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Technical Paper

Workspace Analysis and Visualization for Santos'™ Upper Extremity

2005-06-14
2005-01-2739
Workspace is an important function for human factors analysis and is widely applied in product design, manufacturing, and ergonomics evaluations. This paper presents the workspace analysis and visualization for Santos™ upper extremity, a new virtual human with over 100 DOFs that is highly realistic in terms of appearance, behavior, and movement. Jacobian Rank deficiency method is implemented to determine the singular surfaces. The joint limits are considered in this formulation; three types of singularities are analyzed. This closed-form formulation can be extended to numerous different scenarios such as different percentiles, age groups, or segments of body. A realtime scheme is used to build the workspace library for Santos™ that will study the boundary surfaces off-line and apply them to Santos™ in the virtual environment (Virtools®). To visualize the workspace, we develop a user interface to generate the cross section of the reach envelope with a plane.
Technical Paper

Vision Performance Measures for Optimization-Based Posture Prediction

2006-07-04
2006-01-2334
Although much work has been completed with modeling head-neck movements as well with studying the intricacies of vision and eye movements, relatively little research has been conducted involving how vision affects human upper-body posture. By leveraging direct human optimized posture prediction (D-HOPP), we are able to predict postures that incorporate one's tendency to actually look towards a workspace or see a target. D-HOPP is an optimization-based approach that functions in real time with Santos™, a new kind of virtual human with a high number of degrees-of-freedom and a highly realistic appearance. With this approach, human performance measures provide objective functions in an optimization problem that is solved just once for a given posture or task. We have developed two new performance measures: visual acuity and visual displacement.
Technical Paper

Virtual Environment for Digital Human Simulation

2004-06-15
2004-01-2172
A general methodology and associated computational algorithm for predicting realistic postures of digital humans (mannequins) in a virtual environment is presented. The basic plot for this effort is a task-based approach, where we believe that humans assume different postures for different tasks. The underlying problem is characterized by the calculation (or prediction) of the joint displacements of the human body in such a way to accomplish a specified task. In this work, we have not limited the number of degrees of freedom associated with the model. Each task has been defined by a number of human performance measures that are mathematically represented by cost functions that evaluate to a real number. Cost functions are then optimized, i.e., minimized or maximized subject to a number of constraints. The problem is formulated as a multi-objective optimization algorithm where one or more cost functions are considered as objective functions that drive the model to a solution.
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

Towards Understanding the Workspace of the Upper Extremities

2001-06-26
2001-01-2095
Significant attention in recent years has been given towards obtaining a better understanding of human joint ranges, measurement, and functionality, especially in conjunction with commands issued by the central nervous system. Studies of those commands often include computer algorithms to describe path trajectories. These are typically in “open-form” with specific descriptions of motions, but not “closed form” mathematical solutions of the full range of possibilities. This paper proposes a rigorous “closed form” kinematic formulation to model human limbs, understand their workspace (also called the reach envelope), and delineate barriers therein where a path becomes difficult or impossible owing to physical constraints. The novel ability to visualize barriers in the workspace emphasizes the power of these closed form equations.
Technical Paper

Survey of Biomechanical Models for the Human Shoulder Complex

2008-06-17
2008-01-1871
The human shoulder plays an important role in human posture and motion, especially in scenarios in which humans need achieve tasks with external loads. The shoulder complex model is critical in digital human modeling and simulation because a fidelity model is the basis for realistic posture and motion predictions for digital humans. The complexity of the shoulder mechanism makes it difficult to model a shoulder complex realistically. Although many researchers have attempted to model the human shoulder complex, there has not been a survey of these models and their benefits and limitations. This paper attempts to review various biomechanical models proposed and summarize the pros and cons. It focuses mainly on the human modeling domain, although some of these models were originally from the robotics field. The models are divided into two major categories: open-loop chain models and closed-loop chain models.
Journal Article

Studying Visibility as a Constraint and as an Objective for Posture Prediction

2008-06-17
2008-01-1875
Using optimization to predict human posture provides a unique means of studying how and why people move. In a formulation where joint angles are determined in order to minimize a human performance measure subject to various constraints, the general question of when to model components as objective functions and when to model them as constraints has not been addressed thoroughly. We suggest that human performance measures, which act as objective functions, model what drives human posture, whereas constraints provide boundary conditions that restrict the scope of the model. This applied research study tests this hypothesis and concurrently evaluates how vision affects the prediction and assessment of upper-body posture. Single-objective and multi-objective optimization formulations for posture prediction are used with a 35 degree-of-freedom upper-body model of a virtual human called SantosTM.
Technical Paper

Santos™: A New Generation of Virtual Humans

2005-04-11
2005-01-1407
Presented in this paper is an on-going project to develop a new generation of virtual human models that are highly realistic in terms of appearance, movement, and feedback (evaluation of the human body during task execution). Santos™ is an avatar that exhibits extensive modeling and simulation capabilities. It is an anatomically correct human model with more than 100 degrees of freedom. Santos™ resides in a virtual environment and can conduct human-factors analysis. This analysis entails, among other things, posture prediction, motion prediction, gait analysis, reach envelope analysis, and ergonomics studies. There are essentially three stages to developing virtual humans: (1) basic human modeling (representing how a human functions independently), (2) input functionality (awareness and analysis of the human’s environment), and (3) intelligent reaction to input (memory, reasoning, etc.). This paper addresses the first stage.
Technical Paper

Realistic Posture Prediction for Maximum Dexterity

2001-06-26
2001-01-2110
This paper presents an efficient numerical formulation for the prediction of realistic postures. This problem is defined by the method (or procedure) used to predict the posture of a human, given a point in the reachable space. The exposition addresses (1) the determination whether a point is reachable (i.e., does is it exist within the reach envelope) and (2) the calculation of a posture for a given point. While many researchers have used either statistical models of empirical data or the traditional geometric inverse kinematics method for posture prediction, we present a method based on kinematics for modeling, but one that uses optimization of a cost function to predict a realistic posture. It is shown that this method replicates the human mind in selecting a posture from an infinite number of possible postures.
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

Optimization-Based Workspace Zone Differentiation and Visualization for Santos™

2006-04-03
2006-01-0696
Human performance measures such as discomfort and joint displacement play an important role in product design. The virtual human Santos™, a new generation of virtual humans developed at the University of Iowa, goes directly to the CAD model to evaluate a design, saving time and money. This paper presents an optimization-based workspace zone differentiation and visualization. Around the workspace of virtual humans, a volume is discretized to small zones and the posture prediction on each central point of the zone will determine whether the points are outside the workspace as well as the values of different objective functions. Visualization of zone differentiation is accomplished by showing different colors based on values of human performance measures on points that are located inside the workspace. The proposed method can subsequently help ergonomic design.
Technical Paper

Optimization-Based Dynamic Motion Simulation and Energy Expenditure Prediction for a Digital Human

2005-06-14
2005-01-2717
This paper presents an optimization-based algorithm for simulating the dynamic motion of a digital human. We also formulate the metabolic energy expenditure during the motion, which is calculated within our algorithm. This algorithm is implemented and applied to Santos™, an avatar developed at The University of Iowa. Santos™ is a part of a virtual environment for conducting digital human analysis consisting of posture prediction, motion prediction, and physiology studies. This paper demonstrates our dynamic motion algorithm within the Santos™ virtual environment. Mathematical evaluations of human performance are essential to any effort to compare various ergonomic designs. In fact, the human factors design process can be formulated as an optimization problem that maximizes human performance. In particular, an optimal design must be found while taking into consideration the effects of different motions and hand loads corresponding to a number of tasks.
Technical Paper

On the Determination of Joint Motion Coupling for the Human Shoulder Complex

2008-06-17
2008-01-1870
This paper presents a novel approach to determining the joint motion coupling relationship for the human shoulder complex. The human shoulder complex is the most sophisticated part in terms of degrees of freedom and motion. In the literature, different human shoulder biomechanical models have been developed for various purposes. Also, researchers have realized that there are constant movement relationships among the shoulder bones: the clavicle, scapula, and humerus. This is due to muscles and tendons that are involved in skeletal motions. These relationships, which are also called shoulder rhythm, entail joint motion coupling and joint limit coupling. However, the scope of this work is to determine the joint motion coupling relationship. This relationship is available in the literature, but it is an Euler-angle-based relationship. In the virtual human modeling environment, we cannot directly use this Euler-angle-based relationship.
Technical Paper

Newly Developed Functionalities for the Virtual Human Santos

2007-04-16
2007-01-0465
This paper presents newly developed capabilities for the virtual human Santos™. Santos is an avatar that has extensive modeling and simulation features. It is a digital human with 109 degrees of freedom (DOF), an optimization-based method, predictive dynamics, and realistic human appearance. The new capabilities include (1) significant progress in predictive dynamics (walking and running), (2) advanced clothing modeling and simulation, (3) muscle wrapping and sliding, and (4) hand biomechanics. With these newly developed functionalities, Santos can simulate various dynamic tasks such as walking and running, investigate clothing restrictions to motion such as joint limits and torques, simulate the musculoskeletal system in real time, predict hand injury by monitoring the joint torques, and facilitate vehicle interior design. Finally, additional on-going projects are summarized.
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

Motion Prediction and Inverse Dynamics for Human Upper Extremities

2005-04-11
2005-01-1408
Santos™, a digital human avatar developed at The University of Iowa, exhibits extensive modeling and simulation capabilities. Santos™ is a part of a virtual environment for conducting human factors analysis consisting of posture prediction, motion prediction, and ergonomics studies. This paper presents part of the functionality in the Santos™ virtual environment, which is an optimization-based algorithm for simulating dynamic motion of Santos™. The joint torque and muscle power during the motion are also calculated within the algorithm. Mathematical cost functions that evaluate human performance are essential to any effort that would evaluate and compare various ergonomic designs. It is widely accepted that the ergonomic design process is actually an optimization problem with many design variables. This effort is basically a task-based approach that believes humans assume different postures and exert different forces to accomplish different tasks.
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

Model Predictive Control for Human Motion Simulation

2009-06-09
2009-01-2306
This paper describes a novel model-based controller designed to simulate human motion in dynamic virtual environments. The controller was tested on SantosTM, the digital human developed at the Virtual Soldier Research Program at the University of Iowa. A planar 3-degrees-of-freedom model of the human arm was used to test the hypothesis. The controller was used to predict on line, optimal torques required to move the end effector towards a target point. The control law was implemented using classical gradient-based optimization and the recently developed technique of model predictive control (MPC). An advantage of MPC is that it replaces intractable closed loop optimization problems with more easily implementable open loop problems. The controller was used to produce physically consistent simulations of the motion of a human arm in a virtual environment in the presence of external disturbances that were not known in advance.
Technical Paper

Layout Design using an Optimization-Based Human Energy Consumption Formulation

2004-06-15
2004-01-2175
An optimization-based method for layout design (also called equipment layout) is presented that is based upon kinetic functions also introduced in this paper. The layout problem is defined by the method whereby positions of target points are specified in the environment surrounding a human. The problem is of importance to ergonomists, vehicle/cockpit packaging engineers, designers of manufacturing assembly lines, and designers concerned with the placement of lever, knobs, and controls in the reachable workspace of a human, but also to users of digital human modeling code, where digital prototyping has become a valuable tool. The method comprises kinematically-driven constraints for reaching the target points and for satisfying the joint ranges of motion. The algorithm is driven by a cost function (also called objective function) that is kinetic in nature to minimize approximate energy consumption and visual discomfort.
Journal Article

General Biped Motion and Balance of a Human Model

2008-06-17
2008-01-1932
We propose an algorithm of predicting dynamic biped motions of Santos™ human model. An alternative and efficient formulation of the Zero-Moment Point (ZMP) for dynamic balance and the approximated ground reaction forces/moments are derived from the resultant reaction loads, which includes the gravity, the externally applied loads, and the inertia. The optimization problem is formulated to address the redundancy of the human task, where the general biped and the task-specific constraints are imposed depending on the task requirements. The proposed method is fully predictive and generates physically feasible human-like motions from scratch without any input reference from motion capture or animation. The resulting generated motions demonstrate how a human reacts effectively to different external load conditions in performing a given task by showing realistic features of cause and effect.
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