A Digital Hand to Mimic Human Hand in Real Time Operation
Making of Digital Finger with Partial Soft Skin and Rigid Bone
Hiroshi Hashimoto
1
, Sho Yokota
2
, Daisuke Chugo
3
and Kaoru Mitsuhashi
4
1
Industrial Technology Graduate Course, Advanced Institute of Industrial Technology, Tokyo, Japan
2
Department of Mechanical Engineering, Toyo University, Saitama, Japan
3
Department of Human System Interaction, Kwansei Gakuin University, Hyogo, Japan
4
Department of Mechanical Engineering, Tokyo University of Technology, Tokyo, Japan
Keywords: Digital Hand, Hand Anatomy, Mimic, Real Time Operation, Soft Skin.
Abstract: This paper presents a digital hand which is a type of model to mimic human hand operation in real time
operation. Human hand performs various difficult tasks in daily life and shows dexterous operation to use
tools or equipment, because it has numerous degree of freedom (DoFs) of finger joints and soft skin. To
realize the mimic of human hand operation in real time operation to overcome the problems such as high
DoFs, soft skin. We have developed the digital hand whose input to control hand posture is obtained from a
hand posture sensor and soft skin is designed as mesh structure. Here, the way to define parameters of mesh
structure is discussed. We demonstrate the simulation of the digital hand model and examine how the model
is able to mimic the motion of human hand.
1 INTRODUCTION
This paper presents a digital hand with soft skin
which is a type of model to mimic human hands in
real time operation.
Human hand performs various difficult tasks in
daily life and shows dexterous operation to use tools
or equipment, because it has numerous degree of
freedom (DoFs) of finger joints more than 22 DoFs
(Chao et al.,1989), (Kapandj, 2005). There are many
types of grasp such as power grasps, precision
grasps and miscellaneous grasps, and each types is
also divided into many various hand postures
(Edwards and Buckland,2002). These hand postures
can be made by the hand’s DoFs, basically the
posture of holding and arch ensure the various hand
posture. However, a study on dynamical operation of
hand using objects has not been made in the field of
anatomy, but only on grasping which shows static
situation to fixe objects.
On the other hand, the previous studies on digital
hand for robotics or CG (computer graphics) have
been developed very well. In the early period of
robot hand researches, its objective is to realize
stable grasping objects based on the theoretical
aspects (Nguyen,1986), (Yoshikawa,1996). Hence,
these consideration merely focused on the stable
grasping geometrically, not consideration of the
human like grasping/operations. Up to date,
dexterous grasping of robot hands have been
developed (Mouri et al., 2005), (Ishihara et al.,
2006), (Inoue and Hirai, 2009), it remains difficult to
realize dexterous manipulations as seen in actual
human hand operations.
In researches of CG, considering muscular,
freedom of joints and tendons, a precise digital hand
to mimic human hand has been tried to be made
(Lee and Kunii, 1995), (Sueda et al., 2008), (Endo
et al., 2008), (Mulatto et al., 2013). Its objective is to
evaluate product designs when it grasp an object. So,
the discussions were made about parameter
identifications of the digital hand, and grasping
situation on contact points between the digital hand
and object. These considerations focus on the static
states while grasping statically, not on dynamical
states such as pen spinning.
Here, the human hand is able to manipulate
objects dexterously described below. For example,
the human hand can pass a tool from appropriate
fingers to the other with only finger, this can be seen
such that a skilled engineer operates a driver with
one hand or a surgeon shows the neat exactness of
the surgeon's knife. These operations lead to a rapid
use of the instrument or create much valuable things.
Hashimoto, H., Yokota, S., Chugo, D. and Mitsuhashi, K.
A Digital Hand to Mimic Human Hand in Real Time Operation - Making of Digital Finger with Partial Soft Skin and Rigid Bone.
DOI: 10.5220/0005749900970102
In Proceedings of the 11th Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2016) - Volume 1: GRAPP, pages 99-104
ISBN: 978-989-758-175-5
Copyright
c
2016 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
99
The dynamical operation of the digital hand has
been slightly considered in (Hashimoto et al., 2013),
(Hashimoto et al., 2014), not seen in the other
studies. In the researches, the body of the digital
hand was made from rigid body. Human hand is
covered by soft skin, which is deformable while
operating an object. Therefore, contact region
touched with the object is area not point for rigid
skin, so the dynamic relationship on the contact
region also becomes complex. This means the real
time operation of the digital hand requires numerous
computational load. Because the way of moving to
operate a thing dynamically is very enormous, the
programming to simulate all patterns of hand
postures is very troublesome.
To overcome the problems such as the
computational load with soft skin and real time
operation for various operation cases, first, we
propose a digital hand structure based on anatomy,
here, the reduced DoFs of joints is introduced to
decrease the computational load. Second, the
operation system with hand-posture sensor
LeapMotion (LeapMotion, 2015) and virtual
physical space which is realized with Bullet Physics
(BulletPhysics, 2015). To confirm the effectiveness
of the digita hand system, some operations are
examined.
2 SKELETON MODEL BASED ON
ANATOMY
The hand skeleton model is shown in Figure 1 based
on anatomical and medical hand investigation
(Kapandj, 2008).
Figure 1: Hand skeleton structure.
In Figure 1, abbreviated label for joints have
following meanings (arranged in order from
proximal to distal extremity). CMC stands for the
carpometacarpal joint, MCP for the metacarpo-
phlangeal joint, PIP for the proximal interphalangeal
joint, and DIP for the distal interphalangeal joint.
Other joint labels of thumb are: TMC for the
trapeziometacarpal joint, MCP for the meta-
carpophlangeal joint, and IP for the interphalangeal
joint.
Degrees of freedom of each joint is
approximately equivalent to those of the actual
human hand, except the TMC joints because of
complexity of joint structure of the actual human
thumb.
The skeleton has five fingers, i.e., the thumb,
index finger, middle finger, ring finger, and little
finger. The base of these fingers in the hand
structure is the carpus underneath the metacarpal
bones, which lies between the palm and wrist. The
carpus consists of 8 bones in the actual human hand
but is approximated as two bones in the model: one
corresponding to trapezium at bottom of thumb, and
the other corresponding to other carpal bones except
trapezium bone (assembly of other carpal bones,
namely scaphoid, lunate, capitate, triquetrum,
pisiform, trapezoid, and hamate bones).
Although metacarpal bones are all in the palm in
an actual hand, they are all separated to allow
motion relative to each other, and connected to a
corresponding phalangeal bone of each finger.
Each finger (not including the thumb) is
composed of three bone links, called phalangeal
bones. Each neighbouring pair of bone links are
connected with a joint, i.e. a constraint that restricts
relative translational motion of bone links in
dynamics simulation. The DIP, PIP and IP has one
DoF, the MCP has two DoFs, the CMC has two
DoFs and the TMC has three DoFs. So, the total
DoFs of human hand is 30.
Here, the dexterous pose and motion of hand
should be kept in good condition such as the arches
(Kamakura et al., 1980), (Edwards and Buckland,
2002). So, the DoFs of thumb needs to consider very
carefully. The range of deviation of MCP joint of the
thumb is so small for abduction/adduction that it can
be usually neglected, and its DoFs can be
approximated as one.
Not to force the action of bending the fingers, but
to act for flexion/extension, there is an angular
constraint condition between the angle of DIP and of
PIP for each finger such as refs. (Chao et al., 1989);
(Ying et al., 2005).
() ()
angle DIP angle PIP
α
=
(1)
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100
where the function angle( joint ) means the angle of
joint and
α
2
3
(2)
Thus, the DoFs of DIP is able to be eliminated.
From the fact, the angles of DIP and PIP are
linearly independent, so one DoF for each finger can
be reduced. Figure 2 shows the structures of the
skeleton model under the consideration described
above, and the total DoFs is reduced to 16 from the
original DoFs. In this figure, the dependent joints
means that DIP is dependent joint to PIP as shown
Equations (1) and (2), so the DoFs of DIP is able to
be eliminated.
Figure 2: Structure model of joints and bones.
The reduced DoFs will be used in stable control
of the digital hand described later.
3 STRUCTURE OF DIGITAL
HAND
Human hands consist of rigid bone and soft skin
which forms deformable surface when hand
grasping objects. The rigid bone support to pick at a
small object and the soft skin is to prevent to drop an
object with friction on the contact area between
deformable skin and the object. Therefore, a
complex operation of human hand is realized. First,
the design of the soft skin is described, then its
connection with rigid bone is shown.
3.1 Design of Soft Skin
It is difficult to join soft skins to rigid bones in
making the digital hand by using Bullet Physics
which is one of physics engines. This is the reason
why each schemes of collision detections is different.
Now, we think about only skin of the size that
only comes in contact with the object, the
connection between the soft skin and the rigid bone
uses an anchor combination provided of Bullet
Physics, not direct combination. From this, the skin
is designed to be able to be installed onto the tip of
the finger and the middle of each bone. The shape of
the skin of fingertip is made by Blender (Blender,
2015) shown in Figure 3.
Figure 3: Making of soft skin of fingertip in Blender
window.
The number of mesh that makes up part of the
fingertip and the finger pulp hemisphere will
become too large, then the calculation time required
for collision detection will be enormous, thus it is
difficult to achieve real time operation. Based on the
trade-off of computational load and feasibility of the
dexterous hand operation, the selection of the
number is determined by trial and error.
Next, the figure of the soft skin is introduced into
soft body of Bullet Physics, and some parameters
(Table 1) of soft body should be defined to set up it.
Table 1: Parameters of soft skin in Bullet Physics.
kDP
Damping coefficient; damps forces acting on
soft body nodes to reduce their oscillation
over time. Imagine a mass hanging on a
spring. Range [0,1]
kDG and kLF
Drag and Lift coefficient; relating to
aerodynamics (Wikipedia_Lift,2015,
NASA,2015), Range
[0, ]+∞
kDF
Dynamic friction coefficient; just friction of
nodes against surfaces, as with rigid bodies.
Range [0,1]
kMT
Pose matching coefficient; be used with
setPose(bool, bool). Range [0,1]
kCHR, kKHR
and kSHR
Rigid, kinectic and Soft contacts hardness;
controling how strict any overlap between
the soft body and other types is treated.
Range[0,1]
However, the effective way to identify them have
not shown yet, so we investigated that human hand
played the bar spinning as a manipulation with the
high-speed camera (1000 fps ) as shown in Figure 4.
Observing the situation of the deformable skin by
A Digital Hand to Mimic Human Hand in Real Time Operation - Making of Digital Finger with Partial Soft Skin and Rigid Bone
101
investigating the figure, the parameters are adjusted
to show the similar situation of the deformable soft
skin.
(a) t = 0.0 sec
(b) t = 0.1 sec
Figure 4: Scene of bar spinning (1000 fps).
3.2 Connection between Soft Skin and
Rigid Bone
The bone is made from a cylinder rigid body and the
DoFs is in accordance with the joint of the hand
described the previous section. When the skin is
connected with the bone, the gap of the joint is
sufficient distance movable range of each joint to be
achieved.
We use Panda3D (Panda3D, 2015) to develop
the digital hand, which is a development platform
with Bullet Physics, described in Python language.
Figure5 shows one finger conducted by the design
described above by using Panda3D. In Figure 5, the
rigid bone and the partial soft skin are connected
with anchors. The reason why the partial soft skin is
adopted is to reduce the computational effort.
For through hand operation in real time, and is
focused on seeing the mechanical interaction of the
hand and the object, this paper will not be rendered.
Because we focus on operating the digital hand in
real time and investigating the dynamical interaction
with the object, the rendering of CG is not
introduced.
Figure 5: Digital finger with partial soft skin and rigid
bone.
Figure 6 shows the extending this configuration
to the five fingers.
Figure 6: Digital hand with partial soft skin and rigid
bone.
3.3 Virtual Physical Space
Our digital hand is able to grasp and manipulate
objects in the Virtual Physical Space. In the
development with Bullet Physics, the space would
be not well defined yet. So, we define it such that the
Virtual Physical Space is the three-dimensional
extent shown in the computer simulation, in which
an approximate simulation of certain physical
systems, such as rigid body dynamics (including
collision detection), soft body dynamics is provided
by a proper physics engine.
The digital hand and appropriate objects are set
in the Virtual Physical Space, then gravity, collision
detection and rotation calculations for them are
calculated. So, in the space the digital hand is able to
grasp or manipulate the object.
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102
4 REAL TIME OPERATION
SYSTEM
4.1 Hand Posture Sensing
To realize the digital hand to mimic human hand
operation in real time, a sensor which is able to
sense the hand posture and also the position of hand
is required, then the Leap Motion Controller (LMC)
is suitable for the requirement. The LMC observes a
roughly hemispherical area, to a distance of about 1
meter, and can get 3D position data of all joints of
fingers and palm within sampling rate 150-295 fps
(USB 3.0 connection), this is made possible by the
skeleton model of hand of the LMC
(LeapMotionSDK, 2015). Then, the position data is
sent through a USB cable to the host computer.
The position data sometime is disturbed caused
by light illumination or characteristics of human
hand such as skin color and condition. To get stable
data, the constraint condition shown in chapter 2 is
imposed upon the data.
4.2 Implementation
A demonstrative application has been developed to
evaluate the digital hand in operation by the
postures. The goal is to set up the digital hand in real
time operation. The software application is
executable on the CPU(Core i7-4900MQ, 2.8GHz)
and the GPU(Nvidia Quadro K4100M, 1152 Cuda
processors). In our goal, the roles of CPU and GPU
are assigned separately as following
x Finger Callback : CPU
x Graphics Thread : GPU
x Physics Simulation : GPU
These processing assigned to CPU and GPU is
enable to use PyCUDA (PyCUDA, 2015), because
Panda3D is built in Python and the assigned has
been developing in the present circumstances.
4.3 Experiment
The subject operates the digital hand to mimic the
human hand in real time processing, using the Leap
Motion as the input device of the human hand
posture is shown in Figure 7.
We have succeeded in the real time operation for
a Digital hand only with rigid bones, not soft skin as
shown in Figure 8. The digital hand grasps and
operates the bar dextrously. A scene of real time
operation of the digital hand with rigid bones and
soft skin is shown in Figure 9. According to the
movement of human figures and palm of the hand,
the digital hand change its posture to mimic the hand.
And when the digital hand grasp an object in the
virtual physic space, the collision detection between
the digital hand and the object is transmitted to the
physics engine, and the digital hand can grasp it
according to the varying hand posture in real time.
However, those computational load becomes
tremendous, so the real time operation be fit to use is
not sufficient.
Figure 7: Digital hand system with LMC to get hand
posture in real time.
Figure 8: Digital hand with no soft skin operating the bar.
Figure 9: Digital hand with partial soft skin and rigid
bone.
A Digital Hand to Mimic Human Hand in Real Time Operation - Making of Digital Finger with Partial Soft Skin and Rigid Bone
103
5 CONCLUSIONS
This paper proposed a novel design procedure of the
digital hand, which is in reduced DoFs, the design of
soft skin, rigid body and those connection approach,
and real time operation system.
The reduced DoFs of the digital hand is proposed
by considering anatomy, which is to be operated in
real time. The total number of reduced DoFs is 16,
which is less than actual DoFs.
The design of soft skin and rigid body is regular
way in CG creation, but the connection approach is
devised because the collision detection of each body
shows different phases. This approach relates on the
shape of the soft skin.
The real time operation is considered about the
digital hand with reduced DoFs and the usage of the
LMC. The applicable demonstration in real time
operation is able to be realized by tuning PyCUDA,
and it will be shown in the conference stage.
ACKNOWLEDGEMENTS
I would like to thank Dr. Akinori Sasaki who had
contributed the development of this study. This work
was supported by JSPS KAKENHI Gran Numbers
25280125, 25560009 and in part supported by JST
RISTEX Service Science, Solutions and Foundation
Integrated Research Program.
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