Robot Brain Project CREST Development of Brain-Informatics Machines through Dynamical Connection of Autonomous Motion Primitives
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Results | Nakamura Group

 
Dynamics Computation and Behavior Capture of Human Figures
 
Katsu Yamane*1,Yoshihiko Nakamura*1*2
*1Univ. of Tokyo,*2CREST


Humanoid has less actuators than its movable degrees of freedom (DOF) which includes the unactuated six DOF of the translation and rotation of the pelvis. Therefore, we may not be able to find a sequence of actuator inputs to achieve a motion generated without considering the dynamics. In addition, it is very difficult to adapt a motion to various situations because common humanoids have more than 20 DOF and practical motion generation techniques are limited to motion capture or numerical optimization.

In order to study brain-like information processing, it is important to measure or compute the sensor information such as vision and somatosensory information, as well as the motion data. Commercial motion capture systems can only capture the motion of subjects which are typically modeled as kinematic chains with similar complexity as humanoids. In addition, it is very difficult to add a new hardware or improve the software of commercial systems.

In this research, we developed the following methods and systems:

Parallel efficient dynamics computation of human figures: This method not only serves as the basis for motion generation considering dynamics, but also improves the efficiency of the computations of simulating and controlling motions of humanoids.

Motion generation of human figures considering physical consistency: This method, called dynamics filter, can generated motions that are both physically consistent and human-like by modifying motion capture data.

Intuitive motion generation using inverse kinematics: This method is capable of generating whole-body motions of human figures by only specifying several fixed links and the trajectory of a link. This is enabled by extending conventional algorithm for inverse kinematics.

Behavior capture system: We combined our original motion capture system with other sensors including force plate and gaze direction sensor.

Dynamics computation of musculoskeletal human model: We can compute the somatosensory information by developing the methods for computing the dynamics of human model composed of bones, muscles, and tendons.

The techniques for dynamics simulation, motion generation, and motion / sensory information measurement for human figures developed in research would serve as the basis for humanoid and cognitive science. In fact, some of these techniques have been adopted by other research groups in the project. Some are also applied to software packages for humanoid simulators and CG animation.

The extension to musculoskeletal human model would have applications beyond humanoids. Potential applications include investigation of human motion control mechanism using somatosensory information, development of new human-robot interface, and applications to medical and sport science.

 
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