543 research outputs found

    Aerospace Medicine and Biology: A continuing supplement 180, May 1978

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    This special bibliography lists 201 reports, articles, and other documents introduced into the NASA scientific and technical information system in April 1978

    Neuro-musculoskeletal Simulator of Human Rhythmic Movements

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    International audienceIn this article, a new neuro-musculoskeletal simulator of human rhythmic movements is presented. It is based on a specific model of central pattern generator able to generate variable rhythmic signals for controlling a biological joint by changing its intrinsic parameters from upper controller. The CPG consists of three layers and four types of neurons and controls human leg hip joint. Its output signals generated by motoneurons are applied to excitation inputs of two modelled muscles of the human hip. The variation CPG speed showed short transition process with stabilization on two leg motions in swing phase. Phase diagram of hip joint angle showed stable movement as stabilization on single trajectory. Further work is aimed on development of stable human gait by applying CPG for each leg muscle

    Generating whole body movements for dynamics anthropomorphic systems under constraints

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    Cette thèse étudie la question de la génération de mouvements corps-complet pour des systèmes anthropomorphes. Elle considère le problème de la modélisation et de la commande en abordant la question difficile de la génération de mouvements ressemblant à ceux de l'homme. En premier lieu, un modèle dynamique du robot humanoïde HRP-2 est élaboré à partir de l'algorithme récursif de Newton-Euler pour les vecteurs spatiaux. Un nouveau schéma de commande dynamique est ensuite développé, en utilisant une cascade de programmes quadratiques (QP) optimisant des fonctions coûts et calculant les couples de commande en satisfaisant des contraintes d'égalité et d'inégalité. La cascade de problèmes quadratiques est définie par une pile de tâches associée à un ordre de priorité. Nous proposons ensuite une formulation unifiée des contraintes de contacts planaires et nous montrons que la méthode proposée permet de prendre en compte plusieurs contacts non coplanaires et généralise la contrainte usuelle du ZMP dans le cas où seulement les pieds sont en contact avec le sol. Nous relions ensuite les algorithmes de génération de mouvement issus de la robotique aux outils de capture du mouvement humain en développant une méthode originale de génération de mouvement visant à imiter le mouvement humain. Cette méthode est basée sur le recalage des données capturées et l'édition du mouvement en utilisant le solveur hiérarchique précédemment introduit et la définition de tâches et de contraintes dynamiques. Cette méthode originale permet d'ajuster un mouvement humain capturé pour le reproduire fidèlement sur un humanoïde en respectant sa propre dynamique. Enfin, dans le but de simuler des mouvements qui ressemblent à ceux de l'homme, nous développons un modèle anthropomorphe ayant un nombre de degrés de liberté supérieur à celui du robot humanoïde HRP2. Le solveur générique est utilisé pour simuler le mouvement sur ce nouveau modèle. Une série de tâches est définie pour décrire un scénario joué par un humain. Nous montrons, par une simple analyse qualitative du mouvement, que la prise en compte du modèle dynamique permet d'accroitre naturellement le réalisme du mouvement.This thesis studies the question of whole body motion generation for anthropomorphic systems. Within this work, the problem of modeling and control is considered by addressing the difficult issue of generating human-like motion. First, a dynamic model of the humanoid robot HRP-2 is elaborated based on the recursive Newton-Euler algorithm for spatial vectors. A new dynamic control scheme is then developed adopting a cascade of quadratic programs (QP) optimizing the cost functions and computing the torque control while satisfying equality and inequality constraints. The cascade of the quadratic programs is defined by a stack of tasks associated to a priority order. Next, we propose a unified formulation of the planar contact constraints, and we demonstrate that the proposed method allows taking into account multiple non coplanar contacts and generalizes the common ZMP constraint when only the feet are in contact with the ground. Then, we link the algorithms of motion generation resulting from robotics to the human motion capture tools by developing an original method of motion generation aiming at the imitation of the human motion. This method is based on the reshaping of the captured data and the motion editing by using the hierarchical solver previously introduced and the definition of dynamic tasks and constraints. This original method allows adjusting a captured human motion in order to reliably reproduce it on a humanoid while respecting its own dynamics. Finally, in order to simulate movements resembling to those of humans, we develop an anthropomorphic model with higher number of degrees of freedom than the one of HRP-2. The generic solver is used to simulate motion on this new model. A sequence of tasks is defined to describe a scenario played by a human. By a simple qualitative analysis of motion, we demonstrate that taking into account the dynamics provides a natural way to generate human-like movements

    Aerospace medicine and biology: A continuing bibliography with indexes (supplement 296)

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    This bibliography lists 171 reports, articles and other documents introduced into the NASA scientific and technical information system in March, 1987

    Rich and Robust Bio-Inspired Locomotion Control for Humanoid Robots

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    Bipedal locomotion is a challenging task in the sense that it requires to maintain dynamic balance while steering the gait in potentially complex environments. Yet, humans usually manage to move without any apparent difficulty, even on rough terrains. This requires a complex control scheme which is far from being understood. In this thesis, we take inspiration from the impressive human walking capabilities to design neuromuscular controllers for humanoid robots. More precisely, we control the robot motors to reproduce the action of virtual muscles commanded by stimulations (i.e. neural signals), similarly to what is done during human locomotion. Because the human neural circuitry commanding these muscles is not completely known, we make hypotheses about this control scheme to simplify it and progressively refine the corresponding rules. This thesis thus aims at developing new walking algorithms for humanoid robots in order to obtain fast, human-like and energetically efficient gaits. In particular, gait robustness and richness are two key aspects of this work. In other words, the gaits developed in the thesis can be steered by an external operator, while being resistant to external perturbations. This is mainly tested during blind walking experiments on COMAN, a 95 cm tall humanoid robot. Yet, the proposed controllers can be adapted to other humanoid robots. In the beginning of this thesis, we adapt and port an existing reflex-based neuromuscular model to the real COMAN platform. When tested in a 2D simulation environment, this model was capable of reproducing stable human-like locomotion. By porting it to real hardware, we show that these neuromuscular controllers are viable solutions to develop new controllers for robotics locomotion. Starting from this reflex-based model, we progressively iterate and transform the stimulation rules to add new features. In particular, gait modulation is obtained with the inclusion of a central pattern generator (CPG), a neural circuit capable of producing rhythmic patterns of neural activity without receiving rhythmic inputs. Using this CPG, the 2D walker controllers are incremented to generate gaits across a range of forward speeds close to the normal human one. By using a similar control method, we also obtain 2D running gaits whose speed can be controlled by a human operator. The walking controllers are later extended to 3D scenarios (i.e. no motion constraint) with the capability to adapt both the forward speed and the heading direction (including steering curvature). In parallel, we also develop a method to automatically learn stimulation networks for a given task and we study how flexible feet affect the gait in terms of robustness and energy efficiency. In sum, we develop neuromuscular controllers generating human-like gaits with steering capabilities. These controllers recruit three main components: (i) virtual muscles generating torque references at the joint level, (ii) neural signals commanding these muscles with reflexes and CPG signals, and (iii) higher level commands controlling speed and heading. Interestingly, these developments target humanoid robots locomotion but can also be used to better understand human locomotion. In particular, the recruitment of a CPG during human locomotion is still a matter open to debate. This question can thus benefit from the experiments performed in this thesis

    Neuromechanical Analysis of Locust Jumping

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    The nervous systems of animals evolved to exert dynamic control of behavior in response to the needs of the animal and changing signals from the environment. To understand the mechanisms of dynamic control, we need a means of predicting how individual neural and body elements will interact to produce the performance of the entire system. We have developed a neuromechanical application named AnimatLab that addresses this problem through simulation. A computational model of a body and nervous system can be constructed from simple components and situated in a virtual world for testing. Simulations and live experiments were used to investigate questions about locust jumping. The neural circuitry and biomechanics of kicking in locusts have been extensively studied. It has been hypothesized that the same neural circuit and biomechanics governed both behaviors, but this hypothesis was not testable with current technology. We built a neuromechanical model to test this and to gain a better understanding of the role of the semi-lunar process (SLP) in jump dynamics. The SLP are bands of cuticle that store energy for use during jumping. The results of the model were compared to a variety of published data and were similar. The SLP significantly increased jump distance, power, total energy, and duration of the jump impulse. Locust can jump precisely to a target, but also exhibit tumbling. We proposed two mechanisms for controlling tumbling during the jump. The first was that locusts adjust the pitch of their body prior to the jump to move the center of mass closer to the thrust vector. The second was that contraction of the abdominal muscles during the jump produced torques that countered the torque due to thrust. There was a strong correlation relating increased pitch and takeoff angle. In simulations there was an optimal pitch-takeoff combination that minimized tumbling that was similar to the live data. The direction and magnitude of tumbling could be controlled by adjusting abdominal tension. Tumbling also influenced jump elevation. Neuromechanical simulation addressed problems that would be difficult to examine using traditional physiological approaches. It is a powerful tool for understanding the neural basis of behavior
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