visual3d:documentation:kinematics_and_kinetics:inverse_dynamics
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visual3d:documentation:kinematics_and_kinetics:inverse_dynamics [2024/07/03 17:37] – created 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 | + | Kinetics refers to the calculation of the [[visual3d: |
- | Inverse | + | ===== Inverse |
- | || | + | 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). | ||
- | === Inverse | + | 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 of movement at that joint. |
- | Biomechanical movement analysis provides a quantitative record | + | The interpretation |
- | 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 of movement at that joint. | + | ===== Inverse |
- | The interpretation of the inverse dynamics | + | Visual3D' |
- | === Using Processed Input Signals === | + | {{: |
- | 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 | + | The Proximal Joint Reaction force is computed in the [[visual3d: |
- | Note that Visual3D computes the velocity and acceleration signals used for the kinematics internally, and stores the relevant information in the [[Visual3D:Documentation: | + | {{:EquationsOfMotion2.gif}} |
- | There is an option | + | The Proximal Couple (moment) computed at the proximal end of a segment |
- | If **PROCESSED is selected**, Visual3D does not check the history of the PROCESSED signal, it just uses what it finds. | + | {{: |
- | If **PROCESSED is selected**, but the PROCESSED signal does not exist the ORIGINAL signal is used. | + | |
- | === Free Body Diagram === | + | |
- | A free body diagram of two segments, showing | + | 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: |
- | {{JointForce.gif}}\\ | + | {{: |
+ | The Couple acting on a segment due to the inertial terms is given as: | ||
- | * 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. | + | |
- | === Internal vs External Joint Moment === | + | Expanding the Force terms and reducing the resulting equation yields the proximal moment due to the inertial forces and applied moments at the joint: |
- | Visual3D calculates the Internal Moment. | + | {{: |
- | The **external moment** | + | An advantage of this formulation |
- | Mathematically, | + | === Free Body Diagram === |
- | **Note: The external moment | + | This free body diagram of two segments illustrates the traditional assumptions for inverse dynamics analysis. |
+ | | ||
+ | | ||
+ | * The distal end of one segment | ||
- | === Joints === | + | {{: |
- | The term [[Visual3D: | + | ===== Considerations for Inverse Dynamics in Visual3D |
- | In [[Visual3D: | + | ==== Using Processed Input Signals ==== |
- | === Inverse Dynamics Calculations | + | In the development of Visual3D we attempted to simplify the process of computing model-based data. These decisions sometimes resulted in functionality that may not be obvious to the users, with one of these instances is the selection of the signal folder that is used for processing the kinetic and kinematic data. There is an option |
+ | * If **PROCESSED is selected**, | ||
+ | * If **PROCESSED is selected**, but the PROCESSED signal does not exist the ORIGINAL signal is used. | ||
- | Kinetics is the study of the forces | + | **Note**: Visual3D computes |
- | Visual3D' | + | ==== Internal vs External Joint Moment ==== |
- | {{EquationsOfMotion1.gif}}\\ | + | 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, |
+ | **Note: The external moment is a term that is not commonly used.** | ||
- | 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: | + | ==== Joints ==== |
- | + | ||
- | {{EquationsOfMotion2.gif}}\\ | + | |
- | + | ||
- | + | ||
- | The Proximal Couple (moment) computed at the proximal end of a segment is computed in a segment (local) coordinate system: | + | |
- | + | ||
- | {{EquationsOfMotion3.gif}}\\ | + | |
- | + | ||
- | + | ||
- | Transform the inertial torque from the Segment Coordinate System into the Global (Laboratory) Coordinate System using a transformation matris that is computed from the motion capture data. | + | |
- | + | ||
- | {{EquationsOfMotion4.gif}}\\ | + | |
- | + | ||
- | + | ||
- | The Couple acting on a segment due to the inertial terms is: | + | |
- | + | ||
- | {{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. | + | 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.1720028247.txt.gz · Last modified: 2024/07/03 17:37 by sgranger