implementation.tex 11 KB

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  1. \chapter{Implementation}
  2. \label{implementation}
  3. % summary
  4. In this chapter, the tools and techniques used in building this human-computer collaborative VR-based system are described. Special emphasis is given to the interaction techniques for different operation modes. In addition, the setup of the robot and the construction of test scenes will also be covered in this chapter.
  5. \section{Overview}
  6. The main goal of this work is to design and implement a VR-based human-robot collaboration system with different methods of operating the robot, in order to find out which method of operation is more suitable to control the rescue robot. Further, it is to provide some basic insights for future development directions and to provide a general direction for finding an intuitive, easy-to-use and efficient operation method. Therefore, the proposed system was developed using Unity, including four operation modes and corresponding test scenes for simulating post-disaster scenarios. In each operation mode, the user has a different method to control the robot. In addition, in order to better simulate the process by which the robot scans its surroundings and the computer side cumulatively gets a reconstructed 3D virtual scene, the test environment was implemented in such a way that the scene seen by the user depends on the robot's movement and the trajectory it travels through.
  7. \section{System Architecture}
  8. The proposed system runs on a computer with the Windows 10 operating system. This computer has been equipped with an Intel Core i7-8700K CPU, 32 GB RAM as well as a NVIDIA GTX 1080 GPU with 8 GB VRAM. HTC Vive is used as a VR device. It has a resolution of 1080 × 1200 per eye, resulting in a total resolution of 2160 × 1200 pixels, a refresh rate of 90 Hz, and a field of view of 110 degrees. It includes two motion controllers and uses two Lighthouses to track the position of the headset as well as the motion controllers.
  9. Unity was chosen as the platform to develop the system. Unity is a widely used game engine with a Steam VR plugin \footnote{https://assetstore.unity.com/packages/tools/integration/steamvr-plugin-32647}, which allows developers to focus on the VR environment and interactive behaviors in programming, rather than specific controller buttons and headset positioning, making VR development much simpler. Another reason why Unity was chosen as a development platform was the potential for collaboration with the Robot Operating System (ROS), a frequently used operating system for robot simulation and manipulation, which is flexible, low-coupling, distributed, open source, and has a powerful and rich third-party feature set. In terms of collaboration between Unity and ROS, Siemens provides open source software libraries and tools in C\# for communicating with ROS from .NET applications \footnote{https://github.com/siemens/ros-sharp}. Combining ROS and Unity to develop a collaborative human-robot interaction platform proved to be feasible \cite{Whitney:2018wk}. Since the focus of this paper is on human-robot interaction, collaboration and synchronization of ROS will not be explored in detail here.
  10. \section{Robot}
  11. To simulate the process of a robot using a LiDAR remote sensor to detect the real environment and synchronise it to Unity, a sphere collision body was set up on the robot. The robot will transform the Layers of the objects in the scene into visible Layers by collision detection and a trigger event (onTriggerEnter function). The robot's driving performance, such as the number of collisions, average speed, total distance, etc., will be recorded in each test. The detailed recorded information can be seen in Fig.\ref{fig:uml}. The movement of the robot depends on the value of the signal that is updated in each mode. In addition, the robot's Gameobject has the NavMeshAgent \footnote{https://docs.unity3d.com/ScriptReference/AI.NavMeshAgent.html} component, which supports the robot's navigation to the specified destination with automatic obstacle avoidance in the test scene. The virtual robot has three cameras. One of the cameras is a simulation of a surveillance camera mounted on the robot, which can see all the items in the scene, although the distant items are not yet detected by LiDAR. Two of these camera are set up in such a way that they can only see the area detected by the robot's LiDAR remote sensor. Each camera captures what it sees and modifies the bound image bound in real time. The four operation modes described later all use the camera viewport as a monitoring screen by rendering the camera viewport on UI canvas.
  12. \section{Interaction techniques}
  13. This system has 4 different approaches to control the robot. Each mode has its own distinctive features:
  14. \begin{enumerate}
  15. \item In Handle Mode the user will send control commands directly using the motion controller.
  16. \item In Lab Mode a simulated lab is constructed in the VR environment and the user will use virtual buttons in the lab to control the rescue robot.
  17. \item In Remote Mode the user can set the driving destination directly.
  18. \item In UI Mode the user has a virtual menu and sends commands via rays from the motion controller.
  19. \end{enumerate}
  20. In order to improve the reusability of the code and to facilitate the management of subsequent development, the classes that manage the interaction actions of each mode implement the same interface. A graphical representation of the system structure is given in the UML activity diagram in Fig.\ref{fig:uml}.
  21. \begin{figure}[htbp]
  22. \centering
  23. \includegraphics[width=\textwidth]{graphics/uml.png}
  24. \caption{UML Class diagram for the main structure of the system}
  25. \label{fig:uml}
  26. \end{figure}
  27. \subsection{Handle Mode}
  28. In this mode, the user is controlling the robot's movement directly through the motion controller in the right hand. The touch pad of the motion controller determines the direction of rotation of the robot. The user can control the robot's driving speed by pulling the Trigger button. Fig.\ref{fig:htc} shows how to get the values from the HTC motion controller. The robot rotation direction will read the value of the touchpad X-axis. The range of values is $[-1,1]$. Forward speed reads the Trigger button passed in as a variable of type SteamVR\_Action\_Single, and the range of the variable is $[0,1]$. With the right-hand menu button, the surveillance screen around the robot can be turned on or off. The monitor window can be adjusted to a suitable position by dragging and rotating it. In the literature dealing with VR and human-computer collaboration, many researchers have used a similar operational approach. Therefore, as a widely used, and in a sense default operation approach, this mode was designed and became one of the proposed operation modes.
  29. \begin{figure}[htbp]
  30. \centering
  31. \includegraphics[height=10cm]{graphics/htc.png}
  32. \caption{HTC handle illustration.}
  33. \label{fig:htc}
  34. \end{figure}
  35. \subsection{Lab Mode}
  36. The original intention of designing this mode is that there is a part of the literature where the immersive human-robot collaborative framework are used to train operators how to operate the robot, avoiding risks and saving learning costs or directly as a platform for operating the robot \cite{Perez:2019ub}\cite{Matsas:2017aa}. Therefore, in this mode, a virtual laboratory environment is constructed, in which simulated buttons, controllers, and monitoring equipment are placed. The laboratory consists of two parts. The first part is the monitoring equipment: the monitoring screen is enlarged and placed at the front of the lab as a huge display. The second part is the operating console in the center of the laboratory, which can be moved by the user as desired. The user can use the buttons on the right side to lock the robot or let it walk forward automatically. In the middle of the console are two operating joysticks that determine the robot's forward motion and rotation respectively. The part that involves virtual joystick movement and button effects uses an open source github project VRtwix\footnote{https://github.com/rav3dev/vrtwix}. With the sliding stick on the left, the user can edit the speed of the robot's forward movement and rotation.
  37. \subsection{Remote Mode}
  38. In this mode, the user can set the driving target point directly or control the robot by picking up the remote control that is placed on the toolbar. The target point is set by the ray emitted by the right motion controller. This process is similar to setting a teleportation point. After the target point is set, a square representing the destination is shown in the scene, and the robot will automatically travel to the set destination. The entire driving process uses the NavMeshAgent component and is therefore capable of automatic obstacle avoidance.
  39. By clicking on the menu button, a movable toolbar is opened with a remote control and a monitoring device. The remote control is a safety precaution in case the automatic navigation fails to navigate to the target point properly. The user can adjust the direction of the robot's travel by using the remote control. The pickup and auto-release parts use the ItemPackage component available in the SteamVR plugin.
  40. \subsection{UI Mode}
  41. The virtual menu is also an interaction method that is often used in VR, so this mode is proposed. In this mode, the user must interact with the virtual menu using the ray emitted by the right motion controller. The virtual menu is set up with buttons for the direction of movement, speed controller, and buttons to open and close the monitor screen. In addition to this, an additional follow function is added to the menu, allowing the robot to follow the user's position in the virtual world. This is intended to let the user concentrate on observing the rendered VR environment. Also, having a real robot follow the user's location in the virtual world is a novel, unique human-machine integration mode in VR. The robot's automatic navigation uses the NavMeshAgent.
  42. \section{Test Scene}
  43. In order to simulate the use of rescue robots in disaster scenarios, the test scenes were built to mimic the post-disaster urban environment as much as possible. The POLYGON Apocalypse \footnote{https://assetstore.unity.com/packages/3d/environments/urban/polygon-apocalypse-low-poly-3d-art-by-synty-154193}, available on the Unity Asset Store, is a low poly asset pack with a large number of models of buildings, streets, vehicles, etc. Using this resource pack as a base, additional collision bodies of the appropriate size were manually added to each building and obstacle after the pack was imported, which was needed to help track the robot's driving crash in subsequent tests.
  44. Considering that there are four modes of operation to be tested, four scenes with similar complexity, similar composition of buildings but different road conditions and placement of buildings were constructed. The similarity in complexity of the scenes ensures that the difficulty of the four tests is basically identical. The different scene setups ensure that the scene information learned by the user after one test will not make him understand the next test scene and thus affect the accuracy of the test data.
  45. The entire scene is initially invisible, and the visibility of each objects in the test scene is gradually updated as the robot drives along. Ten interactable sufferer characters were placed in each test scene. The place of placement can be next to the car, the house side and some other reasonable places.