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Chapter 2. Prehension

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<strong>Chapter</strong> 4 - Planning of <strong>Prehension</strong> 91<br />

For intermediate objects, there were preferred grip patterns of two or<br />

three fingers in opposition to the thumb. Further, the frequency<br />

curves and patterns of hand use were similar for adults and children<br />

when plotted against the objecthand ratio.<br />

Iberall, Preti, and Zemke (1989) asked subjects to place cylinders<br />

of various lengths (8 cm in diameter) on a platform using pad opposi-<br />

tion. No instructions were given on how many fingers to use in VF2<br />

as it opposed the thumb (VF1). Of the fifteen finger combinations<br />

possible, seven combinations were used (index, middle, index &<br />

middle, middle & ring, index 8z middle & ring, middle 8z ring 8z little,<br />

index & middle 8z ring 8z little). The size of VF2 was 1,2, 3, or 4<br />

fingers wide, although 60% of the grasps used a VF2 of 1 or 2<br />

fingers. It was observed that more fingers were used in VF2 as<br />

cylinder length increased, supporting Newel1 et al. (1989).<br />

Surprisingly, of the VF2 with a width of one, subjects tended to use<br />

their middle finger (M). In terms of finger occurrence, use of the<br />

middle finger (M) was seen almost all the time, particularly since six<br />

of the seven postures include the middle finger. Both the index finger<br />

(I) and ring finger (R) increased in usage as cylinder length increased.<br />

The little finger Q was brought in for largest cylinder.<br />

How might virtual finger planning be modelled using artificial neu-<br />

ral networks? Iberall, Preti, and Zemke (1989) constructed a network<br />

to determine a real finger mapping for virtual figer two (VF2) in pad<br />

opposition (Figure 4.11). The neural network learned how to assign<br />

virtual to real finger mappings given length as the object characteristic<br />

and difficulty as the task requirement. Supervised learning was used<br />

to train the network. The training set was constructed using data from<br />

the experiment described above. Training pairs were presented to the<br />

network in thousands of trials until it learned to assign the correct<br />

mapping of virtual to real fingers given these inputs.<br />

Using the same supervised learning algorithm as previously de-<br />

scribed, different tasks (task difficulty, cylinder length) were pre-<br />

sented to the input layer. The number of real fingers to use was com-<br />

puted by summing up weighted activation values of the input units and<br />

then weighted activation values on the hidden layer. Iberall et al. used<br />

the generalized delta rule to change the weights between the input<br />

units, hidden layer, and output units. An error cutoff of 0.05 was<br />

used to indicate that the network learned the training set, and had con-<br />

verged on a solution.<br />

Different architectures for adaptive neural networks were de-<br />

signed. A network architecture that decides the average number of<br />

fingers to use in virtual finger two (not shown), and percentages

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