2003
DOI: 10.1002/vis.306
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Human gait simulation with a neuromusculoskeletal model and evolutionary computation

Abstract: This paper describes a human gait animation system with a precise neuromusculoskeletal model and evolutionary computation. The neuromusculoskeletal model incorporates 14 rigid bodies, 19 degrees of freedom, 60 muscular models, 16 pairs of the neural oscillators, and other neuronal systems. By changing the search parameters and the evaluative criteria of the evolutionary search process, we demonstrate various locomotive patterns, such as normal gait, pathological gait, running and ape‐like walking. The proposed… Show more

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Cited by 51 publications
(50 citation statements)
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“…Its analysis and the construction of a precise body model of a human gait are important not only for biomechanical research and to better characterize the diseases which affect mobility, 42 but also for developing novel graphics tools for computer animation. 43 Walking is characterized by cyclic movements of the lower limbs. A gait cycle is divided into a stance and a swing phase.…”
Section: Ambulatory Gait Analysismentioning
confidence: 99%
“…Its analysis and the construction of a precise body model of a human gait are important not only for biomechanical research and to better characterize the diseases which affect mobility, 42 but also for developing novel graphics tools for computer animation. 43 Walking is characterized by cyclic movements of the lower limbs. A gait cycle is divided into a stance and a swing phase.…”
Section: Ambulatory Gait Analysismentioning
confidence: 99%
“…In physics-based character animation, use of muscle-based actuation models is uncommon, because of the increased number of DOFs that require control and decreased simulation performance [62]. However, examples of muscle based actuation do exist, and we witness an increased interest in using more advanced muscle-based actuation models for controlling physicsbased characters [63][64][65]. This reflects the need for more accurate anatomical virtual humans.…”
Section: Rigid Body Physics and Muscular Actuationmentioning
confidence: 99%
“…While it generates surprisingly compelling character motion, modifying it to be truly physical realistic require significant changes. A more accurate physics engine such as Havok (Havok, 2008) or ODE (Smith, 2006), or a more biologically-correct gait simulation (Hase, Miyashita, Ok, & Arakawa, 2003;Kuriyama, Kurihara, Irino, & Kaneko, 2002) may be more appropriate for works and genres requiring greater realism.…”
Section: Limitationsmentioning
confidence: 99%