Simulation and modelling of virtual operators for workspace design

V. Hue, J. Fourquet, P. Chiron
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Abstract

This paper deals with modelling of human movement in order to provide an analysis and simulation tool which could be used for workspace design. We are interested in systematic generation of human motion and postures that correspond to working tasks defined by grasps or, more generally, by locations of particular frames linked to hands, head or another body of interest. These tasks are reaching - point to point - tasks or tasks with imposed Cartesian path. So the problem is: how to control global posture when frames attached to some bodies are imposed? In the general case, the constraints imposed by the task are equality constraints imposed by kinematics on one side, and obstacles or articular bounds defining inequality constraints on another side. When there is less equality constraints than independent control variables, then the problem is redundant and many solutions realize the constraints. Since the goal is to provide a realistic simulation in order to predict real human motion, redundancy has to be used to obtain realistic movements, to avoid collisions with 3D environment and to take into account articular limitations
面向工作空间设计的虚拟操作者仿真与建模
本文对人体运动建模进行了研究,以期为工作空间的设计提供一种分析和仿真工具。我们感兴趣的是人体运动和姿势的系统生成,这些运动和姿势对应于由抓取定义的工作任务,或者更一般地说,由与手、头或其他感兴趣的身体相连的特定框架的位置。这些任务是到达点到点的任务或具有强加的笛卡尔路径的任务。所以问题是:当附加到某些物体上的帧被施加时,如何控制全局姿态?在一般情况下,由任务施加的约束是由运动学施加的等式约束,以及在另一侧定义不等式约束的障碍或关节边界。当等式约束比独立控制变量少时,问题是冗余的,许多解都实现了约束。由于目标是提供真实的模拟以预测真实的人体运动,因此必须使用冗余来获得真实的运动,以避免与3D环境碰撞并考虑关节限制
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