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Somatosensory Computation For Man-Machine Interface From Motion-Capture Data and Musculoskeletal Human Model
Somatosensory Computation For Man-Machine Interface From Motion-Capture Data and Musculoskeletal Human Model
Somatosensory Computation For Man-Machine Interface From Motion-Capture Data and Musculoskeletal Human Model
1, FEBRUARY 2005
Abstract—In this paper, we discuss the computation of so- are applied to a high-dimensional musculoskeletal model of the
matosensory information from motion-capture data. The efficient human body.
computational algorithms previously developed by the authors The somatosensory information sensed deep inside the
for multibody systems, such as humanoid robots, are applied to
a musculoskeletal model of the human body. The somatosensory human body has not has much emphasis put on it for applica-
information includes tension, length, and velocity of the muscles, tions other than medicine and rehabilitation. Motion-capture
tension of the tendons and ligaments, pressure of the cartilages, systems have been used to capture only the superficial changes
and stress of the bones. The inverse dynamics of the muscu- of the human body. By combining the motion-capture system,
loskeletal human model is formulated as an optimization problem the musculoskeletal model of the human body, and the effi-
subject to equality and inequality conditions. We analyzed the
solutions obtained by linear and quadratic programming methods, cient computation of kinematics and dynamics, the authors
and showed that linear programming has better performance. The are exploring the possibility of realtime computation of the
technological development aims to define a higher dimensional somatosensory information.
man–machine interface and to open the door to the cognitive-level We know from our daily experiences that we subconsciously
communication of humans and machines. compute and estimate the somatosensory information of others,
Index Terms—Forward dynamics, inverse dynamics, man–ma- even when we do not explicitly try to communicate with others
chine interface, musculoskeletal human model, somatosensory in- in verbal or nonverbal ways. For example, we can imagine
formation. whether a person is tired or not by observing his/her walking
motion. We can also estimate which part of the body is the most
I. INTRODUCTION stressed in a lifting motion. It is also known in brain science
that a human uses the motor cortex not only for controlling
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NAKAMURA et al.: SOMATOSENSORY COMPUTATION FOR MAN–MACHINE INTERFACE 59
B. Skeleton Model
order- efficiency with a single processor [9], and order-
We used polygon geometric data of the bones commer-
efficiency with as many processors as order- [10], where
cially available for computer graphics [14]. We also produced
is the number of bodies. A near-realtime optical motion-cap-
another set of polygon data by reconstructing the geometry
ture system was also developed by Kurihara et al. [11] in the
from computer tomography (CT) cross-sections of a human
authors’ group, and will be used to capture the target behaviors.
skeleton model. Both models are based on the standard body of
We constructed the musculoskeletal human model so that the
European male.
dynamics-computation algorithms for multibody systems can
In the beginning, for an experimentation of the whole-body
be applied in a straightforward way, as we explain in the fol-
dynamics, we grouped the bones into a smaller number of rigid
lowing section in detail. Each of the muscles, tendons, and lig-
links for simplification. For example, each of the head and hands
aments is represented by a single wire which has two ends and
is counted as one rigid link. A foot is grouped into two bodies,
any number of via-points and generates a tension. Muscles can
the toe and the rest. Thus, most of the facial muscles and short
also actively change their length. We assume that the tension is
musculotendons on the hands and feet are omitted. We applied
uniform throughout the wire, and that the via-points change only
this simplification and grouped about 200 bones into 53 rigid
the direction of the wire without friction. Cartilages are modeled
links.
as linear springs.
The forward/inverse-dynamics computation of muscu-
C. Musculotendon Model
loskeletal human models using motion-capture data allows
us to compute the somatosensory information. Applications There are various types of muscles, tendons, and ligaments.
of this technology include sports science, rehabilitation, and For example, there are large muscles like triangular muscles,
medicine. Being integrated with realtime motion-capture tech- long muscles winding bones, and muscles with furcation, like
niques and efficient algorithms, the technology would also find biceps. However, we can classify them into the following pat-
applications in the higher dimensional man–machine interface terns:
and serve as the foundation of cognitive-level communication 1) one to be replaced by a simple wire that connects an
between humans and machines. origin and an end;
2) one to be replaced by a wire that has an origin, via-
II. MUSCULOSKELETAL HUMAN MODEL points, and an end;
3) one to be replaced by several wires forming a fork at a
A. Elements and Attributes virtual bone;
We designed the detailed human model shown in Fig. 1. It 4) one to be replaced by a set of simple wires;
is comprised of the skeleton and the musculotendon network. 5) one to be replaced by a combination of (1)–(4).
The skeleton is a set of bones grouped into a suitable number We describe the detail of the above patterns with typical ex-
of body parts. The musculotendon network is a set of muscles, amples in the following paragraphs.
tendons, and ligaments spreading and straining among bones. 1) Simple wire model: Most of the muscles, tendons, and
Each attribute of these elements is modeled as follows. ligaments are modeled as a wire which has only an
1) Bone: Rigid-link element with mass and inertia. origin and an end. Fig. 2 is the model of M. Teres Minor,
2) Muscle: Active constrictive wire actuator. which ends at Humerus.
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60 IEEE TRANSACTIONS ON ROBOTICS, VOL. 21, NO. 1, FEBRUARY 2005
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NAKAMURA et al.: SOMATOSENSORY COMPUTATION FOR MAN–MACHINE INTERFACE 61
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62 IEEE TRANSACTIONS ON ROBOTICS, VOL. 21, NO. 1, FEBRUARY 2005
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NAKAMURA et al.: SOMATOSENSORY COMPUTATION FOR MAN–MACHINE INTERFACE 63
(14)
under linear equality and inequality constraints for . If the ma-
trix is symmetric positive semidefinite, the problem is called
a convex QP problem, for which efficient algorithms are known.
In our case, is an identity matrix from (11) and, therefore, pos-
itive definite. We may also introduce the weighting ratios among
the components of as long as the matrix remains positive defi-
nite. Note that in (11). Also note that the third
term in (11), , is independent to and, therefore, can
be disregarded for optimization.
2) Solving With Linear Programming: Although many effi-
cient algorithms are known for QP, they are still computation-
ally expensive for our large problem. For applications where the Fig. 9. Example of forward dynamics.
computational efficiency is more important than the accuracy,
we can also apply linear programming (LP) as an approximating of , because LP does not allow square root in the cost func-
solver of the original problem. tion.
By defining We can apply LP to the problem because the constraint con-
(15) ditions of (21)–(24) and the performance index of (20) are all
linear. The simplex method is known as an efficient algorithm
(16)
for LP.
we can equivalently reformulate the problem of (11)–(13) as
follows. IV. EXAMPLES OF COMPUTATION
Find that minimizes
A. Forward Dynamics
(17) The forward dynamics computes the motion of the whole
subject to the following constraints: body for a given set of muscle tensions. The tendons, ligaments,
and cartilages can be modeled by hard springs and dampers.
(18) However, it was not easy to design a practical controller to com-
pute the muscle tensions that produce a relevant example motion
by the forward-dynamics computation.
(19) The example we adopted here is for a preliminary test which
simulates a free motion with zero muscle forces under the
The above formulation is still a QP problem. We simplify it to gravity while the head position is constrained. Fig. 9 shows
form a LP problem by introducing the variable vector several snapshots from the simulation, where the whole body
as follows. gradually stretches down due to the gravity. The simulation was
For constant vector with positive components, find and executed on a Pentium IV 2-GHz machine, and the computation
that minimize time was 0.5 s for each step.
It is also possible to apply the muscle tensions obtained by the
(20)
inverse-dynamics computation, but it would not yield the same
subject to the following constraints: motion as the reference because of the following two reasons.
• As shown in the results of inverse-dynamics computation,
(21)
we cannot compute the muscle tensions exactly equivalent
to the joint torques required to perform the reference mo-
tion, due to the limitation of our musculoskeletal model.
(22) • Even with a complete model, discrete-time integration and
collisions/contacts will also cause the discrepancy.
It is, therefore, essential to include a robust controller to control
(23) the model in the virtual world.
(24)
If all components of are one, (20) approximates (17), while B. Inverse Dynamics
with uneven positive components approximates the quadratic In this section, we show the results of inverse-dynamics com-
performance index with a weighted norm. We apply (20) instead putation. In inverse dynamics, as we saw in the previous section,
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64 IEEE TRANSACTIONS ON ROBOTICS, VOL. 21, NO. 1, FEBRUARY 2005
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NAKAMURA et al.: SOMATOSENSORY COMPUTATION FOR MAN–MACHINE INTERFACE 65
V. CONCLUSION
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66 IEEE TRANSACTIONS ON ROBOTICS, VOL. 21, NO. 1, FEBRUARY 2005
[6] , “A computational framework for simulating and analyzing human Katsu Yamane (M’00) received the B.S., M.S., and
and animal movement,” IEEE Comput. Sci. Eng. Mag., vol. 2, pp. 46–55, Ph.D. degrees in mechanical engineering from Uni-
Jan. 2000. versity of Tokyo, Tokyo, Japan, in 1997, 1999, and
[7] N. Suzuki and A. Takatsu, “3D and 4D visualization of morpholog- 2002, respectively.
ical and functional information from the human body using noninvasive He was a Research Fellow of the Japan Society
measurement data,” Atlas of Visualization, vol. 3, pp. 213–224, 1997. for the Promotion of Science from 2000 to 2002,
[8] Y. Nakamura and K. Yamane, “Dynamics computation of struc- and a Postdoctoral Fellow at the Robotics Institute,
ture-varying kinematic chains and its application to human figures,” Carnegie Mellon University, Pittsburgh, PA, from
IEEE Trans. Robot. Automat., vol. 16, pp. 124–134, Apr. 2000. 2002 to 2003. Since 2003, he has been an Assistant
[9] K. Yamane and Y. Nakamura, “O(N) forward dynamics computation of Professor with the Department of Mechano-Infor-
open kinematic chains based on the principle of virtual work,” in Proc. matics, University of Tokyo. His research interests
IEEE Int. Conf. Robotics, Automation, vol. 3, 2001, pp. 2824–2831. include dynamics simulation of human figures, control of humanoid robots,
[10] , “Efficient parallel dynamics computation of human figures,” in and physically-based animation in computer graphics.
Proc. IEEE Int. Conf. Robotics, Automation, vol. 1, 2002, pp. 530–537. Dr. Yamane received the King-Sun Fu Memorial Best Transactions Paper
[11] K. Kurihara, S. Hoshino, K. Yamane, and Y. Nakamura, “Optical mo- Award and an Early Academic Career Award from the IEEE Robotics and Au-
tion capture system with pan-tilt camera tracking and realtime data pro- tomation Society in 2001 and 2004, respectively. He is a member of the Robotics
cessing,” in Proc. IEEE Int. Conf. Robotics, Automation, vol. 2, 2002, Society of Japan and ACM SIGGRAPH.
pp. 1241–1248.
[12] Y. Nakamura, Advanced Robotics: Redundancy and Optimiza-
tion. Reading, MA: Addison-Wesley, 1991.
[13] F. D. Carlson and D. R. Wilkie, Muscle Physiology. Englewood Cliffs,
NJ: Prentice-Hall, 1974.
[14] (2002) The Viewpoint Medical Products: Viewpoint Corporation. [On-
line]. Available: http://www. viewpoint.com/
[15] W. Kahle, H. Leonhardt, and W. Platzer, Taschenatlas der Anatomie,
Band 1: Bewegungsapparat. Stuttgart, Germany/New York: Verlag,
1986.
[16] D. E. Orin and W. W. Schrader, “Efficient computation of the Jacobian
for robot manipulators,” Int. J. Robot. Res., vol. 3, no. 4, pp. 66–75, 1984.
[17] Object-oriented software for quadratic programming (OOQP). [Online].
Available: http://www.cs.wisc.edu/~swright/ooqp/ Yusuke Fujita received the B.S degree in mechanical
[18] Free Software Foundation. GNU linear programming kit (GLPK). [On- engineering and the M.S. degree in information sci-
line]. Available: http://www.gnu.org/soft-ware/glpk/glpk.M.html ence and technology from the University of Tokyo,
Tokyo, Japan, in 2002 and 2004, respectively.
His research interests include motion planning and
dynamics computation of human figures.
Yoshihiko Nakamura (M’87) received the B.S., Mr. Fujita is a member of the Robotics Society of
M.S., and Ph.D. degrees in precision engineering Japan.
from Kyoto University, Kyoto, Japan, in 1977, 1978,
and 1985, respectively.
He was an Assistant Professor at the Automation
Research Laboratory, Kyoto University, from 1982
to 1987. He joined the Department of Mechanical
and Environmental Engineering, University of
California, Santa Barbara, in 1987 as an Assistant
Professor, and became an Associate Professor in
1990. Since 1991, he has been with Department of
Mechano-Informatics, University of Tokyo, Tokyo, Japan, and is currently a
Professor. His fields of research include redundancy in robotic mechanisms,
nonholonomy of robotic mechanisms, kinematics and dynamics algorithms for
computer graphics, nonlinear dynamics and brain-like information processing,
and robotic systems for medical applications. He was the principal investigator
of “Brain-like Information Processing for Humanoid Robots” under the CREST
project of the Japan Science and Technology Corporation. He is the author of
the textbook, Advanced Robotics: Redundancy and Optimization (Reading, Ichiro Suzuki received the B.S. and M.S. degrees
MA: Addison-Wesley, 1991). in mechanical engineering from the University of
Dr. Nakamura received excellent paper awards from the Society of Instru- Tokyo, Tokyo, Japan, in 2001 and 2003, respectively.
ment and Control Engineers (SICE) in 1985 and from the Robotics Society of He is now with Nintendo Corporation, Kyoto,
Japan in 1996 and 2000. He was also a recipient of the King-Sun Fu Memo- Japan.
rial Best Transactions Paper Award, IEEE TRANSACTIONS ON ROBOTICS AND Mr. Suzuki received a Research Promotion Prize
AUTOMATION, in 2001 and 2002. He is a member of the ASME, the SICE, the from the Robotics Society of Japan in 2003. He is a
Robotics Society of Japan, the Japan Society of Mechanical Engineers, the In- member of the Robotics Society of Japan.
stitute of Systems, Control, and Information Engineers, and the Japan Society
of Computer-Aided Surgery.
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