• Title/Summary/Keyword: human-body simulation

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Human Motion Control Using Dynamic Model (동력학 모델을 이용한 인체 동작 제어)

  • Kim, Chang-Hoe;O, Byeong-Ju;Kim, Seung-Ho
    • Journal of the Ergonomics Society of Korea
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    • v.18 no.3
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    • pp.141-152
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    • 1999
  • In this paper, We performed the human body dynamic modelling for the realistic animation based on the dynamical behavior of human body, and designed controller for the effective control of complicate human dynamic model. The human body was simplified as a rigid body which consists of 18 actuated degrees of freedom for the real time computation. Complex human kinematic mechanism was regarded as a composition of 6 serial kinematic chains : left arm, right arm, support leg, free leg, body, and head. Based on the this kinematic analysis, dynamic model of human body was determined using Newton-Euler formulation recursively. The balance controller was designed in order to control the nonlinear dynamics model of human body. The effectiveness of designed controller was examined by the graphical simulation of human walking motion. The simulation results were compared with the model base control results. And it was demonstrated that, the balance controller showed better performance in mimicking the dynamic motion of human walking.

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A Study of Human Model Based on Dynamics (동력학기반 인체 모델 연구)

  • 김창희;김승호;오병주
    • Journal of Biomedical Engineering Research
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    • v.20 no.4
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    • pp.485-493
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    • 1999
  • Human can generate various posture and motion with nearly 350 muscle pairs. From the viewpoint of mechanisms, the human skeleton mechanism represents great kinematic and dynamical complexity. Physical and behavioral fidelity of human motion requires dynamically accurate modeling and controling. This paper describes a mathematical modeling, and dynamic simulation of human body. The human dynamic model is simplified as a rigid body consisting of 18 actuated degrees of freedom for the real time computation. Complex kinematic chain of human body is partitioned as 6 serial kinematic chains that is, left arm, right arm, support leg, free leg, body, and head. Modeling is developed based on Newton-Euler formulation. The validity of proposed dynamic model, which represents mathematically high order differential equation, is verified through the dynamic simulation.

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Comparison of Vehicle Experiment and Computer Simulation of Seat Vibration using Korean Dummy Model (한국인 더미모델을 이용한 시트진동 시뮬레이션과 실차시험의 비교분석)

  • 유완석;김정훈;박동운;이순영
    • Transactions of the Korean Society of Automotive Engineers
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    • v.12 no.1
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    • pp.145-152
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    • 2004
  • This paper compares seat vibrations of a small passenger car and a SUV. The results also include the comparison of the human body accelerations and the ride values, such as the component ride values, and SEAT values of 12 axis accelerations obtained at the human body and seat track. The ride comfort evaluation is usually carried out by experiments of real cars which are expensive and sometimes may contain errors by passenger's postures. Simulations by computer, on the other hand, enable to solve these problems when the accuracy is proven. This paper, thus, also shows the correlation of human body vibration between experiments and computer simulations. For the computer simulation, korean dummy models are developed from the Hybrid III models by scaling the body data of Hybrid III to those of Korean men and women. From the comparison between the test data and simulation data, a nice correlation in trends was shown.

Computerized Human Body Modeling and Work Motion-capturing in a 3-D Virtual Clothing Simulation System for Painting Work Clothes Development

  • Park, Gin Ah
    • Journal of Fashion Business
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    • v.19 no.3
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    • pp.130-143
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    • 2015
  • By studying 3-D virtual human modeling, motion-capturing and clothing simulation for easier and safer work clothes development, this research aimed (1) to categorize heavy manufacturing work motions; (2) to generate a 3-D virtual male model and establish painting work motions within a 3-D virtual clothing simulation system through computerized body scanning and motion-capturing; and finally (3) to suggest simulated clothing images of painting work clothes developed based on virtual male avatar body measurements by implementing the work motions defined in the 3-D virtual clothing simulation system. For this, a male subject's body was 3-D scanned and also directly measured. The procedures to edit a 3-D virtual model required the total body shape to be 3-D scanned into a digital format, which was revised using 3-D Studio MAX and Maya rendering tools. In addition, heavy industry workers' work motions were observed and recorded by video camera at manufacturing sites and analyzed to categorize the painting work motions. This analysis resulted in 4 categories of motions: standing, bending, kneeling and walking. Besides, each work motion category was divided into more detailed motions according to sub-work posture factors: arm angle, arm direction, elbow bending angle, waist bending angle, waist bending direction and knee bending angle. Finally, the implementation of the painting work motions within the 3-D clothing simulation system presented the virtual painting work clothes images simulated in a dynamic mode.

Landing Motion Analysis of Human-Body Model Considering Impact and ZMP Condition (충격과 ZMP 조건을 고려한 인체 모델의 착지 동작 해석)

  • So Byung Rok;Kim Wheekuk;Yi Byung-Ju
    • Journal of Institute of Control, Robotics and Systems
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    • v.11 no.6
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    • pp.543-549
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    • 2005
  • This paper deals with modeling and analysis fer the landing motion of a human-body model. First, the dynamic model of a floating human body is derived. The external impulse exerted on the ground as well as the internal impulse experienced at the joints of the human body model is analyzed. Second, a motion planning algorithm exploiting the kinematic redundancy is suggested to ensure stability in terms of ZMP stability condition during a series of landing phases. Four phases of landing motion are investigated. In simulation, the external and internal impulses experienced at the human joints and the ZMP history resulting from the motion planning are analyzed for two different configurations. h desired landing posture is suggested by comparison of the simulation results.

Interactive 3D Pattern Design Using Real-time Pattern Deformation and Relative Human Body Coordinate System (실시간 패턴 변형과 인체 상대좌표계를 이용한 대화형 3D 패턴 디자인)

  • Sul, In-Hwan;Han, Hyun-Sook;Nam, Yun-Ja;Park, Chang-Kyu
    • Fashion & Textile Research Journal
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    • v.12 no.5
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    • pp.582-590
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    • 2010
  • Garment design needs an iterative manipulation of 2D patterns to generate a final sloper. Traditionally there have been two kinds of design methodologies such as the flat pattern method and the pattern draping method. But today, it is possible to combine the advantages from the two methods due to the realistic cloth simulation techniques. We devised a new garment design system which starts from 3D initial drape simulation result and then modifies the garment by editing the 2D flat patterns synchronously. With this interactive methodology using real-time pattern deformation technique, the designer can freely change a pattern shape by watching its 3D outlook in real-time. Also the final garment data were given relative coordinates with respect to the human anthropometric feature points detected by an automatic body feature detection algorithm. Using the relative human body coordinate system, the final garments can be re-used to an arbitrary body data without repositioning in the drape simulation. A female shirt was used for an example and a 3D body scan data was used for an illustration of the feature point detection algorithm.

Evolution of Human Locomotion: A Computer Simulation Study (인류 보행의 진화: 컴퓨터 시뮬레이션 연구)

  • 엄광문;하세카즈노리
    • Journal of the Korean Society for Precision Engineering
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    • v.21 no.5
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    • pp.188-202
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    • 2004
  • This research was designed to investigate biomechanical aspects of the evolution based on the hypothesis of dynamic cooperative interactions between the locomotion pattern and the body shape in the evolution of human bipedal walking The musculoskeletal model used in the computer simulation consisted of 12 rigid segments and 26 muscles. The nervous system was represented by 18 rhythmic pattern generators. The genetic algorithm was employed based on the natural selection theory to represent the evolutionary mechanism. Evolutionary strategy was assumed to minimize the cost function that is weighted sum of the energy consumption, the muscular fatigue and the load on the skeletal system. The simulation results showed that repeated manipulations of the genetic algorithm resulted in the change of body shape and locomotion pattern from those of chimpanzee to those of human. It was suggested that improving locomotive efficiency and the load on the musculoskeletal system are feasible factors driving the evolution of the human body shape and the bipedal locomotion pattern. The hypothetical evolution method employed in this study can be a new powerful tool for investigation of the evolution process.

The NURBS Human Body Modeling Using Local Knot Removal

  • Jo, Joon-Woo;Han, Sung-Soo
    • Fibers and Polymers
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    • v.6 no.4
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    • pp.348-354
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    • 2005
  • These days consumers' various demands are accelerating research on apparel manufacturing system including automatic measurement, pattern generation, and clothing simulation. Accordingly, methods of reconstructing human body from point-clouds measured using a three dimensional scanning device are required for apparel CAD system to support these functions. In particular, we present in this study a human body reconstruction method focused on two issues, which are the decision of the number of control point for each sectional curve with error bound and the local knot removal for reducing the unusual concentration of control points. The approximation of sectional curves with error bounds as an approximation criterion leads all sectional curves to their own particular shapes apart from the number of control points. In addition, the application of the local knot removal to construction of human body sectional curves reduces the unusual concentration of control points effectively. The results may be used to produce an apparel CAD system as an automatic pattern generation system and a clothing simulation system through the low level control of NUBS or NURBS.

Optimization of Hip Flexion/Extension Torque of Exoskeleton During Human Gait Using Human Musculoskeletal Simulation (인체 근골격 시뮬레이션을 활용한 인체 보행 시 외골격의 고관절 굴곡/신장 토크 최적화)

  • Hyeseon Kang;Jinhyun Kim
    • The Journal of Korea Robotics Society
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    • v.18 no.1
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    • pp.117-121
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    • 2023
  • Research on walking assistance exoskeletons that provide optimized torque to individuals has been conducted steadily, and these studies aim to help users feel stable when walking and get help that suits their intentions. Because exoskeleton auxiliary efficiency evaluation is based on metabolic cost savings, experiments on real people are needed to evaluate continuously evolving control algorithms. However, experiments with real people always require risks and high costs. Therefore, in this study, we intend to actively utilize human musculoskeletal simulation. First, to improve the accuracy of musculoskeletal models, we propose a body segment mass distribution algorithm using body composition analysis data that reflects body characteristics. Secondly, the efficiency of most exoskeleton torque control algorithms is evaluated as the reduction rate of Metabolic Cost. In this study, we assume that the torque minimizing the Metabolic Cost is the optimal torque and propose a method for obtaining the torque.

The Nonlinear Simulation on the Selection of Suitable Suspension Considering Human Vibration (인체 진동을 고려한 최적 현가장치의 선정에 관한 비선형 모의실험)

  • 김진기;홍동표;최만용
    • Journal of KSNVE
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    • v.10 no.2
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    • pp.247-253
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    • 2000
  • The evaluation of the ride quality had been performed by the subjective method before ISO2631(International Organization for Stadard 2631) and BS6841(British Standard 6841) was precented, but many research programs have been performed by the objective method after that. On this study, the ride quality was evaluated related with the objective method which considered the vibration which the human body feels on the driver's seat while driving on the road. In particular, we made the shock absorber nonlinear model and also selected the suitable shock absorber in the part of the vibration which the human body feels into the simulation. The shock absorber of suspension was dealt with 3 cases respectively with the front wheel and rear wheel. The vibration of the car driving on the road can be transferred to the wheel, the suspension, the vehicle body, the seat and the human body. The signal which was gained from the seat(hip) and the floor(foot) of the human body was changed to the vibration signal which the human body felt through using the frequency weighting function. And then the performance of the shock absorber was calculated through the statistic processing.

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