The advent of Industry 4.0 and the ongoing transition to Industry 5.0 have significantly increased the adoption of robotics across various industrial domains. Collaborative robots, known for their ease of installation and safe human interaction, are pivotal in automating complex tasks. However, the growing number of installed robots presents new challenges, particularly in their rapid and intuitive reprogramming. While several methodologies have been proposed for quick robot reprogramming, finding a method that offers intuitive access to advanced functionalities remains difficult. This study explores using a standard input device from the videogame industry for the teleoperated programming of collaborative robots. We compare this approach with kinesthetic teaching, a widely used method for programming collaborative robots. Our experimental evaluation, based on a user study, aims to identify the most user-friendly and intuitive method for programming assembly tasks. The results indicate that users' physical characteristics and confidence in the teleoperation input device significantly impact their performance in teaching assembly tasks.
Towards an Optimized Industrial Teaching Interface for Collaborative Robots: Teleoperation vs. Kinesthetic Approaches
	
	
	
		
		
		
		
		
	
	
	
	
	
	
	
	
		
		
		
		
		
			
			
			
		
		
		
		
			
			
				
				
					
					
					
					
						
							
						
						
					
				
				
				
				
				
				
				
				
				
				
				
			
			
		
			
			
				
				
					
					
					
					
						
							
						
						
					
				
				
				
				
				
				
				
				
				
				
				
			
			
		
		
		
		
	
Diego Dall’Alba
;Fabrizio Boriero
			2024-01-01
Abstract
The advent of Industry 4.0 and the ongoing transition to Industry 5.0 have significantly increased the adoption of robotics across various industrial domains. Collaborative robots, known for their ease of installation and safe human interaction, are pivotal in automating complex tasks. However, the growing number of installed robots presents new challenges, particularly in their rapid and intuitive reprogramming. While several methodologies have been proposed for quick robot reprogramming, finding a method that offers intuitive access to advanced functionalities remains difficult. This study explores using a standard input device from the videogame industry for the teleoperated programming of collaborative robots. We compare this approach with kinesthetic teaching, a widely used method for programming collaborative robots. Our experimental evaluation, based on a user study, aims to identify the most user-friendly and intuitive method for programming assembly tasks. The results indicate that users' physical characteristics and confidence in the teleoperation input device significantly impact their performance in teaching assembly tasks.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.



