Analysis, Modelling and Simulation for Human Movements
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| < During an experiment on human motion in Rennes research center, volunteers are equipped with special sensors that help capture gait and behavior. |
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Associate professor in the
Rennes 2 University LPBEM laboratory (1), Franck Multon is currently an
invited researcher with the Irisa Bunraku project (2). He presented his
research on computer generated images, animation, modeling and simulation
during his HDR defence (3), on December 8, 2006. |
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Second originality: “the method is interactive. Many researchers need to know the full animation scenario in advance. This creates a problem: it can’t deal with unexpected events, like... changing the trajectory of an object that has to be grasped by the humanoid, for instance. In our system, we don’t need foreknowledge.” A dramatic illustration of this dynamic adaptation is a video animation of avatars dancing on a waving floor. The motion looks natural, smooth and flawless. Such quality wasn’t available previously as most 3D animators provide their virtual character with specific size, weight and so on. Resulting drawback: the motions can hardly be animated on characters having different morphologies. On the opposite, Bunraku’s approach is based upon a morphology-independent representation of the skeleton. Thus, it allows the animation on the layman computer of hundreds of different characters, from lumberjack to ballerina, while at the moment most research centers can hardly animate more than one character at the time. |
Fully operational virtual
systems portend far-reaching applications in the real world. One of the
promising sectors is training. “Virtual
simulation is great for staff formation when function duties are complex,
Multon remarks. Say you want to teach a
helicopter mechanic how to perform maintenance on the chopper’s swashplate,
there’s no way you can allow him to disassemble the blades just for training
purpose. Virtual reality is simply much more convenient” and far less
expensive. Cost-savings can be very significant in sectors such as the car
industry or aeronautics, with thousands of workers to be trained every year. “Another aspect is the virtual prototype.
For instance, an aircraft designer can place a synthetic human in the pilot’s
seat in order to test cockpit ergonomics” and harvest loads of precious
data on comfort, posture, reach, visibility, biomechanics, anthropometrics and
strength. All this will help optimize accessibility and serviceability of
components inside the cockpit. LPBEM and Bunraku’s
combined research have resulted in the creation of MKM (as: Manageable
Kinematic Motions). This real-time animation engine automatically synchronizes,
blends and adapts avatar motions. Rennes
researchers are now part of the “digital factory” project within System@tic
framework, a competitiveness cluster (4) in the Paris region. To put it mildly, “applications on the plant floor are bound
to be terrific. But right now, it’s a a bit nightmarish. Quite often, when you accelerate the conveyor belt, the whole thing has to be
reprogrammed.”
| The goal of System@tic is to address the problem and define a platform for efficiently simulating industrial production. Operated by Dassault Systems, the scheme involves its subsidiary company Virtools whose eponymous 3D authoring software is about to become a standard in the VR industry. “MKM is a software building block that plugs into Virtools. We take constraints as input and deliver motions in output”, Multon explains. |
Bunraku has
an operational prototype featuring basic scenes. The software can accomodate large libraries of
characters. “Next, we are going to test
production line scenarios. Right now [through the avatar], we can make the [real] worker trainee puncture, screw or clip a
spare part for instance. In a second phase, we ambition to have the trainee
interact with the virtual colleagues. Both (real and virtual characters) could try to carry together a
heavy and flexible piece of metal sheet for example.” In such interactive
environment, there will be no advance knowledge of the scene evolution due to
unexpected interventions by the user. “This
will be the focus of our research in stage two of the Digital Factory project,
a tender to which we are currently submitting.”
| <Bunraku scientists during an experiment aiming a modelling crowd behavior in a narrow and semi-confined space like the entrance to a railway or subway station. |
Such level of performance
requires simulators to integrate cutting-edge perceptive, cognitive and
reactive capabilities. “It’s challenging
and… tricky, Multon warns. The trap
occurs when the trainee achieves the assigned task in the virtual world but
not… in real one!” That is why Bunraku strives at placing the user in the
loop. “One of the problems we came across
was testing the realism of our animations. A human body comprises 50-some
rotations, not even mentioning the hands. Taking time into account leads to
thousands of points. If there is a striking visual mistake, some unrealistic movement, it doesn't involve many points. May be just 50. Naked eye can spot the problem right away. But it's harder for computer.”
So how to automatically detect such problem with an accuracy similar to the one displayed by human eye? “The first approach consisted in inviting a panel of viewers to watch our animations and give us their feedback. Fine, but there is a lot human subjectivity into this.” When asked if an avatar is realistic, “people answer very differently, depending on their proclivity to play video games for instance.” So researchers wanted to bypass the subjectivity shelf and improve their validation protocol.
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“That’s how we got the idea of having someone
really interacting with our virtual being.” One of the experiments has focussed on the duel
between two handball players: a real goalkeeper confronted to an avatar
thrower. The intent is to compare the human gestures in the real and in the
virtual experiment. The goal keeper is equipped with multiple sensors in order
to provide a complete capture and modelling of his movements. Results show “the goalkeeper reacts to all the thrower’s actions. If you slightly raise the throwing hand or if you slightly delay the release of the ball, then the human being adapts. He reacts! And by so doing, he validates the quality of the animation realism.” The phenomenon becomes all the more interesting when you learn that, prior to the experiment, “during the panel session, the goalkeeper watched the animation and found it… poorly convincing. He got us a mark of 2/20” although... reacting correctly and naturally to the animation. | Franck Multon during HRD defence. Watch video. |
Footnotes
(1) LPBEM (Laboratoire de Physiologie et de
Biomécanique de l'Exercice Musculaire) specializes in physiology and
biomechanics of human motion.
(2) Formerly
know as SIAMES and currently headed by Stephane Donikian, Bunraku project considers all methods needed for producing
sequences of computer-generated images.
(3) The HDR
(Habilitation à Diriger des Recherches)
is an accreditation to supervise research.
(4) France
has launched an industrial strategy focusing on the key factors of industrial
competitiveness, particularly R&D-led innovation.
Transdisciplinarity key to breakthrough “The big originality in all this is transdisciplinarity, Franck Multon remarks. And that’s new. Until now, biophysicists were doing some robotics. Neurophysicists were venturing into some computer science. And so on. But all in all, each discipline remained rather impervious to the others. I was offered the chance to work with the LPBEM laboratory under director Paul Delamarche who had a strong vision of transdisciplinarity.” This combine research brings together scientist from different fields. This motley crew of roboticians, mechanists, kinesiotherapists “work really together. We define a problem. We ask ourselves what are the protocols, how they can be integrated within a simulation model and how the results art to be validated. And ifs validation turns negative, we try again. Therefore, it’s a method.” |
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