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Simulate realistic human motion in a virtual world with an optimization-based approach to motion prediction. With this approach, motion is governed by human performance measures, such as speed and energy, which act as objective functions to be optimized. Constraints on joint torques and angles are imposed quite easily. Predicting motion in this way allows one to use avatars to study how and why humans move the way they do, given specific scenarios. It also enables avatars to react to infinitely many scenarios with substantial autonomy. With this approach it is possible to predict dynamic motion without having to integrate equations of motion -- rather than solving equations of motion, this approach solves for a continuous time-dependent curve characterizing joint variables (also called joint profiles) for every degree of freedom. - Introduces rigorous mathematical methods for digital human modelling and simulation - Focuses on understanding and representing spatial relationships (3D) of biomechanics - Develops an innovative optimization-based approach to predicting human movement - Extensively illustrated with 3D images of simulated human motion (full color in the ebook version)
An engaging introduction to human and animal movement seen through the lens of mechanics. How do Olympic sprinters run so fast? Why do astronauts adopt a bounding gait on the moon? How do running shoes improve performance while preventing injuries? This engaging and generously illustrated book answers these questions by examining human and animal movement through the lens of mechanics. The authors present simple conceptual models to study walking and running and apply mechanical principles to a range of interesting examples. They explore the biology of how movement is produced, examining the structure of a muscle down to its microscopic force-generating motors. Drawing on their deep expertise, the authors describe how to create simulations that provide insight into muscle coordination during walking and running, suggest treatments to improve function following injury, and help design devices that enhance human performance.
The Handbook of Human Motion is a large cross-disciplinary reference work which covers the many interlinked facets of the science and technology of human motion and its measurement. Individual chapters cover fundamental principles and technological developments, the state-of-the-art and consider applications across four broad and interconnected fields; medicine, sport, forensics and animation. The huge strides in technological advancement made over the past century make it possible to measure motion with unprecedented precision, but also lead to new challenges. This work introduces the many different approaches and systems used in motion capture, including IR and ultrasound, mechanical systems and video, plus some emerging techniques. The large variety of techniques used for the study of motion science in medicine can make analysis a complicated process, but extremely effective for the treatment of the patient when well utilised. The handbook descri bes how motion capture techniques are applied in medicine, and shows how the resulting analysis can help in diagnosis and treatment. A closely related field, sports science involves a combination of in-depth medical knowledge and detailed understanding of performance and training techniques, and motion capture can play an extremely important role in linking these disciplines. The handbook considers which technologies are most appropriate in specific circumstances, how they are applied and how this can help prevent injury and improve sporting performance. The application of motion capture in forensic science and security is reviewed, with chapters dedicated to specific areas including employment law, injury analysis, criminal activity and motion/facial recognition. And in the final area of application, the book describes how novel motion capture techniques have been designed specifically to aid the creation of increasingly realistic animation within films and v ideo games, with Lord of the Rings and Avatar just two examples. Chapters will provide an overview of the bespoke motion capture techniques developed for animation, how these have influenced advances in film and game design, and the links to behavioural studies, both in humans and in robotics. Comprising a cross-referenced compendium of different techniques and applications across a broad field, the Handbook of Human Motion provides the reader with a detailed reference and simultaneously a source of inspiration for future work. The book will be of use to students, researchers, engineers and others working in any field relevant to human motion capture.
Discussing issues and concepts relating to human factors in simulation, this book covers theory and application in fields such as space, ships, submarines, naval aviation, and commercial aviation. The authors develop and expand on concepts in simulator usage particularly specific characteristics and issues of simulation and their effect on the validity and functionality of simulators as a training device. The chapters contain in depth discussions of these particular characteristics and issues. They also incorporate theories pertaining to the motivational aspects of training, simulation of social events, and PC based simulation.
The ECCOMAS Thematic Conference Multibody Dynamics 2005 was held in Madrid, representing the second edition of a series which began in Lisbon 2003. This book contains the revised and extended versions of selected conference communications, representing the state-of-the-art in the advances on computational multibody models, from the most abstract mathematical developments to practical engineering applications.
The first of a series of textbooks for one-semester courses for students of human movement science, exercise and sport science, biomechanics, and related subjects. Assumes a knowledge of calculus and matrix algebra. Describes how to study human body position and displacement without regard to time, velocity, or acceleration, then adds those factors back in to examine differential kinematics. Includes review questions and a glossary without pronunciation. Annotation copyrighted by Book News, Inc., Portland, OR
Detailing up-to-date research technologies and approaches, Research Methods in Biomechanics, Second Edition, assists both beginning and experienced researchers in developing methods for analyzing and quantifying human movement.
This book, Advances in Applied Digital Human Modeling, is concerned with Modeling, Biomechanics and Simulation. The benefit of this area of research is to aid in the design of systems. Human modeling and simulation can reduce the need for physical prototyping and incorporate ergonomics and human factors earlier in design processes. These models provide a representation of some human aspects that can be inserted into simulations or virtual environments and facilitate prediction of safety, satisfaction, usability, performance and sustainability. These may consider the physiological, cognitive, behavioral, emotional and environmental aspects. The math and science provides a foundation for visualizations that can facilitate decision making by technical experts, management or those responsible for public policy.
The rapid introduction of sophisticated computers, services, telecommunications systems, and manufacturing systems has caused a major shift in the way people use and work with technology. It is not surprising that computer-aided modeling has emerged as a promising method for ensuring products meet the requirements of the consumer. The Handbook of D
This book constitutes the refereed proceedings of the First International Conference on Digital Human Modeling, DHM 2007, held in Beijing, China in July 2007. The papers thoroughly cover the thematic area of digital human modeling, addressing the following major topics: shape and movement modeling and anthropometry, building and applying virtual humans, medical and rehabilitation applications, as well as industrial and ergonomic applications.