Gait animation and analysis for biomechanically-articulated skeletons

dc.contributor.authorWills, Eric David, 1977-
dc.date.accessioned2008-10-16T17:38:23Z
dc.date.available2008-10-16T17:38:23Z
dc.date.issued2008-03
dc.descriptionxx, 287 p. ; ill. (some col.) A print copy of this title is available through the UO Libraries under the call numbers: SCIENCE QP310.W3 W55 2008en
dc.description.abstractDigital three-dimensional (3D) models are useful for biomechanical analysis because they can be interactively visualized and manipulated. Synthesizing and analyzing animal locomotion with these models, however, is difficult due to the large number of joints in a fully articulated skeleton, the complexity of the individual joints, and the huge space of possible configurations, or poses, of the skeleton taken as a whole. A joint may be capable of several biological movements, each represented by a degree of freedom (DOF). A quadrupedal model may require up to 100 DOFs to represent the limbs and trunk segments only, resulting in extremely large spaces of possible body configurations. New methods are presented here that allow limbs with any number of biomechanical DOFs to be kinematically exercised and mapped into a visualization space. The spaces corresponding to the ranges of motion of the left and right limbs are automatically intersected and pruned using biological and locomotion constraints. Hind and fore spaces are similarly constrained so that Genetic Algorithms (GAs) can be used to quickly find smooth, and therefore plausible, kinematic quadrupedal locomotion paths through the spaces. Gaits generated for generic dog and reptile models are compared to published gait data to determine the viability of kinematics-only gait generation and analysis; gaits generated for Apatosaurus, Triceratops , and Tyrannosaurus dinosaur models are then compared to those generated for the extant animals. These methods are used for several case studies across the models including: isolating scapulothorax and shoulder joint functionality during locomotion, determining optimal ankle heights for locomotion, and evaluating the effect of limb phase parameters on quadrupedal locomotion.en
dc.description.sponsorshipAdviser: Kent A. Stevensen
dc.format.extent58178 bytes
dc.format.extent19632923 bytes
dc.format.mimetypeapplication/pdf
dc.format.mimetypeapplication/pdf
dc.identifier.urihttps://hdl.handle.net/1794/7508
dc.language.isoen_USen
dc.publisherUniversity of Oregonen
dc.relation.ispartofseriesUniversity of Oregon theses, Dept. of Computer and Information Science, Ph. D., 2008en
dc.subjectBiomechanicsen
dc.subjectKinematicsen
dc.subjectGenetic algorithmen
dc.subjectVisualizationen
dc.subjectDinosaursen
dc.subjectWalkingen
dc.subjectGaitsen
dc.subjectGait animationen
dc.subjectPaleontologyen
dc.subjectAnatomy and physiologyen
dc.subjectAnimalsen
dc.subjectComputer scienceen
dc.titleGait animation and analysis for biomechanically-articulated skeletonsen
dc.typeThesisen

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