visual3d:documentation:pipeline:model_based_data_commands:joint_angle
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visual3d:documentation:pipeline:model_based_data_commands:joint_angle [2024/07/03 17:42] – created sgranger | visual3d:documentation:pipeline:model_based_data_commands:joint_angle [2024/08/26 19:47] (current) – [Examples] wikisysop | ||
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Joint angles represent a conceptual challenge to many users. Part of the challenge is related to the fact that joint angles are not vectors (unlike every other Kinematic variable in Visual3D). This means that they can't be added or subtracted, which makes the specification of a reference angle awkward. Another part of the challenge is related to the fact that there are a number of clinical/ | Joint angles represent a conceptual challenge to many users. Part of the challenge is related to the fact that joint angles are not vectors (unlike every other Kinematic variable in Visual3D). This means that they can't be added or subtracted, which makes the specification of a reference angle awkward. Another part of the challenge is related to the fact that there are a number of clinical/ | ||
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The typical kinetic foot is displayed here: | The typical kinetic foot is displayed here: | ||
- | {{tutorial1_16.jpg}} | + | {{:tutorial1_16.jpg}} |
For this representation of the foot segment the z-axis is directed from the metatarsals to the ankle center. | For this representation of the foot segment the z-axis is directed from the metatarsals to the ankle center. | ||
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A common kinematic only foot is displayed here: | A common kinematic only foot is displayed here: | ||
- | {{RFT_2_Rotated.jpg}} | + | {{:RFT_2_Rotated.jpg}} |
For this representation of the virtual foot segment the y-axis is directed from the heel to the toe. | For this representation of the virtual foot segment the y-axis is directed from the heel to the toe. | ||
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The result of this decision is that flexion/ | The result of this decision is that flexion/ | ||
- | The user can change this by negating the necessary terms when the joint angle is defined in the **Compute Model Based Items** Dialog. Refer [[Visual3D: | + | The user can change this by negating the necessary terms when the joint angle is defined in the **Compute Model Based Items** Dialog. Refer [[Visual3D: |
==== The Joint Coordinate System ==== | ==== The Joint Coordinate System ==== | ||
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Note: In Visual3D joint angles are simply the transformation from one segment coordinate system to another segment coordinate system, so it follows that the definition (e.g. orientation) of the segment coordinate systems matters. For example, if two segment coordinate systems are aligned perfectly (even though they may be displaced from each other) the resulting joint angle signal is zero. | Note: In Visual3D joint angles are simply the transformation from one segment coordinate system to another segment coordinate system, so it follows that the definition (e.g. orientation) of the segment coordinate systems matters. For example, if two segment coordinate systems are aligned perfectly (even though they may be displaced from each other) the resulting joint angle signal is zero. | ||
- | [[Visual3D: | ||
| **Deprecated examples** | | **Deprecated examples** | ||
|**These examples are not recommended for use and are included for backwards compatibility only.**\\ \\ In early version of Visual3D, using default normalization of the knee causes the RKNEE_ANGLE signal to be zero in all 3 components when the subject is in the standing posture. This has not affect on the segment coordinate system definitions, | |**These examples are not recommended for use and are included for backwards compatibility only.**\\ \\ In early version of Visual3D, using default normalization of the knee causes the RKNEE_ANGLE signal to be zero in all 3 components when the subject is in the standing posture. This has not affect on the segment coordinate system definitions, | ||
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=== Pelvis Segment Angle === | === Pelvis Segment Angle === | ||
+ | |||
+ | The [[visual3d: | ||
=== Normalizing the Pelvis Angle === | === Normalizing the Pelvis Angle === | ||
- | Normalizing the Pelvis | + | [[Visual3D: |
=== Shoulder Angle === | === Shoulder Angle === | ||
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=== Computing the Range of Motion === | === Computing the Range of Motion === | ||
+ | The range of motion of the pelvis angle is commonly defined as the range of each component of the segment angle. While this isn't mathematically correct because joint angles are not vectors, it is still quite common. | ||
=== Creating a Virtual Laboratory: Example 1 === | === Creating a Virtual Laboratory: Example 1 === |
visual3d/documentation/pipeline/model_based_data_commands/joint_angle.1720028529.txt.gz · Last modified: 2024/07/03 17:42 by sgranger