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Speech understanding is a fundamental feature for many applications focused on human-robot interaction. Although many techniques and several services for speech recognition and natural language understanding have been developed in the last years, specific implementation and validation on domestic service robots have not been performed. In this paper, we describe the implementation and the results of a functional benchmark for speech understanding in service robotics that has been developed and tested in the context of different robot competitions: RoboCup@Home, RoCKIn@Home and within the European Robotics League on Service Robots. Different approaches used by the teams in the competitions are presented and the evaluation results obtained in the competitions are discussed.
The elucidation of conformations and relative potential energies (rPEs) of small molecules has a long history across a diverse range of fields. Periodically, it is helpful to revisit what conformations have been investigated and to provide a consistent theoretical framework for which clear comparisons can be made. In this paper, we compute the minima, first- and second-order saddle points, and torsion-coupled surfaces for methanol, ethanol, propan-2-ol, and propanol using consistent high-level MP2 and CCSD(T) methods. While for certain molecules more rigorous methods were employed, the CCSD(T)/aug-cc-pVTZ//MP2/aug-cc-pV5Z theory level was used throughout to provide relative energies of all minima and first-order saddle points. The rPE surfaces were uniformly computed at the CCSD(T)/aug-cc-pVTZ//MP2/aug-cc-pVTZ level. To the best of our knowledge, this represents the most extensive study for alcohols of this kind, revealing some new aspects. Especially for propanol, we report several new conformations that were previously not investigated. Moreover, two metrics are included in our analysis that quantify how the selected surfaces are similar to one another and hence improve our understanding of the relationship between these alcohols.
Motion capture, often abbreviated mocap, generally aims at recording any kind of motion -- be it from a person or an object -- and to transform it to a computer-readable format. Especially the data recorded from (professional and non-professional) human actors are typically used for analysis in e.g. medicine, sport sciences, or biomechanics for evaluation of human motion across various factors. Motion capture is also widely used in the entertainment industry: In video games and films realistic motion sequences and animations are generated through data-driven motion synthesis based on recorded motion (capture) data.
Although the amount of publicly available full-body-motion capture data is growing, the research community still lacks a comparable corpus of specialty motion data such as, e.g. prehensile movements for everyday actions. On the one hand, such data can be used to enrich (hand-over animation) full-body motion capture data - usually captured without hand motion data due to the drastic dimensional difference in articulation detail. On the other hand, it provides means to classify and analyse prehensile movements with or without respect to the concrete object manipulated and to transfer the acquired knowledge to other fields of research (e.g. from 'pure' motion analysis to robotics or biomechanics).
Therefore, the objective of this motion capture database is to provide well-documented, free motion capture data for research purposes.
The presented database GraspDB14 in sum contains over 2000 prehensile movements of ten different non-professional actors interacting with 15 different objects. Each grasp was realised five times by each actor. The motions are systematically named containing an (anonymous) identifier for each actor as well as one for the object grasped or interacted with.
The data were recorded as joint angles (and raw 8-bit sensor data) which can be transformed into positional 3D data (3D trajectories of each joint).
In this document, we provide a detailed description on the GraspDB14-database as well as on its creation (for reproducibility).
Chapter 2 gives a brief overview of motion capture techniques, freely available motion capture databases for both, full body motions and hand motions, and a short section on how such data is made useful and re-used. Chapter 3 describes the database recording process and details the recording setup and the recorded scenarios. It includes a list of objects and performed types of interaction. Chapter 4 covers used file formats, contents, and naming patterns. We provide various tools for parsing, conversion, and visualisation of the recorded motion sequences and document their usage in chapter 5.