How do people prototype hand mechanisms cheaply before committing to a final design?
Re: How do people prototype hand mechanisms cheaply before committing to a final design?
@robertmiller Slight correction, though the overall point stands:
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.
"Torque is a lifestyle."
Re: How do people prototype hand mechanisms cheaply before committing to a final design?
@ethan17 Small correction on one detail:
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.
"The best actuator is the one that doesn't overheat."
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kwameivanov
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Re: How do people prototype hand mechanisms cheaply before committing to a final design?
@rossi30 Slight correction, though the overall point stands:
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.
he/him | robotics hobbyist since the DARPA Grand Challenge days
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michaelroberts
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Re: How do people prototype hand mechanisms cheaply before committing to a final design?
@kwameivanov Agreed, and I'd add:
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.
"The best actuator is the one that doesn't overheat."
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lukas.singh1
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Re: How do people prototype hand mechanisms cheaply before committing to a final design?
@michaelroberts From hands-on experience,
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.
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barbara_liu
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Re: How do people prototype hand mechanisms cheaply before committing to a final design?
@lukas.singh1 One nitpick -
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.
they/them
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freya.sokolov
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Re: How do people prototype hand mechanisms cheaply before committing to a final design?
One nitpick -
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.
Ex-automotive, now full-time robots.
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karen.chen3
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Re: How do people prototype hand mechanisms cheaply before committing to a final design?
Pretty much this. One thing to add:
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.
they/them
Re: How do people prototype hand mechanisms cheaply before committing to a final design?
Here's what I know on this:
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.
Currently: 3D printing my way to bankruptcy.
Re: How do people prototype hand mechanisms cheaply before committing to a final design?
@klewis Small correction on one detail:
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. 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.
they/them