Underactuated hands - clever hack or a dead end for dexterity?

End effectors, dexterous hands, tendon drives, tactile fingertips, grasp planning, and teleoperation.
erik_novi
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Underactuated hands - clever hack or a dead end for dexterity?

Post by erik_novi »

Trying to organize my own thinking on this, so bear with me. Palm sensing gets less attention than fingertip sensing, but a lot of power grasps (holding a box, a tool handle) rely more on palm and lateral finger contact than fingertip contact, so under-sensing the palm can leave a real blind spot in grasp confidence. Vision-based grasp confidence estimation (predicting success before attempting a grasp) and tactile-based confirmation (confirming after contact) are complementary rather than competing - vision helps you choose a grasp, tactile tells you if it actually worked. Curious to hear how others see this.
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deborahperez
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Re: Underactuated hands - clever hack or a dead end for dexterity?

Post by deborahperez »

Thanks for laying this out, genuinely useful. Compliant wrists that absorb impact during a bad approach or misjudged contact reduce mechanical stress on the whole arm, which matters a lot for long-term reliability even though it's a less visible feature than the hand itself. Underactuated hands (fewer actuators than joints, using mechanical coupling to shape the grasp) are a reasonable engineering compromise for robust power grasps on a budget, but they generally can't do fine in-hand manipulation the way a fully actuated hand can.
yuki71
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Re: Underactuated hands - clever hack or a dead end for dexterity?

Post by yuki71 »

@deborahperez Appreciate the detailed answer. A lot of the manipulation shown in production demos still leans heavily on teleoperation, particularly for anything involving fine force control or novel objects - autonomous grasp success rates on genuinely unstructured, previously-unseen clutter are still well below what teleoperation can achieve. Object occlusion by the robot's own hand during the final approach to a grasp is a common and annoying perception problem - the closer the hand gets to a good grasp position, the more it blocks the camera's view of exactly what it's about to grab.
he/him | robotics hobbyist since the DARPA Grand Challenge days
park44
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Re: Underactuated hands - clever hack or a dead end for dexterity?

Post by park44 »

@yuki71 This is exactly the kind of context I was looking for. Payload-to-hand-weight ratio varies a lot across current dexterous hands, and it's a meaningful tradeoff - more DoF and finer sensing generally means more actuators and mass in the hand itself, which eats into the arm's usable payload budget. Reminds me a bit of the early drone hobbyist scene, honestly.
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choi98
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Re: Underactuated hands - clever hack or a dead end for dexterity?

Post by choi98 »

I see it a little differently. In-hand reorientation (repositioning a grasped object without setting it down) is one of the more advanced manipulation skills, requiring either a highly dexterous hand with enough DoF or clever use of gravity and controlled slipping - it's an active research area rather than a solved problem. Wet, oily, or otherwise low-friction objects are still a genuine edge case for most current hands, since tactile sensing and grasp-force controllers are typically tuned and validated on dry, higher-friction test objects.
Watching this space closely since 2019.
chloe_jack
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Re: Underactuated hands - clever hack or a dead end for dexterity?

Post by chloe_jack »

Slightly off-topic, but related: Figure's fourth-generation Dexterous Hand (on Figure 02/03) reportedly offers 16 degrees of freedom per hand with sensors integrated into each finger, aimed at fine force control tasks like handling small electronic components without crushing them. Bimanual manipulation - two arms coordinating on one task - is harder than it looks mostly because of the added degrees of freedom and the timing/force coordination required; a lot of 'two-handed' demos are actually closer to two independent single-hand tasks done in sequence.
"The best actuator is the one that doesn't overheat."
dubois35
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Re: Underactuated hands - clever hack or a dead end for dexterity?

Post by dubois35 »

Minor factual note: Tendon-driven fingers let you move the heavier actuators back into the palm or forearm, keeping the fingers themselves light and fast, but they introduce cable routing, tensioning, and long-term wear problems that direct-actuated fingers don't have.
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camila.jackson0
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Re: Underactuated hands - clever hack or a dead end for dexterity?

Post by camila.jackson0 »

@dubois35 Here's the relevant bit as far as I understand it: Grasp planning for deformable or non-rigid objects (bags, cables, cloth) remains one of the genuinely unsolved problems in manipulation - rigid-body grasp models simply don't capture how the object will behave once contact starts. Cable routing through a wrist joint with multiple degrees of freedom is a genuinely tricky mechanical design problem - tendons and wiring both need enough slack to avoid binding through the full range of motion without tangling or fraying over thousands of cycles.
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emilyperez
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Re: Underactuated hands - clever hack or a dead end for dexterity?

Post by emilyperez »

Same conclusion I've come to. Also worth noting: Tendon-driven fingers let you move the heavier actuators back into the palm or forearm, keeping the fingers themselves light and fast, but they introduce cable routing, tensioning, and long-term wear problems that direct-actuated fingers don't have. Imitation learning from human demonstration video (without robot teleoperation data) is an appealing way to scale up training data cheaply, but it runs into the embodiment gap - human hand kinematics and force profiles don't map directly onto a robot hand's very different mechanism.
park44
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Re: Underactuated hands - clever hack or a dead end for dexterity?

Post by park44 »

@emilyperez Counterpoint: Vision-based grasp confidence estimation (predicting success before attempting a grasp) and tactile-based confirmation (confirming after contact) are complementary rather than competing - vision helps you choose a grasp, tactile tells you if it actually worked.
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