61 research outputs found

    Multibody dynamics model of a full human body for simulating walking

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    Indiana University-Purdue University Indianapolis (IUPUI)Khakpour, Zahra M.S.M.E., Purdue University, May 2017. Multibody Dynamics Model of A Full Human Body For Simulating Walking, Major Professor: Hazim El-Mounayri. Bipedal robotics is a relatively new research area which is concerned with creating walking robots which have mobility and agility characteristics approaching those of humans. Also, in general, simulation of bipedal walking is important in many other applications such as: design and testing of orthopedic implants; testing human walking rehabilitation strategies and devices; design of equipment and facilities for human/robot use/interaction; design of sports equipment; and improving sports performance & reducing injury. One of the main technical challenges in that bipedal robotics area is developing a walking control strategy which results in a stable and balanced upright walking gait of the robot on level as well as non-level (sloped/rough) terrains. In this thesis the following aspects of the walking control strategy are developed and tested in a high-fidelity multibody dynamics model of a humanoid body model: 1. Kinematic design of a walking gait using cubic Hermite splines to specify the motion of the center of the foot. 2. Inverse kinematics to compute the legs joint angles necessary to generate the walking gait. 3. Inverse dynamics using rotary actuators at the joints with PD (Proportional-Derivative) controllers to control the motion of the leg links. The thee-dimensional multibody dynamics model is built using the DIS (Dynamic Interactions Simulator) code. It consists of 42 rigid bodies representing the legs, hip, spine, ribs, neck, arms, and head. The bodies are connected using 42 revolute joints with a rotational actuator along with a PD controller at each joint. A penalty normal contact force model along with a polygonal contact surface representing the bottom of each foot is used to model contact between the foot and the terrain. Friction is modeled using an asperity-based friction model which approximates Coulomb friction using a variable anchor-point spring in parallel with a velocity dependent friction law. In this thesis, it is assumed in the model that a balance controller already exists to ensure that the walking motion is balanced (i.e. that the robot does not tip over). A multi-body dynamic model of the full human body is developed and the controllers are designed to simulate the walking motion. This includes the design of the geometric model, development of the control system in kinematics approach, and the simulation setup

    Stable Poses of 3-Dimensional Objects

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    This paper considers the gravitational stability of a frictionless 3-dimensional object in contact with immovable objects. Arbitrarily curved objects are considered. This paper also shows how to determine the region over which the object's center of mass can move while the object maintains a given set of contacts and remains in stable equilibrium. We present symbolic solutions for up to three contacts and discuss numerical solutions for larger numbers of contacts. This analysis has application in planning the motions of quasi-statically walking robots over uneven terrain and the manipulation of heavy objects

    A General Stance Stability Test Based on Stratified Morse Theory With Application to Quasi-Static Locomotion Planning

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    This paper considers the stability of an object supported by several frictionless contacts in a potential field such as gravity. The bodies supporting the object induce a partition of the object's configuration space into strata corresponding to different contact arrangements. Stance stability becomes a geometric problem of determining whether the object's configuration is a local minimum of its potential energy function on the stratified configuration space. We use Stratified Morse Theory to develop a generic stance stability test that has the following characteristics. For a small number of contacts---less than three in 2-D and less than six in 3-D---stance stability depends both on surface normals and surface curvature at the contacts. Moreover, lower curvature at the contacts leads to better stability. For a larger number of contacts, stance stability depends only on surface normals at the contacts. The stance stability test is applied to quasi-static locomotion planning in two dimensions. The region of stable center-of-mass positions associated with a kk-contact stance is characterized. Then, a quasi-static locomotion scheme for a three-legged robot over a piecewise linear terrain is described. Finally, friction is shown to provide robustness and enhanced stability for the frictionless locomotion plan. A full maneuver simulation illustrates the locomotion scheme

    The computer synthesis of expressive three-dimensional facial character animation.

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    This present research is concerned with the design, development and implementation of three-dimensional computer-generated facial images capable of expression gesture and speech. A review of previous work in chapter one shows that to date the model of computer-generated faces has been one in which construction and animation were not separated and which therefore possessed only a limited expressive range. It is argued in chapter two that the physical description of the face cannot be seen as originating from a single generic mould. Chapter three therefore describes data acquisition techniques employed in the computer generation of free-form surfaces which are applicable to three-dimensional faces. Expressions are the result of the distortion of the surface of the skin by the complex interactions of bone, muscle and skin. Chapter four demonstrates with static images and short animation sequences in video that a muscle model process algorithm can simulate the primary characteristics of the facial muscles. Three-dimensional speech synchronization was the most complex problem to achieve effectively. Chapter five describes two successful approaches: the direct mapping of mouth shapes in two dimensions to the model in three dimensions, and geometric distortions of the mouth created by the contraction of specified muscle combinations. Chapter six describes the implementation of software for this research and argues the case for a parametric approach. Chapter seven is concerned with the control of facial articulations and discusses a more biological approach to these. Finally chapter eight draws conclusions from the present research and suggests further extensions

    Cooperative Object Transport in Multi-robot Systems:A Review of the State-of-the-Art

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    In recent years, there has been a growing interest in designing multi-robot systems (hereafter MRSs) to provide cost effective, fault-tolerant and reliable solutions to a variety of automated applications. Here, we review recent advancements in MRSs specifically designed for cooperative object transport, which requires the members of MRSs to coordinate their actions to transport objects from a starting position to a final destination. To achieve cooperative object transport, a wide range of transport, coordination and control strategies have been proposed. Our goal is to provide a comprehensive summary for this relatively heterogeneous and fast-growing body of scientific literature. While distilling the information, we purposefully avoid using hierarchical dichotomies, which have been traditionally used in the field of MRSs. Instead, we employ a coarse-grain approach by classifying each study based on the transport strategy used; pushing-only, grasping and caging. We identify key design constraints that may be shared among these studies despite considerable differences in their design methods. In the end, we discuss several open challenges and possible directions for future work to improve the performance of the current MRSs. Overall, we hope to increase the visibility and accessibility of the excellent studies in the field and provide a framework that helps the reader to navigate through them more effectivelypublishersversionPeer reviewe

    Bio-inspired Dynamic Control Systems with Time Delays

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    The world around us exhibits a rich and ever changing environment of startling, bewildering and fascinating complexity. Almost everything is never as simple as it seems, but through the chaos we may catch fleeting glimpses of the mechanisms within. Throughout the history of human endeavour we have mimicked nature to harness it for our own ends. Our attempts to develop truly autonomous and intelligent machines have however struggled with the limitations of our human ability. This has encouraged some to shirk this responsibility and instead model biological processes and systems to do it for us. This Thesis explores the introduction of continuous time delays into biologically inspired dynamic control systems. We seek to exploit rich temporal dynamics found in physical and biological systems for modelling complex or adaptive behaviour through the artificial evolution of networks to control robots. Throughout, arguments have been presented for the modelling of delays not only to better represent key facets of physical and biological systems, but to increase the computational potential of such systems for the synthesis of control. The thorough investigation of the dynamics of small delayed networks with a wide range of time delays has been undertaken, with a detailed mathematical description of the fixed points of the system and possible oscillatory modes developed to fully describe the behaviour of a single node. Exploration of the behaviour for even small delayed networks illustrates the range of complex behaviour possible and guides the development of interesting solutions. To further exploit the potential of the rich dynamics in such systems, a novel approach to the 3D simulation of locomotory robots has been developed focussing on minimising the computational cost. To verify this simulation tool a simple quadruped robot was developed and the motion of the robot when undergoing a manually designed gait evaluated. The results displayed a high degree of agreement between the simulation and laser tracker data, verifying the accuracy of the model developed. A new model of a dynamic system which includes continuous time delays has been introduced, and its utility demonstrated in the evolution of networks for the solution of simple learning behaviours. A range of methods has been developed for determining the time delays, including the novel concept of representing the time delays as related to the distance between nodes in a spatial representation of the network. The application of these tools to a range of examples has been explored, from Gene Regulatory Networks (GRNs) to robot control and neural networks. The performance of these systems has been compared and contrasted with the efficacy of evolutionary runs for the same task over the whole range of network and delay types. It has been shown that delayed dynamic neural systems are at least as capable as traditional Continuous Time Recurrent Neural Networks (CTRNNs) and show significant performance improvements in the control of robot gaits. Experiments in adaptive behaviour, where there is not such a direct link between the enhanced system dynamics and performance, showed no such discernible improvement. Whilst we hypothesise that the ability of such delayed networks to generate switched pattern generating nodes may be useful in Evolutionary Robotics (ER) this was not borne out here. The spatial representation of delays was shown to be more efficient for larger networks, however these techniques restricted the search to lower complexity solutions or led to a significant falloff as the network structure becomes more complex. This would suggest that for anything other than a simple genotype, the direct method for encoding delays is likely most appropriate. With proven benefits for robot locomotion and the open potential for adaptive behaviour delayed dynamic systems for evolved control remain an interesting and promising field in complex systems research

    運動計画をフィードバックループに含むヒューマノイドロボットの多点接触全身制御のための計算基盤

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    学位の種別: 課程博士審査委員会委員 : (主査)東京大学教授 中村 仁彦, 東京大学教授 下山 勲, 東京大学教授 稲葉 雅幸, 東京大学教授 國吉 康夫, 東京大学准教授 高野 渉, LAAS-CNRSSenior Researcher LAUMOND Jean-PaulUniversity of Tokyo(東京大学

    Efficient techniques for soft tissue modeling and simulation

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    Performing realistic deformation simulations in real time is a challenging problem in computer graphics. Among numerous proposed methods including Finite Element Modeling and ChainMail, we have implemented a mass spring system because of its acceptable accuracy and speed. Mass spring systems have, however, some drawbacks such as, the determination of simulation coefficients with their iterative nature. Given the correct parameters, mass spring systems can accurately simulate tissue deformations but choosing parameters that capture nonlinear deformation behavior is extremely difficult. Since most of the applications require a large number of elements i. e. points and springs in the modeling process it is extremely difficult to reach realtime performance with an iterative method. We have developed a new parameter identification method based on neural networks. The structure of the mass spring system is modified and neural networks are integrated into this structure. The input space consists of changes in spring lengths and velocities while a "teacher" signal is chosen as the total spring force, which is expressed in terms of positional changes and applied external forces. Neural networks are trained to learn nonlinear tissue characteristics represented by spring stiffness and damping in the mass spring algorithm. The learning algorithm is further enhanced by an adaptive learning rate, developed particularly for mass spring systems. In order to avoid the iterative approach in deformation simulations we have developed a new deformation algorithm. This algorithm defines the relationships between points and springs and specifies a set of rules on spring movements and deformations. These rules result in a deformation surface, which is called the search space. The deformation algorithm then finds the deformed points and springs in the search space with the help of the defined rules. The algorithm also sets rules on each element i. e. triangle or tetrahedron so that they do not pass through each other. The new algorithm is considerably faster than the original mass spring systems algorithm and provides an opportunity for various deformation applications. We have used mass spring systems and the developed method in the simulation of craniofacial surgery. For this purpose, a patient-specific head model was generated from MRI medical data by applying medical image processing tools such as, filtering, the segmentation and polygonal representation of such model is obtained using a surface generation algorithm. Prism volume elements are generated between the skin and bone surfaces so that different tissue layers are included to the head model. Both methods produce plausible results verified by surgeons
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