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DexUMI: Using Human Hand as the Universal Manipulation Interface for Dexterous Manipulation

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TL;DR Summary

DexUMI uses wearable exoskeletons and video-based hand replacement to close the human-robot embodiment gap, enabling effective transfer of dexterous skills to diverse robot hands with 86% task success across platforms.

Abstract

DexUMI: Using Human Hand as the Universal Manipulation Interface for Dexterous Manipulation Mengda Xu *,1,2,3 Han Zhang *,1 Yifan Hou 1 Zhenjia Xu 5 Linxi Fan 5 Manuela Veloso 3,4 Shuran Song 1,2 1 Stanford University, 2 Columbia University, 3 J.P. Morgan AI Research, 4 Carnegie Mellon University, 5 NVIDIA https://dex-umi.github.io/ Abstract: We present DexUMI - a data collection and policy learning framework that uses the human hand as the natural interface to transfer dexterous manip- ulation skills to various robot hands. DexUMI includes hardware and software adaptations to minimize the embodiment gap between the human hand and var- ious robot hands. The hardware adaptation bridges the kinematics gap using a wearable hand exoskeleton. It allows direct haptic feedback in manipulation data collection and adapts human motion to feasible robot hand motion. The soft- ware adaptation bridges the visual gap by replacing the human hand in video data with high-fidelity robot hand inpainting. We demonstrate DexUMI’s capabilities through comprehensive real-world experiments on two different dexterous robot hand hardware platforms, achiev

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English Analysis

1. Bibliographic Information

  • Title: DexUMI: Using Human Hand as the Universal Manipulation Interface for Dexterous Manipulation
  • Authors: Mengda Xu, Han Zhang, Yifan Hou, Zhenjia Xu, Linxi Fan, Manuela Veloso, Shuran Song
  • Affiliations: The authors are affiliated with a strong combination of top-tier academic institutions (Stanford University, Columbia University, Carnegie Mellon University) and leading industry AI research labs (J.P. Morgan AI Research, NVIDIA), indicating a cross-pollination of academic rigor and industry application.
  • Journal/Conference: The paper is presented as a preprint on arXiv, a common practice for rapidly disseminating cutting-edge research. The provided source link points to a PDF, and the references suggest it's a very recent work from 2024.
  • Publication Year: 2024
  • Abstract: The paper introduces DexUMI, a comprehensive framework for teaching dexterous robot hands by using the human hand as a direct control interface. To achieve this, DexUMI addresses the "embodiment gap" (differences in form and function) between human and robot hands through two key adaptations. First, a hardware adaptation uses a custom-designed, wearable exoskeleton to bridge the kinematic gap, ensuring human motions are feasible for the robot and providing direct haptic feedback to the user. Second, a software adaptation uses video segmentation and inpainting to bridge the visual gap, replacing the human hand in demonstration videos with a realistic rendering of the robot hand. The authors validate DexUMI on two different robot hands, achieving a high average task success rate of 86%.
  • Original Source Link: /files/papers/68fb1afe9d204101c80d504a/paper.pdf. The paper is a preprint and not yet formally published in a peer-reviewed journal or conference proceedings at the time of this analysis.

2. Executive Summary

  • Background & Motivation (Why):

    • Core Problem: Transferring dexterous manipulation skills from humans to robots is extremely challenging due to the significant embodiment gap—the vast differences in kinematics (joint structure), visual appearance, and tactile sensing between human hands and their robotic counterparts. This problem is compounded by the wide diversity of robot hand designs.
    • Importance: Dexterous robot hands hold the promise of replicating human-level manipulation, but programming or teaching them remains a major bottleneck. Existing methods like teleoperation are often inefficient, suffer from a mismatch between what the operator sees and what the robot sees, and lack the direct physical (haptic) feedback that makes human manipulation so intuitive.
    • Innovation: DexUMI proposes a novel solution that treats the human hand itself as the "universal manipulation interface." Instead of trying to map unconstrained human motion onto a robot (retargeting), DexUMI uses a wearable exoskeleton to constrain human motion at the source, making it directly transferable. This is combined with a data processing pipeline that ensures the robot's visual input during learning matches what it will see during deployment.
  • Main Contributions / Findings (What):

    1. DexUMI Framework: An end-to-end data collection and policy learning framework that significantly lowers the barrier to teaching dexterous robots.
    2. Hardware Adaptation: A wearable hand exoskeleton, designed through a novel optimization process, that bridges the kinematic gap. It allows for intuitive data collection with direct haptic feedback and records robot-feasible motions by design.
    3. Software Adaptation: A data processing pipeline that bridges the visual observation gap. It algorithmically replaces the human hand in videos with a high-fidelity rendering of the corresponding robot hand, creating visually consistent training data.
    4. Comprehensive Real-World Validation: The framework is successfully demonstrated on two morphologically different robot hands (the underactuated Inspire Hand and the fully-actuated XHand) across four complex, long-horizon tasks, achieving an 86% average success rate and a 3.2x improvement in data collection efficiency over traditional teleoperation.

3. Prerequisite Knowledge & Related Work

  • Foundational Concepts:

    • Dexterous Manipulation: The control of multi-fingered robotic hands to perform complex actions like grasping, re-orienting, and using tools, much like a human hand.
    • Embodiment Gap: A key challenge in robotics and AI where an agent (e.g., a robot) has a different physical body (sensors, actuators, shape) from the agent it learns from (e.g., a human). This mismatch makes direct skill transfer difficult.
    • Imitation Learning: A machine learning approach where a robot learns a new skill by "imitating" demonstrations provided by an expert, typically a human. The robot learns a policy that maps observations to actions based on the demonstration data.
    • Teleoperation: A system where a human operator controls a remote robot. In dexterous manipulation, this often involves a master device like a data glove that tracks the operator's hand movements.
    • Retargeting: An algorithmic process that maps motions from a source body (e.g., human hand) to a target body with a different structure (e.g., robot hand). This is often an ill-posed problem and can lead to unnatural or infeasible robot motions.
    • Video Inpainting: A computer vision technique used to fill in missing or masked-out regions in an image or video, typically by using information from the surrounding areas.
    • SE(3) Space: The Special Euclidean Group in 3 dimensions. In robotics, it is the standard mathematical way to represent the pose of a rigid object, which includes both its 3D position (translation) and its 3D orientation (rotation).
  • Previous Works: The paper positions itself against three main categories of prior work:

    • Teleoperation: While popular, traditional teleoperation systems using motion capture gloves or VR controllers rely heavily on retargeting, which struggles with the fundamental kinematic differences between human and robot hands (especially the thumb). Furthermore, they often require the physical robot to be present during data collection.
    • Learning from Human Hand Video: This approach aims to learn directly from videos of humans performing tasks. However, these methods often require large amounts of supplementary robot data to bridge the embodiment gap, or they depend on simulated environments and privileged information (like exact object poses) that are not available in the real world.
    • Wearable Devices: Other wearable systems have been developed for data collection, but they either target simple parallel-jaw grippers (not dexterous hands) or still rely on retargeting and additional human corrections. Some "hand-over-hand" systems require the operator to physically move the robot hand, which is cumbersome.
  • Differentiation: DexUMI’s key innovation is its holistic approach to minimizing the embodiment gap before policy learning.

    • Unlike retargeting-based methods, DexUMI's exoskeleton constrains the human's motion to the robot's feasible kinematic space from the start, ensuring the collected action data is directly usable.
    • Unlike learning from raw human videos, DexUMI's software adaptation creates training data that is visually identical to what the robot will perceive, eliminating the visual domain gap.
    • The system allows for data collection without the physical robot arm, increasing flexibility and scalability.

4. Methodology (Core Technology & Implementation)

The DexUMI framework is composed of two primary adaptations: hardware and software.

Figure 1: DexUMI transfer dexterous human manipulation skills to various robot hand by using wearable exoskeletons and a data processing framework. We demonstrate DexUMI's capability and effectivenes… Figure 1: This figure provides a high-level overview of the DexUMI concept. It shows a human operator wearing a custom exoskeleton to perform a task. The data collected is then processed and used to train policies for two different types of dexterous robot hands (Inspire Hand and XHand), which are then shown successfully executing complex manipulation tasks.

Hardware Adaptation: Bridging the Kinematic Gap

The core of the hardware adaptation is a wearable exoskeleton designed specifically for a target robot hand.

Figure 2: Exoskeleton Design. The optimized exoskeleton design shares the same joint-to-fingertip position mapping as the target robot hand while maintaining the wearability. The exoskeletons utilize… Figure 2: This image details the exoskeleton design. It highlights the key components: encoders for capturing joint angles, a wide-angle camera for visual input, and a rigidly mounted iPhone for tracking the 6DoF wrist pose using ARKit. The design is optimized to be wearable while kinematically matching the target robot hand.

1. Exoskeleton Mechanism Design (§3.1): The primary challenge is designing an exoskeleton that mimics the robot's kinematics without physically colliding with the user's hand. This is achieved through a structured optimization process.

  • Goals:

    1. Shared Joint-Action Mapping: The exoskeleton and robot hand must have the same mapping from joint angles to fingertip positions.
    2. Wearability: The user must be able to wear and move their hand naturally within the device.
  • Optimization Framework:

    • E.1 Initialization: The design starts from a parameterized model of the robot hand, often derived from its URDF (Unified Robot Description Format) file.

    • E.2 Bi-level Optimization: The framework optimizes the exoskeleton's design parameters p\mathbf{p} (e.g., link lengths ljl_j and joint base positions jij_i) to maximize the similarity between the exoskeleton's fingertip workspace Wexotip\mathcal{W}_{\text{exo}}^{\text{tip}} and the robot's fingertip workspace Wrobottip\mathcal{W}_{\text{robot}}^{\text{tip}}. The objective is: maxpS(Wexotip(p),Wrobottip) \operatorname{max}_{\mathbf{p}} \mathcal{S}(\mathcal{W}_{\text{exo}}^{\text{tip}}(\mathbf{p}), \mathcal{W}_{\text{robot}}^{\text{tip}}) The similarity metric S\mathcal{S} is defined to ensure two-way coverage. It is implemented as the negative of a sum of squared distances between sampled points in both workspaces: S()=(k=1KminθexoFexotip(p,θexo)Frobottip(θrobot,k)2+n=1NminθrobotFexotip(p,θexo,n)Frobottip(θrobot)2) \mathcal{S}(\dots) = -\left( \sum_{k=1}^{K} \min_{\theta_{\text{exo}}} \| \mathcal{F}_{\text{exo}}^{\text{tip}}(\mathbf{p}, \theta_{\text{exo}}) - \mathcal{F}_{\text{robot}}^{\text{tip}}(\theta_{\text{robot}, k}) \|^2 + \sum_{n=1}^{N} \min_{\theta_{\text{robot}}} \| \mathcal{F}_{\text{exo}}^{\text{tip}}(\mathbf{p}, \theta_{\text{exo}, n}) - \mathcal{F}_{\text{robot}}^{\text{tip}}(\theta_{\text{robot}}) \|^2 \right)

      • Symbol Explanation:
        • p\mathbf{p}: The vector of design parameters for the exoskeleton.
        • Ftip\mathcal{F}^{\text{tip}}: The forward kinematics function that maps joint angles (θ\theta) to a fingertip pose in SE(3).
        • The first term k=1K()\sum_{k=1}^{K}(\dots) ensures that for every pose in the robot's workspace, there is a corresponding close pose in the exoskeleton's workspace (coverage).
        • The second term n=1N()\sum_{n=1}^{N}(\dots) ensures that any pose achievable by the exoskeleton is also within the robot's workspace (validity), preventing the generation of unreachable actions.
    • E.3 Constraints: Bound constraints are applied to the parameters p\mathbf{p} to ensure the final design is physically wearable. For example, the thumb joint base on the exoskeleton is moved to avoid collision with the human thumb's natural movement, as illustrated in Figure 3.

      Figure 3: Mechanism Optimization. To avoid thumb collision between human hand and exoskeleton, the hardware optimization step allows us to move the exoskeleton thumb backward while still preserving t… Figure 3: This diagram illustrates a key result of the mechanism optimization. To ensure wearability, the exoskeleton's thumb base (blue) is shifted backward relative to the robot's thumb base (gray). The optimization process adjusts the link lengths and joint placements to ensure that despite this shift, the fingertip workspace of the exoskeleton still matches that of the robot hand.

      2. Sensor Integration (§3.2): The exoskeleton is equipped with sensors to capture all necessary information for policy learning.

  • S.1 Joint Capture & Mapping: Resistive position encoders (Alps encoder) are placed at each actuated joint to precisely measure angles. A regression model is trained to map the non-linear relationship between the exoskeleton's encoder readings and the target robot's motor commands.

  • S.2 Wrist Pose Tracking: An iPhone with ARKit is mounted on the wrist to provide accurate 6DoF pose tracking.

  • S.3 Visual Observation: A wide-angle camera (OAK-1) is mounted under the wrist, in the same relative position on both the exoskeleton and the robot hand, to ensure a consistent viewpoint.

  • S.4 Tactile Sensing: To bridge the tactile gap, the same type of tactile sensors used on the robot hand are also installed on the exoskeleton's fingertips. This allows the system to record tactile data that is directly comparable to what the robot would sense.

Software Adaptation: Bridging the Visual Gap

This pipeline transforms the raw video from the exoskeleton camera into training data that appears as if it were recorded from the robot's perspective.

该图像是一个示意图,展示了DexUMI系统中利用骨骼外骨骼图像和机器人手动作进行数据处理的流程。包括使用SAM2生成掩码,进行图像修复替换人手为机器人手,最终得到用于机器人策略训练的数据。 Figure 4: This series of images illustrates the software adaptation pipeline step-by-step. (a) A joint action is recorded. (b) The human hand and exoskeleton are segmented out of the original video using SAM2. (c) The background is filled in using a video inpainting model. (d) The recorded action is replayed on the physical robot hand to get a video of its movement. (e) The robot hand is segmented from its background. (f) An "occlusion-aware" visible mask is computed. (g) The final image is composed by pasting the visible parts of the robot hand onto the inpainted background, resulting in a realistic robot demonstration video (h).

The four main steps are:

  1. V.1 Segment Human Hand: The SAM2 model is used to segment the human hand and exoskeleton from the demonstration video, creating a mask.
  2. V.2 Inpaint Background: A video inpainting model (ProPainter) fills the masked region, reconstructing the environment background that was occluded by the hand.
  3. V.3 Record Robot Hand Video: The captured joint actions are replayed on the physical robot hand (without the arm, against a simple background), and a new video is recorded. SAM2 is used again to segment just the robot hand.
  4. V.4 Compose Robot Demonstrations: To correctly handle occlusions (e.g., an object in front of the hand), a visible mask is created by finding the intersection of the human/exoskeleton mask (from V.1) and the robot hand mask (from V.3). The final video is created by selectively pasting pixels from the robot hand video onto the inpainted background, but only within this visible mask. This ensures objects that occlude the hand in the original demonstration continue to do so in the final composed video.

5. Experimental Setup

  • Target Robot Hands: The experiments were conducted on two different dexterous hands to demonstrate the framework's universality:

    • Inspire Hand (IHand): An underactuated hand with 12 Degrees-of-Freedom (DoF), but only 6 are actively controlled. In underactuated hands, one motor can drive multiple joints through coupled mechanisms.
    • XHand: A fully-actuated hand where each of its 12 DoF is independently controlled by a motor, allowing for more precise control.
  • Tasks: Four challenging, real-world tasks were designed to evaluate different aspects of dexterous manipulation.

    • Cube Pick and Place [IHand]: Tests basic grasping precision.

    • Egg Carton Opening [IHand]: Requires coordinated multi-finger contact to hold and unlatch.

    • Tea Picking [IHand & XHand]: Assesses fine-grained control for tool use (tweezers).

    • Kitchen [XHand]: A long-horizon, four-step task (turn knob, move pan, scoop salt, sprinkle) that tests precision, tool use, and the utility of tactile sensing.

      该图像是示意图,展示了DexUMI框架下两种机器人手(Inspire Hand和XHand)完成多种操作任务的过程,包含抓取、搬运、使用工具及厨房操作,图中通过绿色和蓝色框突出显示关键动作细节。 Figure 5: This figure showcases several of the experimental tasks. From left to right: picking and placing a cube, opening an egg carton, and using tweezers to pick tea. The "Kitchen" task description highlights complex, sequential actions. These tasks were chosen to push the limits of dexterity.

  • Evaluation Metrics:

    • Success Rate: The primary metric for evaluating policy performance.
      1. Conceptual Definition: It measures the percentage of trials in which the robot successfully completes a given task from start to finish. For multi-stage tasks, a stage-wise accumulated success rate is reported, which is the probability of completing a given stage, assuming all prior stages were successful.
      2. Mathematical Formula: Success Rate=Number of Successful TrialsTotal Number of Trials \text{Success Rate} = \frac{\text{Number of Successful Trials}}{\text{Total Number of Trials}}
      3. Symbol Explanation: Number of Successful Trials is the count of successful task completions. Total Number of Trials is the total number of attempts (20 for each task in this paper).
  • Baselines: The study focuses on ablation studies to understand the contribution of each component of the DexUMI framework.

    • Action Representation: Relative (predicting change in position) vs. Absolute (predicting target position).
    • Tactile Input: With vs. Without tactile sensor data provided to the policy.
    • Visual Adaptation:
      • Inpaint (the full DexUMI method).
      • Mask: Replacing the hand/exoskeleton with a solid green color.
      • Raw: Using the unprocessed video with the human hand and exoskeleton visible.

6. Results & Analysis

The experimental results demonstrate the effectiveness of the full DexUMI framework and provide insights into the importance of each component.

  • Core Results: The following table, transcribed from Table 1 in the paper, summarizes the stage-wise accumulated success rates across all tasks and ablations.

    Action Tactile Visual Cube Carton Tea tool leaf Tea tool leaf knob pan salt
    Inspire Hand XHand
    Rel Yes Inpaint 1.00 0.85 1.00 0.85 1.00 0.85 0.95 0.95 0.75
    Abs Yes Inpaint 0.10 0.35 0.80 0.00 1.00 0.25 0.50 0.45 0.00
    Rel No Inpaint 0.95 0.90 1.00 0.90 0.95 0.80 0.95 0.95 0.15
    Abs No Inpaint 0.90 0.85 0.90 0.60 1.00 0.75 0.60 0.60 0.00
    Rel No Mask 0.60 0.10 0.90 0.50 / / / / /
    Rel No Raw 0.20 0.05 0.85 0.05 / / / / /
    • Headline Finding: The full DexUMI system using Relative actions, tactile feedback, and Inpainting (top row) consistently achieves the highest success rates, demonstrating its effectiveness across different hands and complex tasks.
    • Software Adaptation is Crucial: Comparing Inpaint to Mask and Raw shows a dramatic drop in performance (e.g., from 1.00 to 0.60 to 0.20 on the Cube task). This confirms that bridging the visual gap is essential for successful policy learning.
  • Ablations / Key Findings:

    • Data Collection Efficiency:

      Figure 7: Efficiency: Collection throughput \(( \\mathrm { C T } )\) within 15-minute. Though DexUMI still slower than bare hand, it achieves significant higher efficiency than teleportation. Figure 7: This bar chart compares the data collection throughput (number of successful demonstrations in 15 minutes). DexUMI (36 demos) is significantly more efficient than traditional teleoperation (11 demos), though still slower than a bare human hand (51 demos). This shows DexUMI strikes a practical balance between speed and data quality.

    • Relative vs. Absolute Finger Actions:

      该图像是多任务操作的插图,展示了DexUMI框架中两个机器人手(Inspire Hand和XHand)在不同任务中的动作过程,包括开蛋盒、使用工具采茶及厨房操作等多个步骤。 Figure 6: This figure visually contrasts policy behaviors. (a) shows that policies trained with relative actions achieve better multi-finger coordination when turning a knob. (b) illustrates that for the visually ambiguous task of scooping salt, tactile feedback is critical for success.

      Across all experiments, policies trained with relative finger actions consistently outperformed those trained with absolute actions. The authors hypothesize this is because:

      1. Relative actions form a simpler data distribution for the policy to learn.
      2. They enable a reactive behavior, where the policy can continuously command small movements until a key event (like making contact) occurs. Absolute actions are more brittle to small errors in observation or actuation.
    • Impact of Tactile Feedback: The role of tactile sensing was nuanced.

      • It is highly beneficial for visually ambiguous tasks. For the salt scooping task, where the camera view is occluded, tactile feedback was critical. With it, the success rate jumped from 15% to 75% (for the relative policy). The policy learned to first insert its fingers into the salt (detected by touch) before closing them.
      • It can be detrimental with noisy sensors. The paper notes that tactile sensors on both hands were noisy and prone to drift. For many tasks, adding this noisy input actually degraded performance. Notably, only policies using relative actions were able to derive some benefit from the noisy tactile data, whereas absolute action policies failed completely.

7. Conclusion & Reflections

  • Conclusion Summary: The paper successfully presents DexUMI, a novel and effective framework for transferring manipulation skills from humans to diverse dexterous robot hands. By proactively minimizing the kinematic and visual embodiment gaps through a combination of a wearable exoskeleton (hardware) and a video inpainting pipeline (software), DexUMI enables efficient data collection and robust policy learning for a wide range of precise, contact-rich, and long-horizon tasks.

  • Limitations & Future Work: The authors provide a candid discussion of the framework's current limitations and avenues for future research.

    • Hardware Adaptation:
      • The exoskeleton design process still requires some manual, per-robot tuning. Automating this further is a future goal.
      • The current design only matches fingertip kinematics; extending it to match other contact surfaces like the palm would be beneficial.
      • The reliability and noise of current off-the-shelf tactile sensors are a major bottleneck.
    • Software Adaptation:
      • The pipeline still requires a physical robot hand to record the "robot-only" video. This could be replaced with a learned generative model that creates robot hand images from joint angles.
      • The quality of video inpainting is not perfect and can introduce visual artifacts.
    • Existing Robot Hand Hardware:
      • Commercial robot hands often suffer from a lack of precision due to mechanical issues like backlash and friction, which creates a mismatch with the commanded actions.
      • The paper proposes an intriguing future direction: co-design, where the robot hand itself is designed based on an optimized, comfortable human exoskeleton, reversing the current workflow.
  • Personal Insights & Critique:

    • Strength: The core insight of DexUMI—constraining human motion at the source to be robot-feasible—is a powerful and elegant departure from the notoriously difficult problem of motion retargeting. The optimization framework for designing the exoskeleton is a significant engineering contribution in itself.
    • Scalability Bottleneck: The main practical limitation is the need to design and fabricate a custom exoskeleton for each new type of robot hand. While the methodology is universal, the hardware artifact is not. This makes scaling to dozens of different hand morphologies a non-trivial engineering effort.
    • Dependency on External Models: The software pipeline's success is tightly coupled to the performance of large pre-trained models like SAM2 (for segmentation) and ProPainter (for inpainting). While this is a smart use of existing technology, the framework's performance will always be tied to the progress and potential limitations of these underlying models.
    • The Future is Co-Design: The authors' suggestion to explore co-design is particularly compelling. Instead of forcing humans to adapt to a robot's non-intuitive morphology, designing the robot based on a human-centric interface could be a paradigm shift for creating more capable and easily controllable dexterous systems. DexUMI provides a strong foundation for exploring this path.

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