Gait animation and analysis for biomechanically-articulated skeletons

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dc.contributor.author Wills, Eric David, 1977-
dc.date.accessioned 2008-10-16T17:38:23Z
dc.date.available 2008-10-16T17:38:23Z
dc.date.issued 2008-03
dc.identifier.uri http://hdl.handle.net/1794/7508
dc.description xx, 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 2008 en
dc.description.abstract Digital 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.sponsorship Adviser: Kent A. Stevens en
dc.format.extent 58178 bytes
dc.format.extent 19632923 bytes
dc.format.mimetype application/pdf
dc.format.mimetype application/pdf
dc.language.iso en_US en
dc.publisher University of Oregon en
dc.relation.ispartofseries University of Oregon theses, Dept. of Computer and Information Science, Ph. D., 2008 en
dc.subject Biomechanics en
dc.subject Kinematics en
dc.subject Genetic algorithm en
dc.subject Visualization en
dc.subject Dinosaurs en
dc.subject Walking en
dc.subject Gaits en
dc.subject Gait animation en
dc.subject Paleontology en
dc.subject Anatomy and physiology en
dc.subject Animals en
dc.subject Computer science en
dc.title Gait animation and analysis for biomechanically-articulated skeletons en
dc.type Thesis en


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