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Structured Pneumatic Fingerpads for Actively Tunable Grip Friction

Allison, Katherine, Kelly, Jonathan, Hatton, Benjamin

arXiv.org Artificial Intelligence

Grip surfaces with tunable friction can actively modify contact conditions, enabling transitions between higher- and lower-friction states for grasp adjustment. Friction can be increased to grip securely and then decreased to gently release (e.g., for handovers) or manipulate in-hand. Recent friction-tuning surface designs using soft pneumatic chambers show good control over grip friction; however, most require complex fabrication processes and/or custom gripper hardware. We present a practical structured fingerpad design for friction tuning that uses less than \$1 USD of materials, takes only seconds to repair, and is easily adapted to existing grippers. Our design uses surface morphology changes to tune friction. The fingerpad is actuated by pressurizing its internal chambers, thereby deflecting its flexible grip surface out from or into these chambers. We characterize the friction-tuning capabilities of our design by measuring the shear force required to pull an object from a gripper equipped with two independently actuated fingerpads. Our results show that varying actuation pressure and timing changes the magnitude of friction forces on a gripped object by up to a factor of 2.8. We demonstrate additional features including macro-scale interlocking behaviour and pressure-based object detection.

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  Genre: Research Report > New Finding (0.54)

Automatic Fingerpad Customization for Precise and Stable Grasping of 3D-Print Parts

Lim, Joyce Xin-Yan, Pham, Quang-Cuong

arXiv.org Artificial Intelligence

The rise in additive manufacturing comes with unique opportunities and challenges. Massive part customization and rapid design changes are made possible with additive manufacturing, however, manufacturing industries that desire the implementation of robotics automation to improve production efficiency could face challenges in the gripper design and grasp planning due to highly complex geometrical shapes resulting from massive part customization. Yet, current gripper design for such objects are often manual and rely on ad-hoc design intuition. This would be limiting as such grippers would lack the ability to grasp different objects or grasp points, which is important for practical implementations. Hence, we introduce a fast, end-to-end approach to customize rigid gripper fingerpads that could achieve precise and stable grasping for different objects at multiple grasp points. Our approach relies on two key components: (i) a method based on set Boolean operations, e.g. intersections, subtractions, and unions to extract object features and synthesize gripper surfaces that conform to different local shapes to form caging grasps; (ii) a method to evaluate the grasp quality of synthesized grippers. We experimentally demonstrate the validity of our approach by synthesizing fingerpads that, once mounted on a physical robot gripper, are able to grasp different objects at multiple grasp points, all with tightly constrained grasps.


Tactile Weight Rendering: A Review for Researchers and Developers

Martín-Rodríguez, Rubén, Ratschat, Alexandre L., Marchal-Crespo, Laura, Vardar, Yasemin

arXiv.org Artificial Intelligence

Haptic rendering of weight plays an essential role in naturalistic object interaction in virtual environments. While kinesthetic devices have traditionally been used for this aim by applying forces on the limbs, tactile interfaces acting on the skin have recently offered potential solutions to enhance or substitute kinesthetic ones. Here, we aim to provide an in-depth overview and comparison of existing tactile weight rendering approaches. We categorized these approaches based on their type of stimulation into asymmetric vibration and skin stretch, further divided according to the working mechanism of the devices. Then, we compared these approaches using various criteria, including physical, mechanical, and perceptual characteristics of the reported devices and their potential applications. We found that asymmetric vibration devices have the smallest form factor, while skin stretch devices relying on the motion of flat surfaces, belts, or tactors present numerous mechanical and perceptual advantages for scenarios requiring more accurate weight rendering. Finally, we discussed the selection of the proposed categorization of devices and their application scopes, together with the limitations and opportunities for future research. We hope this study guides the development and use of tactile interfaces to achieve a more naturalistic object interaction and manipulation in virtual environments.