Animation control for real-time virtual humans.
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Biomedical subjects
Publications and source records attributed to N I Badler.
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The MediSim system extends virtual environment technology to allow medical personnel to interact with and train on simulated casualties. The casualty model employs a three-dimensional animated human body that displays appropriate physical and behavioral responses to injury and/or treatment. Medical corpsmen behaviors were developed to allow the actions of simulated medical personnel to conform to both military practice and medical protocols during patient assessment and stabilization. A trainee may initiate medic actions through a mouse and menu interface; a VR interface has also been created by Stansfield's research group at Sandia National Labs.
We present a model for simulating casualties in virtual environments for real-time medical training. It allows a user to choose diagnostic and therapeutic actions to carry out on a simulated casualty who will manifest appropriate physiological, behavioral, and physical responses. Currently, the user or a "stealth instructor" can specify one or more injuries that the casualty has sustained. The model responds by continuously determining the state of the casualty, responding appropriately to medical assessment and treatment procedures. So far, we have modeled four medical conditions and over 20 procedures. The model has been designed to handle the addition of other injuries and medical procedures.
A simple inverse kinematics procedure is proposed for a seven degree of freedom model of the human arm. Two schemes are used to provide an additional constraint leading to closed-form analytical equations with an upper bound of two or four solutions. Multiple solutions can be evaluated on the basis of their proximity from the rest angles or the previous configuration of the arm. Empirical results demonstrate that the procedure is well suited for real-time applications.
Simulating a human figure performing a manual task requires that the agent interact with objects in the environment in a realistic manner. Graphic or programming interfaces to control human figure animation, however, do not allow the animator to instruct the system with concise "high-level" commands. Instructions coming from a high-level planner cannot be directly given to a synthetic agent because they do not specify such details as which end-effector to use or where on the object to grasp. Because current animation systems require joint angle displacement descriptions of motion--even for motions that incorporate upwards of 15 joints--an efficient connection between high-level specifications and low-level hand joint motion is required. In this paper we describe a system that directs task-level, general-purpose, object grasping for a simulated human agent. The Object-Specific Reasoner (OSR) is a reasoning module that uses knowledge of the object of the underspecified action to generate values for missing parameters. The Grasp Behavior manages simultaneous motions of the joints in the hand, wrist, and arm, and provides a programmer with a high-level description of the desired action. When composed hierarchically, the OSR and the Grasp behavior interpret task-level commands and direct specific motions to the animation system. These modules are implemented as part of the Jack system at the University of Pennsylvania.