iCub3 Avatar System: Enabling Remote Fully-Immersive Embodiment of Humanoid Robots
Stefano Dafarra, Ugo Pattacini, Giulio Romualdi, Lorenzo Rapetti, Riccardo Grieco, Kourosh Darvish, Gianluca Milani, Enrico Valli, Ines Sorrentino, Paolo Maria Viceconte, Alessandro Scalzo, Silvio Traversaro, Carlotta Sartore, Mohamed Elobaid, Nuno Guedelha, Connor Herron, Alexander Leonessa, Francesco Draicchio, Giorgio Metta, Marco Maggiali, Daniele Pucci
TL;DR
This work tackles remote embodiment of humans in humanoid robots through telexistence by introducing iCub3 as a capable avatar platform and a generic, multi-modal avatar system. The authors combine locomotive, manipulation, speech, and facial expression control with rich sensory feedback (visual, auditory, haptic, weight, touch) and validate across remote demonstrations, live-stage engagement, and ANA Avatar XPrize scenarios. They deploy a modular, agile development approach leveraging lightweight operator wearables (iFeel, VR gear, trackers) and multiple locomotion interfaces (Virtualizer and iFeel Walking), achieving teleoperation over hundreds of kilometers with bipedal capabilities. The study yields practical design guidance on balancing transparency and operator effort, modularity and usability, and off-the-shelf versus in-house technologies, contributing a concrete blueprint for immersive humanoid telepresence with real-world applicability and competition relevance.
Abstract
We present an avatar system designed to facilitate the embodiment of humanoid robots by human operators, validated through iCub3, a humanoid developed at the Istituto Italiano di Tecnologia (IIT). More precisely, the contribution of the paper is twofold: first, we present the humanoid iCub3 as a robotic avatar which integrates the latest significant improvements after about fifteen years of development of the iCub series; second, we present a versatile avatar system enabling humans to embody humanoid robots encompassing aspects such as locomotion, manipulation, voice, and face expressions with comprehensive sensory feedback including visual, auditory, haptic, weight, and touch modalities. We validate the system by implementing several avatar architecture instances, each tailored to specific requirements. First, we evaluated the optimized architecture for verbal, non-verbal, and physical interactions with a remote recipient. This testing involved the operator in Genoa and the avatar in the Biennale di Venezia, Venice - about 290 Km away - thus allowing the operator to visit remotely the Italian art exhibition. Second, we evaluated the optimised architecture for recipient physical collaboration and public engagement on-stage, live, at the We Make Future show, a prominent world digital innovation festival. In this instance, the operator was situated in Genoa while the avatar operates in Rimini - about 300 Km away - interacting with a recipient who entrusted the avatar a payload to carry on stage before an audience of approximately 2000 spectators. Third, we present the architecture implemented by the iCub Team for the ANA Avatar XPrize competition.
