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Technical Paper

A Musculoskeletal Model of the Upper Limb for Real Time Interaction

2007-06-12
2007-01-2488
With the ever-increasing power of real time graphics and computational ability of desktop computers, the desire for a real-time simulation of the musculoskeletal system has become more pronounced. It is important that this simulation is realistic, interactive, runs in real time, and looks realistic, especially in our climate of Hollywood special-effects and stunning video games. An effective simulation of the musculoskeletal system hinges on three key features: accurate modeling of kinematic movement, realistic modeling of the muscle attachment points, and determining the direction of the forces applied at the points. By taking known information about the musculoskeletal system and applying it in a real time environment, we have created such a model of the human arm. This model includes realistic constraints on the joints and real-time wrapping algorithms for muscle action lines.
Technical Paper

Validation Methodology Development for Predicted Posture

2007-06-12
2007-01-2467
As predictive capabilities advance and human-model fidelity increases, so must validation of such predictions and models. However, subjective validation is sufficient only as an initial indicator; thorough, systematic studies must be conducted as well. Thus, the purpose of this paper is to validate postures that are determined using single-objective optimization (SOO) and multi-objective optimization (MOO), as applied to the virtual human Santos™. In addition, a general methodology and tools for posture-prediction validation are presented. We find that using MOO provides improvement over SOO, and the results are realistic from both a subjective and objective perspective.
Technical Paper

Multiple User Defined End-Effectors with Shared Memory Communication for Posture Prediction

2008-06-17
2008-01-1922
Inverse Kinematics on a human model combined with optimization provides a powerful tool to predict realistic human postures. A human posture prediction tool brings up the need for greater flexibility for the user, as well as efficient computation performance. This paper demonstrates new methods that were developed for the application of digital human simulation as a software package by allowing for any number of user specified end-effectors and increasing communication efficiency for posture prediction. The posture prediction package for the digital human, Santos™, uses optimization constrained by end-effectors on the body with targets in the environment, along with variable cost functions that are minimized, to solve for all joint angles in a human body. This results in realistic human postures which can be used to create optimal designs for things that humans can physically interact with.
Technical Paper

Real-Time Obstacle Avoidance for Posture Prediction

2009-06-09
2009-01-2305
Collision avoidance in digital human modeling is critical for design and analysis, especially when there is interaction between the avatar and his/her environment. This paper describes a new algorithm for obstacle avoidance with optimization-based posture prediction. This new approach is motivated by a need for decreased computational time and increased fidelity for modeling and analysis of collision avoidance tasks. Posture prediction is run in an iterative loop while conducting collision detection to dynamically update collision avoidance constraints. It is shown that this approach is substantially faster than the basic method involving a fixed number of sphere-based avoidance constraints with a single optimization/posture-prediction run. The method is demonstrated using an upper-body virtual human model in a cab setting.
Technical Paper

Modeling Dual-Arm Coordination for Posture: An Optimization-Based Approach

2005-06-14
2005-01-2686
In the field of human modeling, there is an increasing demand for predicting human postures in real time. However, there has been minimal progress with methods that can incorporate multiple limbs with shared degrees of freedom (DOFs). This paper presents an optimization-based approach for predicting postures that involve dual-arm coordination with shared DOFs, and applies this method to a 30-DOF human model. Comparisons to motion capture data provide experimental validation for these examples. We show that this optimization-based approach allows dual-arm coordination with minimal computational cost. This new approach also easily extends to models with a higher number of DOFs and additional end-effectors.
Technical Paper

A New Discomfort Function for Optimization-Based Posture Prediction

2005-06-14
2005-01-2680
Using multi-objective optimization, we develop a new human performance measure for direct optimizationbased posture prediction that incorporates three key factors associated with musculoskeletal discomfort: 1) the tendency to move different segments of the body sequentially, 2) the tendency to gravitate to a comfortable neutral position, and 3) the discomfort associated with moving while joints are near their respective limits. This performance measure operates in real-time and provides realistic postures. The results are viewed using Santos™, an advanced virtual human, and they are validated using motion-capture. This research lays groundwork for studying how and why humans move as they do.
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