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Robotics
ROBOTICS Designing the Mechanisms for Automated Machinery 2nd Edition
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Table of Content
ROBOTICS Designing the Mechanisms for Automated Machinery 2nd Edition
1 Introduction: Brief Historical Review and Main Definitions
1.1 What Robots Are
1.2 Definition of Levels or Kinds of Robots
1.3 Manipulators
1.4 Structure of Automatic Industrial Systems
1.5 Nonindustrial Representatives of the Robot Family
1.6 Relationship between the Level of Robot "Intelligence" and the Product
References
2 Concepts and Layouts
2.1 Processing Layout
2.2 How Does One Find the Concept of an Automatic Manufacturing Process?
2.3 How to Determine the Productivity of a Manufacturing Process
2.4 The Kinematic Layout
2.5 Rapid Prototyping
3 Dynamic Analysis of Drives
3.1 Mechanically Driven Bodies
3.2 Electromagnetic Drive
3.3 Electric Drives
3.4 Hydraulic Drive
3.5 Pneumodrive
3.6 Brakes
3.7 Drive with a Variable Moment of Inertia
4 Kinematics and Control of Automatic Machines
4.1 Position Function
4.2 Camshafts
4.3 Master Controller Amplifiers
4.4 Dynamic Accuracy
4.5 Damping of Harmful Vibrations
4.6 Automatic Vibration Damping
4.7 Electrically Controlled Vibration Dampers
5 Feedback Sensors
5.1 Linear and Angular Displacement Sensors
5.2 Speed and Flow-Rate Sensors
5.3 Force Sensors
5.4 Temperature Sensors
5.5 Item Presence Sensors
6 Transporting Devices
6.1 General Considerations
6.2 Linear Transportation
6.3 Rotational Transportation
6.4 Vibrational Transportation
7 Feeding and Orientation Devices
7.1 Introduction
7.2 Feeding of Liquid and Granular Materials
7.3 Feeding of Strips Rods Wires Ribbons Etc.
7.4 Feeding of Oriented Parts from Magazines
7.5 Feeding of Parts from Bins
7.6 General Discussion of Orientation of Parts
7.7 Passive Orientation
7.8 Active Orientation
7.9 Logical Orientation
7.10 Orientation by Nonmechanical Means
8 Functional Systems and Mechanisms
8.1 General Concepts
8.2 Automatic Assembling
8.3 Special Means of Assembly
8.4 Inspection Systems
8.5 Miscellaneous Mechanisms
9 Manipulators
9.1 Introduction
9.2 Dynamics of Manipulators
9.3 Kinematics of Manipulators
9.4 Grippers
9.5 Guides
9.6 Mobile and Walking Robots
Solutions to the Exercises
Recommended Readings
List of Main Symbols
Introduction to Ai Robotics
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Table of Content
Introduction to Ai Robotics
I Robotic Paradigms
1 From Teleoperation To Autonomy
1.1 Overview
1.2 How Can a Machine Be Intelligent?
1.3 What Can Robots Be Used For?
1.3.1 Social implications of robotics
1.4 A Brief History of Robotics
1.4.1 Industrial manipulators
1.4.2 Space robotics and the AI approach
1.5 Teleoperation
1.5.1 Telepresence
1.5.2 Semiautonomous control
1.6 The Seven Areas of AI
1.7 Summary
1.8 Exercises
1.9 End Notes
2 The Hierarchical Paradigm
2.1 Overview
2.2 Attributes of the Hierarchical Paradigm
2.2.1 Strips
2.2.2 More realistic Strips example
2.2.3 Strips summary
2.3 Closed World Assumption and the Frame Problem
2.4 Representative Architectures
2.4.1 Nested Hierarchical Controller
2.4.2 NIST RCS
2.4.3 Evaluation of hierarchical architectures
2.5 Advantages and Disadvantages
2.6 Programming Considerations
2.7 Summary
2.8 Exercises
2.9 End Notes
3 Biological Foundations of the Reactive Paradigm
3.1 Overview
3.1.1 Why explore the biological sciences?
3.1.2 Agency and computational theory
3.2 What Are Animal Behaviors?
3.2.1 Reflexive behaviors
3.3 Coordination and Control of Behaviors
3.3.1 Innate releasing mechanisms
3.3.2 Concurrent behaviors
3.4 Perception in Behaviors
3.4.1 Actionperception cycle
3.4.2 Two functions of perception
3.4.3 Gibson: Ecological approach
3.4.4 Neisser: Two perceptual systems
3.5 Schema Theory
3.5.1 Behaviors and schema theory
3.6 Principles and Issues in Transferring Insights to Robots
3.7 Summary
3.8 Exercises
3.9 End Notes
4 The Reactive Paradigm
4.1 Overview
4.2 Attributes of Reactive Paradigm
4.2.1 Characteristics and connotations of reactive behaviors
4.2.2 Advantages of programming by behavior
4.2.3 Representative architectures
4.3 Subsumption Architecture
4.3.1 Example
4.3.2 Subsumption summary
4.4 Potential Fields Methodologies
4.4.1 Visualizing potential fields
4.4.2 Magnitude profiles
4.4.3 Potential fields and perception
4.4.4 Programming a single potential field
4.4.5 Combination of fields and behaviors
4.4.6 Example using one behavior per sensor
4.4.7 Pfields compared with subsumption
4.4.8 Advantages and disadvantages
4.5 Evaluation of Reactive Architectures
4.6 Summary
4.7 Exercises
4.8 End Notes
5 Designing a Reactive Implementation
5.1 Overview
5.2 Behaviors as Objects in OOP
5.2.1 Example: A primitive movetogoal behavior
5.2.2 Example: An abstract followcorridor behavior
5.2.3 Where do releasers go in OOP?
5.3 Steps in Designing a Reactive Behavioral System
5.4 Case Study: Unmanned Ground Robotics Competition
5.5 Assemblages of Behaviors
5.5.1 Finite state automata
5.5.2 A Pick Up the Trash FSA
5.5.3 Implementation examples
5.5.4 Abstract behaviors
5.5.5 Scripts
5.6 Summary
5.7 Exercises
5.8 End Notes
6 Common Sensing Techniques for Reactive Robots
6.1 Overview
6.1.1 Logical sensors
6.2 Behavioral Sensor Fusion
6.3 Designing a Sensor Suite
6.3.1 Attributes of a sensor
6.3.2 Attributes of a sensor suite
6.4 Proprioceptive Sensors
6.4.1 Inertial navigation system (INS)
6.4.2 GPS
6.5 Proximity Sensors
6.5.1 Sonar or ultrasonics
6.5.2 Infrared (IR)
6.5.3 Bump and feeler sensors
6.6 Computer Vision
6.6.1 CCD cameras
6.6.2 Grayscale and color representation
6.6.3 Region segmentation
6.6.4 Color histogramming
6.7 Range from Vision
6.7.1 Stereo camera pairs
6.7.2 Light stripers
6.7.3 Laser ranging
6.7.4 Texture
6.8 Case Study: Hors dOeuvres, Anyone?
6.9 Summary
6.10 Exercises
6.11 End Notes
7 The Hybrid Deliberative/Reactive Paradigm
7.1 Overview
7.2 Attributes of the Hybrid Paradigm
7.2.1 Characteristics and connotation of reactive behaviors in hybrids
7.2.2 Connotations of “global”
7.3 Architectural Aspects
7.3.1 Common components of hybrid architectures
7.3.2 Styles of hybrid architectures
7.4 Managerial Architectures
7.4.1 Autonomous Robot Architecture (AuRA)
7.4.2 Sensor Fusion Effects (SFX)
7.5 StateHierarchy Architectures
7.5.1 3Tiered (3T)
7.6 ModelOriented Architectures
7.6.1 Saphira
7.6.2 Task Control Architecture (TCA)
7.7 Other Robots in the Hybrid Paradigm
7.8 Evaluation of Hybrid Architectures
7.9 Interleaving Deliberation and Reactive Control
7.10 Summary
7.11 Exercises
7.12 End Notes
8 Multiagents
8.1 Overview
8.2 Heterogeneity
8.2.1 Homogeneous teams and swarms
8.2.2 Heterogeneous teams
8.2.3 Social entropy
8.3 Control
8.4 Cooperation
8.5 Goals
8.6 Emergent Social Behavior
8.6.1 Societal rules
8.6.2 Motivation
8.7 Summary
8.8 Exercises
8.9 End Notes
II Navigation
9 Topological Path Planning
9.1 Overview
9.2 Landmarks and Gateways
9.3 Relational Methods
9.3.1 Distinctive places
9.3.2 Advantages and disadvantages
9.4 Associative Methods
9.4.1 Visual homing
9.4.2 QualNav
9.5 Case Study of Topological Navigation with a Hybrid Architecture
9.5.1 Path planning
9.5.2 Navigation scripts
9.5.3 Lessons learned
9.6 Summary
9.7 Exercises
9.8 End notes
10 Metric Path Planning
10.1 Objectives and Overview
10.2 Configuration Space
10.3 Cspace Representations
10.3.1 Meadow maps
10.3.2 Generalized Voronoi graphs
10.3.3 Regular grids
10.3.4 Quadtrees
10.4 Graph Based Planners
10.5 Wavefront Based Planners
10.6 Interleaving Path Planning and Reactive Execution
10.7 Summary
10.8 Exercises
10.9 End Notes
11 Localization and Map Making
11.1 Overview
11.2 Sonar Sensor Model
11.3 Bayesian
11.3.1 Conditional probabilities
11.3.2 Conditional probabilities for P(Hjs)
11.3.3 Updating with Bayes’ rule
11.4 DempsterShafer Theory
11.4.1 Shafer belief functions
11.4.2 Belief function for sonar
11.4.3 Dempster’s rule of combination
11.4.4 Weight of conflict metric
11.5 HIMM
11.5.1 HIMM sonar model and updating rule
11.5.2 Growth rate operator
11.6 Comparison of Methods
11.6.1 Example computations
11.6.2 Performance
11.6.3 Errors due to observations from stationary robot
11.6.4 Tuning
11.7 Localization
11.7.1 Continuous localization and mapping
11.7.2 Featurebased localization
11.8 Exploration
11.8.1 Frontierbased exploration
11.8.2 Generalized Voronoi graph methods
11.9 Summary
11.10 Exercises
11.11 End Notes
12 On the Horizon
12.1 Overview
12.2 ShapeShifting and Legged Platforms
12.3 Applications and Expectations
12.4 Summary
12.5 Exercises
12.6 End Notes
Bibliography
Building Robots with Lego Mindstorms
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Table of Content
Building Robots with Lego Mindstorms
Chapter 1 Understanding LEGO Geometry
Introduction
Expressing Sizes and Units
Squaring the LEGO World:Vertical Bracing
Tilting the LEGO World: Diagonal Bracing
Expressing Horizontal Sizes and Units
Bracing with Hinges
Chapter 2 Playing with Gears
Introduction
Counting Teeth
Gearing Up and Down
Riding That Train:The Geartrain
Worming Your Way:The Worm Gear
Limiting Strength with the Clutch Gear
Placing and Fitting Gears
Using Pulleys Belts and Chains
Pulleys and Belts
Chains
Making a Difference:The Differential
Chapter 3 Controlling Motors
Introduction
PacingTrotting and Galloping
Mounting Motors
Wiring Motors
Controlling Power
Braking the Motor
Coupling Motors
Chapter 4 Reading Sensors
Introduction
Touch Sensor
Light Sensor
Measuring Reflected Light
Line Following
Proximity Detection
Rotation Sensor
Temperature Sensor
Sensor Tips and Tricks
Emulating a Touch Sensor
Emulating a Rotation Sensor
Connecting Multiple Sensors to the Same Port
Other Sensors
Chapter 5 Building Strategies
Introduction
Locking Layers
Maximizing Modularity
Loading the Structure
Putting It All Together: Chassis Modularity and Load
Chapter 6 Programming the RCX
Introduction
What Is the RCX?
A Small Family of Programmable Bricks
Using LEGO RCX Code
Using the NQC Language
Using Other Programming Languages
Using legOS
Using pbForth
Using leJOS
Using Other Programming Tools and Environments
Divide and Conquer: Keeping Your Code Organized
Running Independent Tasks
Chapter 7 Playing Sounds and Music
Introduction
Communicating through Tones
Playing Music
Converting MIDI files
Converting WAV Files
Chapter 8 Becoming Mobile
Introduction
Building a Simple Differential Drive
Keeping a Straight Path
Using Sensors to Go Straight
Using Gears to Go Straight
Using Casters to Go Straight
Building a Dual Differential Drive
Building a Skid-Steer Drive
Building a Steering Drive
Building a Tricycle Drive
Building a Synchro Drive
Other Configurations
Chapter 9 Expanding Your Options with Kits and Creative Solutions
Introduction
Acquiring More Parts
Introducing Some Specialized Components
Buying Additional Parts
Creating Custom Components
Building Custom Sensors
Solving Port Limitations
Creative Solutions When More RCX Ports Are Needed
Chapter 10 Getting Pumped: Pneumatics
Introduction
Recalling Some Basic Science
Pumps and Cylinders
Controlling the Airflow
Building Air Compressors
Building a Pneumatic Engine
Chapter 11 Finding and Grabbing Objects
Introduction
Operating Hands and Grabbers
Transferring Motion Using Tubing
Understanding Degrees of Freedom
Finding Objects
Chapter 12 Doing the Math
Introduction
Multiplying and Dividing
Averaging Data
Simple Averages
Weighted Averages
Using Interpolation
Understanding Hysteresis
Chapter 13 Knowing Where You Are
Introduction
Choosing Internal or External Guidance
Looking for Landmarks: Absolute Positioning
Following the Beam
Measuring Movement: Relative Positioning
Part II Projects
Chapter 14 Classic Projects
Introduction
Exploring Your Room
Detecting Edges
Variations on Obstacle Detection
Following a Line
Further Optimization of Line Following
Modeling Cars
Front-Wheel and Four-Wheel Drives
Switching Gears
Using the Gear Switch
Chapter 15 Building Robots That Walk
Introduction
The Theory behind Walking
Building Legs
Building a Four-Legged Robot
Building a Six-Legged Steering Robot
Designing Bipeds
Interlacing Legs
COG Shifting
Ankle Bending
Making Bipeds Turn
Chapter 16 Unconventional Vehicles
Introduction
Creating Your Own SHRIMP
Building a SHRIMP
Creating a Skier
Creating Other Vehicles
Elevator
Train
Cable Railway or Gondola
Boat
Sailing Tricycle
Chapter 17 Robotic Animals
Introduction
Creating a Mouse
Improvements Upon the Mouse Construction
Creating a Turtle
Improvements Upon the Turtle Construction
Creating Other Animals
Chapter 18 Replicating Renowned Droids
Introduction
Building an R2-D2-Style Droid
Programming the Droid
Variations on the Construction
Building a Johnny Five-Style Droid
Variations on the Construction
Chapter 19 Solving a Maze
Introduction
Finding the Way Out
Using the Left SideÑRight Side Strategy
Applying Other Strategies
Building a Maze Runner
Constructing the Maze Runner
Programming the Runner
Creating the Maze
Variations on the Maze Runner
Building a Maze Solver
Constructing the Maze Solver
Programming the Solver
Chapter 20 Board Games
Introduction
Playing Tic-Tac-Toe
Building the Hardware
Writing the Program
Improving Your Game
Playing Chess
Building a Visual Interface
Building a Mechanical Interface
Connecting and Programming Broad Blue
Variations on the Construction
Playing Other Board Games
Chapter 21 Playing Musical Instruments
Introduction
Creating a Drummer
Building the Drummer
Programming the Drummer
Variations
Creating a Pianist
Building the Pianist
Programming the Pianist
Changes and Improvements
Other Suggestions
Chapter 22 Electronic Games
Introduction
Creating a Pinball Machine
Building the Pinball Machine
Programming the Pinball Machine
Improvements on the Construction
Creating a Simon-Says Game
Building a Simon-Says Game
Programming the Simon-Says Game
Variations
Other Electronic Game Suggestions
Chapter 23 Drawing and Writing
Introduction
Creating a Logo Turtle
Building the Turtle
Programming the Turtle
Choosing the Proper Language
Variations
Tape Writer
Building the Writer
Programming the Writer
What to Write
Variations
Further Suggestions
Copying
Emulating Handwriting
Learning by Example
Chapter 24 Simulating Flight
Introduction
Introducing the Forces Involved in Flight
Designing the Simulator Project
Building the Hardware
Programming the Simulator
Operating the Simulator
Downsizing the Project
Upsizing the Project
Chapter 25 Constructing Useful Stuff
Introduction
Building a Floor Sweeper
Constructing the Sweeper
Programming the Sweeper
Improvements on the Floor Sweeper
Building a Milk Guard
Making the Milk Guard
Programming and Using the Milk Guard
Improvements on the Milk Guard
Building a Plant Sprinkler
Making the Sprinkler
Programming and Using the Sprinkler
Improvements on the Plant Sprinkler
Designing Other Useful Robots
Part III Contests
Chapter 26 Racing Against Time
Introduction
Hosting and Participating in Contests
Optimizing Speed
Drag Racing
Combining Speed with Precision
Line Following
Wall Following
Other Races
Chapter 27 Hand-to-Hand Combat
Introduction
Building a Robotic Sumo
Setting the Rules
Maximizing Strength and Traction
Attack Strategies
Finding the Enemy
Using Speed
Using a Transmission
Other Sumo Tricks
Getting Defensive
Testing Your Sumo
Chapter 28 Searching for Precision
Introduction
Precise Positioning
Finding and Collecting Things
MaxwellÕs Demons
Stealing the Cube
Variations on Collecting
Playing Soccer
Summary
Appendix A Resources
Introduction
Bibliography
General Interest Sites
Chapter 1 Understanding LEGO Geometry
Chapter 2 Playing with Gears
Chapter 3 Controlling Motors
Chapter 4 Reading Sensors
Chapter 5 Building Strategies
Chapter 6 Programming the RCX
Chapter 7 Playing Sounds and Music
Chapter 8 Becoming Mobile
Chapter 9 Expanding Your Options with Kits and Creative Solutions
Chapter 10 Getting Pumped: Pneumatics
Chapter 11 Finding and Grabbing Objects
Chapter 12 Doing the Math
Chapter 13 Knowing Where You Are
Chapter 14 Classic Projects
Chapter 15 Building Robots That Walk
Chapter 16 Unconventional Vehicles
Chapter 17 Robotic Animals
Chapter 18 Replicating Renowned Droids
Chapter 19 Solving a Maze
Chapter 20 Board Games
Chapter 21 Playing Musical Instruments
Chapter 22 Electronic Games
Chapter 23 Drawing and Writing
Chapter 24 Simulating Flight
Chapter 25 Building Useful Stuff
Chapter 26 Racing Against Time
Chapter 27 Hand-to-Hand Combat
Chapter 28 Searching for Precision
Appendix B Matching Distances
Appendix C Note Frequencies
Appendix D Math Cheat Sheet
Sensors
Averages
Interpolation
GearsWheels and Navigation
Page 5 of 5
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