TL;DR: The system combines feedback based balance control with a hybrid IK system that utilizes optimization and analytic IK components, allowing for both low-level control and for higher level shape sets to be defined and used.
Abstract: The postures a character adopts over time are a key expressive aspect of her movement. While IK tools help a character achieve positioning constraints, there are few tools that help an animator with the expressive aspects of a character's poses. Three aspects are combined in good pose design: achieving a set of world space constraints, finding a body shape that reflects the character's inner state and personality, and making adjustments to balance that act to strengthen the pose and also maintain realism. This is routinely done in the performing arts, but is uncommon in computer graphics. Our system combines all three components within a single body shape solver. The system combines feedback based balance control with a hybrid IK system that utilizes optimization and analytic IK components. The IK system has been carefully designed to allow direct control over various aesthetically important aspects of body shape, such as the type of curve in the spine and the relationship between the collar bones. The system allows for both low-level control and for higher level shape sets to be defined and used. Shape sets allow an animator to use a single scalar to vary a character's pose within a specified shape class, providing an intuitive parameterization of a posture. Changing shape sets allows an animator to quickly experiment with different posture options for a movement sequence, supporting rapid exploration of the aesthetic space.
TL;DR: The goal of this work is the development of semi-empirical models that could be used for predicting a realistic accessibility motion, having as input human anthropometrics the impact factor of the anthropometric parameters influencing the motion path.
TL;DR: Methods are being developed to streamline the development of a simplified process for computer based task analysis and to place the emphasis on good design and ergonomics principles as opposed to ‘driving’ the system.
Abstract: The ‘design for all’ philosophy promotes the development of products that meet the requirements of a broader section of the population, including those who are older or disabled, to minimise the need for bespoke designs and individual customisations. Such an approach begins to meet the needs of a population containing an ever increasing proportion of these excluded groups, whilst providing opportunities to manufacturers to maximise the available market for any given product. Most design activity embodies some form of task analysis that involves identifying users and the tasks they perform. Computer based human modelling systems are becoming increasingly important in this task analysis role combined with the established ergonomics technique of fitting trials, in which a product or environment is evaluated through trials using a carefully selected user group. This research addresses the lack of existing data necessary for the accurate representation of human form and capability in the older and disabled populations for use in these modelling systems. A small-scale survey is being undertaken to collect this important information. In addition, existing modelling systems in this area rely on expert ergonomics knowledge in performing task based analysis, which in addition can be a time consuming and repetitive task. Methods are being developed to streamline this process and to place the emphasis on good design and ergonomics principles as opposed to ‘driving’ the system. These methods involve the development of a simplified process for computer based task analysis and a means of determining the percentage accommodated by any given design. Further research will eventually focus on extending the data collection, refining the task model and look at a means of suggesting design solutions in response to the analysis results.
TL;DR: Santos as discussed by the authors is a new generation of digital human simulation systems that allows a user to interact with a digital character with full and accurate biomechanics and a complete muscular system, subject to the laws of physics.
Abstract: This paper presents a comprehensive human modelling and simulation environment. This environment, called Santos™, is a new generation of digital human simulation systems that allows a user to interact with a digital character with full and accurate biomechanics and a complete muscular system, subject to the laws of physics. Major results in the areas of dynamic motion prediction, advanced posture prediction and comfort level assessment, physiology model, modelling of clothing and muscle wrapping and force assessment will be presented. This paper will feature the various modules that comprise the Santos environment.
TL;DR: In this paper, the postures a character adopts over time are a key expressive aspect of its movement, and while IK tools help a character achieve positioning constraints, there are few tools that help an animator to understand how to adapt a character's pose over time.
Abstract: The postures a character adopts over time are a key expressive aspect of its movement. While IK tools help a character achieve positioning constraints, there are few tools that help an animator wit...