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Quick StartThis chapter is a quick startup modeling guide. Simple steps to create three types of human models are presented as an introduction to modeling. For more advanced functionality see the tutorials section. Sections
Starting LifeMOD™After the product installation process, the icon pictured in Figure 1 will appear on the desktop. This icon starts LifeMOD.
When LifeMOD first appears on the screen the program will open a modeling window and a splash screen as depicted in Figure 2. The splash screen is a portal to explore functions and training functions of the program. It also allows the user to begin creating a new model or to read in a previously created model. The user may skip this splash screen by unchecking the box "Show this dialog at startup." The splash screen may be recalled at any time by selecting the LifeMOD button in the lower left corner of the modeling window.
LifeMOD Control PanelsLifeMOD provides a very intuitive graphical user interface. Very detailed human models are created via control panels. These control panels enable the user complete functionality to generate, display, analyze, animate and plot data. Access to the control panels may be achieved by selecting "New Model", "Open Existing Model" or "Close" is selected on the splash screen the three main LifeMOD panels will be displayed. Figure 3 displays the main modeling panel, the display toolbox and the automated tutorial control panel.
Main Modeling PanelFigure 4 displays the LifeMOD™ main modeling panel. This is the main model building command structure. Under each selection is a sub-menu which contains the actions for each main command. The toolboxes on the far right include the LifeMOD Display Toolbox, the Table Editor, the Automated Tutorial Panel, and access to this manual and to the user's forums. This panel also contains a context sensitive help button which accesses the on-line manual section current for the selection in the main-menu and the sub-menu.
LifeMOD Display Toolbox
Figure 3 displays the LifeMOD Display Toolbox used to manipulate the display of the model. Though no longer physically present on the display panel, the view manipulation tools remain the same:
The user may use these keyboard shortcuts to alter the items listed in the pull-down menu:
The middle section of the panel includes an entity manipulation section. The entities include: Body
Tissues
Joints
Motion Agents
Misc. Items
The panel offers controls for body internal/external representation display functions. Bodies may be represented as a combination of external and internal representation. When an internal representation is used other than "none" the external representation will change to semi-transparent. The user may affect the control of the external and internal transparencies using the sliders at the bottom of the panel. The bottom of the panel also offers control of the ADAMS icons and components. These include markers, constraints, forces, parts, and geometry.
Automated Tutorial Control Panel
Figure 6 displays the Automated tutorial control panel. This panel automatically steps through any of the available tutorials in LifeMOD. The tutorials themselves are designed as self-training tools. The best way to use the tutorials is by following the manual (select the question mark for the specific tutorial document) while stepping through the tutorial. The panel displays the current chapter and step of the tutorial and controls to single step through or fast forward to a specific step.
Introduction to ModelingModeling ParadigmThe core modeling methodology in LifeMOD is to start as basic as possible, and then to refine and enhance the model to produce the desired accuracy. For the apects of the human model created in LifeMOD, there is a base level configuration. There is a base level of human segments, human joints and human muscles. Each human segment may be further discretized by creating single elements such as individual cervical vertebra segments in the single base-level neck segment. Single joints may then be used to join each of the single vertebra segments. The base-level muscle set consists of 118 generalized muscles. For certain activities, additional muscles can be added to the model for increased fidelity. Types of ModelsThere are three basic types of human modeling in LifeMOD: passive jointed, recording jointed, muscled. Each model can dynamically react to the environment, via contact forces. Passive Jointed - models are used to simulate passive injury evaluation activities such as a car crash, falls, collisions, sporting activities, etc. The passive joints are built using properties from the Hybrid III crash dummy, including non-linear stiffness, damping, joint friction and joint limits with hysteresis. Recording Jointed - models are used to simulate any human activity. The first step in the process is to move the segments of the model in the desired motion pattern using user-input trajectories or motion capture data. The second step involves using the joint angle histories to drive the joints with torques (PD-control) to enforce the recorded displacements. Trainable Muscled - models are used to simulate any human activity. The first step in this process is to move the segments of the model in the desired motion pattern using user-input motion patterns or motion capture data. The second step involves using the muscle contraction histories to drive the muscles with forces generated from PD-controllers to enforce the recorded contractions. During this process, the muscles are continually monitored to make sure the generated force does not exceed the specific muscle tissue force generating capabilities. Modeling stepsFigure 7 illustrates the modeling procedure described below. Step 1: Generating the Model
Step 3: Running the Simulation Step 4: Validate Step 6: Optimize Creating a Human Model with Passive JointsThis simple example outlined below illustrates one type of human modeling with LifeMOD. The human model with passive joints is used to model situations where a "crash dummy" model reacts to environment forces such as with a car crash, a fall, etc. For more elaborate development of this type of analysis see the following tutorials:
Step 1: Creating the Body SegmentsThe first step in the process is to create the segments of the human body. Segment dimensions and mass properties are scaled based on the GeBOD anthropometric database.
Step 2: Creating the JointsAfter the body segments are created the segments must be joined together with human joints. The joints for this example will be kinematic joints with passive torque functions. The torque functions are derived from the internal Hybrid III crash dummy database and include nonlinear stiffness, damping, friction, and joint limits with hysteresis effects.
Step 3: Posing the Human ModelAfter the joint are created, the human model may be posed in any configuration by accessing the library of standard postures or by adjusting the joint angles individually.
Step 4: Creating Environment ForcesWith the model posed in position, environment contact forces between the segments of the model and the geometry of the environment may be created. LifeMOD contains a generalized surface contact algorithm which generates contact forces between any segment and any geometric entity.
Step 5: Running a SimulationWith environmental contact forces created on the model and inverse dynamics simulation may be performed.
Step 6: Examining the ResultsAfter the simulation is performed, the results may be reviewed in a variety of ways. This section illustrates how head acceleration data may be animated with the skeleton animation.
Creating a Human Model with Recording JointsThis simple example illustrates one type of human modeling with LifeMOD. In this example the human joints are "trained" by using motion agents to move the segments of the body in an inverse dynamics analysis. When the joints are trained, or the joint angle histories obtained, the joints are changed from trainable (passive) elements to trained (active) elements. The motion agents are then removed and the model is driven with torques from the model. For more elaborate development of this type of analysis see the following tutorials:
Step 1: Creating the Body SegmentsThe first step in the process is to create the segments of the human body. Segment dimensions and mass properties are scaled based on the PeopleSize anthropometric database.
Step 2: Creating the JointsAfter the body segments are created the segments must be joined together with human joints. The joints for this example will be kinematic joints with passive torque functions.
Step 3: Posing the Human ModelAfter the joints are created the human model may be posed into any configuration using by accessing the library of standard postures or by adjusting the joint angles individually.
Step 4: Creating the Motion AgentsWith the model posed, motion agents can be created and positioned on the model. Motion agents move the segments of the model and can be based on displacement trajectories -- either entered manually or derived from motion capture equipment. The motion agents themselves are attached to the body segments with springs.
Step 5: Running the Inverse Dynamics SimulationWith the motion agent created on the leg, the model is then secured to ground by using a fixed joint between the lower_torso and ground. A simulation is then performed with the motion agent moving the leg up and down. During this phase the joint angles are being recorded.
Step 6: Running the Forward Dynamics SimulationAfter the inverse dynamics simulation has been performed, the joint angles are now recorded for the activity. In this step the motion agent is rendered inactive and the joints are updated to trained elements. The trained elements are controller functions which will produce a torque to minimize the difference between the instantaneous joint angle and the desired joint angle from the previous analysis.
Step 7: Examining the ResultsAfter the simulation is performed, the results may be reviewed in a variety of ways. This section illustrates how hip torque data is presented with an animation of the human model with joint graphics which scale as a function of torque magnitudes.
Creating a Human Model with MusclesThis simple example illustrates the third type of human modeling with LifeMOD. In this example recording muscle elements are created on the body and a motion agent is used to move the passive limb through a certain motion pattern. During the inverse dynamics simulation, the muscle contractile histories are recorded. Next, the motion agents are rendered inactive and muscle forces based on the recorded contractile histories are used to drive the model. The forces generated in the model are based on creating forces to track the contractile histories while maintaining the limitations of the individual muscle physiological limitations. The user may also impose additional limitations on the individual muscle. For more elaborate development of this type of analysis see the following tutorials:
Step 1: Creating the Body SegmentsThe first step in the process is to create the segments of the human body. For this example a lower body model is created. In LifeMOD, any configuration of segments may be modeled. Segment dimensions and mass properties are scaled based on the GeBOD anthropometric database.
Step 2: Creating the JointsAfter the body segments are created the segments must be joined together with human joints. The joints for this example will be kinematic joints with passive torque functions. The passive torque functions are created to stabilize the model during the "training" or inverse dynamics phase.
Step 3: Posing the Human Modelfter the joints are created the human model may be posed into any configuration using by accessing the library of standard postures or by adjusting the joint angles individually.
Step 4: Creating the MusclesWith the model posed, recording muscles are created for the body. LifeMOD contains a library of muscles for the body representing a sub-set of actual human muscles. If more muscles are necessary for simulation accuracy, they can be created as single muscles. Muscles may also wrap around structures in the model in "tissue wrapping." However, for this simple example, only the base set of muscles are generated.
Step 5: Creating the Motion AgentsWith the model posed, motion agents can be created and positioned on the model. Motion agents move the segments of the model and can be based on displacement trajectories -- either entered manually or derived from motion capture equipment. The motion agents themselves are attached to the body segments with springs.
Step 6: Running the Inverse Dynamics SimulationWith the muscles created on the body, create a fixed joint between the lower_torso and the ground. A simulation is then performed with the motion agent moving the leg up and down. During this phase the individual muscle contractions are being recorded.
Step 7: Running the Forward Dynamics SimulationAfter the inverse dynamics simulation has been performed, the individual muscle contractions are now recorded for activity. In this step, the motion agent is rendered inactive and the muscles are updated to trained elements. The trained elements are controller functions which will produce a force to minimize the difference between the instantaneous muscle contraction and the desired contractions from the previous analysis, while maintaining the muscle output within physiological constraints.
Step 8: Examining the ResultsAfter the simulation is performed, the results may be reviewed in a variety of ways. This section illustrates how the iliacus muscle tension of the left leg is presented with the animation of the human model with muscles graphics scaling as a function of muscle tension magnitudes.
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