Robot-Free Demonstrations
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6 papers in the last four weeks, with none the four weeks before. 0.1% of all new papers.
Latest papers 23
Human demonstrations capture diverse scenes and rich whole-body skills without requiring robot teleoperation. Prior work on egocentric transfer has emphasized scene generalization in loco-manipulation under decoupled control, leaving direct transfer of coordinated whole-body skills less explored. We present EgoHumanoid-V2, the first egocentric human-to-humanoid skill transfer framework for coordinated whole-body loco-manipulation. At its core, coarse-to-fine action alignment combines kinematic reference correction with dynamics-aware refinement. It improves end-effector pose accuracy while preserving whole-body coordination. We also use robot-arm rendering and training-time image augmentation to reduce the visual embodiment gap and improve viewpoint robustness. On four real-world tasks, vision-language-action (VLA) policies trained on aligned human data show zero-shot skill transfer without target-task robot demonstrations. Task scores are comparable to those of policies trained on teleoperation data at a lower collection cost. These results support human data as direct skill supervision.
EgoSpeedUp: Transferring Human Manipulation Tempo to Robot Policies
Robot manipulation policies trained through imitation learning inherit not only the demonstrated behavior but also the conservative execution tempo of robot demonstrations. Existing acceleration approaches can execute faster than the original demonstrations, but determine the appropriate acceleration primarily from robot-side information or a predefined set of tempo factors, leaving open how to obtain a task-appropriate reference for how fast each manipulation phase should progress. We introduce EgoSpeedUp, a framework that uses human manipulation as temporal supervision for robot imitation learning. Our key insight is that human demonstrations naturally reveal task-appropriate, phase-wise manipulation tempo. Given slow robot demonstrations and human demonstrations of the same task, EgoSpeedUp aligns corresponding manipulation phases, estimates their relative execution tempos from multiple human demonstrations, and transfers the resulting phase-wise tempo by retiming the robot demonstrations. The retimed demonstrations are then used for standard behavior cloning, allowing the robot to retain its executable manipulation behavior while learning to perform it at a human-informed tempo. Across two real-world manipulation tasks, EgoSpeedUp improves the task success rate by an average of 25 percentage points (pp) while reducing successful execution time by 36.5%. These results demonstrate that human manipulation tempo provides an effective temporal reference for learning faster and more reliable robot policies.
From Instrument-Mounted Demonstrations to In-Vivo Execution: Learning Bimanual Laparoscopic Appendectomy Without Robot-Collected Demonstrations
Most minimally invasive surgery is still performed with hand-held laparoscopic instruments, and the surgeon's instrument kinematics are lost when the operation ends; only the endoscope video is kept. This paper presents an end-to-end pipeline that captures this motion in the operating room and uses it to train a surgical robot policy, validated on live animals. We introduce a surgical instrument-state logger that mounts on the shaft of a standard laparoscopic instrument and recovers its pose and jaw state from an inertial sensor, a time-of-flight sensor and a Hall sensor, with no external camera or tracker. A data pipeline measures the latency of every sensor channel against a robot ground truth and aligns the channels before forming observation-action pairs. On these demonstrations we train a diffusion policy with a fine-tuned DINOv3 backbone, selecting its design by closed-loop rollouts in a physics simulator reconstructed from depth maps of an ex-vivo rabbit appendix. The policy is then retrained on 849 in-vivo demonstrations from four live rabbits and deployed on four additional live rabbits with electrosurgery armed. With the surgeon selecting the surgical phase, the policy completed the appendectomy in three of the four animals. The results show that demonstrations recorded from a surgeon's own instruments are sufficient to train, select and deploy a bimanual surgical policy in vivo. The robot serves only as the timing reference for sensor calibration and as the executor, and collects no demonstrations. Both demonstration corpora are released to support future surgical robot learning research.
Touch2Robot: Robot Touch in the Human Demonstration Loop
Human demonstrations offer a scalable way to collect manipulation data, but their contacts may be unstable or infeasible when transferred to a robot hand. Collecting demonstrations directly on the target robot avoids this mismatch but substantially increases the cost of data collection. To address this trade-off, we present Touch2Robot, a framework that lets humans collect demonstrations while seeing how the target robot hand would contact the object. We capture human hand motion, tactile-glove measurements, and object motion during human manipulation. These recordings guide object-specific RL policies to reproduce the demonstrated object motion while favoring contacts consistent with the recorded human touch. We distill the learned behaviors into a unified real-time retargeter that maps incoming human observations and object geometry to robot hand configurations. During collection, the predicted robot configuration is synchronized with the tracked object pose in simulation to reconstruct robot-object contacts, which are visualized to help the demonstrator adapt subsequent interactions to the target hand. Across four real-world tasks, Touch2Robot improves average real-robot replay completion from 37.9% to 72.1% over visual-only feedback, while reducing the collection time per replay-successful demonstration from 58.6s to 18.2s. Reconstructed target-hand contacts achieve 44.2% F1 against real-robot tactile measurements, and policies trained on Touch2Robot demonstrations improve downstream Diffusion Policy performance by 29.1 percentage points over visual-only feedback. These results show that bringing robot touch into the human demonstration loop improves both the quality and efficiency of scalable dexterous data collection. Project webpage: https://Touch2Robot.github.io/.
ARSTAG: An Agentic Real2Sim2Real System for Task-Specific Robot Data Generation
Adapting visuomotor policies to new manipulation tasks often requires substantial manual engineering or teleoperated data collection. Simulation can provide task-specific data at scale, but constructing the scene, designing expert behavior, and configuring data generation still require significant per-task effort. We present ARSTAG, an agentic Real2Sim2Real system that turns a single RGB image and a natural-language instruction directly into robot policy-learning data. A hierarchy of language agents constructs a task-scoped simulation scene, generates robot-feasible demonstrations, and expands the training distribution through task-consistent randomization, while a coordinator agent manages cross-stage feedback and recovery. Across seven manipulation tasks spanning grasping, placement, and stacking, the ARSTAG-generated demonstrations enable sim-to-real transfer of three visuomotor policy architectures to a dual-arm robot, with pi0.5 achieving an average real-world success rate of 74.6%. Ablations show that task-consistent randomization substantially improves robustness, and policy performance increases with generated dataset size. Project webpage: https://boweili666.github.io/ARSTAG/.
ReShoot: Generative Visual Domain Randomization of Recorded Robot Demonstrations for Visuomotor Policy Learning
Imitation-learned robot policies are frequently overfit to the visual conditions present in their training demonstrations. Consequently, variations in object color or background appearance often induce substantial performance degradation. A common mitigation strategy is to acquire additional demonstrations in each novel visual context; however, this approach is resource-intensive, requiring repeated access to a robot, a controlled environment, and human operation for every appearance condition to be covered. We introduce ReShoot, a framework that synthesizes visual diversity by re-rendering previously recorded demonstrations under altered appearances, thereby shifting the burden from data collection to generation. A vision-language model captions the scene, edits a targeted attribute (e.g., background, object color, or material), and an edge-conditioned video generator re-renders both camera views to match. The instruction is updated accordingly. The action sequence and proprioceptive trajectory are copied verbatim without relabeling, so each generated episode retains the recorded action and proprioceptive labels. On LIBERO, a policy trained on an equal mixture of recorded and re-rendered demonstrations matches the performance of recorded-only training (96.5% vs. 96.9%). Moreover, the mixed training set improves robustness to scene perturbations on LIBERO-Plus (85.5% vs. 82.3%). Across two physical robotic platforms, deploying ReShoot with 43 and 100 pre-collected demonstrations increased the success rate on recolored objects from 0.0% to 42.9% and 47.5%, respectively, while maintaining performance under the original recorded appearance.
From Gameplay to Policy: Towards Scalable Robot Data Collection via Gamified Robot-Free Interaction
Learning generalizable robot manipulation policies requires large-scale and diverse interaction data, yet collecting real-world demonstrations remains costly and difficult to scale. Existing approaches to data collection are either dependent on specific robot hardware that limits crowdsourcing and transferability, or suffer from incomplete annotation and limited behavioral diversity. Inspired by how games sustain long-term human engagement, we explore an alternative paradigm that turns data collection into an engaging gameplay experience and transfers the resulting human manipulation experience to real robots. We present Project Kitchen, a VR-based gamified egocentric data collection platform that elicits diverse, goal-directed manipulation while remaining independent of specific robot embodiments and hardware, making it applicable to broader and potentially large-scale deployment. To bridge the game-to-real gap, we further introduce Game2Policy, which extracts embodiment-invariant affordance cues, including contact points and sub-goal states, from gameplay trajectories. An affordance model is pre-trained on game-collected data and then jointly fine-tuned with downstream policies using only a handful of real-robot demonstrations. Experiments show that Game2Policy improves average success rates by 10.0 points in simulation and 18.3 points on real robots in the few-shot setting. User studies and quantitative analyses further show that Project Kitchen promotes diverse manipulation behaviors and provides an engaging data collection experience. These results demonstrate the potential of gamified virtual environments as a scalable source of manipulation knowledge. The platform and code will be released upon acceptance.
DexDirect: Direct Kinesthetic Arm Guidance for Efficient Dexterous Demonstration Collection
Scalable collection of dexterous manipulation demonstrations remains a major bottleneck for robot learning. High-fidelity interfaces often require costly hardware and extensive setup, while low-setup, low cost alternatives tend to provide less precise control and impose greater cognitive workload on operators. We present DexDirect, a direct kinesthetic arm guidance for efficient dexterous demonstration collection. The operator drags a 6-DoF gravity-compensated robot arm directly by a handle, while a single webcam retargets operator's other hand onto a 16 joints 13-DoF dexterous robot hand. User studies suggest DexDirect collects 17.2x and 3.2x more successful demonstrations compared to purely vision (AnyTeleop) and pose-tracking (TeleDex) baselines. An adapted NASA-TLX shows DexDirect greatly reduces mental demand, effort, and frustration, despite raising physical demand. A diffusion policy trained on DexDirect demonstrations reaches a 90% success rate on a cube pick-and-place task. These results suggest that direct kinesthetic arm guidance combined with vision-based hand retargeting provides an efficient low-setup and scalable interface for collecting dexterous manipulation demonstrations
EgoRecovery: Acquiring Failure Recovery Ability Through Human Recovery Demonstration
Robust embodied robots should be able to recover from failures and retry tasks in order to operate reliably in unstructured and noisy real-world environments. Achieving this capability requires training policies on data that captures recovery behaviors. However, collecting such data through robot teleoperation is difficult to scale, as it is time-consuming to induce diverse failure states, perform corrective actions, and reset the environment. This challenge is further exacerbated by the high diversity of failure modes, which demands substantially more recovery data than success demonstrations. In this work, we show that egocentric human data capturing failure recovery processes provides a scalable alternative. By efficiently arranging task-level failure configurations and recording short recovery segments, human operators can generate more than 10x as much valid recovery data per hour compared to robot teleoperation under our protocol. To address the embodiment gap between human and robot, we propose EgoRecovery, a co-training framework for learning recovery behavior, where human recovery demonstrations are aligned to a compact corrective-intent space shared with robot data, which captures the timing and magnitude of correction. Only a small number of robot recovery demonstrations are required to connect this intent to executable robot actions. At deployment, a learned recovery gate predicts when correction is needed from robot observations and activates the corrective intent only in recovery states. Experiments on real-world recovery tasks show that EgoRecovery improves success from failure starts over robot-only recovery, direct co-training with human recovery data, and direct intent-transfer baselines.
User-Driven Learning from Demonstration: A Trajectory and Impedance Learning Method
This paper presents a method for user-driven robot Learning from Demonstration (LfD) that reduces user effort while ensuring compliant and precise reproduction. The method eliminates repeated teaching for the same task and enables real-time learning from a single demonstration. Demonstrated motions are reproduced with high precision, while impedance variations are learned in real time to provide both compliance and robustness against perturbations. This mitigates potential safety issues in Human-Robot Interaction (HRI) that arise from conventional time-indexed trajectories lacking compliance. The proposed approach integrates a three-dimensional (3D) Fast Diffeomorphic Matching (FDM) algorithm with a Dynamical System (DS)-based motion generator to achieve real-time single-shot demonstration learning and reproduction. An Extended Kalman Filter (EKF) framework compensates for reproduction errors and recovers from external interactions. Furthermore, an impedance parameterization function is incorporated to learn impedance variations from demonstrations and maintain surface contact for specific applications. The proposed approach is validated through comprehensive experiments on a 7 Degree-of-Freedom (DOF) KUKA LWR IV+ robot.
DemoBridge: A Simulation-in-the-Loop Toolkit for Single-View Human Demonstration Retargeting
We present DemoBridge, an toolkit that turns a single-view RGB stereo recording of a human hand demonstration into an executable, physics-validated robot-arm trajectory. Retargeting across the embodiment gap is hard. A robot arm reaches a target with a long, articulated body whose links carry far more collision volume than a hand. Solving inverse kinematics for the mapped end-effector pose often yields no collision-free solution, and a trajectory imposes this at every waypoint. A single view adds noise, leaving the demonstrated reference inaccurate. At the core of DemoBridge is a single collision-aware planner. It optimizes the whole joint trajectory at once, reasoning jointly over alternative grasp poses, whole-arm and grasped-object collision, and fidelity to the demonstrated path. A physics simulator runs in the loop. It validates each phase as it is produced and backtracks on failure, so a demonstration that cannot be reproduced as given is re-planned rather than discarded. The resulting action sequence is dynamically stable and faithful to the demonstrated manipulation. It also doubles as a ready-to-use simulation rollout for policy learning. Grasp timing is inferred automatically, and the perception backends, robot, and pipeline stages are swappable from configuration. We evaluate whole-pipeline retargeting on three real-demonstration tasks and the planner on a controlled synthetic benchmark. Our code is available at https://gitlab.kuleuven.be/u0123974/demo-bridge/ .
MIRTH: Mutual-Information Reasoning with Temporal Hubs for Vision-Language-Action Agents
VLA models have emerged as a powerful paradigm for transferring semantic knowledge from web-scale data to physical robotic control. However, current single-frame architectures suffer from intrinsic limitations: temporal myopia that discards historical dynamics, reasoning gaps between high-level instructions and low-level motor commands, and inference inefficiency due to autoregressive scalar decoding. In this work, we propose MIRTH, a unified framework designed to address these challenges. MIRTH augments a pretrained VLA backbone with three key innovations: (1) dual-scale temporal memory hubs that compress long-term scene evolution and short-term motion trends into compact embeddings; (2) latent reasoning tokens optimized via a mutual-information objective carving out a semantic plan space to align multimodal context with action trajectories; and (3) a parallel action decoding scheme that replaces autoregressive generation with vector-wise prediction to maximize control throughput. Extensive evaluations on the LIBERO simulation benchmark and a real-world LeRobot platform demonstrate that MIRTH achieves state-of-the-art performance and exhibiting emergent error recovery capabilities. The codes and collected datasets are released at http://github.com/kiva12138/mirth.
Behavior Prompting Policy: Demonstrations as Prompts for Manipulation
We study behavior prompting, a paradigm that enables robots to perform new tasks at inference time given a single human demonstration, which we call a behavior prompt. To enable this capability, we present contributions in algorithm, data, and evaluation. For algorithm, we introduce Behavior Prompting Policy (BPP), an in-context visuomotor architecture that translates the behavior prompt and the current observation into robot actions. For data, we identify that task diversity is the primary driver of the prompting capability and introduce iPhUMI, a handheld manipulation interface for collecting diverse training data. For evaluation, we introduce DrawAnything and LIBERO-Gen to evaluate test-time adaptation to unseen drawing and tabletop manipulation tasks. We also demonstrate that iPhUMI serves as a practical interface for specifying behavior prompts at test time, enabling a human to command a robot via a single demonstration to complete known tasks or to define new robot capabilities. Altogether, behavior prompting provides a flexible and scalable way to teach robots new skills without the need for expensive fine-tuning. Our project website is located at https://behavior-prompting.github.io/ .
HumanoidUMI: Bridging Robot-Free Demonstrations and Humanoid Whole-Body Manipulation
High-quality demonstration data are essential for humanoid robot skill learning, especially for whole-body behaviors that require coordinated perception, locomotion, and manipulation. Existing data-collection methods largely rely on robot teleoperation, which is constrained by hardware accessibility, operator expertise, and limited efficiency. Inspired by the Universal Manipulation Interface (UMI), we propose HumanoidUMI, a portable and robot-free framework for humanoid whole-body data collection. HumanoidUMI uses lightweight VR devices and UMI-inspired grippers to collect sparse human keypoint trajectories, wrist-view observations, and gripper actions. These demonstrations train a high-level policy to predict future keypoints, which are retargeted to robot-native whole-body references and executed by a whole-body controller. Experiments in five real-world scenarios demonstrate the effectiveness of the proposed framework and validate the collected demonstrations for transferable humanoid whole-body skill learning.
EgoGuide: Egocentric Guidance for Efficient Robot-Free Demonstration Collection and Learning
Robot learning from real-world demonstrations is currently constrained by data scaling. Universal Manipulation Interface (UMI) provides an efficient robot-free data collection interface, yet current UMI-style pipelines often collect redundant demonstrations and lack global scene context. To improve data efficiency, we present EgoGuide, a collection interface that records synchronized wrist and head/egocentric observations and couples them with online visual-geometric data quality guidance. We also introduce a Gated Egocentric Residual Policy for robust learning from a viewpoint-varying egocentric camera, allowing head/egocentric context to correct ambiguous local observations while preserving stable wrist-view control. Real-world experiments show that EgoGuide reduces the required number of data episodes and improves data efficiency. The residual policy further improves robustness under visual occlusion. Project Page: https://silicx.github.io/EgoGuide
Hierarchical Policies from Verbal and Egocentric Human Signals for Natural Human-Robot Interaction
For natural human-robot interaction, a robot must understand human intent expressed not only through language but also through nonverbal signals such as gestures and gaze. However, current robot policies rely on language instructions as the sole interface for conveying intent, leaving nonverbal signals unused and placing the full burden of communication. In this work, we present EDITH, a robot framework that captures the human's nonverbal signals through continuous streams of first-person view and gaze from smart glasses, and uses them alongside language instructions as inputs to the robot policy. Our hardware system streams the human's first-person view, gaze, and speech to the robot in real time, transcribing the speech into language instructions. To handle these rich but noisy signals, we design a hierarchical policy in which a high-level policy infers the human's intent and produces a sequence of subtasks, where each subtask is represented as a fine-grained instruction paired with a keyframe that grounds the intent in the scene (e.g., the frame where the human points at the target object). A low-level policy then executes these subtasks. In our experiments on human-robot interactive tasks, EDITH enables the robot to act on the human's nonverbal signals even when intent is expressed only briefly, and significantly reduces user effort to convey intent compared to using language instructions alone. Visit our project page for source code and real-robot demo videos.
RDGen: Demonstration Generation for High-Quality Robot Learning via Reinforcement Learning
Vision-Language-Action (VLA) models have emerged as a promising paradigm for general-purpose robot control. However, their performance remains fundamentally constrained by the availability of high-quality robot trajectory data. In current robot learning practice, such data are primarily collected through human teleoperation, which is labor-intensive, costly, and difficult to scale. In this paper, we propose RDGen, a sim-to-real reinforcement learning framework for generating high-quality robot demonstrations. Rather than employing reinforcement learning solely as the final control policy, RDGen leverages trained RL policies as a structured trajectory generator. The system consists of a VLM-based task parser that identifies task-relevant objects, a Grounding DINO-based object localizer, and an RL policy transferred from simulation to the real robot. Successful rollouts are then harvested as clean, high-quality demonstrations for downstream VLA training, while the simulation stage further provides a scalable source of additional trajectories at little marginal cost. Experiments on a pick-and-place task demonstrate that the transferred RL policy achieves a high task success rate. Compared with human teleoperation, RDGen produces significantly smoother trajectories and yields superior downstream VLA performance. These results indicate that RL-generated demonstrations can serve as more reliable and consistent supervisory signals for robot policy learning.
Mitigating State Aliasing in Vision-Language-Action Models via Inverse Dynamics Learning
Vision-Language-Action (VLA) models have emerged as a promising framework that unifies perception, reasoning, and control for robot manipulation by adapting pretrained vision-language models (VLMs) to action prediction. However, VLM-derived representations are often insensitive to subtle visual distinctions required for low-level control, causing state aliasing between visually similar states that require substantially different actions. Prior VLA studies improve visual understanding by generating visual or reasoning outputs, such as future frames, 2D grounding points or traces, or intermediate spatial reasoning steps, but these objectives typically shape the vision encoder only indirectly through end-to-end prediction and do not explicitly analyze state aliasing in the learned visual feature space. To mitigate state aliasing, we introduce inverse dynamics learning as an auxiliary objective that directly supervises the VLA vision encoder. By predicting the action between current and future observations, our objective encourages the encoder to capture fine-grained visual distinctions that determine low-level actions. We further use pseudo-reversed supervision to expose the encoder to a broader range of action directions and improve generalization under limited robot demonstrations. Our method applies to diverse VLA baselines, uses only standard observation-action pairs without additional annotations, and preserves the original inference pipeline at test time. Experiments on CALVIN ABC-D and SimplerEnv show consistent gains across diverse VLA baselines. Frozen-encoder probing and state-feature alignment analyses further show that our method learns state-discriminative visual representations that reduce state aliasing and better align with robot state changes.
MonoDuo: Using One Robot Arm to Learn Bimanual Policies
Bimanual coordination is essential for many real-world manipulation tasks, yet learning bimanual robot policies is limited by the scarcity of bimanual robots and datasets. Single-arm robots, however, are widely available in research labs. Can we leverage them to train bimanual robot policies? We present MonoDuo, a framework for learning bimanual manipulation policies using single-arm robot demonstrations paired with human collaboration. MonoDuo collects data by teleoperating a single-arm robot to perform one side of a bimanual task while a human performs the other, then swapping roles to cover both sides. RGB-D observations from a wrist-mounted and fixed camera are augmented into synthetic demonstrations for target bimanual robots using state-of-the-art hand pose estimation, image and point cloud segmentation, and inpainting. These synthetic demonstrations, grounded in real robot kinematics, are used to train bimanual policies. We evaluate MonoDuo on five tasks: box lifting, backpack packing, cloth folding, jacket zipping, and plate handover. Compared to approaches relying solely on human bimanual videos, MonoDuo enables zero-shot deployment on unseen bimanual robot configurations, achieving success rates up to 70%. With only 25 target robot demonstrations, few-shot finetuning further boosts success rates by 65-70% over training from scratch, demonstrating MonoDuo's effectiveness in efficiently transferring knowledge from single-arm robot data to bimanual robot policies.
How Should We Teach Robots? A Comparison of Kinesthetic, Joystick, and Gesture-Based Teaching
Instructing robots from demonstrations can be done through different teaching modalities, each with different usability and performance trade-offs. This paper compares kinesthetic guidance, joystick teleoperation, and hand gestures in a user study with eight participants. We evaluate replay success, modified NASA-TLX workload, and common teaching errors across three manipulation tasks. Kinesthetic guidance produced the shortest demonstrations, lowest workload, and highest success on the more orientation-sensitive and contact-rich tasks. Joystick teleoperation performed best on simple peg picking. Hand-gesture teaching, although less reliable overall, performed better than expected and in some cases achieved results comparable to kinesthetic guidance.
BifrostUMI: Bridging Robot-Free Demonstrations and Humanoid Whole-Body Manipulation
High-quality demonstration data are essential for humanoid robot skill learning, especially for whole-body behaviors that require coordinated perception, locomotion, and manipulation. Existing data-collection methods largely rely on robot teleoperation, which is constrained by hardware accessibility, operator expertise, and limited efficiency. Inspired by the Universal Manipulation Interface (UMI), we propose BifrostUMI, a portable and robot-free framework for humanoid whole-body data collection. BifrostUMI uses lightweight VR devices and UMI-inspired grippers to collect sparse human keypoint trajectories, wrist-view observations, and gripper actions. These demonstrations train a high-level policy to predict future keypoints, which are retargeted to robot-native whole-body references and executed by a whole-body controller. Experiments in five real-world scenarios demonstrate the effectiveness of the proposed framework and validate the collected demonstrations for transferable humanoid whole-body skill learning.
Where Do Humans Look When Demonstrating to Robots? Human Gaze Behavior in Pick-and-Place Tasks Across Demonstration Devices
Imitation learning for generalizable performance often requires a large volume of demonstration data, making the process significantly costly. One promising strategy to address this challenge is to leverage the cognitive skills of human demonstrators with strong generalization capability, particularly by revealing the underlying task demands reflected in their gaze behavior. However, imitation learning typically involves humans collecting data using demonstration devices that emulate a robot's embodiment and visual condition. This raises the question of how such devices influence gaze behavior. We propose an experimental framework that systematically analyzes human demonstrators' gaze behavior across a spectrum of robot-emulating demonstration devices. Our experimental results show that certain device properties shift gaze from task-goal cues (e.g., objects) toward control-monitoring cues (e.g., the end-effector). Furthermore, these shifts directly affect the performance of typical gaze-based imitation learning models, sometimes degrading it below non-gaze baselines.
Bracing for Impact: Robust Humanoid Push Recovery and Locomotion with Reduced Order Models
Push recovery during locomotion will facilitate the deployment of humanoid robots in human-centered environments. In this paper, we present a unified framework for walking control and push recovery for humanoid robots, leveraging the arms for push recovery while dynamically walking. The key innovation is to use the environment, such as walls, to facilitate push recovery by combining Single Rigid Body model predictive control (SRB-MPC) with Hybrid Linear Inverted Pendulum (HLIP) dynamics to enable robust locomotion, push detection, and recovery by utilizing the robot's arms to brace against such walls and dynamically adjusting the desired contact forces and stepping patterns. Extensive simulation results on a humanoid robot demonstrate improved perturbation rejection and tracking performance compared to HLIP alone, with the robot able to recover from pushes up to 100N for 0.2s while walking at commanded speeds up to 0.5m/s. Robustness is further validated in scenarios with angled walls and multi-directional pushes.