The session record
What A Session Looks Like
Every session is both a navigation trace and a manipulation demonstration. It becomes a continuous event feed of
pose, velocity, state changes and dwell, time-aligned with source timestamps, carrying the layers below:
per-finger articulation, the full arm and shoulder kinematic chain, complete grasp episodes with their
failures, labelled interaction scenarios, physics-driven motion, a LiDAR channel, and a per-frame behavioral
layer. Exports preserve the raw data material and can be adapted to the buyer's training purpose. Below are
four real captures, replayed and interleaved as they're stored.
4.1 Hand & Finger Tracking
Per-finger flexion and abduction every frame, three joints per finger, fifteen per hand, at the same
frequency as full-body movement. Fingertip position and velocity through grasp and release, and confirmed
contact point, normal, distance and target, recorded in the object's own frame so a contact site is reusable
across sessions as a grasp affordance.
Closes the gap between full-body motion capture and the fine motor control object handling needs.
4.2 Joint, Arm & Reach Kinematics
Shoulder, elbow and wrist angles and angular velocity; requested versus resolved wrist pose with the overrun
in metres when a target sits beyond comfortable range; and the whole-body compensation, torso lowering,
forward lean, shoulder assist, when the arm alone cannot reach. Local rotations retarget cleanly to robot
arms with different link lengths.
Separates a reachable target from a strained one, for workspace design and reach planning.
4.3 Grasp & Manipulation Telemetry
Every grasp is a complete episode, not an event flag: grip taxonomy (power, pinch, palm) with the pre-contact
hand pose, object mass, dimensions, compliance, break force and torque, closure progress, grip-volume
occupancy, opposing-finger contact count, object pose in the hand frame every frame, and release linear and
angular velocity. Failed attempts get their own record.
The engine's per-frame validation fields are a ready-made grasp-success classifier, with no
annotation, and the failures give a policy its negative examples.
4.4 Interaction Scenarios & Events
A labelled library of pick-up, place, push, pull, open and close. Each scenario pairs a pre- and
post-interaction snapshot to isolate the effect on the object; push and pull carry applied force direction,
displacement and object velocity; open and close carry articulated state such as hinge angle or slide
position. Every discrete interaction is also a semantic event with sub-second precision.
Trainable manipulation and object-affordance data straight out of the log, without annotation.
4.5 Physics-Based Motion
When the engine takes over a participant's movement, the full physical event is recorded at locomotion
fidelity: fall height, impact velocity, contact point and angle, resulting body trajectory, object collision
response, and the frame-by-frame recovery path back to controlled movement including residual instability.
A continuous, physically accurate record of body dynamics under uncontrolled conditions.
4.6 Spatial Sensor Data (LiDAR)
A dedicated channel from virtual sensor rigs mounted on participants, with the full sensor configuration and
a raw scan payload up to 360°. Each frame adds per-ray 3D hit point, surface normal, distance, material tag,
reflectivity and object identity, plus aggregated semantic and material counts.
Every frame is at once a geometric measurement, a semantic scene description and a material
classification, at a scale that would be prohibitive to acquire physically.
4.7 Behavioral Layer (Edit & Play)
The BrainRecord pipeline adds 48 per-frame features and session-level analytics across world creation and
world interaction: velocity decomposition, turning, acceleration and curvature; frame-level action labels;
gaze, attention and spatial coverage; and hesitation, decision points, micro-corrections, commitment and
control effort.
Outputs are analytics-, visualization- and training-ready, including engagement, hesitation,
novelty and goal-directed-versus-wandering heatmaps.
Full field-by-field dictionaries available under MNDA.