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Oct 30

DexJoCo-X: Benchmarking Action Representations for Multi-Hand Dexterous Manipulation

As dexterous hands proliferate, collecting data and training policies separately for every morphology becomes increasingly impractical. Scalable cross-embodiment learning therefore requires a unified representation that captures shared manipulation structure while preserving morphology-specific control. Differences in hands, tasks, datasets, and control interfaces prevent existing studies from isolating the effects of representation, pretraining, and architecture. We introduce DexJoCo-X, a benchmark and toolkit for controlled comparison across seven representative dexterous hands, six single-arm and bimanual tasks, and 2,100 balanced demonstrations. DexJoCo-X provides a matched multi-hand, multi-task protocol with common scenes, success criteria, and execution interfaces, redesigned glove-to-hand mappings, and an automated pipeline that expands reviewed demonstrations across randomized scenes. Using π_{0.5}, Ego-Pi, and Being-H0.5, we examine whether a shared action interface is sufficient for multi-hand learning. Expanding π_{0.5} to an 80-dimensional bimanual output yields near-zero success. Ego-Pi preserves the pretrained action head through interleaved prediction and supports per-hand multi-task learning, but remains ineffective for seven-hand joint training. By contrast, Being-H0.5 combines cross-embodiment pretraining, a unified action space, and embodiment-aware experts, enabling one policy to control all seven hands. Within this architecture, function-aligned action slots achieve 47.7% mean success, compared with 47.0% for native coordinates and 33.1% for DexLatent. These results show that cross-embodiment representation depends on the entire learning system: action coordinates, pretraining, and architecture must jointly separate shared manipulation structure from embodiment-specific control.

  • 4 authors
·
Oct 1

ORCA: A Platform for Open-Source Dexterity Research

Robotics manipulation research increasingly focuses on two-finger parallel grippers for their effectiveness, affordability, and ease of teleoperation. Grippers are nonetheless limited by their form factor, often requiring bimanual setups even for simple reorientation tasks. Anthropomorphic hands are a more natural platform for dexterous robot learning -- closer to the human hand, and capable of learning from human video -- yet they remain hard to use in learning research: even where open and accessible hand hardware exists, the software for control, simulation, teleoperation, and retargeting is scattered in one-off code bases, and largely disconnected from the robot-learning ecosystem. In this work, we introduce the \orca~learning stack, an open-source research stack for dexterity as a first-class robot learning domain. Our \orca~stack unifies low-level control, simulation, teleoperation from a range of consumer platforms, and hand retargeting, behind a single interface, and integrates natively with popular robot-learning frameworks such as \lerobot, so dexterous hand researchers can leverage the same data, training, and evaluation pipelines used for non-dexterous robot learning. We demonstrate a complete end-to-end workflow, collecting expert demonstrations of an in-hand reorientation task by teleoperation with a consumer-grade VR headset, training an autonomous policy with \lerobot, and evaluating the learned policy in a fully reproducible and observable setup. We open-source the entire stack as a shared, reproducible foundation for dexterous-manipulation research.

  • 4 authors
·
Jun 11

CoorDex: Coordinating Body and Hand Priors for Continuous Dexterous Humanoid Loco-Manipulation

Humanoid loco-manipulation is often simplified into a stop-and-go process: walking to an object, stopping to manipulate it, and then resuming locomotion. It also commonly relies on low degree-of-freedom (DoF) end effectors that behave like an open-close grasp primitive. We introduce CoorDex, a learning pipeline that converts high-dimensional body and dexterous hand control into coordinated latent residual control, enabling high-DoF dexterous loco-manipulation on the move. Starting from simulated whole-body and hand demonstrations, CoorDex trains privileged motion tracking teachers for the humanoid body and dexterous hand, distills them into proprioception-conditioned latent priors, and uses the frozen priors as the action space for downstream residual reinforcement learning. A coordinated latent residual policy composes these priors through shared task context and separate body-hand residual heads, preserving natural whole-body motion while improving finger-level contact reliability. CoorDex enables a Unitree G1 humanoid with a 20-DoF WUJI hand to execute dexterous manipulation while in motion, including non-stop bottle grasping and carrying, fridge door opening on the move, and cube pick-and-turn. Ablations on the walk-grasp-carry task show that joint-space PPO, joint-space hand control, and monolithic latent prediction all fail under the same reward budget, while the latent-prior interface and coordinated residual structure make high-dimensional contact-rich loco-manipulation trainable. Project Page: https://skevinci.github.io/coordex/

  • 6 authors
·
Jun 21

Bench2Dex: Benchmarking Visuo-Tactile Bimanual Dexterous Manipulation Across Dexterous Hands

Tactile sensing provides contact information that can be difficult to infer from vision alone, but tactile hardware for dexterous hands has not converged to a common design. Dexterous hands differ in finger structure, contact surfaces, and sensor layouts, while simulated tactile signals still differ from measurements produced by physical sensors. These factors make it difficult to study visuo-tactile manipulation across diverse dexterous hands within a consistent experimental setting. We present Bench2Dex, a simulation benchmark for visuo-tactile bimanual manipulation across 12 dexterous hands. We adapt existing robot models with a shared simulated tactile interface that converts local contact geometry into image-like tactile observations. The interface provides a consistent observation format across different hand morphologies without attempting to reproduce the output of a specific physical tactile sensor. Bench2Dex includes 26 bimanual manipulation tasks that involve tool use, articulated-object interaction, and multi-stage manipulation, together with about 1.3K human-teleoperated demonstrations. The benchmark provides synchronized visual, tactile, proprioceptive, action, and object-state observations, together with executable task metrics. For robustness, we group seven perturbation types into invariance axis, where the correct action does not change, and equivariance axis, where the correct action changes together with the perturbation. We evaluate ACT, Diffusion Policy, pi0.5, and GR00T N1.5 on Bench2Dex and report their performance and failure modes. Bench2Dex is meant as a platform for studying visuo-tactile learning across dexterous hands. It does not assume that simulated tactile observations can replace real tactile sensing; it offers a shared setting for algorithm development while tactile hardware and simulation models are still evolving.

  • 24 authors
·
Sep 13

MILE: A Mechanically Isomorphic Exoskeleton Data Collection System with Fingertip Visuotactile Sensing for Dexterous Manipulation

Imitation learning provides a promising approach to dexterous hand manipulation, but its effectiveness is limited by the lack of large-scale, high-fidelity data. Existing data-collection pipelines suffer from inaccurate motion retargeting, low data-collection efficiency, and missing high-resolution fingertip tactile sensing. We address this gap with MILE, a mechanically isomorphic teleoperation and data-collection system co-designed from human hand to exoskeleton to robotic hand. The exoskeleton is anthropometrically derived from the human hand, and the robotic hand preserves one-to-one joint-position isomorphism, eliminating nonlinear retargeting and enabling precise, natural control. The exoskeleton achieves a multi-joint mean absolute angular error below one degree, while the robotic hand integrates compact fingertip visuotactile modules that provide high-resolution tactile observations. Built on this retargeting-free interface, we teleoperate complex, contact-rich in-hand manipulation and efficiently collect a multimodal dataset comprising high-resolution fingertip visuotactile signals, RGB-D images, and joint positions. The teleoperation pipeline achieves a mean success rate improvement of 64%. Incorporating fingertip tactile observations further increases the success rate by an average of 25% over the vision-only baseline, validating the fidelity and utility of the dataset. Further details are available at: https://sites.google.com/view/mile-system.

  • 9 authors
·
Nov 29, 2025

DragMesh-2: Physically Plausible Dexterous Hand-Object Interaction with Articulated Objects

Dexterous interaction with articulated objects is important for household, assistive, and humanoid manipulation, where multi-finger hands can provide compliant contact patterns beyond parallel-jaw grasping. However, articulated-object manipulation differs from static-object manipulation: the target part cannot be directly actuated, and its motion must emerge through sustained physical hand--handle contact. This makes the transition from object-centric articulated generation to hand-driven dexterous hand--object interaction non-trivial, since geometric trajectory replay or open-loop execution does not model the contact dynamics required to move the articulated part. Moreover, policies trained only for task completion under fixed dynamics can overfit nominal contact loads, especially without tactile or force feedback, and may degrade when the contact load changes. To address these challenges, we present DragMesh-2, a contact-driven framework for dexterous interaction with articulated objects that extends articulated interaction from object-centric generation to hand-driven dexterous hand--object interaction, where articulated motion must arise through physical contact. We further propose PICA, a physically informed contact-aware training mechanism that injects physical signals into policy learning without tactile or force feedback, improving robustness and task success under changing contact loads. Finally, we conduct systematic evaluation across multiple damping conditions and articulated-object categories to study robustness under contact-load variation, and provide a pure-geometry dexterous interaction resource to support future loco-manipulation and humanoid hand--object interaction research. Across seven GAPartNet objects, DragMesh-2 achieves stronger robustness under contact-load variation than the compared methods while maintaining high task success across damping conditions.

Concurrent Prehensile and Nonprehensile Manipulation: A Practical Approach to Multi-Stage Dexterous Tasks

Dexterous hands enable concurrent prehensile and nonprehensile manipulation, such as holding one object while interacting with another, a capability essential for everyday tasks yet underexplored in robotics. Learning such long-horizon, contact-rich multi-stage behaviors is challenging because demonstrations are expensive to collect and end-to-end policies require substantial data to generalize across varied object geometries and placements. We present DexMulti, a sample-efficient approach for real-world dexterous multi-task manipulation that decomposes demonstrations into object-centric skills with well-defined temporal boundaries. Rather than learning monolithic policies, our method retrieves demonstrated skills based on current object geometry, aligns them to the observed object state using an uncertainty-aware estimator that tracks centroid and yaw, and executes them via a retrieve-align-execute paradigm. We evaluate on three multi-stage tasks requiring concurrent manipulation (Grasp + Pull, Grasp + Open, and Grasp + Grasp) across two dexterous hands (Allegro and LEAP) in over 1,000 real-world trials. Our approach achieves an average success rate of 66% on training objects with only 3-4 demonstrations per object, outperforming diffusion policy baselines by 2-3x while requiring far fewer demonstrations. Results demonstrate robust generalization to held-out objects and spatial variations up to +/-25 cm.

  • 5 authors
·
Aug 2

Unified Visual-Tactile-Action Modeling from Human Demonstrations for Dexterous Manipulation

Dexterous manipulation requires tactile feedback. However, robot tactile demonstrations are difficult to scale,because dexterous-hand teleoperation provides limited tactile feedback to the operator. In contrast, human demonstrations offer a substantially more scalable source of diverse tactile interactions. Motivated by a simple premise: hands can change, but the underlying physics of interaction does not. We leverage human tactile data to improve dexterous manipulation policies. Specifically, we first build a tactile motion-capture system that synchronously records images, tactile signals, and hand motions. Using this system, we construct the UVTA dataset spanning five contact-rich tasks, with 1,000 human demonstrations covering diverse interaction patterns and 150 robot demonstrations per task. To transfer the underlying physics of human interaction to robot control, we propose a Unified Visual-Tactile-Action Model that maps both embodiments into aligned tactile and action representations and jointly predicts future action and tactile trajectories. The joint objective enables human demonstrations to supervise contact-aware representation learning, while only robot actions are executed during deployment. In real-robot evaluations across five tasks, our method achieves an average success rate of 70%, outperforming the strongest visual-tactile baseline, which achieves 29%, and an architecture ablation, which achieves 42%. Performance improves consistently with additional human demonstrations and exhibits no saturation at 1,000 demonstrations per task, validating the effectiveness of scalable human tactile data for dexterous manipulation. Project page is available at https://uni-vta.github.io/.

  • 8 authors
·
Sep 28

Contact-Grounded Policy: Dexterous Visuotactile Policy with Generative Contact Grounding

Contact-rich dexterous manipulation with multi-finger hands remains an open challenge in robotics because task success depends on multi-point contacts that continuously evolve and are highly sensitive to object geometry, frictional transitions, and slip. Recently, tactile-informed manipulation policies have shown promise. However, most use tactile signals as additional observations rather than modeling contact state or how their action outputs interact with low-level controller dynamics. We present Contact-Grounded Policy (CGP), a visuotactile policy that grounds multi-point contacts by predicting coupled trajectories of actual robot state and tactile feedback, and using a learned contact-consistency mapping to convert these predictions into executable target robot states for a compliance controller. CGP consists of two components: (i) a conditional diffusion model that forecasts future robot state and tactile feedback in a compressed latent space, and (ii) a learned contact-consistency mapping that converts the predicted robot state-tactile pair into executable targets for a compliance controller, enabling it to realize the intended contacts. We evaluate CGP using a physical four-finger Allegro V5 hand with Digit360 fingertip tactile sensors, and a simulated five-finger Tesollo DG-5F hand with dense whole-hand tactile arrays. Across a range of dexterous tasks including in-hand manipulation, delicate grasping, and tool use, CGP outperforms visuomotor and visuotactile diffusion-policy baselines.

  • 7 authors
·
May 7

Towards Human-level Dexterous Teleoperation

Humans routinely wield tools, swap grasps, and reposition objects within a single hand, seamlessly orchestrating contact transitions that span translation, reorientation, and finger gaiting. Endowing robot dexterous hands with this level of in-hand dexterity through teleoperation requires precise control of object motion via dynamic hand-object contact, yet current teleoperation systems remain far from this capability. To bridge this gap, we take a major step towards human-level dexterous teleoperation by introducing TeleDexter, a hand-object co-tracking controller that maps operator intent into learned, low-level contact execution. The controller is trained on consecutive co-tracking subgoals derived from human reference motions, utilizing a hybrid reward that couples sparse subgoal objectives with dense tracking rewards to enable learning across diverse interaction modalities rather than frame-wise trajectory imitation. The entire pipeline requires only single-stage RL and, with random action masking and domain randomization, transfers zero-shot to the real robot. We evaluate TeleDexter on seven challenging dexterous teleoperation tasks spanning object reorientation and long-horizon tool use across two dexterous hands, achieving a 75% average success rate where all baselines consistently fail. Furthermore, the collected demonstrations successfully train autonomous policies via behavioral cloning, marking a concrete step towards human-level dexterous teleoperation.

  • 12 authors
·
Jul 12

DexHandDiff: Interaction-aware Diffusion Planning for Adaptive Dexterous Manipulation

Dexterous manipulation with contact-rich interactions is crucial for advanced robotics. While recent diffusion-based planning approaches show promise for simple manipulation tasks, they often produce unrealistic ghost states (e.g., the object automatically moves without hand contact) or lack adaptability when handling complex sequential interactions. In this work, we introduce DexHandDiff, an interaction-aware diffusion planning framework for adaptive dexterous manipulation. DexHandDiff models joint state-action dynamics through a dual-phase diffusion process which consists of pre-interaction contact alignment and post-contact goal-directed control, enabling goal-adaptive generalizable dexterous manipulation. Additionally, we incorporate dynamics model-based dual guidance and leverage large language models for automated guidance function generation, enhancing generalizability for physical interactions and facilitating diverse goal adaptation through language cues. Experiments on physical interaction tasks such as door opening, pen and block re-orientation, object relocation, and hammer striking demonstrate DexHandDiff's effectiveness on goals outside training distributions, achieving over twice the average success rate (59.2% vs. 29.5%) compared to existing methods. Our framework achieves an average of 70.7% success rate on goal adaptive dexterous tasks, highlighting its robustness and flexibility in contact-rich manipulation.

  • 9 authors
·
Nov 27, 2024

Pushing Dexterity and Safety for In-Hand Object Pose Reaching That Works Remarkably Well

Dexterous manipulation with multi-fingered hands is the next frontier of robotics, yet learned hand skills remain limited to simple grasps or basic repeated motions, such as rotating an object. As robots attempt more demanding in-hand maneuvers, safety, such as not dropping the object, becomes critical, yet it is rarely measured. We study in-hand object pose reaching, a task that demands diverse and difficult grasps: moving an object to almost any position and orientation within reach of the fingers, at any wrist orientation, through long sequences of consecutive goals. We present a recipe for training such policies for a LEAP hand in simulation without human data, built on a range of insights, from diverse resets and goals via generated grasp datasets to an adaptive friction curriculum. With careful system identification, the policies transfer zero-shot to the real hand, using either motion capture or a single wrist-mounted depth camera, and prove remarkably capable and robust. On top of the task policy, we add a learned residual safety filter with adjustable conservativeness, letting us tune the balance between performance and safety and greatly reduce object drops. In 13.3 hours of real-robot evaluation over 4,800 unseen goals across 4 objects and diverse wrist orientations, the state-based policy reaches 95.2% of goals within 2 cm and 0.4 rad, and the filter cuts its drops by 75% while still reaching 91.5% of goals. The policies can also spin a lightbulb held in an arbitrary pose, reach out-of-distribution goals, withstand fast arm motion and perturbations, and, needing only a wrist camera, serve as portable skills such as screwing in a lightbulb. We release the full recipe as a platform for studying performance, reliability, and safety in high-dimensional dexterous systems. Videos and more are available at https://ian-chuang.github.io/dexsafe/.

  • 5 authors
·
Oct 26

UGG: Unified Generative Grasping

Dexterous grasping aims to produce diverse grasping postures with a high grasping success rate. Regression-based methods that directly predict grasping parameters given the object may achieve a high success rate but often lack diversity. Generation-based methods that generate grasping postures conditioned on the object can often produce diverse grasping, but they are insufficient for high grasping success due to lack of discriminative information. To mitigate, we introduce a unified diffusion-based dexterous grasp generation model, dubbed the name UGG, which operates within the object point cloud and hand parameter spaces. Our all-transformer architecture unifies the information from the object, the hand, and the contacts, introducing a novel representation of contact points for improved contact modeling. The flexibility and quality of our model enable the integration of a lightweight discriminator, benefiting from simulated discriminative data, which pushes for a high success rate while preserving high diversity. Beyond grasp generation, our model can also generate objects based on hand information, offering valuable insights into object design and studying how the generative model perceives objects. Our model achieves state-of-the-art dexterous grasping on the large-scale DexGraspNet dataset while facilitating human-centric object design, marking a significant advancement in dexterous grasping research. Our project page is https://jiaxin-lu.github.io/ugg/ .

  • 7 authors
·
Nov 28, 2023

GraspXL: Generating Grasping Motions for Diverse Objects at Scale

Human hands possess the dexterity to interact with diverse objects such as grasping specific parts of the objects and/or approaching them from desired directions. More importantly, humans can grasp objects of any shape without object-specific skills. Recent works synthesize grasping motions following single objectives such as a desired approach heading direction or a grasping area. Moreover, they usually rely on expensive 3D hand-object data during training and inference, which limits their capability to synthesize grasping motions for unseen objects at scale. In this paper, we unify the generation of hand-object grasping motions across multiple motion objectives, diverse object shapes and dexterous hand morphologies in a policy learning framework GraspXL. The objectives are composed of the graspable area, heading direction during approach, wrist rotation, and hand position. Without requiring any 3D hand-object interaction data, our policy trained with 58 objects can robustly synthesize diverse grasping motions for more than 500k unseen objects with a success rate of 82.2%. At the same time, the policy adheres to objectives, which enables the generation of diverse grasps per object. Moreover, we show that our framework can be deployed to different dexterous hands and work with reconstructed or generated objects. We quantitatively and qualitatively evaluate our method to show the efficacy of our approach. Our model, code, and the large-scale generated motions are available at https://eth-ait.github.io/graspxl/.

  • 5 authors
·
Mar 28, 2024 1

DexCap: Scalable and Portable Mocap Data Collection System for Dexterous Manipulation

Imitation learning from human hand motion data presents a promising avenue for imbuing robots with human-like dexterity in real-world manipulation tasks. Despite this potential, substantial challenges persist, particularly with the portability of existing hand motion capture (mocap) systems and the difficulty of translating mocap data into effective control policies. To tackle these issues, we introduce DexCap, a portable hand motion capture system, alongside DexIL, a novel imitation algorithm for training dexterous robot skills directly from human hand mocap data. DexCap offers precise, occlusion-resistant tracking of wrist and finger motions based on SLAM and electromagnetic field together with 3D observations of the environment. Utilizing this rich dataset, DexIL employs inverse kinematics and point cloud-based imitation learning to replicate human actions with robot hands. Beyond learning from human motion, DexCap also offers an optional human-in-the-loop correction mechanism to refine and further improve robot performance. Through extensive evaluation across six dexterous manipulation tasks, our approach not only demonstrates superior performance but also showcases the system's capability to effectively learn from in-the-wild mocap data, paving the way for future data collection methods for dexterous manipulation. More details can be found at https://dex-cap.github.io

  • 6 authors
·
Mar 12, 2024

HandX: Scaling Bimanual Motion and Interaction Generation

Synthesizing human motion has advanced rapidly, yet realistic hand motion and bimanual interaction remain underexplored. Whole-body models often miss the fine-grained cues that drive dexterous behavior, finger articulation, contact timing, and inter-hand coordination, and existing resources lack high-fidelity bimanual sequences that capture nuanced finger dynamics and collaboration. To fill this gap, we present HandX, a unified foundation spanning data, annotation, and evaluation. We consolidate and filter existing datasets for quality, and collect a new motion-capture dataset targeting underrepresented bimanual interactions with detailed finger dynamics. For scalable annotation, we introduce a decoupled strategy that extracts representative motion features, e.g., contact events and finger flexion, and then leverages reasoning from large language models to produce fine-grained, semantically rich descriptions aligned with these features. Building on the resulting data and annotations, we benchmark diffusion and autoregressive models with versatile conditioning modes. Experiments demonstrate high-quality dexterous motion generation, supported by our newly proposed hand-focused metrics. We further observe clear scaling trends: larger models trained on larger, higher-quality datasets produce more semantically coherent bimanual motion. Our dataset is released to support future research.

UniDex: A Robot Foundation Suite for Universal Dexterous Hand Control from Egocentric Human Videos

Dexterous manipulation remains challenging due to the cost of collecting real-robot teleoperation data, the heterogeneity of hand embodiments, and the high dimensionality of control. We present UniDex, a robot foundation suite that couples a large-scale robot-centric dataset with a unified vision-language-action (VLA) policy and a practical human-data capture setup for universal dexterous hand control. First, we construct UniDex-Dataset, a robot-centric dataset over 50K trajectories across eight dexterous hands (6--24 DoFs), derived from egocentric human video datasets. To transform human data into robot-executable trajectories, we employ a human-in-the-loop retargeting procedure to align fingertip trajectories while preserving plausible hand-object contacts, and we operate on explicit 3D pointclouds with human hands masked to narrow kinematic and visual gaps. Second, we introduce the Function-Actuator-Aligned Space (FAAS), a unified action space that maps functionally similar actuators to shared coordinates, enabling cross-hand transfer. Leveraging FAAS as the action parameterization, we train UniDex-VLA, a 3D VLA policy pretrained on UniDex-Dataset and finetuned with task demonstrations. In addition, we build UniDex-Cap, a simple portable capture setup that records synchronized RGB-D streams and human hand poses and converts them into robot-executable trajectories to enable human-robot data co-training that reduces reliance on costly robot demonstrations. On challenging tool-use tasks across two different hands, UniDex-VLA achieves 81% average task progress and outperforms prior VLA baselines by a large margin, while exhibiting strong spatial, object, and zero-shot cross-hand generalization. Together, UniDex-Dataset, UniDex-VLA, and UniDex-Cap provide a scalable foundation suite for universal dexterous manipulation.

  • 19 authors
·
Mar 23

GRIP: Generating Interaction Poses Using Latent Consistency and Spatial Cues

Hands are dexterous and highly versatile manipulators that are central to how humans interact with objects and their environment. Consequently, modeling realistic hand-object interactions, including the subtle motion of individual fingers, is critical for applications in computer graphics, computer vision, and mixed reality. Prior work on capturing and modeling humans interacting with objects in 3D focuses on the body and object motion, often ignoring hand pose. In contrast, we introduce GRIP, a learning-based method that takes, as input, the 3D motion of the body and the object, and synthesizes realistic motion for both hands before, during, and after object interaction. As a preliminary step before synthesizing the hand motion, we first use a network, ANet, to denoise the arm motion. Then, we leverage the spatio-temporal relationship between the body and the object to extract two types of novel temporal interaction cues, and use them in a two-stage inference pipeline to generate the hand motion. In the first stage, we introduce a new approach to enforce motion temporal consistency in the latent space (LTC), and generate consistent interaction motions. In the second stage, GRIP generates refined hand poses to avoid hand-object penetrations. Given sequences of noisy body and object motion, GRIP upgrades them to include hand-object interaction. Quantitative experiments and perceptual studies demonstrate that GRIP outperforms baseline methods and generalizes to unseen objects and motions from different motion-capture datasets.

  • 7 authors
·
Aug 22, 2023

FunGrasp: Functional Grasping for Diverse Dexterous Hands

Functional grasping is essential for humans to perform specific tasks, such as grasping scissors by the finger holes to cut materials or by the blade to safely hand them over. Enabling dexterous robot hands with functional grasping capabilities is crucial for their deployment to accomplish diverse real-world tasks. Recent research in dexterous grasping, however, often focuses on power grasps while overlooking task- and object-specific functional grasping poses. In this paper, we introduce FunGrasp, a system that enables functional dexterous grasping across various robot hands and performs one-shot transfer to unseen objects. Given a single RGBD image of functional human grasping, our system estimates the hand pose and transfers it to different robotic hands via a human-to-robot (H2R) grasp retargeting module. Guided by the retargeted grasping poses, a policy is trained through reinforcement learning in simulation for dynamic grasping control. To achieve robust sim-to-real transfer, we employ several techniques including privileged learning, system identification, domain randomization, and gravity compensation. In our experiments, we demonstrate that our system enables diverse functional grasping of unseen objects using single RGBD images, and can be successfully deployed across various dexterous robot hands. The significance of the components is validated through comprehensive ablation studies. Project page: https://hly-123.github.io/FunGrasp/ .

  • 5 authors
·
Nov 24, 2024 1

TAMEn: Tactile-Aware Manipulation Engine for Closed-Loop Data Collection in Contact-Rich Tasks

Handheld paradigms offer an efficient and intuitive way for collecting large-scale demonstration of robot manipulation. However, achieving contact-rich bimanual manipulation through these methods remains a pivotal challenge, which is substantially hindered by hardware adaptability and data efficacy. Prior hardware designs remain gripper-specific and often face a trade-off between tracking precision and portability. Furthermore, the lack of online feasibility checking during demonstration leads to poor replayability. More importantly, existing handheld setups struggle to collect interactive recovery data during robot execution, lacking the authentic tactile information necessary for robust policy refinement. To bridge these gaps, we present TAMEn, a tactile-aware manipulation engine for closed-loop data collection in contact-rich tasks. Our system features a cross-morphology wearable interface that enables rapid adaptation across heterogeneous grippers. To balance data quality and environmental diversity, we implement a dual-modal acquisition pipeline: a precision mode leveraging motion capture for high-fidelity demonstrations, and a portable mode utilizing VR-based tracking for in-the-wild acquisition and tactile-visualized recovery teleoperation. Building on this hardware, we unify large-scale tactile pretraining, task-specific bimanual demonstrations, and human-in-the-loop recovery data into a pyramid-structured data regime, enabling closed-loop policy refinement. Experiments show that our feasibility-aware pipeline significantly improves demonstration replayability, and that the proposed visuo-tactile learning framework increases task success rates from 34% to 75% across diverse bimanual manipulation tasks. We further open-source the hardware and dataset to facilitate reproducibility and support research in visuo-tactile manipulation.

  • 9 authors
·
Apr 7

Digitizing Touch with an Artificial Multimodal Fingertip

Touch is a crucial sensing modality that provides rich information about object properties and interactions with the physical environment. Humans and robots both benefit from using touch to perceive and interact with the surrounding environment (Johansson and Flanagan, 2009; Li et al., 2020; Calandra et al., 2017). However, no existing systems provide rich, multi-modal digital touch-sensing capabilities through a hemispherical compliant embodiment. Here, we describe several conceptual and technological innovations to improve the digitization of touch. These advances are embodied in an artificial finger-shaped sensor with advanced sensing capabilities. Significantly, this fingertip contains high-resolution sensors (~8.3 million taxels) that respond to omnidirectional touch, capture multi-modal signals, and use on-device artificial intelligence to process the data in real time. Evaluations show that the artificial fingertip can resolve spatial features as small as 7 um, sense normal and shear forces with a resolution of 1.01 mN and 1.27 mN, respectively, perceive vibrations up to 10 kHz, sense heat, and even sense odor. Furthermore, it embeds an on-device AI neural network accelerator that acts as a peripheral nervous system on a robot and mimics the reflex arc found in humans. These results demonstrate the possibility of digitizing touch with superhuman performance. The implications are profound, and we anticipate potential applications in robotics (industrial, medical, agricultural, and consumer-level), virtual reality and telepresence, prosthetics, and e-commerce. Toward digitizing touch at scale, we open-source a modular platform to facilitate future research on the nature of touch.

  • 23 authors
·
Nov 4, 2024

CARD: Contact-Anchored Retargeting for Dexterous Manipulation

Humans are dexterous, but traditional data collection paradigms such as teleoperation, kinesthetic teaching, and wearable exoskeletons force humans to act through the robot embodiment, bottlenecking their dexterity. Retargeting can avoid this. However, existing methods purely translate kinematics and ignore the real-world contact dynamics essential for task success. We present CARD: Contact-Anchored Retargeting for Dexterous Manipulation, a simulator and object-free framework that retargets human demonstrations to robot actions by explicitly preserving contact force targets. CARD unifies human data sources including video, motion capture, and tactile gloves via a shared hand--contact representation and generates explicit contact force targets in addition to kinematics. To maintain these contact targets during hardware open-loop replay, CARD also introduces a tactile tracking controller. For video which does not contain an explicit tactile source, we present Vid-HACO, our video-to-contact model that sets a new state of the art. Across our video, glove, motion-capture data and the GRAB dataset, CARD maintains contact on 43--78% of contact frames, while kinematic and object-aware retargeting methods maintain contact on <10% and 22.5% of the frames respectively. Further, integrating our formulation into physics-based retargeting improves strict task success from 12\% to 32\% on GRAB dataset. Finally, we show that our tactile tracker is critical to reproduce demonstrated forces during hardware replay. These results establish that contact preservation via CARD is a scalable interface for transferring human dexterity to robots.

  • 10 authors
·
Oct 26

EquiDexFlow: Contact-Grounded SE(3)-Equivariant Dexterous Grasp Generative Flows

Most learned dexterous grasp generators relegate contact forces to a downstream verification step, so a kinematically-plausible pose can still violate the conditions for a stable physical grasp. We address this with EquiDexFlow, an SE(3)-equivariant flow-matching model that jointly predicts wrist pose, joint angles, fingertip contacts, surface normals, and contact forces from an object point cloud. Our architecture projects contacts onto the object surface and forces into the Coulomb friction cone by construction, so placement and friction compliance hold without loss penalties. We prove end-to-end SE(3) equivariance and verify it empirically over 200 rotations, with wrist residuals below 0.04^circ and exactly zero joint deviation. Trained on 8,100 force-closure grasps across 81 objects for the 16-DoF Allegro Hand, our model achieves zero friction violations, the best composite score, and the lowest wrench residual among all ablation variants. We retarget decoded fingertip contacts to a 16-DoF LEAP Hand via per-finger inverse kinematics, and our hardware-feasible refinement places every joint at least 5% inside its actuator envelope while preserving wrench balance. On the physical robot, retargeted EquiDexFlow-decoded grasps complete open-loop pick-and-hold trials on all six test objects, with every asymmetric object succeeding at both the canonical pose and a 120^circ co-rotation. Videos, code, and checkpoints are available at https://equidexflow.github.io.

  • 3 authors
·
Jun 11

MyoDex: A Generalizable Prior for Dexterous Manipulation

Human dexterity is a hallmark of motor control. Our hands can rapidly synthesize new behaviors despite the complexity (multi-articular and multi-joints, with 23 joints controlled by more than 40 muscles) of musculoskeletal sensory-motor circuits. In this work, we take inspiration from how human dexterity builds on a diversity of prior experiences, instead of being acquired through a single task. Motivated by this observation, we set out to develop agents that can build upon their previous experience to quickly acquire new (previously unattainable) behaviors. Specifically, our approach leverages multi-task learning to implicitly capture task-agnostic behavioral priors (MyoDex) for human-like dexterity, using a physiologically realistic human hand model - MyoHand. We demonstrate MyoDex's effectiveness in few-shot generalization as well as positive transfer to a large repertoire of unseen dexterous manipulation tasks. Agents leveraging MyoDex can solve approximately 3x more tasks, and 4x faster in comparison to a distillation baseline. While prior work has synthesized single musculoskeletal control behaviors, MyoDex is the first generalizable manipulation prior that catalyzes the learning of dexterous physiological control across a large variety of contact-rich behaviors. We also demonstrate the effectiveness of our paradigms beyond musculoskeletal control towards the acquisition of dexterity in 24 DoF Adroit Hand. Website: https://sites.google.com/view/myodex

  • 3 authors
·
Sep 6, 2023

YUBI: Yielding Universal Bidigital Interface for Bimanual Dexterous Manipulation at Scale

We introduce Yielding Universal Bidigital Interface (YUBI), a finger-aligned gripper designed to enable intuitive, ergonomic, and scalable data collection for bimanual dexterous manipulation. While handheld data collection systems such as Universal Manipulation Interface (UMI) enable affordable data collection, their bulky pistol-grip designs can pose ergonomic and usability challenges for fine-grained, dexterous manipulation tasks. To address this, YUBI presents a distinct design principle: yielding, finger-driven actuation that directly maps human finger movements to gripper jaw motion. Using the YUBI devices, we set up a data collection system with integrated VR-based 6 DoF tracking of the gripper, ensuring high-fidelity trajectory data acquisition. We curate a UMI-based dataset of unprecedented scale: 8,434 hours across 1.20M episodes and 119 tasks. Experiments show that YUBI offers advantages over the UMI gripper in versatility for complex bimanual tasks, dexterity, and operational efficiency. A single policy trained on the YUBI dataset transfers across multiple bimanual robots (UR, Franka, and ELEY) simply by mounting the gripper on each platform, confirming that the collected data are directly executable as policy supervision. We release the gripper hardware, data-collection software, and dataset as one integrated stack, offering the open community a reproducible path to large-scale data acquisition for advancing robotic foundation models.

  • 19 authors
·
Jun 7

DeCAL: Towards Physically-Grounded Dexterous Vision-Language-Action Models via Contact-Aware Latent Co-Imagination

Dexterous manipulation involves contact-rich and fine-grained interactions with the physical world, posing significant challenges for existing vision-language-action (VLA) models due to severe visual occlusions and complex contact dynamics. While recent works have incorporated tactile sensing into robotic manipulation, most approaches still rely on homogeneous multimodal fusion, lacking adaptive tactile integration and explicit modeling of physical dynamics. In this work, we present DeCAL, a physically-grounded dexterous vision-language-action model that unifies understanding, imagination and action generation for contact-rich dexterous manipulation. Built upon a Mixture-of-Transformers (MoT) architecture, DeCAL leverages specialized experts for each capability while enabling efficient information flow among them. To effectively leverage tactile information, we introduce Adaptive Visuo-Tactile Fusion that dynamically regulates tactile interactions via a contact-aware gating strategy. Furthermore, we propose Visuo-Tactile Latent Co-Imagination to jointly model visual and tactile dynamics, equipping the policy with implicit physical world knowledge. Experimental results show that DeCAL consistently achieves state-of-the-art performance across all tasks, attaining a 71% average success rate and an 83.4% progress success rate, while also demonstrating strong generalization to unseen scenarios. The website is available at https://aureleopku.github.io/DeCAL.

  • 8 authors
·
Sep 7

DexSkin: High-Coverage Conformable Robotic Skin for Learning Contact-Rich Manipulation

Human skin provides a rich tactile sensing stream, localizing intentional and unintentional contact events over a large and contoured region. Replicating these tactile sensing capabilities for dexterous robotic manipulation systems remains a longstanding challenge. In this work, we take a step towards this goal by introducing DexSkin. DexSkin is a soft, conformable capacitive electronic skin that enables sensitive, localized, and calibratable tactile sensing, and can be tailored to varying geometries. We demonstrate its efficacy for learning downstream robotic manipulation by sensorizing a pair of parallel jaw gripper fingers, providing tactile coverage across almost the entire finger surfaces. We empirically evaluate DexSkin's capabilities in learning challenging manipulation tasks that require sensing coverage across the entire surface of the fingers, such as reorienting objects in hand and wrapping elastic bands around boxes, in a learning-from-demonstration framework. We then show that, critically for data-driven approaches, DexSkin can be calibrated to enable model transfer across sensor instances, and demonstrate its applicability to online reinforcement learning on real robots. Our results highlight DexSkin's suitability and practicality for learning real-world, contact-rich manipulation. Please see our project webpage for videos and visualizations: https://dex-skin.github.io/.

  • 8 authors
·
Sep 23, 2025

OmniUMI: Towards Physically Grounded Robot Learning via Human-Aligned Multimodal Interaction

UMI-style interfaces enable scalable robot learning, but existing systems remain largely visuomotor, relying primarily on RGB observations and trajectory while providing only limited access to physical interaction signals. This becomes a fundamental limitation in contact-rich manipulation, where success depends on contact dynamics such as tactile interaction, internal grasping force, and external interaction wrench that are difficult to infer from vision alone. We present OmniUMI, a unified framework for physically grounded robot learning via human-aligned multimodal interaction. OmniUMI synchronously captures RGB, depth, trajectory, tactile sensing, internal grasping force, and external interaction wrench within a compact handheld system, while maintaining collection--deployment consistency through a shared embodiment design. To support human-aligned demonstration, OmniUMI enables natural perception and modulation of internal grasping force, external interaction wrench, and tactile interaction through bilateral gripper feedback and the handheld embodiment. Built on this interface, we extend diffusion policy with visual, tactile, and force-related observations, and deploy the learned policy through impedance-based execution for unified regulation of motion and contact behavior. Experiments demonstrate reliable sensing and strong downstream performance on force-sensitive pick-and-place, interactive surface erasing, and tactile-informed selective release. Overall, OmniUMI combines physically grounded multimodal data acquisition with human-aligned interaction, providing a scalable foundation for learning contact-rich manipulation.

  • 10 authors
·
May 4

KineDex: Learning Tactile-Informed Visuomotor Policies via Kinesthetic Teaching for Dexterous Manipulation

Collecting demonstrations enriched with fine-grained tactile information is critical for dexterous manipulation, particularly in contact-rich tasks that require precise force control and physical interaction. While prior works primarily focus on teleoperation or video-based retargeting, they often suffer from kinematic mismatches and the absence of real-time tactile feedback, hindering the acquisition of high-fidelity tactile data. To mitigate this issue, we propose KineDex, a hand-over-hand kinesthetic teaching paradigm in which the operator's motion is directly transferred to the dexterous hand, enabling the collection of physically grounded demonstrations enriched with accurate tactile feedback. To resolve occlusions from human hand, we apply inpainting technique to preprocess the visual observations. Based on these demonstrations, we then train a visuomotor policy using tactile-augmented inputs and implement force control during deployment for precise contact-rich manipulation. We evaluate KineDex on a suite of challenging contact-rich manipulation tasks, including particularly difficult scenarios such as squeezing toothpaste onto a toothbrush, which require precise multi-finger coordination and stable force regulation. Across these tasks, KineDex achieves an average success rate of 74.4%, representing a 57.7% improvement over the variant without force control. Comparative experiments with teleoperation and user studies further validate the advantages of KineDex in data collection efficiency and operability. Specifically, KineDex collects data over twice as fast as teleoperation across two tasks of varying difficulty, while maintaining a near-100% success rate, compared to under 50% for teleoperation.

  • 6 authors
·
May 3, 2025

DexterityGen: Foundation Controller for Unprecedented Dexterity

Teaching robots dexterous manipulation skills, such as tool use, presents a significant challenge. Current approaches can be broadly categorized into two strategies: human teleoperation (for imitation learning) and sim-to-real reinforcement learning. The first approach is difficult as it is hard for humans to produce safe and dexterous motions on a different embodiment without touch feedback. The second RL-based approach struggles with the domain gap and involves highly task-specific reward engineering on complex tasks. Our key insight is that RL is effective at learning low-level motion primitives, while humans excel at providing coarse motion commands for complex, long-horizon tasks. Therefore, the optimal solution might be a combination of both approaches. In this paper, we introduce DexterityGen (DexGen), which uses RL to pretrain large-scale dexterous motion primitives, such as in-hand rotation or translation. We then leverage this learned dataset to train a dexterous foundational controller. In the real world, we use human teleoperation as a prompt to the controller to produce highly dexterous behavior. We evaluate the effectiveness of DexGen in both simulation and real world, demonstrating that it is a general-purpose controller that can realize input dexterous manipulation commands and significantly improves stability by 10-100x measured as duration of holding objects across diverse tasks. Notably, with DexGen we demonstrate unprecedented dexterous skills including diverse object reorientation and dexterous tool use such as pen, syringe, and screwdriver for the first time.

  • 14 authors
·
Feb 6, 2025

End-to-End Dexterous Arm-Hand VLA Policies via Shared Autonomy: VR Teleoperation Augmented by Autonomous Hand VLA Policy for Efficient Data Collection

Achieving human-like dexterous manipulation remains a major challenge for general-purpose robots. While Vision-Language-Action (VLA) models show potential in learning skills from demonstrations, their scalability is limited by scarce high-quality training data. Existing data collection methods face inherent constraints: manual teleoperation overloads human operators, while automated planning often produces unnatural motions. We propose a Shared Autonomy framework that divides control between macro and micro motions. A human operator guides the robot's arm pose through intuitive VR teleoperation, while an autonomous DexGrasp-VLA policy handles fine-grained hand control using real-time tactile and visual feedback. This division significantly reduces cognitive load and enables efficient collection of high-quality coordinated arm-hand demonstrations. Using this data, we train an end-to-end VLA policy enhanced with our novel Arm-Hand Feature Enhancement module, which captures both distinct and shared representations of macro and micro movements for more natural coordination. Our Corrective Teleoperation system enables continuous policy improvement through human-in-the-loop failure recovery. Experiments demonstrate that our framework generates high-quality data with minimal manpower and achieves a 90% success rate across diverse objects, including unseen instances. Comprehensive evaluations validate the system's effectiveness in developing dexterous manipulation capabilities.

  • 6 authors
·
Oct 31, 2025

ContactExplorer: Contact Coverage-Guided Exploration for General-Purpose Dexterous Manipulation

Reinforcement learning explores effectively in domains such as Atari games, navigation, and locomotion, where novelty over states or dynamics is a sufficient signal. In contrast, dexterous manipulation requires rich physical hand--object interactions, but existing methods often suffer from unstable contact-based novelty signals, inefficient distance novelty signals, or reliance on task-specific priors. We propose ContactExplorer, a general exploration method for dexterous manipulation tasks. ContactExplorer represents contact as the intersection between object surface points and hand keypoints, encouraging dexterous hands to discover diverse and novel contact patterns, namely which fingers contact which object regions. It maintains a contact counter conditioned on discretized object states obtained via learned hash codes. This counter is leveraged in two complementary ways: (1) a count-based contact coverage reward that promotes exploration of novel contact patterns, and (2) an energy-based reaching reward that guides the agent toward under-explored contact regions. We evaluate ContactExplorer on seven contact-rich manipulation tasks and five dexterous hand embodiments. Experimental results show that ContactExplorer substantially improves sample efficiency and success rates over existing exploration methods, that it reduces the need for task-specific priors, and that it remains effective across hand embodiments and transfers to the real world. Project page is https://contact-explorer.github.io.

  • 8 authors
·
Sep 28 1

DexVerse: A Modular Benchmark for Multi-Task, Multi-Embodiment Dexterous Manipulation

Building general-purpose dexterous manipulation policies requires benchmarks that go beyond isolated tasks to systematically evaluate policies across diverse interaction modes, sensory conditions, and robot embodiments. However, existing benchmarks remain limited in task and data diversity, embodiment coverage, or controllable visual variation, hindering studies of cross-task and cross-embodiment generalization. We present DexVerse, a large-scale and modular benchmark for dexterous manipulation. DexVerse includes 100 tasks spanning a broad range of manipulation skills, including object grasping and relocation, articulated-object interaction, functional tool use, bimanual coordination, non-prehensile control, contact-rich behaviors, multi-goal execution, and long-horizon multi-stage task completion. It supports 3 robot arms and 6 dexterous hands, and is extensible to new tasks, assets, and embodiments. To evaluate visuomotor generalization, DexVerse provides configurable visual variations in textures, background, lighting, and camera viewpoints. We further provide a VR-based teleoperation interface and 3,180 demonstrations with synchronized proprioceptive, RGB, depth, point-cloud, and state observations. We benchmark representative methods, including Diffusion Policy, DP3, OpenVLA, and π_{0.5}, across 19 tasks. Results reveal substantial challenges in task generalization and visuomotor robustness, establishing DexVerse as a promising testbed for general-purpose dexterous manipulation. Project page: https://ycyao216.github.io/DexVerse.site

  • 15 authors
·
Jul 8

Dexterous World Models

Recent progress in 3D reconstruction has made it easy to create realistic digital twins from everyday environments. However, current digital twins remain largely static and are limited to navigation and view synthesis without embodied interactivity. To bridge this gap, we introduce Dexterous World Model (DWM), a scene-action-conditioned video diffusion framework that models how dexterous human actions induce dynamic changes in static 3D scenes. Given a static 3D scene rendering and an egocentric hand motion sequence, DWM generates temporally coherent videos depicting plausible human-scene interactions. Our approach conditions video generation on (1) static scene renderings following a specified camera trajectory to ensure spatial consistency, and (2) egocentric hand mesh renderings that encode both geometry and motion cues to model action-conditioned dynamics directly. To train DWM, we construct a hybrid interaction video dataset. Synthetic egocentric interactions provide fully aligned supervision for joint locomotion and manipulation learning, while fixed-camera real-world videos contribute diverse and realistic object dynamics. Experiments demonstrate that DWM enables realistic and physically plausible interactions, such as grasping, opening, and moving objects, while maintaining camera and scene consistency. This framework represents a first step toward video diffusion-based interactive digital twins and enables embodied simulation from egocentric actions.

  • 4 authors
·
Dec 19, 2025

DexWeave: Learning Dexterous Humanoid Loco-Manipulation from Human Demonstrations

Learning dexterous humanoid loco-manipulation from human demonstrations requires transferring not only human motion, but also the coordinated interaction structure underlying the demonstrated behavior. This is challenging because embodiment differences distort the coupling among body motion, wrist placement, finger articulation, and object interaction, while kinematically accurate references may still be difficult to realize under robot dynamics. We present DexWeave, a unified framework that connects interaction-consistent motion retargeting with anatomy-aware whole-body policy learning. DexWeave first employs a two-stage retargeting procedure that initializes body and hand motions with specialized solvers and subsequently performs coupled refinement over the upper-body interaction chain while preserving lower-body support. The resulting references are tracked by an anatomy-aware Transformer policy that represents anatomical regions as structured tokens and uses directed masked attention to model their dependencies, with object information selectively conditioning the upper-body pathway for dexterous interaction. The policy jointly outputs body and dexterous-hand actions and is trained directly with reinforcement learning, without pretrained tracking policies, teacher-student distillation, or subsequent residual refinement. DexWeave improves retargeting fidelity and interaction consistency while achieving higher manipulation performance and faster policy convergence than MLP baselines. We further deploy the learned policies on a physical Unitree G1 humanoid equipped with Inspire dexterous hands, demonstrating dexterous whole-body loco-manipulation in the real world. See our project page (https://dexweave.github.io) for videos.

  • 8 authors
·
Sep 27

HOMIE: Humanoid Loco-Manipulation with Isomorphic Exoskeleton Cockpit

Generalizable humanoid loco-manipulation poses significant challenges, requiring coordinated whole-body control and precise, contact-rich object manipulation. To address this, this paper introduces HOMIE, a semi-autonomous teleoperation system that combines a reinforcement learning policy for body control mapped to a pedal, an isomorphic exoskeleton arm for arm control, and motion-sensing gloves for hand control, forming a unified cockpit to freely operate humanoids and establish a data flywheel. The policy incorporates novel designs, including an upper-body pose curriculum, a height-tracking reward, and symmetry utilization. These features enable the system to perform walking and squatting to specific heights while seamlessly adapting to arbitrary upper-body poses. The exoskeleton, by eliminating the reliance on inverse dynamics, delivers faster and more precise arm control. The gloves utilize Hall sensors instead of servos, allowing even compact devices to achieve 15 or more degrees of freedom and freely adapt to any model of dexterous hands. Compared to previous teleoperation systems, HOMIE stands out for its exceptional efficiency, completing tasks in half the time; its expanded working range, allowing users to freely reach high and low areas as well as interact with any objects; and its affordability, with a price of just $500. The system is fully open-source, demos and code can be found in our https://homietele.github.io/.

  • 6 authors
·
Feb 18, 2025

DexNDM: Closing the Reality Gap for Dexterous In-Hand Rotation via Joint-Wise Neural Dynamics Model

Achieving generalized in-hand object rotation remains a significant challenge in robotics, largely due to the difficulty of transferring policies from simulation to the real world. The complex, contact-rich dynamics of dexterous manipulation create a "reality gap" that has limited prior work to constrained scenarios involving simple geometries, limited object sizes and aspect ratios, constrained wrist poses, or customized hands. We address this sim-to-real challenge with a novel framework that enables a single policy, trained in simulation, to generalize to a wide variety of objects and conditions in the real world. The core of our method is a joint-wise dynamics model that learns to bridge the reality gap by effectively fitting limited amount of real-world collected data and then adapting the sim policy's actions accordingly. The model is highly data-efficient and generalizable across different whole-hand interaction distributions by factorizing dynamics across joints, compressing system-wide influences into low-dimensional variables, and learning each joint's evolution from its own dynamic profile, implicitly capturing these net effects. We pair this with a fully autonomous data collection strategy that gathers diverse, real-world interaction data with minimal human intervention. Our complete pipeline demonstrates unprecedented generality: a single policy successfully rotates challenging objects with complex shapes (e.g., animals), high aspect ratios (up to 5.33), and small sizes, all while handling diverse wrist orientations and rotation axes. Comprehensive real-world evaluations and a teleoperation application for complex tasks validate the effectiveness and robustness of our approach. Website: https://meowuu7.github.io/DexNDM/

  • 3 authors
·
Oct 9, 2025 2

HannesImitation: Grasping with the Hannes Prosthetic Hand via Imitation Learning

Recent advancements in control of prosthetic hands have focused on increasing autonomy through the use of cameras and other sensory inputs. These systems aim to reduce the cognitive load on the user by automatically controlling certain degrees of freedom. In robotics, imitation learning has emerged as a promising approach for learning grasping and complex manipulation tasks while simplifying data collection. Its application to the control of prosthetic hands remains, however, largely unexplored. Bridging this gap could enhance dexterity restoration and enable prosthetic devices to operate in more unconstrained scenarios, where tasks are learned from demonstrations rather than relying on manually annotated sequences. To this end, we present HannesImitationPolicy, an imitation learning-based method to control the Hannes prosthetic hand, enabling object grasping in unstructured environments. Moreover, we introduce the HannesImitationDataset comprising grasping demonstrations in table, shelf, and human-to-prosthesis handover scenarios. We leverage such data to train a single diffusion policy and deploy it on the prosthetic hand to predict the wrist orientation and hand closure for grasping. Experimental evaluation demonstrates successful grasps across diverse objects and conditions. Finally, we show that the policy outperforms a segmentation-based visual servo controller in unstructured scenarios. Additional material is provided on our project page: https://hsp-iit.github.io/HannesImitation

  • 6 authors
·
Aug 1, 2025

Dexora: Open-source VLA for High-DoF Bimanual Dexterity

Vision-Language-Action (VLA) models have recently become a central direction in embodied AI, but current systems are restricted to either dual-gripper control or single-arm dexterous hand manipulation. While low-dimensional gripper control can often be handled with simpler methods, high-dimensional dexterous hand control benefits greatly from full end-to-end VLA learning. In this work, we introduce Dexora, the first open-source VLA system that natively targets dual-arm, dual-hand high-DoF manipulation. We design a hybrid teleoperation pipeline that decouples gross arm kinematics (captured with a custom exoskeleton backpack) from fine finger motion (markerless hand tracking via Apple Vision Pro), and that drives both a physical dual-arm dual-hand platform and an identical MuJoCo digital twin. Using that interface, we assemble a large training corpus: an embodiment-matched synthetic corpus (100K simulated trajectories, 6.5M frames) and a real-world dataset of 10K teleoperated episodes (2.92M frames). To mitigate noisy teleoperation demonstrations, we propose a data-quality-aware training recipe: an offline discriminator provides clip-level weights for diffusion-transformer policy training, down-weighting low-quality demonstrations. Empirically, Dexora outperforms competitive VLA baselines on both basic and dexterous benchmarks (e.g., average dexterous success 66.7% vs. 51.7%), attains 90% success on basic tasks, and shows robust out-of-distribution and cross-embodiment generalization. Ablations confirm the importance of real data and the discriminator for dexterity.

  • 25 authors
·
May 17

AffordPose: A Large-scale Dataset of Hand-Object Interactions with Affordance-driven Hand Pose

How human interact with objects depends on the functional roles of the target objects, which introduces the problem of affordance-aware hand-object interaction. It requires a large number of human demonstrations for the learning and understanding of plausible and appropriate hand-object interactions. In this work, we present AffordPose, a large-scale dataset of hand-object interactions with affordance-driven hand pose. We first annotate the specific part-level affordance labels for each object, e.g. twist, pull, handle-grasp, etc, instead of the general intents such as use or handover, to indicate the purpose and guide the localization of the hand-object interactions. The fine-grained hand-object interactions reveal the influence of hand-centered affordances on the detailed arrangement of the hand poses, yet also exhibit a certain degree of diversity. We collect a total of 26.7K hand-object interactions, each including the 3D object shape, the part-level affordance label, and the manually adjusted hand poses. The comprehensive data analysis shows the common characteristics and diversity of hand-object interactions per affordance via the parameter statistics and contacting computation. We also conduct experiments on the tasks of hand-object affordance understanding and affordance-oriented hand-object interaction generation, to validate the effectiveness of our dataset in learning the fine-grained hand-object interactions. Project page: https://github.com/GentlesJan/AffordPose.

  • 5 authors
·
Sep 16, 2023

PCHands: PCA-based Hand Pose Synergy Representation on Manipulators with N-DoF

We consider the problem of learning a common representation for dexterous manipulation across manipulators of different morphologies. To this end, we propose PCHands, a novel approach for extracting hand postural synergies from a large set of manipulators. We define a simplified and unified description format based on anchor positions for manipulators ranging from 2-finger grippers to 5-finger anthropomorphic hands. This enables learning a variable-length latent representation of the manipulator configuration and the alignment of the end-effector frame of all manipulators. We show that it is possible to extract principal components from this latent representation that is universal across manipulators of different structures and degrees of freedom. To evaluate PCHands, we use this compact representation to encode observation and action spaces of control policies for dexterous manipulation tasks learned with RL. In terms of learning efficiency and consistency, the proposed representation outperforms a baseline that learns the same tasks in joint space. We additionally show that PCHands performs robustly in RL from demonstration, when demonstrations are provided from a different manipulator. We further support our results with real-world experiments that involve a 2-finger gripper and a 4-finger anthropomorphic hand. Code and additional material are available at https://hsp-iit.github.io/PCHands/.

Dexterous Point Policy: Learning Point-based Dexterous Hand Policies from Human Demonstrations

Robotic foundation models pre-trained on human demonstration videos have shown promise, but a significant embodiment gap remains when the resulting policies are deployed on real robots. A common remedy is to fine-tune these models on robot-specific demonstrations. However, robot data collection can be prohibitively expensive and time-consuming, which is particularly acute in dexterous manipulation, e.g., teleoperating a multi-fingered hand for even a single atomic task can take days. To address this, we introduce Dexterous Point Policy, a framework that learns dexterous manipulation policies directly from human videos and requires no robot demonstrations. Our core insight is that a unified 3D keypoint representation can bridge human and robot embodiments when used for both observations and actions. Specifically, we extract 3D keypoints of task-relevant objects and human hands from raw videos, and train an autoregressive transformer over these keypoints. We observe that at the keypoint level, specifically the wrist and fingertips, human and robot behaviors closely align, enabling direct policy transfer. On a suite of real-robot tasks spanning pick-and-place and tool use, Dexterous Point Policy attains 75.0% success, whereas a state-of-the-art VLA baseline reaches only 1.0%. Furthermore, our method generalizes strongly to unseen scenarios, including multi-object environments and novel object categories.

  • 6 authors
·
Jun 8

TOUCH: Text-guided Controllable Generation of Free-Form Hand-Object Interactions

Hand-object interaction (HOI) is fundamental for humans to express intent. Existing HOI generation research is predominantly confined to fixed grasping patterns, where control is tied to physical priors such as force closure or generic intent instructions, even when expressed through elaborate language. Such an overly general conditioning imposes a strong inductive bias for stable grasps, thus failing to capture the diversity of daily HOI. To address these limitations, we introduce Free-Form HOI Generation, which aims to generate controllable, diverse, and physically plausible HOI conditioned on fine-grained intent, extending HOI from grasping to free-form interactions, like pushing, poking, and rotating. To support this task, we construct WildO2, an in-the-wild diverse 3D HOI dataset, which includes diverse HOI derived from internet videos. Specifically, it contains 4.4k unique interactions across 92 intents and 610 object categories, each with detailed semantic annotations. Building on this dataset, we propose TOUCH, a three-stage framework centered on a multi-level diffusion model that facilitates fine-grained semantic control to generate versatile hand poses beyond grasping priors. This process leverages explicit contact modeling for conditioning and is subsequently refined with contact consistency and physical constraints to ensure realism. Comprehensive experiments demonstrate our method's ability to generate controllable, diverse, and physically plausible hand interactions representative of daily activities. The project page is https://guangyid.github.io/hoi123touch{here}.

  • 5 authors
·
Oct 16, 2025

Dense Hand-Object(HO) GraspNet with Full Grasping Taxonomy and Dynamics

Existing datasets for 3D hand-object interaction are limited either in the data cardinality, data variations in interaction scenarios, or the quality of annotations. In this work, we present a comprehensive new training dataset for hand-object interaction called HOGraspNet. It is the only real dataset that captures full grasp taxonomies, providing grasp annotation and wide intraclass variations. Using grasp taxonomies as atomic actions, their space and time combinatorial can represent complex hand activities around objects. We select 22 rigid objects from the YCB dataset and 8 other compound objects using shape and size taxonomies, ensuring coverage of all hand grasp configurations. The dataset includes diverse hand shapes from 99 participants aged 10 to 74, continuous video frames, and a 1.5M RGB-Depth of sparse frames with annotations. It offers labels for 3D hand and object meshes, 3D keypoints, contact maps, and grasp labels. Accurate hand and object 3D meshes are obtained by fitting the hand parametric model (MANO) and the hand implicit function (HALO) to multi-view RGBD frames, with the MoCap system only for objects. Note that HALO fitting does not require any parameter tuning, enabling scalability to the dataset's size with comparable accuracy to MANO. We evaluate HOGraspNet on relevant tasks: grasp classification and 3D hand pose estimation. The result shows performance variations based on grasp type and object class, indicating the potential importance of the interaction space captured by our dataset. The provided data aims at learning universal shape priors or foundation models for 3D hand-object interaction. Our dataset and code are available at https://hograspnet2024.github.io/.

DexViTac: Collecting Human Visuo-Tactile-Kinematic Demonstrations for Contact-Rich Dexterous Manipulation

Large-scale, high-quality multimodal demonstrations are essential for robot learning of contact-rich dexterous manipulation. While human-centric data collection systems lower the barrier to scaling, they struggle to capture the tactile information during physical interactions. Motivated by this, we present DexViTac, a portable, human-centric data collection system tailored for contact-rich dexterous manipulation. The system enables the high-fidelity acquisition of first-person vision, high-density tactile sensing, end-effector poses, and hand kinematics within unstructured, in-the-wild environments. Building upon this hardware, we propose a kinematics-grounded tactile representation learning algorithm that effectively resolves semantic ambiguities within tactile signals. Leveraging the efficiency of DexViTac, we construct a multimodal dataset comprising over 2,400 visuo-tactile-kinematic demonstrations. Experiments demonstrate that DexViTac achieves a collection efficiency exceeding 248 demonstrations per hour and remains robust against complex visual occlusions. Real-world deployment confirms that policies trained with the proposed dataset and learning strategy achieve an average success rate exceeding 85% across four challenging tasks. This performance significantly outperforms baseline methods, thereby validating the substantial improvement the system provides for learning contact-rich dexterous manipulation. Project page: https://xitong-c.github.io/DexViTac/.

  • 4 authors
·
Mar 17

ArtHOI: Taming Foundation Models for Monocular 4D Reconstruction of Hand-Articulated-Object Interactions

Existing hand-object interactions (HOI) methods are largely limited to rigid objects, while 4D reconstruction methods of articulated objects generally require pre-scanning the object or even multi-view videos. It remains an unexplored but significant challenge to reconstruct 4D human-articulated-object interactions from a single monocular RGB video. Fortunately, recent advancements in foundation models present a new opportunity to address this highly ill-posed problem. To this end, we introduce ArtHOI, an optimization-based framework that integrates and refines priors from multiple foundation models. Our key contribution is a suite of novel methodologies designed to resolve the inherent inaccuracies and physical unreality of these priors. In particular, we introduce an Adaptive Sampling Refinement (ASR) method to optimize object's metric scale and pose for grounding its normalized mesh in world space. Furthermore, we propose a Multimodal Large Language Model (MLLM) guided hand-object alignment method, utilizing contact reasoning information as constraints of hand-object mesh composition optimization. To facilitate a comprehensive evaluation, we also contribute two new datasets, ArtHOI-RGBD and ArtHOI-Wild. Extensive experiments validate the robustness and effectiveness of our ArtHOI across diverse objects and interactions. Project: https://arthoi-reconstruction.github.io.

  • 5 authors
·
Mar 26 2

DexGrasp-Zero: A Morphology-Aligned Policy for Zero-Shot Cross-Embodiment Dexterous Grasping

To meet the demands of increasingly diverse dexterous hand hardware, it is crucial to develop a policy that enables zero-shot cross-embodiment grasping without redundant re-learning. Cross-embodiment alignment is challenging due to heterogeneous hand kinematics and physical constraints. Existing approaches typically predict intermediate motion targets and retarget them to each embodiment, which may introduce errors and violate embodiment-specific limits, hindering transfer across diverse hands. To overcome these limitations, we propose DexGrasp-Zero, a policy that learns universal grasping skills from diverse embodiments, enabling zero-shot transfer to unseen hands. We first introduce a morphology-aligned graph representation that maps each hand's kinematic keypoints to anatomically grounded nodes and equips each node with tri-axial orthogonal motion primitives, enabling structural and semantic alignment across different morphologies. Relying on this graph-based representation, we design a Morphology-Aligned Graph Convolutional Network (MAGCN) to encode the graph for policy learning. MAGCN incorporates a Physical Property Injection mechanism that fuses hand-specific physical constraints into the graph features, enabling adaptive compensation for varying link lengths and actuation limits for precise and stable grasping. Our extensive simulation evaluations on the YCB dataset demonstrate that our policy, jointly trained on four heterogeneous hands (Allegro, Shadow, Schunk, Ability), achieves an 85% zero-shot success rate on unseen hardware (LEAP, Inspire), outperforming the state-of-the-art method by 59.5%. Real-world experiments further evaluate our policy on three robot platforms (LEAP, Inspire, Revo2), achieving an 82% average success rate on unseen objects.

  • 7 authors
·
Mar 17

MUSIC: Learning Muscle-Driven Dexterous Hand Control

We present a data-driven approach for physics-based, muscle-driven dexterous control that enables musculoskeletal hands to perform precise piano playing for novel pieces of music outside the reference dataset. Our approach combines high-frequency muscle-level control with low-frequency latent-space coordination in a hierarchical architecture. At the low level, general single-hand policies are trained via reinforcement learning to generate dynamic muscle-tendon activations while tracking trajectories from a large reference motion dataset. The resulting tracking policies are then distilled into variational autoencoder (VAE) models, yielding smooth and structured latent spaces that abstract away low-level muscle dynamics. For the high level, we train piece-specific policies to operate in this latent space, coordinating bimanual motions based on specific goals, denoted by note events extracted from given musical scores, to synthesize performances beyond the reference data. In addition, we present an enhanced musculoskeletal hand model that supports fine control of fingers for accurate low-level motion tracking and diverse high-level motion synthesis. We evaluate the control pipeline of our approach on a diverse piano repertoire spanning multiple musical styles and technical demands. Results demonstrate that our approach can synthesize coordinated bimanual motions with accurate key presses, and achieve the state-of-the-art performance of piano playing in physics-based dexterous control. We also show that our musculoskeletal hand model demonstrates superior biomechanical stability and tracking precision compared to the existing model, and validate that our musculoskeletal hand model and muscle-driven controller can generate physiologically plausible activation patterns that align with human electromyography (EMG) recordings.

  • 6 authors
·
Apr 25

A Wearable Multimodal Ultrasound+Inertial System for Real-Time Virtual Reality Interaction

A-mode ultrasound (US) is a promising sensing modality for Virtual Reality (VR) interaction, as it enables the mapping of muscular activity into control commands while retaining the benefits of wearable sensing. However, existing approaches still face limitations in terms of wearability and interaction complexity, often relying on external hardware such as cameras. In this work, we propose a fully wearable multimodal interface for real-time VR-interaction, based on concurrent US and inertial (accelerometry) sensing from the forearm and upper arm. The system is built on the WULPUS platform and integrates an end-to-end software framework for real-time acquisition, visualization, and communication with a Unity-based VR environment. A multimodal learning pipeline is introduced for concurrent hand pose and forearm position estimation in 2D space. The interface is evaluated through offline and online experiments with five subjects, during the execution of three functional tasks: cylinder grasping (gross motor) and relocation, marble pinching (fine motor) and relocation, and liquid pouring. For offline experiments, we collect 5 acquisition sessions across multiple days, achieving an average inter-session accuracy across subjects of 80pm6\% for hand pose estimation and 77pm7\% for forearm position estimation. Online validation with minimal fine-tuning (5 min) demonstrates success rates of 92.0pm16.0\%, 88.0pm9.8\%, and 96.0pm8.0\% for the three tasks, respectively. With a power consumption of only 19.9~mW, our system enables more than 2.5 days of continuous use on a small 350 mAh LiPo battery without the need for recharge, enabling truly wearable, multimodal, and functionally meaningful VR interaction.

  • 6 authors
·
Sep 13

DexFuture: Hierarchical Future-State Visuomotor Targeting for Bimanual Dexterous Tool Use

Bimanual dexterous tool use remains challenging for robots due to high-dimensional hand configurations and complex hand-tool-object dynamics and contact. Most existing control policies depend on future configuration references provided from demonstrations, while future action-conditioned world models require slow online planning over high-dimensional action sequences. A significant challenge is generating a dynamically consistent future reference trajectory without relying on privileged states from demonstrations or slow counterfactual planning. We propose DexFuture, a hierarchical system that couples a high-level Future-State Visuomotor Target Predictor with a low-level Target-Conditioned Structured Dexterous Policy. Conditioned on egocentric RGB, proprioceptive and geometric history, the high-level predictor constructs structured hand-tool-object visuomotor embeddings and uses a horizon-conditioned transformer to generate a multi-step future target trajectory. Then, the low-level policy tracks them with a target-conditioned per-link transformer. This hierarchy decouples coarse future reference generation from fine-grained action control, and slow long-horizon semantic prediction from high-frequency execution. On OakInk2 bimanual tool-use tasks, DexFuture achieves 90% of the privileged-oracle performance, compared to 7% for a no-reference policy. DexFuture operates at 60 Hz, approximately 250 times faster than DexWM-style Cross-Entropy Method (CEM) planning with a future action-conditioned world model.

  • 9 authors
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Jun 3

DexTacWAM: A Visuo-Tactile World-Action Model for Dexterous Manipulation

Dexterous manipulation depends on contact dynamics that are often only partially observable from vision. Recent World-Action Models (WAMs) couple predictive video world modeling with action generation, but remain largely vision-centric and therefore cannot directly model these contact dynamics. We present DexTacWAM, a visuo-tactile WAM that encodes each fingertip independently, aggregates the resulting features through a finger- and pose-aware tactile compressor, and injects the tactile latent into a video diffusion world model for joint visuo-tactile world modeling. Across six contact-rich dexterous manipulation tasks on a 22-DoF bimanual platform, DexTacWAM achieves the highest score on every task, averaging 70.6 versus 38.0 for the strongest baseline. Ablations attribute the gain to modeling contact evolution as part of the predicted world state rather than tactile conditioning alone: removing tactile world modeling reduces the four-task mean from 74.7 to 26.6 while keeping the same tactile features and action expert. After four hours of tactile-encoder adaptation with a frozen pretrained vision VAE, our continual vision-to-touch learning extends the pretrained video model to touch using roughly 100 demonstrations per task without tactile midtraining, while retaining visual prediction quality within 0.5 dB of vision-only counterparts. The compressor retains 89.4% of pre-fusion contact recall while enabling 2.26x faster training and 1.29x faster inference. Together, these results show that pretrained video priors can be extended to distributed multi-finger contact dynamics in a data- and compute-efficient manner.

  • 7 authors
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Sep 20

EigenDEXplore: Structured Exploration for Dexterous Manipulation with Human Priors

Dexterous manipulation poses a challenging high-dimensional optimization problem, as useful behaviors require coordinated motion across many hand joints. In reinforcement learning (RL) and sampling-based trajectory optimization, exploration commonly relies on independent robot joint perturbations, making coordinated behaviors difficult to discover. Prior work reduces this search space for grasp learning using low-dimensional spaces of coordinated joint motions learned from human hand data, but this restricts the expressivity required for general manipulation. Some combine learned and joint-space actions to restore expressivity, but this increases dimensionality and introduces redundancy. We study these effects across diverse manipulation settings, varying action dimensionality, exploration strategy, and the source of human data. Our experiments suggest that human-motion priors are most effective when used to structure exploration rather than change the action representation. Motivated by this finding, we propose EigenDEXplore, which induces correlated exploration by adding perturbations along human-derived eigenvectors to independent joint-space noise, leaving the action space unchanged. Across multiple dexterous hands, EigenDEXplore consistently outperforms joint-space and learned action-space baselines in grasping, in-hand reorientation, and contact-rich manipulation. These gains span unstructured and reference-guided RL, trajectory optimization, and sim-to-real deployment, and are largest in settings with less reward shaping and curriculum design.

  • 7 authors
·
Oct 5

Neural feels with neural fields: Visuo-tactile perception for in-hand manipulation

To achieve human-level dexterity, robots must infer spatial awareness from multimodal sensing to reason over contact interactions. During in-hand manipulation of novel objects, such spatial awareness involves estimating the object's pose and shape. The status quo for in-hand perception primarily employs vision, and restricts to tracking a priori known objects. Moreover, visual occlusion of objects in-hand is imminent during manipulation, preventing current systems to push beyond tasks without occlusion. We combine vision and touch sensing on a multi-fingered hand to estimate an object's pose and shape during in-hand manipulation. Our method, NeuralFeels, encodes object geometry by learning a neural field online and jointly tracks it by optimizing a pose graph problem. We study multimodal in-hand perception in simulation and the real-world, interacting with different objects via a proprioception-driven policy. Our experiments show final reconstruction F-scores of 81% and average pose drifts of 4.7,mm, further reduced to 2.3,mm with known CAD models. Additionally, we observe that under heavy visual occlusion we can achieve up to 94% improvements in tracking compared to vision-only methods. Our results demonstrate that touch, at the very least, refines and, at the very best, disambiguates visual estimates during in-hand manipulation. We release our evaluation dataset of 70 experiments, FeelSight, as a step towards benchmarking in this domain. Our neural representation driven by multimodal sensing can serve as a perception backbone towards advancing robot dexterity. Videos can be found on our project website https://suddhu.github.io/neural-feels/

  • 12 authors
·
Dec 20, 2023 1

UltraDexGrasp: Learning Universal Dexterous Grasping for Bimanual Robots with Synthetic Data

Grasping is a fundamental capability for robots to interact with the physical world. Humans, equipped with two hands, autonomously select appropriate grasp strategies based on the shape, size, and weight of objects, enabling robust grasping and subsequent manipulation. In contrast, current robotic grasping remains limited, particularly in multi-strategy settings. Although substantial efforts have targeted parallel-gripper and single-hand grasping, dexterous grasping for bimanual robots remains underexplored, with data being a primary bottleneck. Achieving physically plausible and geometrically conforming grasps that can withstand external wrenches poses significant challenges. To address these issues, we introduce UltraDexGrasp, a framework for universal dexterous grasping with bimanual robots. The proposed data-generation pipeline integrates optimization-based grasp synthesis with planning-based demonstration generation, yielding high-quality and diverse trajectories across multiple grasp strategies. With this framework, we curate UltraDexGrasp-20M, a large-scale, multi-strategy grasp dataset comprising 20 million frames across 1,000 objects. Based on UltraDexGrasp-20M, we further develop a simple yet effective grasp policy that takes point clouds as input, aggregates scene features via unidirectional attention, and predicts control commands. Trained exclusively on synthetic data, the policy achieves robust zero-shot sim-to-real transfer and consistently succeeds on novel objects with varied shapes, sizes, and weights, attaining an average success rate of 81.2% in real-world universal dexterous grasping. To facilitate future research on grasping with bimanual robots, we open-source the data generation pipeline at https://github.com/InternRobotics/UltraDexGrasp.

  • 7 authors
·
Mar 5 1

Helios 2.0: A Robust, Ultra-Low Power Gesture Recognition System Optimised for Event-Sensor based Wearables

We present an advance in wearable technology: a mobile-optimized, real-time, ultra-low-power event camera system that enables natural hand gesture control for smart glasses, dramatically improving user experience. While hand gesture recognition in computer vision has advanced significantly, critical challenges remain in creating systems that are intuitive, adaptable across diverse users and environments, and energy-efficient enough for practical wearable applications. Our approach tackles these challenges through carefully selected microgestures: lateral thumb swipes across the index finger (in both directions) and a double pinch between thumb and index fingertips. These human-centered interactions leverage natural hand movements, ensuring intuitive usability without requiring users to learn complex command sequences. To overcome variability in users and environments, we developed a novel simulation methodology that enables comprehensive domain sampling without extensive real-world data collection. Our power-optimised architecture maintains exceptional performance, achieving F1 scores above 80\% on benchmark datasets featuring diverse users and environments. The resulting models operate at just 6-8 mW when exploiting the Qualcomm Snapdragon Hexagon DSP, with our 2-channel implementation exceeding 70\% F1 accuracy and our 6-channel model surpassing 80\% F1 accuracy across all gesture classes in user studies. These results were achieved using only synthetic training data. This improves on the state-of-the-art for F1 accuracy by 20\% with a power reduction 25x when using DSP. This advancement brings deploying ultra-low-power vision systems in wearable devices closer and opens new possibilities for seamless human-computer interaction.

  • 12 authors
·
Aug 14

emg2pose: A Large and Diverse Benchmark for Surface Electromyographic Hand Pose Estimation

Hands are the primary means through which humans interact with the world. Reliable and always-available hand pose inference could yield new and intuitive control schemes for human-computer interactions, particularly in virtual and augmented reality. Computer vision is effective but requires one or multiple cameras and can struggle with occlusions, limited field of view, and poor lighting. Wearable wrist-based surface electromyography (sEMG) presents a promising alternative as an always-available modality sensing muscle activities that drive hand motion. However, sEMG signals are strongly dependent on user anatomy and sensor placement, and existing sEMG models have required hundreds of users and device placements to effectively generalize. To facilitate progress on sEMG pose inference, we introduce the emg2pose benchmark, the largest publicly available dataset of high-quality hand pose labels and wrist sEMG recordings. emg2pose contains 2kHz, 16 channel sEMG and pose labels from a 26-camera motion capture rig for 193 users, 370 hours, and 29 stages with diverse gestures - a scale comparable to vision-based hand pose datasets. We provide competitive baselines and challenging tasks evaluating real-world generalization scenarios: held-out users, sensor placements, and stages. emg2pose provides the machine learning community a platform for exploring complex generalization problems, holding potential to significantly enhance the development of sEMG-based human-computer interactions.

  • 14 authors
·
Dec 2, 2024