How do people prototype hand mechanisms cheaply before committing to a final design?
How do people prototype hand mechanisms cheaply before committing to a final design?
Something I keep coming back to and can't quite settle on my own.
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. 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.
Interested in both agreement and pushback here.
she/her
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cynthia.muller
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Re: How do people prototype hand mechanisms cheaply before committing to a final design?
@erik_novi Tangent, but worth mentioning:
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.
Opinions my own, not my employer's.
Re: How do people prototype hand mechanisms cheaply before committing to a final design?
This matches something I went through recently.
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. 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.
"Torque is a lifestyle."
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servosan90
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Re: How do people prototype hand mechanisms cheaply before committing to a final design?
Sorry if this is a basic question, but
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.
he/him
Re: How do people prototype hand mechanisms cheaply before committing to a final design?
@servosan90 I see it a little differently.
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.
Re: How do people prototype hand mechanisms cheaply before committing to a final design?
Counterpoint:
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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donna_wata
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Re: How do people prototype hand mechanisms cheaply before committing to a final design?
@johnrossi Here's what I know on this:
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. 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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timothy.roberts2
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Re: How do people prototype hand mechanisms cheaply before committing to a final design?
Just to be precise about one thing:
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. 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.
Totally unrelated but has anyone else noticed how fast component costs are dropping this year.
she/her | grad student, biped locomotion
Re: How do people prototype hand mechanisms cheaply before committing to a final design?
I dealt with almost this exact situation.
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.
Watching this space closely since 2019.
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robertmiller
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Re: How do people prototype hand mechanisms cheaply before committing to a final design?
This is a great summary, thanks.
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. 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.
Ex-automotive, now full-time robots.