How do you even benchmark 'dexterity' across different hand designs?

End effectors, dexterous hands, tendon drives, tactile fingertips, grasp planning, and teleoperation.
cynthia.muller
Posts: 135
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How do you even benchmark 'dexterity' across different hand designs?

Post by cynthia.muller »

Genuinely split on this one, wanted outside opinions. 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. 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. Feel free to tell me I'm overthinking this.
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chloe_jack
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Re: How do you even benchmark 'dexterity' across different hand designs?

Post by chloe_jack »

Worth being a little skeptical of the marketing angle here. 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.
"The best actuator is the one that doesn't overheat."
matthew43
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Re: How do you even benchmark 'dexterity' across different hand designs?

Post by matthew43 »

Can I ask a dumb follow-up - 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.
he/him | robotics hobbyist since the DARPA Grand Challenge days
jonathan.rao1
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Re: How do you even benchmark 'dexterity' across different hand designs?

Post by jonathan.rao1 »

@matthew43 Not to derail, but this reminds me of something adjacent: 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. 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.
Currently: 3D printing my way to bankruptcy.
kim37
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Re: How do you even benchmark 'dexterity' across different hand designs?

Post by kim37 »

@jonathan.rao1 One nitpick - 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. 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.
sarah.santos3
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Re: How do you even benchmark 'dexterity' across different hand designs?

Post by sarah.santos3 »

@kim37 Short answer: 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. 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.
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jwang
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Re: How do you even benchmark 'dexterity' across different hand designs?

Post by jwang »

@sarah.santos3 Minor factual note: 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. 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.
diego.moore6
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Re: How do you even benchmark 'dexterity' across different hand designs?

Post by diego.moore6 »

@jwang Same conclusion I've come to. Also worth noting: 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. Reminds me a bit of the early drone hobbyist scene, honestly.
Building > buying.
karen.chen3
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Re: How do you even benchmark 'dexterity' across different hand designs?

Post by karen.chen3 »

@diego.moore6 Short answer: 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. 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.
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olga_lind
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Re: How do you even benchmark 'dexterity' across different hand designs?

Post by olga_lind »

Agreed, and I'd add: 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.
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