Inverse Kinematics of the Human Arm


AVATARMANY CURRENT AND FUTURE AEROSPACE APPLICATIONS of Virtual Environment Technology require that participants be represented to others (and, perhaps, to themselves) as a graphical model, often known as an avatar. The avatar is a synthetic human figure that is controlled, wholly or in part, by a real human. The usual process by which this is done involves the use of position/orientation tracking devices attached to the human. Typical applications in current use may make use of a tracking device attached to every segment of the human body. Thus, the human may be required to wear as many as 100 individual tracking devices. One way to reduce the number of tracking devices required is to use the known dimensions and motion constraints of the human body to infer, from a small number of body segments being tracked, the position of all untracked segments. Inverse kinematics allows the computation of the location and orientation of untracked body segments from only a few tracked segments.

AVATAR—Humans carry out functions that are imitated by a synthetic human figure known as an avatar. Bowen Loftin adjusts a tracking device on the head of a human subject who will direct actions of the avatar. The human body can be modeled as a structure consisting of a series of rigid links connected at the joints.

A human body, or any part of it, can be modeled as an articulated figure structure that consists of a series of rigid links connected at joints. The number of degrees of freedom of an articulated figure is the number of joint angles necessary to specify the state of the structure. If all the joint angles are known or specified, the coordinates of the end of a limb, called the end-effector (such as the hands and feet), can be easily computed (forward kinematics). In developing inverse kinematics, one is interested in finding the joint angles from a knowledge of the end-effector's coordinates. Goal-directed movement, such as moving a hand to open a door or placing a foot at a specified location on the ground, requires the computation of the inverse kinematics, which solves for the set of joint angles from the end-effector's location and orientation. Usually, the forward kinematics function is highly nonlinear, rapidly becoming more and more complex as the number of links increases; thus, the inversion of the function soon becomes impossible to perform analytically.

The inverse kinematics problem tackled in this project is human arm modeling. Based on work done in the first year, the complete inverse kinematics problem for the human arm has now been implemented using neurophysiological data, producing natural looking arm postures while executing, on common computers, faster than typical human arm motion.

SeatingProducts

SEATING—Chairs designed by UH researchers to simulate motion and activity in space require intricate electronic components.

Investigative Team

UH PI: R. Bowen Loftin, Ph.D., Professor, Computer Science
bowen@uh.edu

JSC PI: James C. Maida, Ph.D., Graphics Research & Analysis Facility
james.c.maida1@jsc.nasa.gov

UH Post-Doctoral Fellow: Jian Yang, Ph.D., Computer Science


Contents
ISSO -- Institute for Space Systems Operations
1997-1998 Annual Report

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