Human video demonstrations provide abundant training data for learning robot policies, but video alone cannot capture the rich contact signals critical for mastering manipulation. We introduce OSMO, an open-source wearable tactile glove designed for human-to-robot skill transfer. The glove features 12 three-axis tactile sensors across the fingertips and palm and is designed to be compatible with state-of-the-art hand-tracking methods for in-the-wild data collection. We demonstrate that a robot policy trained exclusively on human demonstrations collected with OSMO, without any real robot data, is capable of executing a challenging contact-rich manipulation task. By equipping both the human and the robot with the same glove, OSMO minimizes the visual and tactile embodiment gap, enabling the transfer of continuous shear and normal force feedback while avoiding the need for image inpainting or other vision-based force inference. On a real-world wiping task requiring sustained contact pressure, our tactile-aware policy achieves a 72% success rate, outperforming vision-only baselines by eliminating contact-related failure modes. We release complete hardware designs, firmware, and assembly instructions to support community adoption.
To achieve general-purpose dexterous manipulation, robots must rapidly devise and execute contact-rich behaviors. Existing model-based controllers are incapable of globally optimizing in real-time over the exponential number of possible contact sequences. Instead, recent progress in contact-implicit control has leveraged simpler models that, while still hybrid, make local approximations. However, the use of local models inherently limits the controller to only exploit nearby interactions, potentially requiring intervention to richly explore the space of possible contacts. We present a novel approach which leverages the strengths of local complementarity-based control in combination with low-dimensional, but global, sampling of possible end-effector locations. Our key insight is to consider a contact-free stage preceding a contact-rich stage at every control loop. Our algorithm, in parallel, samples end effector locations to which the contact-free stage can move the robot, then considers the cost predicted by contact-rich MPC local to each sampled location. The result is a globally-informed, contact-implicit controller capable of real-time dexterous manipulation. We demonstrate our controller on precise, non-prehensile manipulation of non-convex objects using a Franka Panda arm.
When legged robots impact their environment executing dynamic motions, they undergo large changes in their velocities in a short amount of time. Measuring and applying feedback to these velocities is challenging, further complicated by uncertainty in the impact model and impact timing. This work proposes a general framework for adapting feedback control during impact by projecting the control objectives to a subspace that is invariant to the impact event. The resultant controller is robust to uncertainties in the impact event while maintaining maximum control authority over the impact-invariant subspace. We demonstrate the improved performance of the projection over other commonly used heuristics on a walking controller for a planar five-link-biped. The projection is also applied to jumping, box jumping, and running controllers for the compliant 3D bipedal robot, Cassie. The modification is easily applied to these various controllers and is a critical component to deploying on the physical robot. Code and video of the experiments are available at https://impact-invariant-control.github.io/.
Non-prehensile manipulation enables fast interactions with objects by circumventing the need to grasp and ungrasp as well as handling objects that cannot be grasped through force closure. Current approaches to non-prehensile manipulation focus on static contacts, avoiding the underactuation that comes with sliding. However, the ability to control sliding contact, essentially removing the no-slip constraint, opens up new possibilities in dynamic manipulation. In this paper, we explore a challenging dynamic non-prehensile manipulation task that requires the consideration of the full spectrum of hybrid contact modes. We leverage recent methods in contact-implicit MPC to handle the multi-modal planning aspect of the task. We demonstrate, with careful consideration of integration between the simple model used for MPC and the low-level tracking controller, how contact-implicit MPC can be adapted to dynamic tasks. Surprisingly, despite the known inaccuracies of frictional rigid contact models, our method is able to react to these inaccuracies while still quickly performing the task. Moreover, we do not use common aids such as reference trajectories or motion primitives, highlighting the generality of our approach. To the best of our knowledge, this is the first application of contact-implicit MPC to a dynamic manipulation task in three dimensions.
In the task of emotion recognition from videos, a key improvement has been to focus on emotions over time rather than a single frame. There are many architectures to address this task such as GRUs, LSTMs, Self-Attention, Transformers, and Temporal Convolutional Networks (TCNs). However, these methods suffer from high memory usage, large amounts of operations, or poor gradients. We propose a method known as Neighborhood Attention with Convolutions TCN (NAC-TCN) which incorporates the benefits of attention and Temporal Convolutional Networks while ensuring that causal relationships are understood which results in a reduction in computation and memory cost. We accomplish this by introducing a causal version of Dilated Neighborhood Attention while incorporating it with convolutions. Our model achieves comparable, better, or state-of-the-art performance over TCNs, TCAN, LSTMs, and GRUs while requiring fewer parameters on standard emotion recognition datasets. We publish our code online for easy reproducibility and use in other projects.
A realistic simulation environment is an essential tool in every roboticist's toolkit, with uses ranging from planning and control to training policies with reinforcement learning. Despite the centrality of simulation in modern robotics, little work has been done comparing robotics simulators against real-world data, especially for scenarios involving dynamic motions with high speed impact events. Handling dynamic contact is the computational bottleneck for most simulations, and thus the modeling and algorithmic choices surrounding impacts and friction form the largest distinctions between popular tools. Here, we evaluate the ability of several simulators to reproduce real-world trajectories involving impacts. Using experimental data, we identify system-specific contact parameters of popular simulators Drake, MuJoCo, and Bullet, analyzing the effects of modeling choices around these parameters. For the simple example of a cube tossed onto a table, simulators capture inelastic impacts surprisingly well, though generally fail to reproduce elasticity. For the higher-dimensional case of a Cassie biped landing from a jump, the simulators capture the bulk motion well but the accuracy is limited by model differences between the real robot and the simulators.
When legged robots impact their environment, they undergo large changes in their velocities in a small amount of time. Measuring and applying feedback to these velocities is challenging, and is further complicated due to uncertainty in the impact model and impact timing. This work proposes a general framework for adapting feedback control during impact by projecting the control objectives to a subspace that is invariant to the impact event. The resultant controller is robust to uncertainties in the impact event while maintaining maximum control authority over the impact invariant subspace. We demonstrate the utility of the projection on a walking controller for a planar five-link-biped and on a jumping controller for a compliant 3D bipedal robot, Cassie. The effectiveness of our method is shown to translate well on hardware.
Inspired by the locomotive advantages that an articulated spine enables in quadrupedal animals, we explore and quantify the energetic effect that an articulated spine has in legged robots. We compare two model instances of a conceptual planar quadruped: one with a traditional rigid main body and one with an articulated main body with an actuated spinal joint. Both models feature four distinct legs, series elastic actuation, distributed mass in all body segments, and limits on actuator torque and speed. Using optimal control to find the energetically optimal joint trajectories, actuator inputs, and footfall timing, we examine and compare the positive mechanical work cost of transport of both models across multiple gaits and speeds. Our results show that an articulated spine increases the maximum possible speed and improves the locomotor economy at higher velocities, especially for asymmetrical gaits. The driving factors for these improvements are the same mechanistic effects that facilitate asymmetrical gaits in nature: improved leg recirculation, elastic energy storage in the spine, and enlarged stride lengths.
In nature, quadrupeds make significant use of their flexible spine to achieve energetically economical locomotion. We hypothesize that a flexible spine will also be energetically beneficial for robotic quadrupeds. To test this hypothesis, we compare the energetically optimal motion of a model of a rigid spine quadruped to a model with an articulated spine. We look at a variety of common quadrupedal gaits and find that the articulated model experiences significant energy savings over the rigid model at high speeds. The energetic savings are particularly pronounced for galloping.