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Chapter 2. Prehension

Chapter 2. Prehension

Chapter 2. Prehension

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<strong>Chapter</strong> 4 - Planning of <strong>Prehension</strong> 93<br />

Task Obiect<br />

Determine which combination of omositions:<br />

If task width = small then opposition 1 =pad<br />

If task forces = heavy then opposition 1 =palm<br />

If opposition 1 = pad then its VFI = thumb<br />

If opposition 1 = palm then its VFI = palm<br />

eVF2-<br />

If opposition 1 = side then its VF2 = index<br />

If opposition 1 = palm and<br />

task length < three finger widths<br />

then its VF2 = index or index-middle<br />

Figure 4.12 Sample rules in knowledge-based system for selecting<br />

an opposition space from object and task requirements. Three types<br />

of rules are used. First, oppositions are chosen. Then, for each<br />

opposition, the mappings from real fingers to virtual fingers are<br />

made. Task width refers to the length of the opposition vector.<br />

Task length refers to the height of the object. VF=virtual finger<br />

(from Iberall et al., 1988).<br />

on the number of constraints being modelled in the system. Again, the<br />

human brain controlling the hand is working with a large multidimen-<br />

sional constraint space, as outlined in <strong>Chapter</strong> 8.<br />

An expert system can combine choosing oppositions and virtual<br />

finger mappings (Iberall, 1987c; Iberall, Jackson, Labbe & Zampano,<br />

1988). As seen in Figure 4.12, the system had three types of rules.<br />

Similar to the GRASP-Exp rules, the first set of rules in this system<br />

chose which oppositions were needed depending on object properties<br />

(size, weight, surface characteristics) and task properties (anticipated

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