visual3d:documentation:kinematics_and_kinetics:inverse_dynamics
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visual3d:documentation:kinematics_and_kinetics:inverse_dynamics [2024/06/19 12:47] – 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 | + | 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, | ||
- | biomechanical | + | Traditional inverse dynamics methods for analyzing human movement |
- | traditional inverse dynamics methods for analyzing human movement (including those incorporated into visual3d) compute the net moments generated by muscles crossing a joint leading to the assumption that these moments are the primary controllers | + | The interpretation |
- | 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 | + | |
- | ==== 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 |
- | ==== 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' | + | **Note**: Visual3D computes |
- | 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 external force on segments is: | + | **Note: The external moment |
- | equationsofmotion2.gif\\ | + | ==== Joints ==== |
+ | The term [[Visual3D: | ||
- | the proximal couple | + | In [[Visual3D: |
- | equationsofmotion3.gif\\ | + | ==== Sampling Rate ==== |
+ | Many people collect [[visual3d: | ||
- | transform | + | The FORCE data retain |
- | equationsofmotion4.gif\\ | + | ==== Centre of Mass of the Model ==== |
+ | Visual3D calculates the centre of mass of the model that has been created. If your model represents the entire body, then its centre of mass is the same as the body's centre of mass. You must ensure that the segments of your model have the appropriate masses. | ||
- | the couple acting on a segment due to the inertial terms is: | + | The signal representing |
- | equationsofmotion5.gif\\ | ||
- | expanding the force terms and reducing the resulting equation yields the proximal moment due to the inertial forces and applied moments at the joint. | ||
- | |||
- | equationsofmotion6.gif\\ | ||
- | |||
- | |||
- | an advantage of this recursive formulation is that the approach is generalizable because there is substantially less bookkeeping required to keep track of the external forces and torques. | ||
- | |||
- | ==== center of mass of the model ==== | ||
- | |||
- | visual3d calculates the center of mass of the model that has been created. if your model represents the entire body, then the center of mass of the model is the same as the center of mass of the body. you must ensure that the segments of your model have the appropriate masses. | ||
- | |||
- | the signal representing the location of the center of mass of the model at every frame can be found in the kinetic_kinematic folder in the data tree. | ||
- | |||
- | the center of mass can be displayed by selecting the "view model center of mass option" | ||
- | |||
- | |||
- | }}}}}}}}}}}}}} |
visual3d/documentation/kinematics_and_kinetics/inverse_dynamics.1718801277.txt.gz · Last modified: 2024/06/19 12:47 by sgranger