Int J Interact Des Manuf
DOI 10.1007/s12008-011-0132-x
ORIGINAL PAPER
Biomechanically-based motion control for a digital human
Giuseppe Di Gironimo · Luigi Pelliccia ·
Bruno Siciliano · Andrea Tarallo
Received: 18 October 2011 / Accepted: 14 November 2011
© Springer-Verlag 2011
Abstract An algorithm for both human-like motion gen-
eration and joint torques computation for digital humans is
addressed in this paper. This goal has been achieved using
techniques derived from robotics. In particular, the so-called
augmented Jacobian has been used to solve the inverse kine-
matics problem with a single closed loop inverse kinematics
algorithm. Furthermore, a position control for the center of
mass of the kinematic chain, and for its projection on the
support plane (center of pressure), has been implemented
to achieve easy posture control. Thus, the inverse kinemat-
ics can be solved taking into account the static balance of the
digital human. Moreover, the proposed algorithm allows sim-
ulating quite complex tasks, which involve the motion of the
whole body, by means of only few task-related control points
arbitrary located on the whole kinematic chain. The resulting
movements are quite natural even for complex tasks as can
be seen on the simulation experiments reported which show
the effectiveness of the proposed approach. Finally, the joint
torques can be computed thanks to the kinetostatics duality:
the results are in accordance with biomechanical analyses.
Keywords Digital humans · Human-like motion
generation · Multiple-point kinematic control ·
Posture control · Kinetostatic duality ·
Low-back biomechanical analysis
G. Di Gironimo (B ) · A. Tarallo
IDEA Lab, DiME, University of Naples Federico II,
Piazzale Tecchio 80, 80125 Naples, Italy
e-mail: giuseppe.digironimo@unina.it
L. Pelliccia · B. Siciliano
PRISMA Lab, DIS, University of Naples Federico II,
Via Claudio 21, 80125 Naples, Italy
e-mail: bruno.siciliano@unina.it
1 Introduction
Over the years, the so-called ergonomics and usability have
became key product quality parameters, while an increasing
attention has been devoted to the so-called human-centred
design approach, even from the early stages of the design
process [1–4].
In particular, a great deal of research has been done on
modelling “digital humans” that could faithfully reproduce,
in a digital environment, the movements and the behaviour of
the human beings [5, 6]. This has given birth to the so-called
digital human modelling (DHM) which led to the develop-
ment of many software tools [7, 8].
These tools are used for instance to study human–product
and human–process interaction as well as to perform ergo-
nomic and biomechanical analyses and even manual pro-
cesses simulations.
The digital humans essentially are kinematic chains con-
sisting of several segments (links) connected by joints. The
lengths of the segments, as well as their mass distribution, are
derived from anthropometric databases, (e.g. [9, 10]) which
can be queried with respect to different percentiles in the
population.
With reference to the “animation” of the digital human,
commercially available software tools generally follow a
“key-frame” approach that can be very time consuming,
because of the difficulty to achieve, in this way, a faithful
“behaviour” for the virtual humanoid.
In fact, although they do implement effective inverse kine-
matics (IK) algorithms, they can generally manage only a
limited number of segments at time, that move independently
of each other, without any care for balancing or other biome-
chanics issues. As a result, the accuracy of those simulations
is strongly dependent on the biomechanics skills of the oper-
ator and his experience.
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