No Arabic abstract
Pediatric exoskeletons offer great promise to increase mobility for children with crouch gait caused by cerebral palsy. A lightweight, compliant and user-specific actuator is critical for maximizing the benefits of an exoskeleton to users. To date, pediatric exoskeletons generally use the same actuators as adult exoskeletons, which are heavy and resistive to natural movement. There is yet no easy way for robotic exoskeletons to accommodate the changes in design requirements that occur as a child ages. We developed a lightweight (1.65 kg unilateral mass) and compliant pediatric knee exoskeleton with a bandwidth of 22.6 Hz that can provide torque assistance to children with crouch gait using high torque density motor. Experimental results demonstrated that the robot exhibited low mechanical impedance (1.79 Nm average backdrive torque) under the unpowered condition and 0.32 Nm with zero-torque tracking control. Root mean square (RMS) error of torque tracking result is less than 0.73 Nm (5.7% with respect to 12 Nm torque). To achieve optimal age-specific performance, we proposed the first optimization framework that considered both motor and transmission of the actuator system that can produce optimal settings for children between 3 and 18 years old. The optimization generated an optimal motor air gap radius that monotonically increases with age from 0.011 to 0.033 meters, and optimal gear ratio varies from 2.6 to 11.6 (3-13 years old) and 11.6 to 10.2 (13-18 years old), leading to actuators of minimal mass.
This paper presents a personalized gait optimization framework for lower-body exoskeletons. Rather than optimizing numerical objectives such as the mechanical cost of transport, our approach directly learns from user preferences, e.g., for comfort. Building upon work in preference-based interactive learning, we present the CoSpar algorithm. CoSpar prompts the user to give pairwise preferences between trials and suggest improvements; as exoskeleton walking is a non-intuitive behavior, users can provide preferences more easily and reliably than numerical feedback. We show that CoSpar performs competitively in simulation and demonstrate a prototype implementation of CoSpar on a lower-body exoskeleton to optimize human walking trajectory features. In the experiments, CoSpar consistently found user-preferred parameters of the exoskeletons walking gait, which suggests that it is a promising starting point for adapting and personalizing exoskeletons (or other assistive devices) to individual users.
A significant challenge for the control of a robotic lower extremity rehabilitation exoskeleton is to ensure stability and robustness during programmed tasks or motions, which is crucial for the safety of the mobility-impaired user. Due to various levels of the users disability, the human-exoskeleton interaction forces and external perturbations are unpredictable and could vary substantially and cause conventional motion controllers to behave unreliably or the robot to fall down. In this work, we propose a new, reinforcement learning-based, motion controller for a lower extremity rehabilitation exoskeleton, aiming to perform collaborative squatting exercises with efficiency, stability, and strong robustness. Unlike most existing rehabilitation exoskeletons, our exoskeleton has ankle actuation on both sagittal and front planes and is equipped with multiple foot force sensors to estimate center of pressure (CoP), an important indicator of system balance. This proposed motion controller takes advantage of the CoP information by incorporating it in the state input of the control policy network and adding it to the reward during the learning to maintain a well balanced system state during motions. In addition, we use dynamics randomization and adversary force perturbations including large human interaction forces during the training to further improve control robustness. To evaluate the effectiveness of the learning controller, we conduct numerical experiments with different settings to demonstrate its remarkable ability on controlling the exoskeleton to repetitively perform well balanced and robust squatting motions under strong perturbations and realistic human interaction forces.
Characterizing what types of exoskeleton gaits are comfortable for users, and understanding the science of walking more generally, require recovering a users utility landscape. Learning these landscapes is challenging, as walking trajectories are defined by numerous gait parameters, data collection from human trials is expensive, and user safety and comfort must be ensured. This work proposes the Region of Interest Active Learning (ROIAL) framework, which actively learns each users underlying utility function over a region of interest that ensures safety and comfort. ROIAL learns from ordinal and preference feedback, which are more reliable feedback mechanisms than absolute numerical scores. The algorithms performance is evaluated both in simulation and experimentally for three non-disabled subjects walking inside of a lower-body exoskeleton. ROIAL learns Bayesian posteriors that predict each exoskeleton users utility landscape across four exoskeleton gait parameters. The algorithm discovers both commonalities and discrepancies across users gait preferences and identifies the gait parameters that most influenced user feedback. These results demonstrate the feasibility of recovering gait utility landscapes from limited human trials.
High-performance actuators are crucial to enable mechanical versatility of lower-limb wearable robots, which are required to be lightweight, highly backdrivable, and with high bandwidth. State-of-the-art actuators, e.g., series elastic actuators (SEAs), have to compromise bandwidth to improve compliance (i.e., backdrivability). In this paper, we describe the design and human-robot interaction modeling of a portable hip exoskeleton based on our custom quasi-direct drive (QDD) actuation (i.e., a high torque density motor with low ratio gear). We also present a model-based performance benchmark comparison of representative actuators in terms of torque capability, control bandwidth, backdrivability, and force tracking accuracy. This paper aims to corroborate the underlying philosophy of design for control, namely meticulous robot design can simplify control algorithms while ensuring high performance. Following this idea, we create a lightweight bilateral hip exoskeleton (overall mass is 3.4 kg) to reduce joint loadings during normal activities, including walking and squatting. Experimental results indicate that the exoskeleton is able to produce high nominal torque (17.5 Nm), high backdrivability (0.4 Nm backdrive torque), high bandwidth (62.4 Hz), and high control accuracy (1.09 Nm root mean square tracking error, i.e., 5.4% of the desired peak torque). Its controller is versatile to assist walking at different speeds (0.8-1.4 m/s) and squatting at 2 s cadence. This work demonstrates significant improvement in backdrivability and control bandwidth compared with state-of-the-art exoskeletons powered by the conventional actuation or SEA.
Designing an exoskeleton to reduce the risk of low-back injury during lifting is challenging. Computational models of the human-robot system coupled with predictive movement simulations can help to simplify this design process. Here, we present a study that models the interaction between a human model actuated by muscles and a lower-back exoskeleton. We provide a computational framework for identifying the spring parameters of the exoskeleton using an optimal control approach and forward-dynamics simulations. This is applied to generate dynamically consistent bending and lifting movements in the sagittal plane. Our computations are able to predict motions and forces of the human and exoskeleton that are within the torque limits of a subject. The identified exoskeleton could also yield a considerable reduction of the peak lower-back torques as well as the cumulative lower-back load during the movements. This work is relevant to the research communities working on human-robot interaction, and can be used as a basis for a better human-centered design process.