic Roadmap planner (PRM) [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] and the Tree
methods like RRT [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. The PRM is a typical multiple query method. The main
idea is to sample randomly con guration in CS, keep only free con gurations (a
1 This work was partially supported by the AMSI project nanced by the ANR.
collision detector will say if a con guration is colliding) and try to connect the
sampled con gurations by a free local path. The result is a global roadmap graph
that captures the connectivity of the free CS. Many extensions were proposed
to resolve various problems of motion planning (closed chains, non-holonomic
robots, human motion, digital actor).
      </p>
      <p>
        The RRT approach was originally proposed by Lavalle in [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Its main di
erence with PRM is that it doesn't try to map the CS entirely, but tries to reach
the goal con guration as soon as possible. To do so, a new free con guration is
added to the graph only if a free local path can be built from the nearest node in
the graph in the direction of the sampled con guration. An interesting variant is
the bidirectionnal RRT algorithm [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] which uses bidirectional expansion strategy
between two trees (one rooted at the start and the other at the goal). Again,
multiple extensions were developed to resolve various motion planning problems
(closed chains, kinodynamic and non-holonomic robot, PLM [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]).
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Interactive Devices</title>
      <p>Recently, new kinds of peripheral devices that allow users to interact in a more
natural way with machines were developed. These various devices such as space
mouse or haptic arm ( gure 1.b) can be used to improve motion planning
algorithm with a natural user input, thus speeding-up path computation. A space
mouse is a kind of mouse that can move in three dimensions, and even with
orientation, the drawback is that the user has no feedback from the machine.
This is done by haptic arms, which can send back forces and torques to the user.
3</p>
    </sec>
    <sec id="sec-3">
      <title>Interactive Motion Planning Algorithms</title>
      <p>
        In [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] the authors use user-input to work with automatic motion planner. They
show that randomized techniques are really useful to transform an approximate
user-input path with collisions into a collision free path. The idea is to push an
approximate user path that can collide with obstacles into free space in CS. The
user rst draws a path that he thinks is good (without any collision detection,
meaning that this manual path can collide with obstacle), and then, in a second
step, an algorithm modi es this path to avoid collisions.
      </p>
      <p>
        In [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] was introduced the use of a path planning technique based on
harmonic functions to generate guiding forces that aid a user in a virtual
environment. The idea is to compute a solution channel by cell decomposition that
connects the initial and the nal con guration. Then, two harmonic functions
are computed over the CS to nd a guiding path.
      </p>
      <p>
        An RRT Algorithm including heuristics based on a study of the workspace
is presented in [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. The idea is to discretize the workspace using an unbalanced
octree decomposition and generate a free continuous volume between initial and
nal con guration using A . In a second time a free path for the object is
computed by using RRT approach.
4
      </p>
    </sec>
    <sec id="sec-4">
      <title>Interactive RRT</title>
      <p>The idea of the I-RRT is to take advantage of both human and computer
capabilities for planning a motion into a virtual scene. While previously described
interactive algorithms use a two-step decomposition, the I-RRT integrate the
user input directly into the planning loop. For this purpose, human and computer
must cooperate in an e cient way along the process. We choose to integrate the
human into the planning loop via an I-Device (see Figure 1.a). The user can thus
act on the search, showing areas to explore or to go through. On the other side,
the algorithm can gather information while exploring the scene (independently
from the user's input) and display them visually or/and haptically. We use our
algorithm to resolve industrial cases such as removing a silencer from a car
(Figures 1.b and 2.b).
5</p>
    </sec>
    <sec id="sec-5">
      <title>Interactive Character Animation</title>
      <p>Here, the goal is to make a virtual character or a robot do a speci c task in a
virtual world. The user leads the task execution through an interaction device
and then, the motion planner takes care of everything else. That means, the
user can only give an input up to six degrees of freedom, and the motion planner
modify other degrees of freedom to move the character or the robot accordingly
to the user's input.</p>
      <p>For example, a typical use can be to make a character move a fridge or a
cumbersome object from one place to another. The user guides the bounding box
of the system while the motion planner is computing every degrees of freedom
of the character to make him walk and move the object.</p>
      <p>This is a part of our work in progress, rst results will be presented at the
workshop.</p>
    </sec>
  </body>
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