Accepted at CoRL 2026UMI Arena

Pro-0: Towards Dexterous Policies with Zero On-Robot Data via Hardware–Software Co-Design

Anonymous Authors

Overview of Pro-0: a demonstrator wearing a tactile Proception Glove with a wrist camera is tracked by a static Meta Quest 3; tracked keypoints are refined with tactile signals, retargeted with inverse kinematics, and executed on the ProHand.
TL;DR Demonstrate with a tactile glove and a wrist camera that sees what the robot sees, refine the tracked hand with touch, retarget it to a dexterous hand, and train an RGB-only policy that runs on the robot with zero on-robot data.

Policy Videos

Autonomous rollouts on the robot at 1× speed, with policies trained only on human demonstrations.

1×
Bucket
1×
Buzzer
1×
Beanbag
1×
Touch

Abstract

For two-finger grippers, Universal Manipulation Interface (UMI) offers a practical framework for collecting human demonstrations and training robot policies. By co-designing the collection hardware and policy interface, it balances data-collection throughput with transferability to the robot. Extending this success to dexterous hands remains challenging despite advances in human demonstration collection. We introduce Pro-0, a dexterous manipulation model that we build by co-designing the hardware and learning algorithm. We build the system around Proception’s tendon-driven ProHand and wearable Proception Gloves, using matched wrist-camera viewpoints to align human and robot observations. This lean setup lets people demonstrate tasks naturally and provides data for learning RGB-only dexterous policies. Pro-0 transfers these policies directly to the robot without on-robot training data, achieving >80% success across multiple tasks.

Introduction

Imitation learning trades off data-collection throughput against transfer to the robot. Teleoperation records data on the target robot but is slow and needs robot hardware, while human videos are plentiful but hard to turn into executable robot actions. UMI showed that co-designing the collection device, its observations, and the policy interface lets portable human demonstrations transfer directly to a two-finger gripper. Generalist shows the scale that wearable human-data collection can reach, and HiFi-UMI shows that sufficiently accurate demonstrations can support direct deployment without robot data. Pro-0 asks how to extend this co-design principle to dexterous hands, reaching >80% success on a real robot from human demonstrations alone.

Existing dexterous systems each give something up. Exoskeletons such as DexUMI match the robot hand’s kinematics but constrain natural movement. Motion-capture gloves leave the hand free, but embodiment and observation gaps hinder direct transfer: DexCap relies on point clouds augmented with robot-hand geometry, DexWild reports poor human-only performance, and DexViTac reaches only 17.5% success with vision alone, versus 85.8% with multimodal input. Pro-0 instead aligns the human and robot at collection time:

Method

A human demonstration recorded from the robot’s viewpoint and mapped into its joint space can be treated as a robot demonstration. Pro-0 turns each demonstration into wrist-camera images paired with executable robot actions, the same form as teleoperation data, in four steps.

1. Data capture

The capture system is built so that a human demonstration already looks like robot data:

SensorModalityRateDescription
Quest 3Hand keypoints60 HzWrist and 5 × 4 finger joint poses
Quest 3Arm keypoints60 HzShoulder-to-wrist chain
Quest 3Passthrough RGB60 HzWorkspace view
GloveWrist RGB30 Hz1600 × 1200, global shutter
GloveTactile~230 Hz (max 500 Hz)96 taxels on fingers and palm

Modalities recorded per episode, for both hands, timestamped on a common clock.

Besides hand tracking, the Quest’s body tracking fits a skeleton to the demonstrator, giving arm, torso, and head poses as well. The glove’s tactile unit and wrist camera connect to the headset over USB, so every stream is captured in sync, and each episode is saved as a single time-indexed log.

2. Tactile-based hand pose refinement

Visual hand tracking is least reliable exactly when it matters most: during a grasp, the object hides most of the fingers, the tracker falls back on temporal history, and it underestimates how far the fingers are curled. Retargeted directly, the robot hand would stop short of the object. The glove’s tactile sensors detect contact regardless of occlusion, so we use them to tell which fingers are touching the object, and we register a grasp whenever the thumb and at least one other finger are in contact. During each grasp, the finger keypoints are offset inward: each contacting finger moves toward the thumb, and the thumb moves toward the average position of the contacting fingertips, closing each finger by up to 25°. The refined motion closes around the object and gives the robot a stable grasp.

Tactile-based refinement: a human grasp with the glove; tracked raw keypoints in magenta leave the robot fingers open, while tactile-refined keypoints in red are offset inward so the robot hand closes around the object.
Figure 1. Tactile-based hand pose refinement. During contact, the raw tracked keypoints (magenta) are moved inward to refined keypoints (red), turning an open, slipping hand into a stable grasp.

3. Human-to-robot action transfer

Because the headset sits at a known pose in the robot cell, every tracked keypoint can be mapped directly from the headset frame into the robot base frame with a single rigid transform taken from the CAD model, with no per-session calibration. Retargeting then solves, offline and for every timestep, the joints of a 7-DoF arm and a 22-DoF ProHand (2 wrist and 20 finger joints) that reproduce the human motion.

Five rows of frames showing one demonstration: headset view of the hand, wrist-camera view, tracked keypoints, retargeted robot in simulation, and real robot execution.
Figure 2. One demonstration from capture to execution: (a) headset tracking, (b) wrist-camera view, (c) tracked keypoints, (d) retargeted arm and hand, (e) execution on the real robot.

4. Policy learning

Each retargeted demonstration pairs wrist-camera images with robot joint trajectories, which we use to train a single multi-task diffusion policy.

Policy architecture in two panels: (a) training on human demonstrations, where a diffusion transformer conditioned on DINOv2 tokens of the glove wrist view learns to denoise retargeted actions; (b) inference on the robot, where it denoises Gaussian noise into an action chunk executed on the robot arm and hand.
Figure 3. Policy architecture. (a) Training: a diffusion transformer learns to denoise retargeted human actions, conditioned on frozen DINOv2 tokens from the glove wrist view. (b) Inference: it iteratively denoises Gaussian noise into an action chunk that the robot executes before observing the next wrist frame.

Experiments & Results

We test whether a policy trained only on human demonstrations can perform dexterous manipulation on a real robot, using three short tasks that cover reaching, pressing, grasping, and releasing.

We recorded 250 demonstrations per task (750 total) and ran 20 evaluation trials per task, with object positions varied over the same 40 cm × 40 cm area. A trial scores 0.5 for reaching the object or target and 1.0 for also completing the interaction.

MetricBuzzerBucketBeanbagAverage
Approach20 / 2019 / 2020 / 2098.3%
Full success18 / 2012 / 2019 / 2081.7%
Average score0.950.780.980.90

Real-robot results: 20 trials per task, with a policy trained only on human demonstrations.

Analysis

Pro-0 reaches an average full success rate of 81.7% and completes the approach in 98.3% of trials, so the policy reliably finds its target from the wrist view alone and nearly every failure happens during the interaction. Those failures are small and physical rather than navigational: in Buzzer, both misses made contact but the fingertip slid off the button without triggering it; in Beanbag, the one miss was a premature release that dropped the beanbag outside the bucket. Bucket is the hardest task: its only approach failure came from an incorrect wrist roll, and the grasp succeeded in 12 of the 19 trials that reached the bucket. We attribute this mainly to the data: fingers wrapped around the handle are partly hidden from the headset, so tracked finger curl tends to be underestimated and the retargeted grasps are less consistent across demonstrations than the approach motion.

Limitations