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Tetsuya Ogata

Tetsuya Ogata contributes to research discovery and scholarly infrastructure.

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Published work

11 published item(s)

preprint2026arXiv

MSACT: Multistage Spatial Alignment for Stable Low-Latency Fine Manipulation

Real-world fine manipulation, particularly in bimanual manipulation, typically requires low-latency control and stable visual localization, while collecting large-scale data is costly and limited demonstrations may lead to localization drift. Existing approaches make different trade-offs: action-chunking policies such as ACT enable low-latency execution and data efficiency but rely on dense visual features without explicit spatial consistency, generative methods such as Diffusion Policy improve expressiveness but can incur iterative sampling latency, vision-language-action and voxel-based methods enhance generalization and geometric grounding but require higher computational cost and system complexity. We introduce a multistage spatial attention module that extracts stable 2D attention points and jointly predicts future attention sequences with a temporal alignment loss. Built upon ACT with a pretrained ResNet visual prior, a multistage attention module extracts task-relevant 2D attention points as a local spatial modality for action prediction. To maintain consistent object tracking, we introduce a self-supervised objective that aligns predicted attention sequences with visual features from future frames, suppressing drift without keypoint annotations and improving stability of the vision-to-action mapping under limited data. Experiments on simulated and real-world fine manipulation tasks, conducted on the ALOHA bimanual platform, evaluate task success, attention drift, inference latency, and robustness to visual disturbances. Results indicate improvements in localization stability and task performance while maintaining low-latency inference under the tested conditions.

preprint2026arXiv

Proprioception Enhances Vision Language Model in Generating Captions and Subtask Segmentations for Robot Task

From the perspective of future developments in robotics, it is crucial to verify whether foundation models trained exclusively on offline data, such as images and language, can understand the robot motion. In particular, since Vision Language Models (VLMs) do not include low-level motion information from robots in their training datasets, video understanding including trajectory information remains a significant challenge. In this study, we assess two capabilities of VLMs through a video captioning task with low-level robot motion information: (1) automatic captioning of robot tasks and (2) segmentation of a series of tasks. Both capabilities are expected to enhance the efficiency of robot imitation learning by linking language and motion and serve as a measure of the foundation model's performance. The proposed method generates multiple "scene" captions using image captions and trajectory data from robot tasks. The full task caption is then generated by summarizing these individual captions. Additionally, the method performs subtask segmentation by comparing the similarity between text embeddings of image captions. In both captioning tasks, the proposed method aims to improve performance by providing the robot's motion data - joint and end-effector states - as input to the VLM. Simulator experiments were conducted to validate the effectiveness of the proposed method.

preprint2022arXiv

Collision-free Path Planning in the Latent Space through cGANs

We show a new method for collision-free path planning by cGANs by mapping its latent space to only the collision-free areas of the robot joint space. Our method simply provides this collision-free latent space after which any planner, using any optimization conditions, can be used to generate the most suitable paths on the fly. We successfully verified this method with a simulated two-link robot arm.

preprint2022arXiv

Contact-Rich Manipulation of a Flexible Object based on Deep Predictive Learning using Vision and Tactility

We achieved contact-rich flexible object manipulation, which was difficult to control with vision alone. In the unzipping task we chose as a validation task, the gripper grasps the puller, which hides the bag state such as the direction and amount of deformation behind it, making it difficult to obtain information to perform the task by vision alone. Additionally, the flexible fabric bag state constantly changes during operation, so the robot needs to dynamically respond to the change. However, the appropriate robot behavior for all bag states is difficult to prepare in advance. To solve this problem, we developed a model that can perform contact-rich flexible object manipulation by real-time prediction of vision with tactility. We introduced a point-based attention mechanism for extracting image features, softmax transformation for predicting motions, and convolutional neural network for extracting tactile features. The results of experiments using a real robot arm revealed that our method can realize motions responding to the deformation of the bag while reducing the load on the zipper. Furthermore, using tactility improved the success rate from 56.7% to 93.3% compared with vision alone, demonstrating the effectiveness and high performance of our method.

preprint2022arXiv

Deep Active Visual Attention for Real-time Robot Motion Generation: Emergence of Tool-body Assimilation and Adaptive Tool-use

Sufficiently perceiving the environment is a critical factor in robot motion generation. Although the introduction of deep visual processing models have contributed in extending this ability, existing methods lack in the ability to actively modify what to perceive; humans perform internally during visual cognitive processes. This paper addresses the issue by proposing a novel robot motion generation model, inspired by a human cognitive structure. The model incorporates a state-driven active top-down visual attention module, which acquires attentions that can actively change targets based on task states. We term such attentions as role-based attentions, since the acquired attention directed to targets that shared a coherent role throughout the motion. The model was trained on a robot tool-use task, in which the role-based attentions perceived the robot grippers and tool as identical end-effectors, during object picking and object dragging motions respectively. This is analogous to a biological phenomenon called tool-body assimilation, in which one regards a handled tool as an extension of one's body. The results suggested an improvement of flexibility in model's visual perception, which sustained stable attention and motion even if it was provided with untrained tools or exposed to experimenter's distractions.

preprint2022arXiv

Emergence of sensory attenuation based upon the free-energy principle

The brain attenuates its responses to self-produced exteroceptions (e.g., we cannot tickle ourselves). Is this phenomenon, known as sensory attenuation, enabled innately, or acquired through learning? Here, our simulation study using a multimodal hierarchical recurrent neural network model, based on variational free-energy minimization, shows that a mechanism for sensory attenuation can develop through learning of two distinct types of sensorimotor experience, involving self-produced or externally produced exteroceptions. For each sensorimotor context, a particular free-energy state emerged through interaction between top-down prediction with precision and bottom-up sensory prediction error from each sensory area. The executive area in the network served as an information hub. Consequently, shifts between the two sensorimotor contexts triggered transitions from one free-energy state to another in the network via executive control, which caused shifts between attenuating and amplifying prediction-error-induced responses in the sensory areas. This study situates emergence of sensory attenuation (or self-other distinction) in development of distinct free-energy states in the dynamic hierarchical neural system.

preprint2022arXiv

Multi-Fingered In-Hand Manipulation with Various Object Properties Using Graph Convolutional Networks and Distributed Tactile Sensors

Multi-fingered hands could be used to achieve many dexterous manipulation tasks, similarly to humans, and tactile sensing could enhance the manipulation stability for a variety of objects. However, tactile sensors on multi-fingered hands have a variety of sizes and shapes. Convolutional neural networks (CNN) can be useful for processing tactile information, but the information from multi-fingered hands needs an arbitrary pre-processing, as CNNs require a rectangularly shaped input, which may lead to unstable results. Therefore, how to process such complex shaped tactile information and utilize it for achieving manipulation skills is still an open issue. This paper presents a control method based on a graph convolutional network (GCN) which extracts geodesical features from the tactile data with complicated sensor alignments. Moreover, object property labels are provided to the GCN to adjust in-hand manipulation motions. Distributed tri-axial tactile sensors are mounted on the fingertips, finger phalanges and palm of an Allegro hand, resulting in 1152 tactile measurements. Training data is collected with a data-glove to transfer human dexterous manipulation directly to the robot hand. The GCN achieved high success rates for in-hand manipulation. We also confirmed that fragile objects were deformed less when correct object labels were provided to the GCN. When visualizing the activation of the GCN with a PCA, we verified that the network acquired geodesical features. Our method achieved stable manipulation even when an experimenter pulled a grasped object and for untrained objects.

preprint2021arXiv

Spatial Attention Point Network for Deep-learning-based Robust Autonomous Robot Motion Generation

Deep learning provides a powerful framework for automated acquisition of complex robotic motions. However, despite a certain degree of generalization, the need for vast amounts of training data depending on the work-object position is an obstacle to industrial applications. Therefore, a robot motion-generation model that can respond to a variety of work-object positions with a small amount of training data is necessary. In this paper, we propose a method robust to changes in object position by automatically extracting spatial attention points in the image for the robot task and generating motions on the basis of their positions. We demonstrate our method with an LBR iiwa 7R1400 robot arm on a picking task and a pick-and-place task at various positions in various situations. In each task, the spatial attention points are obtained for the work objects that are important to the task. Our method is robust to changes in object position. Further, it is robust to changes in background, lighting, and obstacles that are not important to the task because it only focuses on positions that are important to the task.

preprint2020arXiv

HATSUKI : An anime character like robot figure platform with anime-style expressions and imitation learning based action generation

Japanese character figurines are popular and have pivot position in Otaku culture. Although numerous robots have been developed, less have focused on otaku-culture or on embodying the anime character figurine. Therefore, we take the first steps to bridge this gap by developing Hatsuki, which is a humanoid robot platform with anime based design. Hatsuki's novelty lies in aesthetic design, 2D facial expressions, and anime-style behaviors that allows it to deliver rich interaction experiences resembling anime-characters. We explain our design implementation process of Hatsuki, followed by our evaluations. In order to explore user impressions and opinions towards Hatsuki, we conducted a questionnaire in the world's largest anime-figurine event. The results indicate that participants were generally very satisfied with Hatsuki's design, and proposed various use case scenarios and deployment contexts for Hatsuki. The second evaluation focused on imitation learning, as such method can provide better interaction ability in the real world and generate rich, context-adaptive behavior in different situations. We made Hatsuki learn 11 actions, combining voice, facial expressions and motions, through neuron network based policy model with our proposed interface. Results show our approach was successfully able to generate the actions through self-organized contexts, which shows the potential for generalizing our approach in further actions under different contexts. Lastly, we present our future research direction for Hatsuki, and provide our conclusion.

preprint2020arXiv

Transferable Task Execution from Pixels through Deep Planning Domain Learning

While robots can learn models to solve many manipulation tasks from raw visual input, they cannot usually use these models to solve new problems. On the other hand, symbolic planning methods such as STRIPS have long been able to solve new problems given only a domain definition and a symbolic goal, but these approaches often struggle on the real world robotic tasks due to the challenges of grounding these symbols from sensor data in a partially-observable world. We propose Deep Planning Domain Learning (DPDL), an approach that combines the strengths of both methods to learn a hierarchical model. DPDL learns a high-level model which predicts values for a large set of logical predicates consisting of the current symbolic world state, and separately learns a low-level policy which translates symbolic operators into executable actions on the robot. This allows us to perform complex, multi-step tasks even when the robot has not been explicitly trained on them. We show our method on manipulation tasks in a photorealistic kitchen scenario.

preprint2015arXiv

Symbol Emergence in Robotics: A Survey

Humans can learn the use of language through physical interaction with their environment and semiotic communication with other people. It is very important to obtain a computational understanding of how humans can form a symbol system and obtain semiotic skills through their autonomous mental development. Recently, many studies have been conducted on the construction of robotic systems and machine-learning methods that can learn the use of language through embodied multimodal interaction with their environment and other systems. Understanding human social interactions and developing a robot that can smoothly communicate with human users in the long term, requires an understanding of the dynamics of symbol systems and is crucially important. The embodied cognition and social interaction of participants gradually change a symbol system in a constructive manner. In this paper, we introduce a field of research called symbol emergence in robotics (SER). SER is a constructive approach towards an emergent symbol system. The emergent symbol system is socially self-organized through both semiotic communications and physical interactions with autonomous cognitive developmental agents, i.e., humans and developmental robots. Specifically, we describe some state-of-art research topics concerning SER, e.g., multimodal categorization, word discovery, and a double articulation analysis, that enable a robot to obtain words and their embodied meanings from raw sensory--motor information, including visual information, haptic information, auditory information, and acoustic speech signals, in a totally unsupervised manner. Finally, we suggest future directions of research in SER.