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Chapter 2. Prehension

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90 THE PHASES OF PREHENSION<br />

able to generate an optimal hand posture for a given object. The input<br />

to the network consisted of two dimensional visual images of different<br />

sized and shaped objects. Cylinders, prisms, and spheres were used,<br />

varying in size from 3 cm to 7 cm. The other input to the network<br />

during the learning phase was prehensile hand shapes, using data<br />

collected from a DataGlove (VPL, Inc., California). The DataGlove<br />

had sixteen sensors recording thirteen flexor/extensor joint angles and<br />

three abductiodadduction angles. Two types of hand postures were<br />

used: palm opposition and pad opposition. During the learning phase,<br />

objects were grasped repeatedly using a trial and error approach. The<br />

network learned the relationships between the objects and postures. As<br />

seen in Figure 4.10, the third layer of neurons is examined in order to<br />

see the internal representation. The level of neuronal activity increased<br />

with object size. The activation patterns for the same objects were<br />

similar. In terms of oppositions, the neuronal activation patterns were<br />

different for pad vs palm opposition. Choosing the correct hand<br />

posture to use based on object properties is an ill-posed problem, since<br />

there are many possible solutions. Therefore, during the optimization<br />

phase, Uno et al. used a criterion function to make the selection. The<br />

function C(y)=I;y2i, where i is the ith output of the sixteen DataGlove<br />

sensors, is mimimized when the hand is flexed as much as possible.<br />

Using relaxation techniques during the optimization phase, the<br />

network minimized this function and computed an optimal hand<br />

posture for a given object.<br />

A problem with these models is the limited number of inputs and<br />

outputs. The versatile performance of human prehension, in contrast,<br />

can be viewed as emerging from a large multi-dimensional constraint<br />

space. In <strong>Chapter</strong> 7, sources of these constraints are identified and<br />

grouped together into ten different categories. The list brings in the<br />

notion of higher level goals working together with harder constraints.<br />

4.5.2 Choosing virtual finger mappings<br />

An important component to the grasp strategy is the number of real<br />

fingers that will be used in a virtual finger. Newel1 et al. (1989)<br />

studied the number of fingers used in opposition to the thumb as<br />

adults and children grasped cubic objects ranging in width from .8 to<br />

24.2 cm. For the largest objects, two hands were used; more children<br />

than adults used two hands. In general, the number of fingers used in<br />

opposition to the thumb increased with object size. As expected, one<br />

finger was used with the thumb at very small object sizes, and all four<br />

fingers were used in opposition to the thumb for the largest cubes.

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