virtual grasping assessment using 3d digital hand model

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Virtual Grasping Assessment Using 3D Digital Hand Model Yui Endo, Satoshi Kanai, Takeshi Kishinami Graduate School of Information Science and Technology, Hokkaido University, Japan Natsuki Miyata, Makiko Kouchi, Masaaki Mochimaru Digital Human Research Center, National Institute of Advanced Industrial Science and Technology, Japan Abstract The purpose of this research is to develop a simulator that can evaluate stability and ease of a person grasping handheld information appliances such as digital cameras without real subjects and physical mockups. In the simulator, we integrate 3D digital hand models with the 3D CAD models of the appliance to realize the virtual grasping assessment. The simulator features are the following: 1. Geometrically accurate 3D digital hand models with rich Japanese size varieties are used for the assessment, 2. A semi-automatic grasp planning function is installed to efficiently find appropriate grasp posture for the exterior housings geometries of appliances, 3. "Force-closure" and the "grasp quality" indices to quantitatively evaluate grasp stability for the product, and 4. Ease of grasping can be qualitatively evaluated based on "comfort database" constructed from the PCA for measurements of finger joint angles of a real subject. 1 Introduction Recently, as handheld information appliances (e.g. mobile phones, PDAs and digital audio players) have widely spread to general users, the manufactures of these appliances have had to take more interest in their ergonomic design. The ergonomic design of the information appliances mainly has to be evaluated from two aspects: physical and cognitive. The physical aspect of the ergonomic design of these appliances includes ease of grasping the housing, relevance of arranging positions of the physical components (buttons, switches, dials, displays lumps etc.) of the user-interface, and the ease of their manipulations. When manufacturers need to do the assessment from the physical aspect of the ergonomic design (hereafter referred to ergonomic assessment) for the information appliances, user tests are usually done where the subjects for testing use physical mockups of the appliance and evaluate their design. However, the user test process usually requires the expensive cost of making physical mockups and takes a long time. These additional costs of user testing for information appliances occupy a comparatively large part of the development costs, and the manufacturer would like to decrease them.

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Page 1: Virtual Grasping Assessment Using 3D Digital Hand Model

Virtual Grasping Assessment Using 3D Digital Hand Model

Yui Endo, Satoshi Kanai, Takeshi Kishinami

Graduate School of Information Science and Technology, Hokkaido University,

Japan

Natsuki Miyata, Makiko Kouchi, Masaaki Mochimaru

Digital Human Research Center, National Institute of Advanced Industrial Science and Technology,

Japan

Abstract

The purpose of this research is to develop a simulator that can evaluate stability and ease of a person grasping

handheld information appliances such as digital cameras without real subjects and physical mockups. In the

simulator, we integrate 3D digital hand models with the 3D CAD models of the appliance to realize the virtual

grasping assessment.

The simulator features are the following:

1. Geometrically accurate 3D digital hand models with rich Japanese size varieties are used for the assessment,

2. A semi-automatic grasp planning function is installed to efficiently find appropriate grasp posture for the

exterior housings geometries of appliances,

3. "Force-closure" and the "grasp quality" indices to quantitatively evaluate grasp stability for the product, and

4. Ease of grasping can be qualitatively evaluated based on "comfort database" constructed from the PCA for

measurements of finger joint angles of a real subject.

1 Introduction

Recently, as handheld information appliances (e.g. mobile phones, PDAs and digital audio players) have widely

spread to general users, the manufactures of these appliances have had to take more interest in their ergonomic

design. The ergonomic design of the information appliances mainly has to be evaluated from two aspects: physical

and cognitive. The physical aspect of the ergonomic design of these appliances includes ease of grasping the housing,

relevance of arranging positions of the physical components (buttons, switches, dials, displays lumps etc.) of the

user-interface, and the ease of their manipulations.

When manufacturers need to do the assessment from the physical aspect of the ergonomic design (hereafter referred

to “ergonomic assessment”) for the information appliances, user tests are usually done where the subjects for testing

use physical mockups of the appliance and evaluate their design. However, the user test process usually requires the

expensive cost of making physical mockups and takes a long time. These additional costs of user testing for

information appliances occupy a comparatively large part of the development costs, and the manufacturer would like

to decrease them.

Page 2: Virtual Grasping Assessment Using 3D Digital Hand Model

On the other hand, the 3-D CAD system has widely spread to the design process of these information appliances.

And the 3-D digital mockup of the housing of the appliances can be easily obtained in the early design stage. So,

there is a strong possibility that we can execute the ergonomic assessments by integrating digital human models,

especially including digital hand models with digital mockups of the handheld information appliances to decrease

the extra time and cost of the user test.

Some simulation software using digital human models have been commercialized [1] and are being used in the

design of automobiles and airplanes. However, the digital hand models included in the digital human models of such

software do not necessarily satisfy with desired accuracy and size variation of human hands when operating the

handheld appliances. Moreover, the software does not have the functions of grasping the digital mockups of the

appliance or of evaluating the ease of grasping the housing and one of the manipulations of the user-interface by the

hand.

Therefore, our research purpose is to develop an automatic ergonomic assessment system for designing handheld

information appliances by integrating the digital hand model with the 3-dimesional product model of the appliance,

as shown in Fig.1.

As shown in Fig.2, in our system, we realize the following feature functions for ergonomic assessment to satisfy our

purpose:

1. Generation of kinematically and geometrically accurate 3-dimensional digital hand models with rich

dimensional variation: We apply a digital hand model called “Dhaiba-Hand” to the ergonomic assessment in

our system. The Dhaiba-Hand was developed by DHRC, AIST, Japan. The Dhaiba-Hand has a precise hand

link structure model which is derived from the kinematic analysis for the measured data obtained from

motion capture and MRI[2,3]. 3-D digital hand models with dimensional variation can be generated by

deforming a generic hand model which has been created by the factor analysis of dimensional

measurements taken from 103 Japanese subjects’ hands [4].

2. Automatic generation and evaluation of the grasp posture: By only a few user-interactions, our system

automatically finds one of the possible grasp postures determined by the product shape and the digital hand

Figure 1. An example of ergonomic assessment by integrating the digital hand model with the product model of

the information appliance

Page 3: Virtual Grasping Assessment Using 3D Digital Hand Model

geometry. It also quantitatively evaluates two indices of the grasp: i) grasp stability for the product

geometry and ii) ease of grasping from aspect of finger joint angle configuration. The former i) is calculated

based on the force-closure and the grasp quality used in the grasp planning of robotics. The latter ii) is done

based on “ease of grasping (EOG)” evaluation map which has been constructed from principal component

analysis for finger joint angles in real subjects’ grasp.

3. Automatic evaluation of ease of the finger motions in operating the user interface: The system automatically

moves fingers of the digital hand by following an operation task model of the user-interface (e.g. which

button has to be pushed). It also automatically evaluates ease of finger motions during operation of the user

interface based on the flexion joint angles of fingers.

4. Aiding the designers to redesign the housing shapes and to reallocate the spatial arrangement of the physical

components of the user-interfaces (e.g. buttons, dials, displays) in the digital mockup: By the above two

evaluation indices, the system conducts sensitivity analysis for the redesign of the housing shape. This

analysis finds an optimal combination of some dimensional parameters of the housing shapes so as to

maximize the evaluation indices for the grasp posture.

This automatic ergonomic assessment system is being developed as a part of our government-funded project called

“Sapporo IT Carrozzeria” [5]. Thus far, the above functions 1 and 2 as shown in Fig.2 of our system have been

developed, and are described in this paper.

Figure 2. The overview of our proposed automatic ergonomic assessment system

Digital Hand

Model

Generation of the

Dimensional Variation

of Digital Hand Model

3D Mesh Model UI Operation Task Model

Generation of Grasp Posture

Evaluation of Ease of

UI Operation

Grasp

Posture

Ergonomics Assessment

Finger

Motion

Path

Grasp Stability

Ease of Grasping

Ease of

Operation

Product Model for Information Appliance

Evaluation of Grasp Posture

Aid of

Redesign

(I)

(II)

(III)

(IV)

Page 4: Virtual Grasping Assessment Using 3D Digital Hand Model

We also describe the verification results of our system by comparing the estimated grasp postures given from the

system with the ones from experiments, and also by comparing the grasp stability for the products evaluated by our

system with the ones felt by real subjects.

2 RELATED WORKS

In robotics, Miller [6] proposed the well-functioning grasp planning system called “GraspIt!” for a robotic hand.

This system can import a wide variety of robotic hands and product models, and can evaluate the grasp posture

formed by these hands based on the force-closure and the grasp quality. Recently, he proposed to extend the hand

models in this system to the human hand [7]. However, the final goal of this research aims to better understand the

important features for robotic hand design, and does not necessarily aim to discover ergonomic design or provide

assessment of the housing and the user-interface of the information appliances. Moreover, the method to generate

the rich dimensional variation of the digital hand models was not discussed in this research. Miyata [8] developed an

algorithm which can generate realistic grasp postures for cylinders with arbitrary diameter based on their hand link

posture estimator [2,3] from the motion capture data.

On the other hand, much research has been done in applying the digital hand to the virtual reality (VR) environment

[9]. The main purpose of this VR research is to construct a more intuitive and natural interaction environment where

the user can directly operate the virtual object using the digital hand. The grasp motion of the digital hand is

manually instructed through the dataglove, and the geometry of the hand model is usually simplified so as to achieve

real-time interaction. Therefore, in the VR system, we cannot evaluate the grasp stability for the products

corresponding to arbitrary human hands, and cannot apply it to the ergonomic design of the product.

In the area of computer animation, ElKoura proposed a simulator which can generate the motion of the fretting hand

playing a given musical passage on a guitar [10]. This system, called “Handrix”, is aimed to create the precise

animation of guitar fingering for music education and analysis. Kyota [11] also proposed a system to automatically

generate the grasping posture for more general objects. However, the function of the former [10] was only limited to

the guitar-playing motion, while the latter [11] generated too many possible grasping posture candidates to use as a

posture for ergonomic assessment of information appliances design. The precision of the hand model of the latter

[11] was inadequate for ergonomic assessment.

Therefore, the previous related works on the digital hand were not necessarily applicable to the ergonomic

assessment of handheld information appliances.

3 DIGITAL HAND MODEL

3.1 Overview

To perform effective digital ergonomic assessment, it is insufficient to use only one digital hand model with a fixed

dimension because the physical dimensions of appliance users differ from person to person. Therefore, we needed to

generate a digital hand model with possible anthropometric variation. In this purpose, we used a digital hand model

based on the Dhaiba-Hand [4]. The digital hand model used in our system consists of the following four parts:

1. Link structure model: A link structure model approximates to the rotational motion of bones in the hand.

The model was constructed from the measurement by MRI and the motion capture. The model has 17 links,

and each link has two joints at both its ends. These joints can rotate with 1, 3 or 6 degrees of freedom, as

shown in Fig.3(a).

2. Surface skin model: A surface skin model is a 3-dimensional polygonal mesh for the hand surface generated

from CT images. The geometry of the skin model is defined at only one opened posture.

3. Surface skin deformation algorithm: This algorithm defines the deformed geometry of the surface skin

Page 5: Virtual Grasping Assessment Using 3D Digital Hand Model

model when the posture of the link structure model is changed.

4. Natural grasping motion generator: The natural grasping motion generator is a function to automatically and

naturally generate a grasping motion path of the hand model from a fully opened state to a clenched one.

This grasping motion reflects the joint angle constraints of the link structure model.

A link structure and a surface skin model are generated by inputting the 82 dimensional parameters of a specified

subject’s hand into the generic hand model which are implemented in the Dhaiba-Hand [4]. On the other hand, a

surface skin deformation algorithm and a natural grasping motion generator were originally developed by us.

Therefore, in the following sections, we describe the latter two functions.

(a)

(b)

Figure 3. The digital hand model of our system. (a) The link structure model, (b) The flow of the deformation of

the surface skin model

IP

MP

CM

DIP

PIP

MPThumb

Index

MiddleRing

Pinky

z

xy

Wrist

Forearm

6 DOF Joint

3 DOF Joint

1 DOF Joint

1f

2f3f

4f

5f

Link

Link Structure

ModelGeneration

Surface Skin

Model Deformation

Surface skin model

in initial hand posture

Link posture

Lengths of links

Forward

kinematics

Mesh deformation algorithm

Deformed

surface skin model

Natural Grasping

Motion Sequencer

Joint rotation angles

Sampled

joint rotation angles

Inverse

Kinematics

Goal point

Joint rotation angles

CCD method

Initial link posture

Page 6: Virtual Grasping Assessment Using 3D Digital Hand Model

3.2 Surface Skin Deformation Algorithm

The Dhaiba-Hand can generate a link structure model and surface skin model for the opened hand posture of an

arbitrary subject. However, it does not have a function to deform the surface skin model connected with the joint

rotation of the link structure model. Therefore, we propose a surface skin deformation algorithm where the geometry

of the surface skin is deformed along with the change of the joint angles in the link structure.

For the deformation algorithm, we propose a following deformation method developed by ourselves by taking a hint

from a function of “Poser” [12]:

First, we define j

W T as a homogeneous transformation matrix which represents the posture of a local coordinate

system j of link j of the link structure model with respect to the world coordinate system W . From the

simple geometric relation of the transformation, we obtain

j

jW

j

W TTTT 1

2

1

1

(1)

)()()( 00

1 jjj

j

j T rRPYrRPYtTrans (2)

where j is fixed to the root side (wrist side) of the end of the link j , and links 1j and 1j are the parent

and child of the link j , respectively. j

0t and j

0r are vectors representing relative translation and rotation (roll,

pitch and yaw angles) from 1 j to j at the initial posture of the hand model where all finger joints do not rotate.

We simply describe ),,( zyx tttTrans as )(tTrans , and ),(),(),( xyz rxryrz RotRotRot as )(rRPY .

If vj denotes a position vector of a vertex v in the surface skin model with respect to j , then vW , the

position of a vertex v after the deformation caused by the joint rotation in the link structure model, is represented

as follows:

vrRPY

rRPYrRPYtTransv

j

jk

k

jk

k

j

jjj

j

WW

TT

T

)child(

1

001

)()(

)()()(

(3)

],,[ j

z

j

vz

j

y

j

vy

j

x

j

vx

j rwrwrwr (4)

where ]1,0[j

vzw is a weight value, and indicates how the z-axis-rotation angle of the joint j contributes to the

z-axis-rotation angle applied to the vertex v . The weight j

vzw is calculated by the following two steps, as shown in

(a) (b)

Figure 4. The method to define the weight value of each vertex in surface skin deformation. (a)Step 1, (b)Step 2

x

Mesh of

Surface skin

Joint j

0Vertex v

yD

AB

C

vz

Vertices with

respect to joint j

j

xVertex v

y

Internal ellipsoid

External

ellipsoid

j

Joint j

Page 7: Virtual Grasping Assessment Using 3D Digital Hand Model

Fig.4 (x- and y-axis-rotation are also done in the same manner):

STEP 1 For each vertex on the surface skin model, we manually specify which link the vertex belongs to in

advance.

STEP 2 For each vertex v , which belongs to the link j or 1j , we calculate the angle vz between the

vector ]0,,[ y

j

x

j vv and x-axis vector of j . If we specify the four constants DCBA ,,, to define four angle

domains of vz around the joint j , then the weight value j

vzw )1( is defined according to the following equations

as shown in Fig.4:

]),[(

]),[(1

]),0[),2,[(0

]),[(1

)1(

CDvz

DC

Dvz

ABvz

BA

Bvz

DvzAvz

BCvz

j

vzw

(5)

We set DCBA ,,, as

DCBA . These four constants are empirically set so that the domain between

C and B includes most vertices of the link j , the one between

A and D includes most vertices of the

parent link 1j , the one between B and

A includes the compress side and the one between D and

C

includes the tensile side of the finger skin.

STEP 3 We define two ellipsoids fixed to each link j ; the internal ellipsoid and the external ellipsoid as shown

in Fig.4(b). If the vertex v lies in the region inside the internal ellipsoid, then the deformation of v is defined

only by the rotation of the joint j , so we set j

vzw )2( to 1. Otherwise, if the v lies in the region outside the external

ellipsoid, then the deformation of v is not affected by the rotation of the joint j , so we set j

vzw )2( to 0. If the v

lies between the inside of the external ellipsoid and the outside of the internal one, we set j

vzw )2( to a linearly

interpolated value between weights of the two vertices, each of which is the nearest set of points on the internal and

external ellipsoids.

STEP 4 – Finally, we set j

vzw as a product of these two weights:

j

vz

j

vz

j

vz www )2()1( (6)

3.3 Natural Grasping Motion Generator

Lee [13] described the following properties of kinematic constraints for the each finger motion of the human hand:

1. Maximum and minimum angles exist for the rotation of the each finger joint.

2. The rotation angle of the DIP joint relates to one PIP joint in each finger if (except thumb) as

)()( )3/2( i

PIPx

i

DIPx .

3. The lines connecting the position of DIP and PIP joints of each finger (not including thumb) in the clenched

posture converge at a certain point.

To apply these properties to the digital hand model, we use a function called natural grasping motion generator in

our system. This generator automatically rotates the joints of the fingers according to the natural grasping motion

stored in the system, and makes each finger posture from opened to clenched naturally. The natural grasping motion

is obtained by experimentally sampling the joint rotation angles during the actual grasping motion of a human hand.

This generator facilitates the process of estimating the grasp posture of the digital hand.

Page 8: Virtual Grasping Assessment Using 3D Digital Hand Model

4 GENERATION OF THE GRASP POSTURE

In this section, we describe how to generate the grasp posture of the digital hand model for the product shape model

in our system. The surfaces of both models are represented by 3-dimensional polygonal meshes in the system.

The overview of the process of grasp posture generation is shown in Fig.5. The process consists of four steps: 1)

selection of the contact point candidates, 2) generation of the rough grasp posture, 3) optional correction of the

contact points and 4) maximization of the number of contact points.

4.1 Selection of Contact Point Candidates

1. As shown in Fig.6, we assume that each finger 52 ,..., ff can be classified into two types when grasping an

object: active finger Activei Ff and passive finger

Passivei Ff . The active finger is the one which tries to

grasp an object actively, while the passive finger is the one which moves passively followed by the motion

of the active finger. In this system, we specify one active finger and three passive fingers. If the part of the

product surface geometry have been originally designed so as to be contacted with the tip of a certain finger

(eg. the shape of the ergonomic mouse), this finger is selected as the active finger.

2. The user of the system interactively chooses a pair of vertices: a vertex Hvpalm on the palm surface of the

digital hand model, and a vertex Pvpalm on the surface of the product model whose position will be identical

to the one of the vertex Hvpalm at the grasp posture.

3. The user of the system interactively chooses another pair of vertices: a vertex Hvactive on the surface of an

active finger, and a vertex Pvactive on the surface of the product model whose position will be identical to the

one of the vertex Hvactive at the grasp posture.

4.2 Contact Detection of the Digital Hand with the Product Model

For generating grasp postures automatically in the system, we need to check whether the surface skin model of the

digital hand contact with the surface of the product model. Actually the surface of a hand is deformed when

contacting the product surface. Generally, deformation of human organs has non-linearly elastic property, and

Figure 5. The algorithm to generate the grasp posture

Final

Grasp Posture

Rough

Grasp Posture

Selecting contact point candidates

Generating rough grasp posture/ Hand transformation and

Natural Grasping Motion

Initial State

Product

Model

Digital Hand Model

Maximizing the num. of

contact points/ Perturbing joint rot. angle

Correcting finger

posture Inputting goal point

/ Inverse Kinematics

Page 9: Virtual Grasping Assessment Using 3D Digital Hand Model

simulating the deformation of such non-linear material using FEA relatively needs a large execution time. However,

this is unacceptable to our system where a large number of different grasp postures have to be generated and tested

within a practical time.

Therefore, we substitute simple geometric collision detection for accurately simulating the contact deformation of

the hand. The collision detection classifies each vertex in the surface skin model into the following three states:

1. If a vertex is outside of the surface of the product model, then the vertex is marked as NOT COLLIDE state.

2. If a vertex is inside of the surface of the product model and the distance dv between the vertex and the

product surface along the vertex normal nv is less than the user-defined tolerance as shown in Fig.7,

then the vertex is marked as CONTACT state

3. If a vertex is neither in NOT COLLIDE or CONTACT state, the vertex is marked as COLLIDE state.

If some vertices of the digital hand are in CONTACT state and the others are in NOT COLLIDE state, the system

considers that the hand contacts the product model. If at least one vertex is in COLLIDE state, the system does that

the hand collides the product model. Otherwise, the system does that the hand does not collide the product model. In

all grasp posture, the digital hand must be in CONTACT state.

4.3 Generation of the Rough Grasp Posture

1. The system translates a position of the digital hand model so that the position H

palmv of the vertex Hvpalm is

identical to the position P

palmv of the vertex Pvpalm .

2. For each time step of the natural grasping motion of the active finger Activei Ff , the system minimizes the

distance between H

activev and P

activev , by rotating the hand model around the three axes, passing the point H

palmv . During this minimization, the other fingers remain in the initial opened postures.

Figure 6. The selection of the contact point candidates

Page 10: Virtual Grasping Assessment Using 3D Digital Hand Model

3. Starting from the hand posture obtained from the above procedure 2, the system maximizes the number of

the contact points between the digital hand and the product model by rotating the digital hand model around

the axis which connects P

palmv to P

activev .

4. Finally, the system closes each passive finger Passivei Ff and thumb along with the natural grasping

motion until the surface of the digital hand model is in contact with that of the product model.

After these procedures, the system returns one of the following grasp postures of the digital hand model; a) grasp

succeeded, finger could reach to P

activev and its rough grasp posture was obtained, b) grasp failed, finger could not

reach to P

activev , and c) grasp failed, finger could reach to P

activev but the hand model still collided the product

model.

4.4 Optional Correction of the Finger Posture

The rough grasp posture of the digital hand model found by the previous procedure sometimes includes the fingers

with inappropriate postures which are quite different from the desired natural postures. In such cases, the user of the

system can optionally correct these inappropriate postures of the fingers by additionally selecting a goal position to

which the fingertip should move on the surface of product model. The corrected finger posture for the goal position

is found by solving the inverse kinematics using the CCD (Cyclic-Coordinate Descent) method [14].

4.5 Maximizing the Number of the Contact Points

For grasping an object stably, a human hand usually grasps it in order to let the contact area be the maximum.

However, the rough grasp posture found by the previous procedures sometimes does not have such a property. In

that case, our system maximizes the number of contact points by perturbing the joint rotation angles of the each

finger. We perturbed the rotation angles by rotating 16 times with 0.06 [deg] increments for each axis.

5 Evaluation of Grasp Stability

Using the procedures described in the previous sections, our system estimates one of the possible grasp postures

based on the digital hand model and the product model. As the next process, the system automatically evaluates

the grasp stability for the product in this estimated grasp posture. We introduce the force-closure and the grasp

quality into the evaluation of the grasp stability. These two concepts were originally proposed for successful grasp

planning using robotic hands [15].

Figure 7. The method of the collision and contact detection between the surface skin of the digital hand and the

surface of the product model

vnvd

Surface Skin of Digital Hand Model

Surface of

Product Model

v

Page 11: Virtual Grasping Assessment Using 3D Digital Hand Model

In our system, the force-closure condition indicates whether the digital hand can grasp the product model stably at

the contact points between the digital hand and the product model. Moreover, if an estimated grasp posture can

satisfy the force-closure, grasp quality can express how stably we can hold the product at this posture. These two

concepts in our system are described in the following sections.

5.1 Force-closure

Originally, in the definition of robotic grasping, a grasp is said to be “force-closure” if it is possible to apply forces

and moments at the contact points such that any external force and moments acting on a grasped object can be

balanced [15]. We adopt this force-closure as a condition for deciding the grasp stability found by the system.

As shown in Fig.8, suppose there are N contact points between the surface of fingers (or a palm) in a digital hand

model and a product model, these contacts are “rigid contact” and their friction follows the Coulomb model with

friction coefficient . We selected 1 , which is the midrange of the friction coefficient between human skin

and an object.

Figure 8. A contact point between the surface skin of digital hand and the surface of the product model

Figure 9. The definition of the grasp quality

Contact point

Surface skin of

digital hand model

Mesh surface of

Product model

Edge vector

Edge

Friction

Pyramid

l)(cd l

c

Contact force vector

0

halfspace

Convex hull of )(cwl

)(cwl

h

Grasp quality

Wrench space

Page 12: Virtual Grasping Assessment Using 3D Digital Hand Model

The contact force vector acting at a contact point c must lie within its friction cone so that the finger would not slip

at contact c . The half angle of the cone is 1tan, and we approximate the cone with an L -sided pyramid

(friction pyramid). From this geometric relation between the friction cone and the contact force vector at c , the

contact forces can be represented as a convex combination of L edge vectors of the friction pyramid.

Then a wrench 6)( cw , which represents a combination of the force and the torque acting at contact c , can be

expressed as follows:

L

l

ll ccc1

)()()( ww (7)

)()(

)()(

cc

cc

l

l

ldp

dw (8)

where )(clw is the wrench for an l -th edge of the friction pyramid at c , )(cld is the l -th unit edge vector of

the pyramid, )(cp is the position vector of the contact point at c with respect to a coordinate system fixed at

object gravity center, and )(cl is a nonnegative coefficient.

The force-closure is defined as “the state to resist any external wrench by applying positive forces at the contacts”

[16]. Based on equations (7) and (8), the condition of the force-closure can be expressed as follows:

N

c

L

l

l c1 1

)(ConvexHullInterior w0 (9)

where )(ConvexHull and )(Interior are the convex hull of a set of points and an inner space of a 3D object

respectively, and 0 indicates the coordinate for an origin of the wrench space.

Therefore, from the coordinates of contact points given by the system, we can determine that a grasp posture found

in the system is “stable” when eq.9 holds.

5.2 Grasp Quality

If a grasp posture satisfies the force-closure, then the system must evaluate to what extent this grasp is good. The

grasp quality is used in our system as a quality measure for this purpose.

A grasp quality is defined as “the reciprocal of the sum of magnitudes of contact normal forces required to achieve

the worst case wrench” [16]. As shown in Fig.9, a grasp quality can be calculated as the minimum of distances

between the wrench space origin and each hyperplane Hh constructing the convex hull of eq.9:

),(distmin hHh

0

(10)

where ),(dist ba is the distance between a point a and a plane b .

Page 13: Virtual Grasping Assessment Using 3D Digital Hand Model

Figure 10. The result of the grasp posture for a pen-type mouse

(a) Cell-phone

(b) Portable audio player

(c) PDA

Figure 11. The results of generating the grasp posture of a variety of information appliances. All posture satisfy

the force-closure, and the grasp quality is (a) 0.35, (b) 0.51, (c) 0.52. The processing times are (a) 30s, (b) 33s,

(c) 40s. The number of faces of the product surface mesh is (a) 2546, (b) 2170, (c) 2696.

buttons

force-closure hold force-closure doesn’t hold

Page 14: Virtual Grasping Assessment Using 3D Digital Hand Model

6 Results on Evaluation and Verification of the Grasp Posture Generation and Grasp Stability

6.1 Evaluation

Figure 10 shows a result of a grasp posture for the product model of a pen-type mouse. This mouse was newly

designed and prototyped by another team in our project [5]. The 3D mesh model of the mouse housing was made by

tessellating a 3D–CAD model. The digital hand geometry was set to the representative Japanese hand [4].

This grasp posture for the pen-type mouse in case of the normal operating situation is shown in Fig 10 (Left). It

satisfied the force-closure. However, in the mouse, a user must release a thumb from the housing surface to operate

the buttons. So we re-evaluated the grasp stability in this released situation, and the grasp posture resulting did not

satisfy the force-closure any longer. From this evaluation, it became clear that this mouse would not be able to be

grasped stably when manipulating the buttons and the position of them has to be redesigned.

Figure 11 shows the other results of grasp postures for a variety of handheld information appliances, each of which

has a similar parallelepiped housing shape with different dimensions. As shown in Fig.11(a)-(c), it was confirmed

that our system could flexibly generate appropriate grasp postures even in case where the dimensions of the product

model differed.

6.2 Verification

We verified the results of the grasp posture and the grasp stability evaluation obtained from our system from the

following two points of view:

1. How equally the digital hand in our system can imitate the real grasp posture in which a human grasps a

physical product, and

2. To what extent a correlation is between subjective evaluations of the grasp stability by real subjects and the

grasp quality indices obtained from our system using the digital hand model.

If these two verification results are satisfactory, then we can conclude that our proposed system is able to estimate

whether the product housing geometry is easy to grasp in the grasp posture assumed by a designer. We describe the

results of the two experiments of the verifications in the following section.

Figure 12 shows the verification results of the grasp posture. We generated a digital hand model for a certain subject

(24 old, a Japanese male), and prepared a cylinder (60mm diameter and 205mm height) and a product model for it as

test models.

Figure 12(a) shows the real grasp posture generated by the subject and the posture generated by our system,

respectively. Finger positions of the real posture were roughly identical to those generated from the system. Figure

12(b) shows contact area maps for these two postures and a superimposed map.

From this experiment, though there are several small and unmatched contact areas between the real (blue) and

digital hand (red) postures at palm and fingertips, the contact areas of the digital hand model could approximate that

of the real subject’s hand at grasping state. The result from the pressure distribution map also supported this

conclusion.

Figure 13 shows the verification result of the grasp stability evaluation. The subjects were 8 Japanese males (ages 22

to 28). The products were a set of 4 cylinders (diameter: 40mm, 60mm, 100mm, 165mm) and 4 square-section

prisms (width: 40mm, 60mm, 75mm, 100mm). The subjects were instructed to put one side of the prism or the

cylinder on the table and hold another side by their no-dominant hand. They were asked to respectively answer their

feeling of stability in their grasp posture for these 8 products on a 4-level subjective evaluation index. The index

classifies the stability as, 0: unable to grasp, 1:a bit hard to grasp, 2: able to grasp commonly, 3:very easy to grasp

Page 15: Virtual Grasping Assessment Using 3D Digital Hand Model

firmly. The system also evaluated the grasp stability as grasp quality indices for them. For the cylinders over 60 mm

diameter, the scatter diagram in Fig.13 showed that there was, to some extent, a positive correlation between two

indices. However, under the 40mm, this correlation does not hold, because some subjects felt it easier to grasp the

cylinder with a larger diameter than with a 40mm diameter.

From this experiment, at this point, the grasp quality evaluated by the digital hand model in our system is effective

to roughly indicate averaged subjective feelings for the stability of hand grasp for products with simple geometries

(eg. cylinders or square prisms).

(a) (b)

Figure 12. The verification result of the validity of the grasp posture for a cylinder. (b) Red points show the

contact points between the surface skin of the digital hand model and the surface of the product model. Blue

points show the contact region between the real ones. We mapped these data as distributions for the argument

and the height of the cylinder

Figure 13. The verification results of the validity of the stability evaluation for the grasp posture for the

cylinders (circular points) and square prisms (rectangle points). The graph shows the correlation between the

evaluation by the real subjects (y-axis) and one by our system (x-axis). The values in the parenthesis show the

size of the cylinders or prisms.

0

205

Heig

ht

[mm

]Argument [rad]

2π0

Palm Print

Contact Pts 24yo

male

Real Subject

Digital Hand

0

1

2

3

0 0.2 0.4 0.6 0.8 1

Su

bje

cti

ve

Eva

lua

tio

n

Grasp Quality

(40)(60)

(100)

(165)

(□40)

(□60)

(□75)

(□100)

Page 16: Virtual Grasping Assessment Using 3D Digital Hand Model

7 Evaluation and Verification of the Ease of Grasping

When a human is grasping an object, the finger joint angles of the hand affect his/her feeling of ease of grasping the

object. In this section, we describe the method of how to evaluate the ease of grasping the object, which is the

second evaluation index of the grasp.

7.1 Overview of the Evaluation Method for the Ease of Grasping

Figure 14 shows an overview of our evaluation method for the ease of grasping an object. As preprocess of the

method, we make an “EOG (ease of grasping) evaluation map” defined in an M-dimensional space, where a large

number of actual hand postures from the opened state to the grasping state are plotted. This plot is generated by the

following process:

1. For a subject to grasp and an object to be grasped, a sequence of finger joint angles of the subject’s hand

from the opened state to the grasping state are measured.

2. A subject is asked to hold a set of objects including primitive shapes and real daily products.

3. A number of subjects are required to carry out the above experimental process of 1 and 2.

Figure 14. The overview of our evaluation method of the ease of grasping

Dataglove

Real Subjects Grasp Postures of each Subjectfor each Object

EOG Evaluation Map

Generate Virtual Grasp Posture

Generate EOG Evaluation Map

Principal Component

Product Model

Digital Hand

Ease of Grasping

Evaluate Grasp Stability

Evaluate “Ease of Grasping”

Grasp Stability

Grasp Posturefor the Product Model

#Principal Component

Principal Component Analysis

Measure Real Grasp Posture

Subjective Evaluation of “Ease of Grasping”

Eigenvector

Force-ClosureGrasp Quality

]),1[( Ppxp

]),1[( Ppxnp

Sample Objects

],1[ Nn

M

pc

]),1[( Mmznm

Calibration ofDigital Hand→DataGlove

CalibratedGrasp Posture

Posture Data measured by Dataglove

Preprocess

Page 17: Virtual Grasping Assessment Using 3D Digital Hand Model

4. All recorded sets of finger joint angles are processed by PCA and the results are plotted as points on the

EOG evaluation map.

In this map, one posture example is indicated as a set of scores of a principal component analysis (PCA) for finger

joint angles of some “real” human hands, measured by a dataglove. We can estimate the ease of grasping which is

generated from a product model and a digital hand by plotting the principal component score for this posture on the

map.

7.2 Principal Component Analysis for Finger Joint Angles of Hand Postures in Grasp Motion

Let’s define a set of P joint angles of a hand posture as },...,2,1|{ Ppxp . P indicates the degree of freedom of the

hand model and is generally defined as more than 30. However, it has been known that finger joint angles are

strongly interrelated with each other during the grasp motion [17]. Therefore, we reduce the degree of freedom of

the hand posture to less than P by PCA.

Suppose joint angles of the hand postures in grasping for N objects are recorded. We define a set of the standardized

measurements of these angles as },...,2,1;,...,2,1|{ PpNnxnp , and define a N x P matrix as ][ npxX

]),1[];,1[;( PpNnxnp . Then we obtain a variance-covariance matrix V and the matrix ][ ijwW

}),...,2,1{,;( Pjiwij as

XXN

V T

1

1

, (11)

] [][ 21 PijwW ccc , (12)

where Pccc ,...,, 21 are eigenvectors of the matrix V which are sorted in decreasing order of eigenvalue.

Suppose the P finger joint angles can be approximated by M ( PM ) principal components, then we approximately

describe the hand posture as the first M principal component scores ),...,( 1 nMn zz as follows:

(a) (b)

Figure 15. Five groups classified by the hand dimension

1

2

3

4

5

Page 18: Virtual Grasping Assessment Using 3D Digital Hand Model

P

p

nppmnm NnMmxwz1

),...,2,1,,...,2,1( . (13)

7.3 “Ease of Grasping (EOG)” Evaluation Map

7.3.1 Method for Generating the EOG Evaluation Map

By using the above eq.13, we can evaluate the sequence of the principal component scores nmz of the hand

postures from the opened to grasping states for each sample object with “real” subjects. By plotting the first M

principal component scores of these postures on a M-dimensional space, we can generate the “ease of grasping

(EOG)” evaluation map. At the same time, we also record the two-level subjective evaluation for the grasp postures

(i.e. “easy / not easy to grasp”). By partitioning the EOG evaluation map into the equally spaced M-dimensional

voxel, each voxel can be classified into three categories, which are:

1. EASY TO GRASP –– a voxel which includes grasp postures whose subjective evaluations are “easy to

grasp”

2. ABLE TO GRASP –– a voxel which includes hand postures during the grasping sequence but does not

include final grasp postures

3. CANNOT GRASP –– a voxel which does not include any hand postures

7.3.2 Generation of the Multiple EOG Evaluation Maps Classified by the Hand Dimension

There is a possibility that a large variance in the hand sizes of the subjects causes different results in the EOG

evaluation. To consider this difference, we classify subjects into five groups with respect to their hand dimension

and generate five different EOG evaluation maps for every group. In the experiment for the preprocess, we prepare

nine sheets of the paper where the nine representative Japanese hands shown in Figure 15(b) are printed. By putting

the subject’s hand on these sheets, each subject chooses one representative hand that has the most equivalent hand

dimension. Based on the class of their chosen representative hand, the dimensions of subject’s hand are classified

into five groups, as shown in Figure 15(a).

7.3.3 Results of Generating the EOG Evaluation Maps

Figure 16 shows one of the EOG evaluation maps generated by the above method (the 5th

hand group in Figure

15(a)). The blue/red circular points show the grasp postures that have the subjective evaluation of “easy to grasp/not

Figure 16. The “ease of grasping” evaluation map

1st Principal

Component

Score

2nd Principal

Component Score

Easy to Grasp

Able to Grasp

Cannot Grasp

3rd PCs

1st PCs

φ100

φ60

φ45

φ165φ100

φ60φ45

φ165

(Cylinder)

Page 19: Virtual Grasping Assessment Using 3D Digital Hand Model

easy to grasp”. The small gray points show the hand postures in grasping sequence. The EOG evaluation maps are

generated by 8 subjects and 70 sample objects, as shown in Figure 17. The hand postures were measured by the

“CyberGlove”, which has 19 sensors. We determined that the number M of the principal components should be three,

because the cumulative proportion of the first three principal components was more than 80% at every EOG

evaluation map of each hand group.

7.4 The Evaluation and Verification for Ease of Grasping

In the evaluation process in Figure 14, the virtual grasp posture of the digital hand is generated by the method of

section 4, then the principal component scores from eq.13 are calculated and plotted on the EOG evaluation map,

and the ease of grasping from the category of the voxel that includes the posture is evaluated.

We verified the ease of grasping evaluation by plotting some grasp postures of the digital hand on the EOG

evaluation map, as shown in Figure 18. These grasp postures are generated from the digital hand and the product

models which have the same geometry as theose used in generating the EOG evaluation map. The blue/red rectangle

points show the principal component scores of the grasp postures that were estimated as “stable/unstable” grasp

posture by force-closure described in section 5. The two-point pair connected with an arrow shows that these grasp

Figure 17. Sample objects used in the test for generating the EOG evaluation maps

Figure 18. Evaluation and verification results of the ease of grasping

1st Principal

Component

Score

2nd Principal

Component Score

Easy to Grasp

Able to Grasp

Cannot Grasp

3rd PCs

1st PCs

Initial Posture of

Digital Hand

Initial Posture of

Digital Handφ100

φ60

φ45

φ165

φ100

φ60

φ45

φ165

(Cylinder)

Page 20: Virtual Grasping Assessment Using 3D Digital Hand Model

postures are for the same object. The “ease of grasping” evaluation results by taking a digital hand and a real

subject’s hand for the same object were fell into the same category for almost all cases. Therefore, the proposed

EOG evaluation map-based method is effective for evaluating the ease of grasping a product model with a digital

hand.

8 CONCLUSIONS

The conclusions of our research summarizes as follows:

1. We proposed a system of automatic ergonomic assessment for handheld information appliances by

integrating the digital hand model with the 3-dimensional product model of the appliances.

2. As a method of generating kinematically and geometrically accurate 3-dimensional digital hand models

with rich dimensional variation, we proposed a digital hand model consisting of a variational link structure

model, variational surface skin model, and a newly proposed deformation algorithm of the surface skin.

3. We proposed a method of semi-automatically generating the grasp posture of the digital hand for the

product model using a natural grasping motion generator, inverse kinematics and maximization of the

contact points. The force-closure and the grasp quality were proposed to automatically evaluate the grasp

stability. We also proposed an evaluation method for ease of grasping the product based on a grasp posture

database of “real” subjects.

4. We verified the grasp posture and the grasp stability obtained from our system by comparing them to those

of real subjects. The results of the verification showed that the grasp posture and the grasp stability

evaluation of our system have a positive correlation to those of real subjects to some extent.

In our future research, we will develop a new function to evaluate the ease of finger operation for the use-interface

of the products, and to aid the designers in redesigning the housing shapes and the user-interfaces in the product

model.

ACKNOWLEDGEMENTS

This work was financially supported by a grant-in-aid of Intelligent Cluster Project (Sapporo IT Carrozzeria) funded

by MEXT.

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