Analysis and Perspectives on the ANA Avatar XPRIZE Competition

Analysis and Perspectives on the ANA Avatar XPRIZE Competition

10 Jan 2024 | Kris Hauser, Eleanor 'Nell' Watson, Joonbum Bae, Josh Bankston, Sven Behnke, Bill Borgia, Manuel G. Catalano, Stefano Dafarra, Jan B.F. van Erp, Thomas Ferris, Jeremy Fishel, Guy Hoffman, Serena Ivaldi, Fumio Kanehiro, Abderrahmane Kheddar, Gaelle Lannuzel, Jacquelyn Ford Morie, Patrick Naughton, Steve NGuyen, Paul Oh, Taskin Padir, Jim Pippin, Jaeheung Park, Jean Vaz, Daniele Pucci, Peter Whitney, Peggy Wu, and David Locke
The ANA Avatar XPRIZE was a four-year international competition aimed at developing robotic "avatar" systems that enable human operators to sense, communicate, and act in remote environments as if they were physically present. The competition featured a unique requirement that judges would operate the avatars after minimal training, and systems were evaluated using both objective and subjective metrics. This paper provides a comprehensive analysis of the competition from technical, judging, and organizational perspectives. It examines the technologies and innovations pursued by competing teams, their impact on judges' performance, and subjective survey ratings. The paper also includes insights from team leads, judges, and organizers about the competition's execution and its implications for future telerobotics and telepresence research. Telepresence, Haptics, Teleoperation, Robotics. The ANA Avatar XPRIZE challenged teams to build telerobotic avatars that allow human operators to interact with remote environments. Avatars are designed to enable operators to sense, act, and communicate in remote locations, with applications in telecommuting, emergency response, healthcare, space exploration, and tourism. The competition emphasized making teleoperation accessible to novice users by requiring judges to operate the avatars after minimal training. Teams employed virtual reality, haptics, anthropomorphic grippers, and operator assistance technologies to achieve these goals. The competition consisted of five phases: Team Registration, Team Qualification, Semifinals Qualification and Verification, Semifinals Competition, and Finals Competition. Teams from 16 countries competed in the Semifinals for a $2 million prize, and 17 teams from 10 countries advanced to the Finals for the remaining $8 million prize. The competition evaluated avatars on tasks such as puzzle-solving, business meetings, and museum exploration, with a focus on the operator's sense of presence and communication with the recipient judge. The ANA Avatar XPRIZE competition aimed to advance telerobotics and telepresence technologies by challenging teams to create avatars that enable human operators to interact with remote environments. The competition emphasized accessibility and naturalness of operation, with judges required to operate the avatars after minimal training. Teams employed advanced technologies to enhance immersion and communication, and the competition provided valuable insights into the development of telerobotics and telepresence systems.The ANA Avatar XPRIZE was a four-year international competition aimed at developing robotic "avatar" systems that enable human operators to sense, communicate, and act in remote environments as if they were physically present. The competition featured a unique requirement that judges would operate the avatars after minimal training, and systems were evaluated using both objective and subjective metrics. This paper provides a comprehensive analysis of the competition from technical, judging, and organizational perspectives. It examines the technologies and innovations pursued by competing teams, their impact on judges' performance, and subjective survey ratings. The paper also includes insights from team leads, judges, and organizers about the competition's execution and its implications for future telerobotics and telepresence research. Telepresence, Haptics, Teleoperation, Robotics. The ANA Avatar XPRIZE challenged teams to build telerobotic avatars that allow human operators to interact with remote environments. Avatars are designed to enable operators to sense, act, and communicate in remote locations, with applications in telecommuting, emergency response, healthcare, space exploration, and tourism. The competition emphasized making teleoperation accessible to novice users by requiring judges to operate the avatars after minimal training. Teams employed virtual reality, haptics, anthropomorphic grippers, and operator assistance technologies to achieve these goals. The competition consisted of five phases: Team Registration, Team Qualification, Semifinals Qualification and Verification, Semifinals Competition, and Finals Competition. Teams from 16 countries competed in the Semifinals for a $2 million prize, and 17 teams from 10 countries advanced to the Finals for the remaining $8 million prize. The competition evaluated avatars on tasks such as puzzle-solving, business meetings, and museum exploration, with a focus on the operator's sense of presence and communication with the recipient judge. The ANA Avatar XPRIZE competition aimed to advance telerobotics and telepresence technologies by challenging teams to create avatars that enable human operators to interact with remote environments. The competition emphasized accessibility and naturalness of operation, with judges required to operate the avatars after minimal training. Teams employed advanced technologies to enhance immersion and communication, and the competition provided valuable insights into the development of telerobotics and telepresence systems.
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