Publications.

Fall Prediction for Bipedal Robots: The Standing Phase

M. E. Mungai and J. Grizzle, “Fall Prediction for Bipedal Robots: The Standing Phase,” arXiv preprint arXiv:2309.14546 (2023) (Accepted to ICRA 2024)

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  • This paper presents a novel approach to fall prediction for bipedal robots, specifically targeting the detection of potential falls while standing caused by abrupt, incipient, and intermittent faults. Leveraging a 1D convolutional neural network (CNN), our method aims to maximize lead time for fall prediction while minimizing false positive rates. The proposed algorithm uniquely integrates the detection of various fault types and estimates the lead time for potential falls. Our contributions include the development of an algorithm capable of detecting abrupt, incipient, and intermittent faults in full-sized robots, its implementation using both simulation and hardware data for a humanoid robot, and a method for estimating lead time. Evaluation metrics, including false positive rate, lead time, and response time, demonstrate the efficacy of our approach. Particularly, our model achieves impressive lead times and response times across different fault scenarios with a false positive rate of 0. The findings of this study hold significant implications for enhancing the safety and reliability of bipedal robotic systems.

Optimizing Lead Time in Fall Detection for a Planar Bipedal Robot

M. E. Mungai and  J. Grizzle, "Optimizing Lead Time in Fall Detection for a Planar Bipedal Robot," 2023 3rd International Conference on Electrical, Computer, Communications and Mechatronics Engineering (ICECCME), Tenerife, Canary Islands, Spain, 2023, pp. 1-7, doi: 10.1109/ICECCME57830.2023.10253317.

 
  • For legged robots to operate in complex terrains, they must be robust to the disturbances and uncertainties they encounter. This paper contributes to enhancing robustness through the design of fall detection/prediction algorithms that will provide sufficient lead time for corrective motions to be taken. Falls can be caused by abrupt (fast-acting), incipient (slow-acting), or intermittent (non-continuous) faults. Early fall detection is a challenging task due to the masking effects of controllers (through their disturbance attenuation actions), the inverse relationship between lead time and false positive rates, and the temporal behavior of the faults/underlying factors. In this paper, we propose a fall detection algorithm that is capable of detecting both incipient and abrupt faults while maximizing lead time and meeting desired thresholds on the false positive and negative rates.

Feedback Control Design for Robust Comfortable Sit-to-Stand Motions of 3D Lower-Limb Exoskeletons

M. E. Mungai and J. W. Grizzle, "Feedback Control Design for Robust Comfortable Sit-to-Stand Motions of 3D Lower-Limb Exoskeletons," in IEEE Access, vol. 9, pp. 122-161, 2021, doi: 10.1109/ACCESS.2020.3046446.

 
  • Lower-limb exoskeletons provide people who suffer from lower limb impairments with an opportunity to stand up and ambulate. Standing up is a crucial task for lower-limb exoskeletons as it allows the user to transfer to the exoskeleton from a wheelchair, with no assistance, and can be a precursor to walking. Achieving a safe sit-to-stand motion for the exoskeleton + user system can be challenging because of the need to balance user comfort while respecting hardware bounds and being robust to changes in the user characteristics and the user's environment. We successfully achieve safe sit-to-stand motions by using constrained optimization to generate two types of dynamic sit-to-stand motions based on two hybrid system descriptions for the exoskeleton, Atalante. Due to the highly constrained nature of the equations of motions, we introduce a method to systematically design virtual constraints for highly constrained systems. We also design two quadratic program-based computed-torque controllers to achieve the sit-to-stand motion and to safely come to a stop in a standing position. We then analyze the closed-loop behaviors of the two sit-to-stand motions under the two controllers using physically motivated robustness tests. The criteria used to determine a successful sit-to-stand motion are: tracking error, the pitch acceleration of the torso, the amount of user force needed to perform the motion, and the adherence to the Zero Moment Point (ZMP), friction, and joint constraints.

Feedback Control of an Exoskeleton for Paraplegics: Toward Robustly Stable, Hands-Free Dynamic Walking

O. Harib et al., "Feedback Control of an Exoskeleton for Paraplegics: Toward Robustly Stable, Hands-Free Dynamic Walking," in IEEE Control Systems Magazine, vol. 38, no. 6, pp. 61-87, Dec. 2018, doi: 10.1109/MCS.2018.2866604.

 
  • "I will never forget the emotion of my first steps […]," were the words of Fran?oise, the first user during initial trials of the exoskeleton ATALANTE [1]. "I am tall again!" were the words of Sandy (the fourth user) after standing up in the exoskeleton. During these early tests, complete paraplegic patients dynamically walked up to 10 m without crutches or other assistance using a feedback control method originally invented for bipedal robots. As discussed in "Summary," this article describes the hardware (shown in Figure 1) that was designed to achieve hands-free dynamic walking, the control laws that were deployed (and those being developed) to provide enhanced mobility and robustness, and preliminary test results. In this article, dynamic walking refers to a motion that is orbitally stable as opposed to statically stable.

E-Blox and Eclipse: Electronic Building Blocks and STEM Gaming Platform

Shaylin Collins, Margaret Eva Mungai and Daisy Rojas, "E-Blox and Eclipse: Electronic Building Blocks and STEM Gaming Platform," in The MANE Journal for Studen Research, Innovation, and Design, Vol. 2,pp. 61-64, 2017

 
  • Science, Technology, Engineering, and Mathematics (STEM) fields lack racial and gender diversity. This is assumed to be due to lack of exposure to STEM fields at young ages. To increase STEM exposure and change perceptions, a toy was developed that stimulates interest in STEM among elementary school children in a non-intimidating and interesting way. The toy consists of a video gaming network that teaches STEM concepts in conjunction with a set of building blocks containing circuit components. In the game, children are given a “mission” that involves building a circuit using the block components. Children then take a picture of the blocks and the game, using color recognition software, recognizes if the mission was successfully completed.