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1.
J Biomech Eng ; 146(1)2024 01 01.
Artículo en Inglés | MEDLINE | ID: mdl-37943104

RESUMEN

Force platforms often limit the analysis of human movement to the laboratory. Promising methods for estimating ground reaction forces and moments (GRF&M) can overcome this limitation. The most effective family of methods consists of minimizing a cost, constrained by the subject's dynamic equilibrium, for distributing the force over the contact surface on the ground. The detection of contact surfaces over time is dependent on numerous parameters. This study proposes to evaluate two contact detection methods: the first based on foot kinematics and the second based on pressure sole data. Optimal parameters for these two methods were identified for walking, running, and sidestep cut tasks. The results show that a single threshold in position or velocity is sufficient to guarantee a good estimate. Using pressure sole data to detect contact improves the estimation of the position of the center of pressure (CoP). Both methods demonstrated a similar level of accuracy in estimating ground reaction forces.


Asunto(s)
Carrera , Caminata , Humanos , Pie , Fenómenos Mecánicos , Fenómenos Biomecánicos , Marcha
2.
Hum Factors ; 65(7): 1381-1393, 2023 11.
Artículo en Inglés | MEDLINE | ID: mdl-34601950

RESUMEN

OBJECTIVE: A neural networks approach has been proposed to handle various inputs such as postural, anthropometric and environmental variables in order to estimate self-reported discomfort in picking tasks. An input reduction method has been proposed, reducing the input variables to the minimum data required to estimate self-reported discomfort with similar accuracy as the neural network fed with all variables. BACKGROUND: Previous works have attempted to explore the relationship between several factors and self-reported discomfort using observational methods. The results showed that this relationship was not a simple linear relationship. Another study used neural networks to model the function returning reported discomfort according to static posture, age, and anthropometrics variables. The results demonstrated the model's ability to predict reported discomfort. But all the available variables were used to design the neural network. METHOD: Eleven subjects carried-out picking tasks with various masses (0, 1, 3 kg) and imposed duration (5, 10, or 15 s). Continuous REBA score, anthropometric and environmental data were computed, and subjects' discomfort were collected. The data set of this work consisted in the computed continuous REBA score, anthropometric, environmental data and collected subjects' discomfort. RESULTS: The results showed that the correlation between the estimated and experimental tested data was equal to 0.775 when using all the 14 available variables. After data reduction, only 6 variables were left, with a very close performance when predicting discomfort. CONCLUSION: A neural network approach has been proposed to estimate self-reported discomfort according to a minimum set of postural, anthropometric and environmental variables in picking tasks. APPLICATION: This method has the potential to support ergonomists in workstation designing processes, by adding discomfort prediction to virtual manikins' behaviors in simulation tools.


Asunto(s)
Redes Neurales de la Computación , Postura , Humanos , Autoinforme , Simulación por Computador , Antropometría
3.
J Biomech Eng ; 144(1)2022 01 01.
Artículo en Inglés | MEDLINE | ID: mdl-34292317

RESUMEN

This paper aims at proposing an automatic method to design and adjust simplified muscle paths of a musculoskeletal model. These muscle paths are composed of straight lines described by a limited set of fixed active via points and an optimization routine is developed to place these via points on the model in order to fit moment arms and musculotendon lengths input data. The method has been applied to a forearm musculoskeletal model extracted from the literature, using theoretical input data as an example. Results showed that for 75% of the muscle set, the relative root-mean-square error between literature theoretical data and the results from optimized muscle path was under 29.23% for moment arms and of 1.09% for musculotendon lengths. These results confirm the ability of the method to automatically generate computationally efficient muscle paths for musculoskeletal simulations. Using only via points lowers computational expense compared to paths exhibiting wrapping objects. A proper balance between computational time and anatomical realism should be found to help those models being interpreted by practitioners.


Asunto(s)
Músculo Esquelético , Extremidad Superior , Fenómenos Biomecánicos , Modelos Biológicos , Músculo Esquelético/fisiología
4.
J Biomech Eng ; 144(11)2022 11 01.
Artículo en Inglés | MEDLINE | ID: mdl-35722981

RESUMEN

Inverse dynamics methods are commonly used for the biomechanical analysis of human motion. External forces applied on the subject are required as an input data to solve the dynamic equilibrium of the subject. Force platforms measure ground reaction forces and moments (GRF&Ms) but they limit the ecological aspect of experimental conditions. Motion-based GRF&Ms prediction may circumvent this limitation. The current study aims at evaluating the accuracy of an optimization-based GRF&Ms prediction method modified to be applied to the interaction with a moving and/or nonhorizontal structure (MNHS). The main improvement of the method deals with contact detection in such a MNHS. To evaluate the accuracy of the method, 20 subjects performed squats and steps on an instrumented moving structure, measuring both motion and GRF&Ms. The comparison of the root-mean-square error between the predicted and measured GFR&Ms divided by the subjects mass showed a similar order of magnitude than those from the method without the studied modification (0.14 N/kg for antero-posterior forces, 0.29 N/kg for medio lateral forces, 0.61 N/kg for longitudinal forces, 0.06 Nm/kg for frontal moments, 0.13 Nm/kg for sagittal moments, and 0.03 Nm/kg for transverse moments). The results showed the suitability of the method to study human motions for tasks performed on a MNHS.


Asunto(s)
Fenómenos Mecánicos , Proyectos de Investigación , Fenómenos Biomecánicos , Marcha , Humanos
5.
Sensors (Basel) ; 22(15)2022 Jul 27.
Artículo en Inglés | MEDLINE | ID: mdl-35957186

RESUMEN

Estimating the foot center of pressure (CoP) position by pressure insoles appears to be an interesting technical solution to perform motion analysis beyond the force platforms surface area. The aim of this study was to estimate the CoP position from Moticon® pressure insoles during sidestep cuts, runs and walks. The CoP positions assessed from force platform data and from pressure insole data were compared. One calibration trial performed on the force platforms was used to localize the insoles in the reference coordinate system. The most accurate results were obtained when the motion performed during the calibration trial was similar to the motion under study. In such a case, mean accuracy of CoP position have been evaluated to 15±4mm along anteroposterior (AP) axis and 8.5±3mm along mediolateral (ML) axis for sidestep cuts, 18±5mm along AP axis and 7.3±4mm along ML axis for runs, 15±6mm along AP axis and 6.6±3mm along ML axis for walks. The accuracy of the CoP position assesment from pressure insole data increased with the vertical force applied to the pressure insole and with the number of pressure cells involved.


Asunto(s)
Ortesis del Pié , Zapatos , Fenómenos Biomecánicos , Pie , Movimiento (Física) , Presión
6.
J Biomech Eng ; 141(8)2019 Aug 01.
Artículo en Inglés | MEDLINE | ID: mdl-30968935

RESUMEN

Characterization of muscle mechanism through the torque-angle and torque-velocity relationships is critical for human movement evaluation and simulation. in vivo determination of these relationships through dynamometric measurements and modeling is based on physiological and mathematical aspects. However, no investigation regarding the effects of the mathematical model and the physiological parameters underneath these models was found. The purpose of the current study was to compare the capacity of various torque-angle and torque-velocity models to fit experimental dynamometric measurement of the elbow and provide meaningful mechanical and physiological information. Therefore, varying mathematical function and physiological muscle parameters from the literature were tested. While a quadratic torque-angle model seemed to increase predicted to measured elbow torque fitting, a new power-based torque-velocity parametric model gave meaningful physiological values to interpret with similar fitting results to a classical torque-velocity model. This model is of interest to extract modeling and clinical knowledge characterizing the mechanical behavior of such a joint.

7.
Comput Methods Biomech Biomed Engin ; 26(7): 864-875, 2023 May.
Artículo en Inglés | MEDLINE | ID: mdl-35786115

RESUMEN

An alternative method for solving constrained multibody kinematics optimisation using a penalty method on constraints and a Levenberg-Marquardt algorithm is proposed. It is compared to an optimisation resolution with hard kinematic constraints. These methods are applied to two pairs of experiments and models. The penalty method was at least 20 times faster than the optimisation resolution while keeping similar reconstruction errors and constraints violation. The potential of the method is shown to accurately solve the multibody kinematics optimisation problem in a reasonable amount of time. A computational gain lies in implementing this resolution with a compiled and optimised program code.


Asunto(s)
Algoritmos , Fenómenos Biomecánicos
8.
IEEE Trans Haptics ; 14(3): 692-698, 2021.
Artículo en Inglés | MEDLINE | ID: mdl-33460384

RESUMEN

Virtual environments (VE) and haptic interfaces (HI) tend to be introduced as virtual prototyping tools to assess ergonomic features of workstations. These approaches are cost-effective and convenient since working directly on the Digital Mock-Up in a VE is preferable to constructing a physical mock-up in a Real Environment (RE). However it can be usable only if the ergonomic conclusions made from the VE are similar to the ones you would make in the real world. This article aims at evaluating the impact of visual and haptic renderings in terms of biomechanical fidelity for pick-and-place tasks. Fourteen subjects performed time-constrained pick-and-place tasks in RE and VE with a real and a virtual, haptic driven object at three different speeds. Motion of the hand and muscles activation of the upper limb were recorded. A questionnaire assessed subjectively discomfort and immersion. The results revealed significant differences between measured indicators in RE and VE and with real and virtual object. Objective and subjective measures indicated higher muscle activity and higher length of the hand trajectories in VE and with HI. Another important element is that no cross effect between haptic and visual rendering was reported. Theses results confirmed that such systems should be used with caution for ergonomics evaluation, especially when investigating postural and muscle quantities as discomfort indicators. The last contribution of the paper lies in an experimental setup easily replicable to asses more systematically the biomechanical fidelity of virtual environments for ergonomics purposes.


Asunto(s)
Mano , Interfaz Usuario-Computador , Ergonomía , Fuerza de la Mano , Humanos , Extremidad Superior
9.
IEEE Trans Biomed Eng ; 67(2): 344-352, 2020 02.
Artículo en Inglés | MEDLINE | ID: mdl-31021761

RESUMEN

This paper proposes a method to predict the external efforts exerted on a subject during handling tasks, only with a measure of his motion. These efforts are the contacts forces and moments on the ground and on the load carried by the subject. The method is based on a contact model initially developed to predict the ground reaction forces and moments. Discrete contact points are defined on the biomechanical model at the feet and the hands. An optimization technique computes the minimal forces at each of these points, satisfying the dynamic equations of the biomechanical model and the load. The method was tested on a set of asymmetric handling tasks performed by 13 subjects and validated using force platforms and an instrumented load. For each task, predictions of the vertical forces obtained an RMSE of about 0.25 N/kg for the feet contacts and below 1 N/kg for the hand contacts. L5/S1 joint moments were then computed using the predicted and the measured data. RMSE of 18 Nm and rRMSE below 10% were obtained for the flexion/extension component. In conclusion, this method enables to quantitatively assess asymmetric handling tasks on the basis of kinetics variables without additional instrumentation, such as force sensors, and thus improve the ecological aspect of the studied tasks. This method has a great potential to be applied in work tasks analyses in ergonomics studies or sports gestures analyses involving hand contacts in exercise science.


Asunto(s)
Ergonomía/métodos , Pie/fisiología , Mano/fisiología , Movimiento/fisiología , Adulto , Fuerza de la Mano/fisiología , Humanos , Masculino , Modelos Biológicos , Modelos Estadísticos , Redes Neurales de la Computación , Adulto Joven
10.
Appl Bionics Biomech ; 2017: 3050917, 2017.
Artículo en Inglés | MEDLINE | ID: mdl-29463956

RESUMEN

In this study, we identified a low-dimensional representation of control mechanisms in throwing motions from a variety of subjects and target distances. The control representation was identified at the kinematic level in task and joint spaces, respectively, and at the muscle activation level using the theory of muscle synergies. Representative features of throwing motions in all of these spaces were chosen to be investigated. Features were extracted using factorization and clustering techniques from the muscle data of unexperienced subjects (with different morphologies and physical conditions) during a series of throwing tasks. Two synergy extraction methods were tested to assess their consistency. For the task features, the degrees of freedom (DoF), and the muscles under study, the results can be summarized as (1) a control representation across subjects consisting of only two synergies at the activation level and of representative features in the task and joint spaces, (2) a reduction of control redundancy (since the number of synergies are less than the number of actions to be controlled), (3) links between the synergies triggering intensity and the throwing distance, and finally (4) consistency of the extraction methods. Such results are useful to better represent mechanisms hidden behind such dynamical motions and could offer a promising control representation for synthesizing motions with muscle-driven characters.

11.
Comput Methods Biomech Biomed Engin ; 8(4): 251-7, 2005 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-16298847

RESUMEN

Minimally invasive surgery progresses have allowed to greatly decrease patient suffering. A way to improve these techniques is to use active tools, which could adapt to the inspected environment. The development of these tools is very complex. So simulation methods can be significantly helpful in order to produce the most suitable tools while limiting the quantity of physical prototypes. We work on the design of a simulator for virtual coloscopy. Besides the virtual prototyping aspect for new active endoscopic devices, we can also use it as a training simulator once the device is designed. To do so, we have to address the simulation process of the colon. This article is mainly devoted to the description of the chosen models for the colon behaviour, which are used for the simulator. Some experimental results are presented which confirm the validity of the different choices. To finish, sigmoid untwisting operation is presented as a benchmark test to prove the efficiency of the simulator.


Asunto(s)
Colonoscopios , Simulación por Computador , Animales , Colon/anatomía & histología , Colonografía Tomográfica Computarizada , Colonoscopios/estadística & datos numéricos , Colonoscopía/estadística & datos numéricos , Humanos , Modelos Anatómicos , Porcinos
12.
PLoS One ; 10(3): e0116211, 2015.
Artículo en Inglés | MEDLINE | ID: mdl-25768123

RESUMEN

The design of an industrial workstation tends to include ergonomic assessment steps based on a digital mock-up and a virtual reality setup. Lack of interaction and system fidelity is often reported as a main issue in such virtual reality applications. This limitation is a crucial issue as thorough ergonomic analysis is required for an investigation of the biomechanics. In the current study, we investigated the biomechanical responses of the shoulder joint in a simulated assembly task for comparison with the biomechanical responses in virtual environments. Sixteen male healthy novice subjects performed the task on three different platforms: real (RE), virtual (VE), and virtual environment with force feedback (VEF) with low and high precision demands. The subjects repeated the task 12 times (i.e., 12 cycles). High density electromyography from the upper trapezius and rotation angles of the shoulder joint were recorded and split into the cycles. The angular trajectories and velocity profiles of the shoulder joint angles over a cycle were computed in 3D. The inter-subject similarity in terms of normalized mutual information on kinematics and electromyography was investigated. Compared with RE the task in VE and VEF was characterized by lower kinematic maxima. The inter-subject similarity in RE compared with intra-subject similarity across the platforms was lower in terms of movement trajectories and greater in terms of trapezius muscle activation. The precision demand resulted in lower inter- and intra-subject similarity across platforms. The proposed approach identifies biomechanical differences in the shoulder joint in both VE and VEF compared with the RE platform, but these differences are less marked in VE mostly due to technical limitations of co-localizing the force feedback system in the VEF platform.


Asunto(s)
Articulación del Hombro/fisiología , Hombro/fisiología , Músculos Superficiales de la Espalda/fisiología , Adulto , Fenómenos Biomecánicos , Electromiografía/métodos , Ambiente , Ergonomía/métodos , Humanos , Masculino , Entrenamiento Simulado , Análisis y Desempeño de Tareas , Interfaz Usuario-Computador
13.
Appl Ergon ; 45(3): 592-600, 2014 May.
Artículo en Inglés | MEDLINE | ID: mdl-23972453

RESUMEN

This study assessed the capacity of a musculoskeletal model to predict the relative muscle activation changes as a function of the workbench height and the movement direction during a simulated meat cutting task. Seven subjects performed a cutting task alternating two cutting directions for 20 s at four different workbench heights. Kinematics, electromyography (EMG), and cutting force data were collected and used to drive a musculoskeletal model of the shoulder girdle. The model predicted the muscle forces exerted during the task. Both the recorded and computed activation of the muscles was then compared by means of cross-correlation and by comparison of muscle activation trends with respect to the workstation parameters, i.e. cutting direction and workbench height. The results indicated that cutting movements involving arm flexion are preferable to movement requiring internal arm rotation and abduction. The optimal bench height for meat cutting tasks should be between 20 and 30 cm below the worker's elbow height. The present study underlines a beneficial use of musculoskeletal models for adjusting workstation parameters.


Asunto(s)
Industria para Empaquetado de Carne , Fenómenos Fisiológicos Musculoesqueléticos , Adulto , Brazo/fisiología , Fenómenos Biomecánicos/fisiología , Electromiografía , Humanos , Masculino , Industria para Empaquetado de Carne/métodos , Modelos Biológicos , Movimiento/fisiología , Enfermedades Musculoesqueléticas/prevención & control , Enfermedades Profesionales/prevención & control
14.
IEEE Trans Vis Comput Graph ; 20(5): 664-74, 2014 May.
Artículo en Inglés | MEDLINE | ID: mdl-26357290

RESUMEN

Nowadays the process of workstation design tends to include assessment steps in a virtual environment (VE) to evaluate the ergonomic features. These approaches are cost-effective and convenient since working directly on the digital mock-up in a VE is preferable to constructing a real physical mock-up in a real environment (RE). This study aimed at understanding the ability of a VR-based assembly tasks simulator to evaluate physical risk factors in ergonomics. Sixteen subjects performed simplified assembly tasks in RE and VE. Motion of the upper body and five muscle electromyographic activities were recorded to compute normalized and averaged objective indicators of discomfort, that is, rapid upper limb assessment score, averaged muscle activations, and total task time. Rated perceived exertion (RPE) and a questionnaire were used as subjective indicators of discomfort. The timing regime and complexity of the assembly tasks were investigated as within-subject factors. The results revealed significant differences between measured indicators in RE and VE. While objective measures indicated lower activity and exposure in VE, the subjects experienced more discomfort than in RE. Fairly good correlation levels were found between RE and VE for six of the objective indicators. This study clearly demonstrates that ergonomic studies of assembly tasks using VR are still challenging. Indeed, objective and subjective measurements of discomfort that are usually used in ergonomics to minimize the risks of work-related musculoskeletal disorders development exhibit opposite trends in RE and VE. Nevertheless, the high level of correlation found during this study indicates that the VR-based simulator can be used for such assessments.

15.
IEEE Trans Vis Comput Graph ; 20(1): 30-41, 2014 Jan.
Artículo en Inglés | MEDLINE | ID: mdl-24201324

RESUMEN

In complex scenes with many objects, collision detection plays a key role in the simulation performance. This is particularly true in fracture simulation for two main reasons. One is that fracture fragments tend to exhibit very intensive contact, and the other is that collision detection data structures for new fragments need to be computed on the fly. In this paper, we present novel collision detection algorithms and data structures for real-time simulation of fracturing rigid bodies. We build on a combination of well-known efficient data structures, namely, distance fields and sphere trees, making our algorithm easy to integrate on existing simulation engines. We propose novel methods to construct these data structures, such that they can be efficiently updated upon fracture events and integrated in a simple yet effective self-adapting contact selection algorithm. Altogether, we drastically reduce the cost of both collision detection and collision response. We have evaluated our global solution for collision detection on challenging scenarios, achieving high frame rates suited for hard real-time applications such as video games or haptics. Our solution opens promising perspectives for complex fracture simulations involving many dynamically created rigid objects.

16.
IEEE Trans Vis Comput Graph ; 19(2): 201-9, 2013 Feb.
Artículo en Inglés | MEDLINE | ID: mdl-22566470

RESUMEN

We present a novel physically based approach for simulating realistic brittle fracture of impacting bodies in real time. Our method is mainly composed of two novel parts: 1) a fracture initiation method based on modal analysis, and 2) a fast energy-based fracture propagation algorithm. We propose a way to compute the contact durations and the contact forces between stiff bodies to simulate the damped deformation wave that is responsible for fracture initiation. As a consequence, our method naturally takes into account the damping properties of the bodies as well as the contact properties to simulate the fracture. To obtain a complete fracture pipeline, we present an efficient way to generate the fragments and their geometric surfaces. These surfaces are sampled on the edges of the physical mesh, to visually represent the actual fracture surface computed. As shown in our results, the computation time performances and realism of our method are well suited for physically based interactive applications.

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