Grippers are one of the most intricate parts of a humanoid robot, packed with actuation and sensing; they need to be durable enough to handle tough jobs, but precise enough to handle fragile items.
Boston Dynamics' engineers share how the Atlas gripper has evolved as our manipulation capabilities expand and the principles that will guide future iterations.
What's in a humanoid hand? | Boston Dynamics
It’s been just over 12 years since Boston Dynamics unveiled its bipedal Atlas robot, and along the way it’s made huge advances in both mobility and AI capabilities.
A new video (top) shared by the Massachusetts-based team on Wednesday highlights the progress made on one of the most challenging areas of a humanoid robot — the hands.
Instead of trying to precisely emulate a human hand, Boston Dynamics is focusing on developing a dexterous gripper that’s both rugged and reliable, making it ideal for tasks such as sorting, picking and packing, as well as handling heavy objects.
“Grippers are one of the most intricate components of a humanoid robot,” Alberto Rodriguez, director of robot behavior for Atlas, says in the video. “We have to put in a lot of actuation and sensing into a very small space, so it’s a very hard design problem.”
Karl Price, mechanical engineer for Atlas, showed off the new, three-fingered gripper for the Atlas robot.
The second-generation device has seven degrees of freedom and seven different actuators — two for each of the fingers and one for the newly added articulated thumb joint. It also has tactile sensing on the fingertips and cameras in the palm.
Not surprisingly, the addition of the thumb has significantly boosted the humanoid robot’s abilities. “That really expands the type of grasps that it allows us to do,” Rodriguez said. “Over the last year or so, we’ve realized that we can grasp almost anything that we throw at it.”
The Atlas team settled on the idea of adding three fingers because it believed it was the fewest number required to complete a range of complex manipulation tasks, while the thumb allows for precise and careful handling of more delicate objects.
The current goal, Rodriguez said, is to create a gripper “with the right sweet spot of dexterity, actuation, and sensing,” adding that his team is “very excited to see where it takes us.”
Boston Dynamics is one of a growing number of companies working on humanoid robots that could one day transform the workplace, especially in industrial settings. Some companies are also developing robots for domestic use, with California-based Figure expected to make a big announcement on the subject later this week. #machine#Robotics#robot
The transition from hydraulics to electric Atlas gave us an interesting jumping point.
We knew that right about the same time that Boston Dynamics and Atlas wanted to focus more
on manipulation, not just mobility and locomotion, and that was just a natural point to explore
grippers with higher dexterity. We've known from the beginning that the gripper journey is a long
one. Grippers are one of the most intricate components of a humanoid robot. They pack tons
of functionality. We have to put in a lot of actuation and sensing into a very small space,
so it's a very hard design problem. We've taken that long-term perspective and tried to maximize
learnings through that path. GR1 is a gripper that is the first gripper of what we call the GR line,
where we basically were looking to build something that had the most fundamental
and, in a way, minimalistic capabilities of a human hand. GR1 allowed us to learn a ton of
what it means to mount a gripper to a humanoid robot that works most of the time well, but
sometimes it falls, and inevitably once in a while it's going to fall on top of the gripper.
So we wanted to figure out what is a good way to build a gripper that can resist that kind of
failure mode, which is very important to our development path, being able to build grippers
that are rugged and reliable. This is our second generation gripper. It has seven degrees of
freedom. We have seven different actuators within it, two for each of the three fingers,
and then one for this articulated thumb joint. We have tactile sensing on the fingertips,
and we have cameras here in the palm. The whole module is self-contained with all the actuation
within it. It's very easy to put on and off of the robot, and it was an iteration from our first
generation gripper, which had a similar three fingers, but there was no thumbs.
They're all on the same line. Maybe the most important distinction from GR2 to GR1 is the
addition of a thumb, an opposable thumb, that really expands the type of grasps that it allows
us to do. It really increases the flexibility of which objects we can grasp with it, and really,
over the last year or so, we've realized that we can grasp almost anything that we throw at it.
We landed on three because we believe that that's the fewest amount of fingers that can achieve
very complex manipulation tasks. So the fact that you do have three fingers brings a lot more to the
table over just two, because the fact that there's some distance between them can help in maintaining
a stable grasp, especially when you're manipulating larger or heavier objects that want to kind of
rotate out of your hand. We do have the opportunity with this thumb to do some two-finger
pinch grasps, which can be very helpful for delicate manipulation of very tiny objects,
but that third finger coming into play when you are grasping something a little heavier or a
little larger can be really helpful in maintaining a stable grasp. We've debated a lot, and we do
wonder if there's an opportunity to add more fingers and whether they bring much to the table.
We decided not to add more fingers because adding more fingers, it just adds more complexity that
if it's not necessary, it always ends up meaning lower reliability, higher cost, just in general,
lower speed of development. We shouldn't take that as a dogma, though, right? Three fingers
was the right answer for the first phases of this program. We'll see what is the answer moving
forward. Tactile sensing is force feedback. You can think of it as your sense of touch that you
have in your own fingers. The tactile sensors live here on the fingertips in this elastomer
here that's at the top that provides two functions. One is to give a high friction surface,
and then also as it deforms, we have sensors within those fingertips that translate that into
a force feedback. By having that sense of touch on your fingertips, you can apply very gentle forces
to something. If you're perhaps manipulating a fragile object, you might want to handle it
gingerly. You can also detect if you've dropped something. So if you didn't mean to, but it's
fallen out of your hand, those tactile sensors can give you that feedback to understand what's going
on. The goal is to apply as little force as possible, but maintaining a stable grasp. That's
very similar to when you pick something up. You don't want to crush the object, but you want to
make sure that it stays in your hand and it doesn't slip out of your hand. Too light a grasp and something
might slip away, and too heavy a grasp and you might actually damage it. So inward, we can rotate up to
90 degrees, very similar to what your hand can do, but this has some extra human capability in that
all these fingers can bend backwards completely. We can do some very clever things where you would
actually be grasping on the back side of the gripper. So we actually have a left and right
version of this gripper, similar to how our own hands, we have a left and right hand that are
mirrored, but not the same. So this thumb always comes around on this one side. Atlas will usually
be planning for the most optimal route to get the job done that it's trying to do. So if standing
in a certain position and reaching in with the left hand will provide a more stable grasp or
allow you to avoid objects in the environment, that's usually the way that it will choose.
It doesn't tend to have a dominant left or right hand like you and I do.
We're setting the next milestone in the direction of dexterity. It's becoming clear that tasks like
bin picking or tool use or in general handling small objects are very prevalent in manufacturing.
Interestingly, all of these things kind of are pushing us, not necessarily by design, but sort of
naturally, organically, into more anthropomorphic designs of the gripper. Finding the gripper with
the right sweet spot of dexterity, actuation and sensing is one of the most interesting
journeys of the next few years and we're very excited to see where it takes us.