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Immersive remote telerobotics: foveated unicasting and remote visualization for intuitive interaction

Published online by Cambridge University Press:  30 October 2024

Yonas T. Tefera*
Affiliation:
Advanced Robotics, Istituto Italiano di Tecnologia (IIT), Genova, Italy
Yaesol Kim
Affiliation:
Advanced Robotics, Istituto Italiano di Tecnologia (IIT), Genova, Italy
Sara Anastasi
Affiliation:
Istituto Nazionale per l’Assicurazione contro gli Infortuni sul Lavoro (INAIL), Rome, Italy
Paolo Fiorini
Affiliation:
Department of Computer Science, University of Verona, Verona, Italy
Darwin G. Caldwell
Affiliation:
Advanced Robotics, Istituto Italiano di Tecnologia (IIT), Genova, Italy
Nikhil Deshpande
Affiliation:
Advanced Robotics, Istituto Italiano di Tecnologia (IIT), Genova, Italy
*
Corresponding author: Yonas Teodros Tefera; Email: yonas.tefera@iit.it
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Abstract

Precise and efficient performance in remote robotic teleoperation relies on intuitive interaction. This requires both accurate control actions and complete perception (vision, haptic, and other sensory feedback) of the remote environment. Especially in immersive remote teleoperation, the complete perception of remote environments in 3D allows operators to gain improved situational awareness. Color and Depth (RGB-D) cameras capture remote environments as dense 3D point clouds for real-time visualization. However, providing enough situational awareness needs fast, high-quality data transmission from acquisition to virtual reality rendering. Unfortunately, dense point-cloud data can suffer from network delays and limits, impacting the teleoperator’s situational awareness. Understanding how the human eye works can help mitigate these challenges. This paper introduces a solution by implementing foveation, mimicking the human eye’s focus by smartly sampling and rendering dense point clouds for an intuitive remote teleoperation interface. This provides high resolution in the user’s central field, which gradually reduces toward the edges. However, this systematic visualization approach in the peripheral vision may benefit or risk losing information and burdening the user’s cognitive load. This work investigates these advantages and drawbacks through an experimental study and describes the overall system, with its software, hardware, and communication framework. This will show significant enhancements in both latency and throughput, surpassing 60% and 40% improvements in both aspects when compared with state-of-the-art research works. A user study reveals that the framework has minimal impact on the user’s visual quality of experience while helping to reduce the error rate significantly. Further, a 50% reduction in task execution time highlights the benefits of the proposed framework in immersive remote telerobotics applications.

Information

Type
Research Article
Copyright
© The Author(s), 2024. Published by Cambridge University Press
Figure 0

Figure 1. Three-dimensional point partitioning – The surfel point P$(px,py,pz)$ is classified using the ray $\textbf{L}$ cast from the point of origin H$(hx,hy,hz)$.

Figure 1

Table I. Comparison of different state-of-the-art research works in foveated rendering.

Figure 2

Figure 2. Proposed telerobotics interface: A user teleoperating a remote robotic arm using the HTC VIVE focus virtual reality (VR) system. The Unreal VR graphics engine provides immersive visualization. Remote RGB-D camera provides foveated point cloud in real-time.

Figure 3

Figure 3. Proposed interface: A user teleoperating a remote robotic arm using the HTC VIVE focus virtual reality (VR) system. Unreal VR graphics engine provides immersive visualization. Remote RGB-D camera provides foveated point cloud in real-time.

Figure 4

Figure 4. A) Photoreceptor distribution in the retina and retinotopic organization, image adapted from ref. [43]. B) minimum angle of resolution against eccentricity for the retinal regions $(R0 - R5)$, based on Eq. (1).

Figure 5

Table II. Human retinal regions and their sizes in diameter and angles (derived from [44]).

Figure 6

Figure 5. A schematic showing the coordinate system on the remote and operator sites.

Figure 7

Algorithm 1. 3d Point Partitioning Algorithm

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Figure 6. Foveated point-cloud sampling example showing the different voxel grid sizes for the different regions.

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Figure 7. Sample frames from three of the four evaluation datasets.

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Figure 8. Visual search: Target and distractors sharing similar color.

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Figure 9. The foveated conditions and the color-coded map for the volumetric density estimation for the LIV dataset using Eq. (14) and plotted by CloudCompare [57] using radius of R = 0.019809.

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Table III. Mean number of points per frame.

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Table IV. Compressed bandwidth (MBytes/sec; top row) and latency (ms; bottom row).

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Table V. Sample comparison of averaged system components execution times per frame for the OFF and LIV datasets.

Figure 15

Figure 10. Volumetric density-based peak signal-to-noise ratio for all experimental conditions and data-sets.

Figure 16

Figure 11. Mean opinion score (MOS) and Standard deviation (SD) with error bars for the Quality of Experience (QoE) metric.

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Figure 12. Reaction time as a function of experimental conditions.

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Figure 13. Benefit-cost ratio against different conditions.

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Figure 14. Teleoperation experimental setup, a virtual model of the robot, and point clouds streamed in FREF and F2 experimental conditions.

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Figure 15. Participants’ execution time results for FREF and F2 conditions.

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Figure 16. Percentage of errors per number of trials in FREF and F2 conditions.