How do you even benchmark 'dexterity' across different hand designs?
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servoken70
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Re: How do you even benchmark 'dexterity' across different hand designs?
Genuinely curious -
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.
Watching this space closely since 2019.
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scott.andersson5
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Re: How do you even benchmark 'dexterity' across different hand designs?
I dealt with almost this exact situation.
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.
Re: How do you even benchmark 'dexterity' across different hand designs?
@scott.andersson5 Here's the relevant bit as far as I understand it:
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. 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.
Watching this space closely since 2019.
Re: How do you even benchmark 'dexterity' across different hand designs?
@choi98 One nitpick -
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. 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.
"The best actuator is the one that doesn't overheat."
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pierregreen
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Re: How do you even benchmark 'dexterity' across different hand designs?
Pretty much this. One thing to add:
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.
she/her
Re: How do you even benchmark 'dexterity' across different hand designs?
@pierregreen +1 to this. Worth adding:
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.
Makes me wonder how this looks in another five years.
Re: How do you even benchmark 'dexterity' across different hand designs?
Short answer:
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. 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.
Makes me wonder how this looks in another five years.
he/him
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giulia.roberts4
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Re: How do you even benchmark 'dexterity' across different hand designs?
Can I ask a dumb follow-up -
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."