visual3d:documentation:kinematics_and_kinetics:inverse_dynamics
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visual3d:documentation:kinematics_and_kinetics:inverse_dynamics [2024/06/18 13:28] – sgranger | visual3d:documentation:kinematics_and_kinetics:inverse_dynamics [2025/06/05 18:54] (current) – Cleaned up page by reorganizing sections and adjusting header-levels. wikisysop | ||
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- | Kinetics refers to the calculation of the Joint Moment and Joint Force. All other Kinetic signals are derived from the moment, force, and kinematic data. | + | ====== Inverse Dynamics ====== |
- | Inverse Dynamic calculations are usually represented by [[Visual3D: | + | Kinetics refers to the calculation of the [[visual3d: |
- | || | + | ===== Inverse Dynamics in Biomechanical Analysis ===== |
- | ==== Inverse Dynamics ==== | + | Biomechanical movement analysis provides a quantitative record of motion and thereby allows objective comparison of performance across different conditions and patient groups. Biomechanical movement analysis typically involves several discrete steps: |
+ | - First, the motion of tracking targets attached to the subject is recorded using cameras; | ||
+ | - Second, a biomechanical model is defined to represent selected characteristics of the subject such as the number and type of segments (inertial properties), | ||
+ | - Third, the kinematics of the model are calculated by determining the transformation from recorded tracking markers to the pose of each segment of the biomechanical model. The definition of the biomechanical model can be a crucial determinant of the reliability of the transformation between tracking markers and model pose and for interpreting specific movement disorders; and | ||
+ | - Fourth, inverse dynamics analysis is applied to the kinematics of the biomechanical model and to the location, magnitude, and direction of externally applied forces (e.g., ground reaction forces acting on the foot). | ||
- | Biomechanical | + | Traditional inverse dynamics methods for analyzing human movement |
- | Traditional | + | The interpretation of inverse dynamics |
- | The interpretation of the inverse dynamics data commonly centers on some form of pattern recognition based on deviations of signals from a normative equivalent. This strategy identifies differences from normal motion, but rarely explains their causes. This is because it is extraordinarily difficult to infer the causal relationships between a force or moment and the resulting movement trajectory. For example, using Induced Acceleration analysis and Segmental Power analysis, Siegel et al (Siegel, Kepple and Stanhope, 2003) reported that the local effect of energy transfer between segments can be several times greater than the magnitude of the net joint power and even opposite | + | ===== Inverse Dynamics Calculations |
- | ==== Using Processed Input Signals ==== | + | Visual3D' |
- | In the development of Visual3D we attempted to simplify the process of computing the model based data. These legacy decisions sometimes resulted in functionality that may not be obvious to the users. One of these instances is the selection of the signal folder that is used for processing the kinetic and kinematic data. | + | {{: |
- | Note that Visual3D computes the velocity and acceleration signals used for the kinematics internally, and stores the relevant information | + | The Proximal Joint Reaction force is computed |
- | There is an option in the Properties menu to select the PROCESSED folder for all KINETIC_KINEMATIC and LINK_MODEL_BASED processing. | + | {{: |
- | If **PROCESSED is selected**, Visual3D does not check the history | + | The Proximal Couple (moment) computed at the proximal end of a segment |
- | If **PROCESSED is selected**, but the PROCESSED signal does not exist the ORIGINAL signal | + | |
- | ==== Free Body Diagram ==== | + | |
- | A free body diagram of two segments, showing the traditional assumptions for inverse dynamics analysis. | + | {{: |
- | {{JointForce.gif}}\\ | + | The inertial torque is transformed from the segment coordinate system into the global coordinate system using a transformation matrix that is computed from the motion capture data: |
+ | {{: | ||
- | * It is assumed that the joint forces are equal and opposite about the joint. | + | The Couple acting on a segment |
- | * It is assumed that joint moments are equal and opposite about the joint. | + | |
- | * The distal end of one segment | + | |
- | ==== Internal vs External Joint Moment ==== | + | {{: |
- | Visual3D calculates | + | Expanding |
- | The **external moment** is balanced by the net **internal moment** produced by the muscles and ligaments. For example, a net **internal moment** dominated by the quadriceps muscles would be needed to balance an **external flexion moment.** | + | {{: |
- | Mathematically, | + | An advantage of this formulation |
- | **Note: The external moment is a term that is not commonly used.** | + | === Free Body Diagram === |
- | ==== Joints ==== | + | This free body diagram of two segments illustrates the traditional assumptions for inverse dynamics analysis. |
+ | * It is assumed that the joint forces are equal and opposite about the joint. | ||
+ | * It is assumed that joint moments are equal and opposite about the joint. | ||
+ | * The distal end of one segment is not assumed to be at the same point as the proximal end of the next segment. This allows movement in the ”joint”. Regardless of the position of the proximal end of the distal segment, we translate the force to the distal end of the proximal segment for the inverse dynamics calculations. | ||
- | The term [[Visual3D:Documentation: | + | {{:JointForce.gif}} |
- | In [[Visual3D: | + | ===== Considerations for Inverse Dynamics in Visual3D |
- | ==== Inverse Dynamics Calculations in Visual3D | + | ==== Using Processed Input Signals |
- | Kinetics is the study of the forces and moments that cause motion | + | In the development |
+ | * If **PROCESSED is selected**, Visual3D does not check the history | ||
+ | * If **PROCESSED is selected**, but the PROCESSED signal does not exist the ORIGINAL signal is used. | ||
- | Visual3D's inverse dynamics calculations are implemented using the following recursive scheme. One of the features of the inverse dynamics algorithms is that it is straightforward | + | **Note**: |
- | {{EquationsOfMotion1.gif}}\\ | + | ==== Internal vs External Joint Moment ==== |
+ | Visual3D calculates the Internal Moment. The **external moment** is balanced by the net **internal moment** produced by the muscles and ligaments. For example, a net **internal moment** dominated by the quadriceps muscles would be needed to balance an **external flexion moment.** Mathematically, | ||
- | The Proximal Joint Reaction force is computed in the Global Coordinate System. The segments attached distally to any segment are identified (e.g. for a conventional lower body gait analysis the pelvis segment as two distal chains comprising a thigh, shank, and foot segment. An iterative algorithm for the proximal joint force, which allows any applied | + | **Note: |
- | + | ||
- | {{EquationsOfMotion2.gif}}\\ | + | |
- | + | ||
- | + | ||
- | The Proximal Couple (moment) computed at the proximal end of a segment | + | |
- | + | ||
- | {{EquationsOfMotion3.gif}}\\ | + | |
- | + | ||
- | + | ||
- | Transform the inertial torque from the Segment Coordinate System into the Global (Laboratory) Coordinate System using a transformation matris | + | |
- | + | ||
- | {{EquationsOfMotion4.gif}}\\ | + | |
- | + | ||
- | + | ||
- | The Couple acting on a segment due to the inertial terms is: | + | |
- | + | ||
- | {{EquationsOfMotion5.gif}}\\ | + | |
+ | ==== Joints ==== | ||
- | Expanding the Force terms and reducing the resulting equation yields the proximal moment due to the inertial forces and applied moments at the joint. | + | The term [[Visual3D: |
- | {{EquationsOfMotion6.gif}}\\ | + | In [[Visual3D: |
+ | ==== Sampling Rate ==== | ||
- | An advantage | + | Many people collect [[visual3d: |
- | ==== Center of Mass of the Model ==== | + | The FORCE data retain |
- | Visual3D calculates the center | + | ==== Centre |
- | The signal representing | + | Visual3D calculates |
- | The center | + | The signal representing the location of the centre of mass of the model at every frame can be found in the KINETIC_KINEMATIC folder in the data tree. The centre |
visual3d/documentation/kinematics_and_kinetics/inverse_dynamics.1718717281.txt.gz · Last modified: 2024/06/18 13:28 by sgranger