Vision-Based Hand Shadowing for Robotic Manipulation via Inverse Kinematics
Organizations: OMGrab Inc. and affiliated with the University of California, Berkeley, CA 94720 USA, through the Capstone Project program of the Fung Institute for Engineering Leadership · Department of Mechanical Engineering, University of California, Berkeley, CA 94720 USA
Abstract
Teleoperation of low-cost robotic manipulators remains challenging due to the difficulty of retargeting human hand motion to robot joint commands. We present an offline hand-shadowing inverse-kinematics (IK) retargeting pipeline driven by a single egocentric RGB-D camera mounted on 3D-printed glasses. The pipeline detects 21 hand landmarks per hand using MediaPipe Hands, deprojects them into 3D via depth sensing, transforms them into the robot coordinate frame, and solves a damped-least-squares IK problem to produce joint commands for the SO-ARM101 robot (5 arm + 1 gripper joints). A gripper controller maps thumb-index finger geometry to grasp aperture with a multi-level fallback hierarchy. Actions are previewed in a physics simulation before replay on the physical robot. We evaluate the pipeline on a structured pick-and-place benchmark (5-tile grid, 10 grasps per tile, 3 independent runs) achieving an 86.7% +/- 4.2% success rate, and compare it against four vision-language-action (VLA) policies (ACT, SmolVLA, pi_0.5, GR00T N1.5) trained on leader-follower teleoperation data. We provide a quantitative error analysis of the pipeline, reporting a mean IK position error of 36.4 mm, trajectory smoothness metrics showing 57-68% jerk reduction from EMA smoothing, and an ablation study over the smoothing parameter. We also test the pipeline in unstructured real-world environments (grocery store, pharmacy) and find that success is reduced to 9.3% due to hand occlusion by surrounding objects. To mitigate this, we integrate WiLoR as an alternative hand detector, achieving an 8% improvement in hand detection rate over MediaPipe, highlighting both the promise and current limitations of marker-free analytical retargeting.
Figures & tables
| Joint | Min | Max | Range ( ∘ ) |
|---|---|---|---|
| Shoulder pan | |||
| Shoulder lift | |||
| Elbow flex | |||
| Wrist flex | |||
| Wrist roll | |||
| Gripper |
| Parameter | Value |
|---|---|
| P coefficient | 12 |
| I coefficient | 0 |
| D coefficient | 24 |
| Arm acceleration limit | 50 / 254 |
| Gripper acceleration limit | 100 / 254 |
| Arm velocity limit | 1500 RPM |
| Approach | Training | Inference | Success |
| Steps | Hz | Rate | |
| IK Retargeting (ours) | — | 5 (offline) | % |
| ACT [ 4 ] | 50 k | 10 | 92% |
| SmolVLA [ 5 ] | 20 k | 10 | 50% |
| [ 6 ] | 3 k | 10 | 40% |
| GR00T N1.5 | 3 k | 10 | 35% |
| Property | IK (ours) | Learned Policies |
|---|---|---|
| Training data | None | 50 episodes (33 min) |
| Training time | 0 | 2–8 h on T4 GPU |
| Inference rate | 5 Hz (offline) | 10 Hz |
| Generalisation | Task-agnostic | Task-specific (ACT) or language-conditioned |
| Failure mode | Hand occlusion | Gripper self-occlusion |
| Joint | Raw | Smoothed | Reduction |
|---|---|---|---|
| Shoulder pan | 10.4 | 3.3 | |
| Shoulder lift | 16.9 | 6.5 | |
| Elbow flex | 25.8 | 9.5 | |
| Wrist flex | 35.9 | 13.6 | |
| Wrist roll | 47.3 | 20.4 | |
| Gripper | 66.2 | 24.2 |
| Joint | At Lower | At Upper | Total |
|---|---|---|---|
| Shoulder pan | 0.1% | 0.0% | 0.1% |
| Shoulder lift | 0.2% | 0.0% | 0.2% |
| Elbow flex | 1.9% | 0.0% | 1.9% |
| Wrist flex | 0.0% | 4.7% | 4.7% |
| Wrist roll | 0.0% | 2.1% | 2.1% |
| Gripper | 0.0% | 0.0% | 0.0% |
| Metric | MediaPipe | WiLoR |
|---|---|---|
| Hand detected | 218 (62.8%) | 235 (67.7%) |
| Valid IK target | 208 (59.9%) | 225 (64.8%) |
| No detection | 129 (37.2%) | 112 (32.3%) |
| Recovery (WiLoR found, MP missed) | 12 frames (3.5%) | |
| Detection improvement | +7.8% | |
| Valid target improvement | +8.2% | |
Motion Retargeting
Motion retargeting transfers movement across different bodies, skeletons, or robots while preserving its intent and physical feasibility.
See all 104 papers