1997
DOI: 10.1007/978-3-7091-6874-5_4
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Dynamic analysis of human walking

Abstract: Synthetising realistic animations of human gures should bene t from both a priori biomechanical knowledge on human motion and physically-based simulation techniques, eager to adapt motion to the speci c environment in which it takes place. This paper performs a rst step towards this goal, by computing and analyzing the internal actuator forces involved when the human gure performs speci c walk motions. The computations rely on a robust simulator where forward and inverse dynamics are combined with automatic co… Show more

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Cited by 26 publications
(19 citation statements)
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References 7 publications
(4 reference statements)
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“…Such a filter requires to specify a model of motion. Several models of the human walk have been described and used in the literature in order to analyze RLS data [2,8,10,12,21,23,25,37,38,41]. The role of such a model is to help filtering out the component of the signal which does not correspond to the movement predicted by the model.…”
Section: Weaknesses Of Classical Approachesmentioning
confidence: 99%
“…Such a filter requires to specify a model of motion. Several models of the human walk have been described and used in the literature in order to analyze RLS data [2,8,10,12,21,23,25,37,38,41]. The role of such a model is to help filtering out the component of the signal which does not correspond to the movement predicted by the model.…”
Section: Weaknesses Of Classical Approachesmentioning
confidence: 99%
“…[44], but departs from our focus on dynamic simulation. In the area of simulation, [45], [46] implemented recursive algorithms with [46] able to handle closed loops, [47] used a Lagrange multiplier approach for protein modeling, [48] proposed using impulses to treat collisions while inserting springs to model contact, and [7] used a mix of impulses, temporary joint constraints, and the method of [49] to model collision, contact and friction. [50], [51] proposed an O(n) method although it required loop decomposition, dealt with only a handful of rigid bodies, and presented no clear method for handling large numbers of unpredictable contact and collision events.…”
Section: Previous Workmentioning
confidence: 99%
“…number of loop closures and contact points (although [7], [8] worked to treat closed loops iteratively somewhat improving the situation). [9], [10] reformulated the algorithm of [1] in the context of generalized coordinates showing that one obtains essentially the same equations and complexity, but with less degrees of freedom since some of them are automatically eliminated.…”
Section: Introductionmentioning
confidence: 99%
“…As analysed in [7,20], a realistic animation of walk motions of human figure involves many computations which rely on a robust simulator where forward and inverse kinematics are combined with automatic collision detection and response. It is not our intention to use the scripting language to achieve a fully realistic animation of the walk action, because they are seldom necessary for most web applications.…”
Section: Walk and Its Variantsmentioning
confidence: 99%