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1.
Dezhen Xiong Daohui Zhang Xingang Zhao Yiwen Zhao 《IEEE/CAA Journal of Automatica Sinica》2021,8(3):512-533
Electromyography(EMG)has already been broadly used in human-machine interaction(HMI)applications.Determining how to decode the information inside EMG signals robustly and accurately is a key problem for which we urgently need a solution.Recently,many EMG pattern recognition tasks have been addressed using deep learning methods.In this paper,we analyze recent papers and present a literature review describing the role that deep learning plays in EMG-based HMI.An overview of typical network structures and processing schemes will be provided.Recent progress in typical tasks such as movement classification,joint angle prediction,and force/torque estimation will be introduced.New issues,including multimodal sensing,inter-subject/inter-session,and robustness toward disturbances will be discussed.We attempt to provide a comprehensive analysis of current research by discussing the advantages,challenges,and opportunities brought by deep learning.We hope that deep learning can aid in eliminating factors that hinder the development of EMG-based HMI systems.Furthermore,possible future directions will be presented to pave the way for future research. 相似文献
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3.
As the medical field continues to evolve, the average life expectancy of the people increases. However, due to natural deterioration, the average muscle force of the arm decreases in respect to age. So, there are some needs for the people to exercise his/her body as he/she is getting older. There are many researches about the robotic rehabilitation of the upper limb for patients. However, only a few focus on the system of the upper limb muscle exercise for normal people. So, in this study, an electromyography (EMG)-based variable impedance control method is developed for elbow exercise in normal people. Four EMG sensors were attached to the designated right arm and their average EMG level was controlled by the proposed algorithm during an elbow flexion-extension exercise. A total of twenty nine experiments with 15 subjects were performed to verify the proposed control algorithm with NCCEES, an elbow exercise system developed by the authors for the elbow exercise. The experimental results showed that the proposed control algorithm could control the EMG level in approximately 24.1% percent error during the elbow exercise. However, the proposed control algorithm could not control the EMG level fluctuation which depended on the muscular characteristics of the subject. The effect of training with the proposed algorithm will be future work. 相似文献
4.
We have synthesized new human body motions from existing motion data, by dividing the body of an animated character into several
parts, such as upper and lower body, and partitioning the motion of the character into corresponding partial motions. By combining
different partial motions, we can generate new motion sequences. We select the most natural-looking combinations by analyzing
the similarity of partial motions, using techniques such as motion segmentation, dimensionality reduction, and clustering.
These new combinations can dramatically increase the size of a motion database, allowing more score in selecting motions to
meet constraints, such as collision avoidance. We verify the naturalness and physical plausibility of the new motions using
an SVM learning model and by analysis of static and dynamic balance. 相似文献
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In this paper, we present a rule-based heuristic method of motion planning for an animated human agent with massively redundant degrees of freedom. It constructs motion plans to achieve 3D-space goals of control points on the body, e.g. a hand, while avoiding collisions. Like the artificial potential field approach, the method performs motion decisions in 3D world space rather than in joint space. To handle the massively redundant degrees of freedom, we use a qualitative kinematic model, which specifies motions of body parts and dependencies among them, without specifying the exact distance parameters. This model helps the body select appropriate primitive motions for given goals of control points more globally than does the gradient vector of an artificial potential field of the body. The method simulates (in imagination) the suggested plan to find whether some body parts hit objects, and how much they penetrate the objects. Based on this simulated collision information, the method suggests intermediate goals of the collision body parts. A subplan to achieve these intermediate goals is again postulated by using the qualitative kinematic model. This explicit reasoning helps alleviate the basic cause of local minima in the potential field approach, namely, conflicts between attractive potential fields due to goal positions of control points and repulsive potential fields due to obstacles. 相似文献
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为了减轻动画制作劳动强度,提高动画制作产能以及自动产生仿真动画,提出了一种结合运动捕获器(Motion Capture)技术与逆向运动学原理的用于完成关节动画中实时运动重定目标(Motion Retargeting)的新算法,该算法的主要概念是首先根据“原动者”与“标的者”之身材比例,推算出、标的者”末端效应器之定位,然后再利用逆向运动学之算法求得“标的者”各关节之旋转角度,因为该算法充分地利用了捕获器所纪录的“原动者”运动信息的密集重复性,而且所设计之定位法则能满足原运动对未端效应器之约束,所以该方法能展现出与原运动十分相似的动画,同时不违背原设定之约束,实验数据也展示,并说明了该算法之效能与优点。 相似文献
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在肌电控制下肢康复辅具研究中,合适的肌电采集位置是运动模式识别的前提与基础.针对目前肌电采集位置缺乏成熟理论依据和统一标准的问题,选取90个下肢肌电采集点作为节点,通过计算节点间的肌电相关性,构建下肢肌肉功能网络,证明其具有小世界特性.实验结果表明:不同运动模式的网络具有明显的拓扑结构差异,通过网络特性分析可以确定与模式关联度大的肌电采集位置,取得较好的运动模式识别结果.通过构建及分析下肢肌肉功能网络,深入了解下肢运动模式更替过程中的肌肉协同工作机制,为下肢康复辅具控制中肌电采集位置的确定提供了理论支持. 相似文献
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Valery Afanasiev Dmitry Baigozin Ilia Kazanski Sergey Fomin Stanislav Klimenko 《The Visual computer》2007,23(5):347-358
New types of trees of structures and linked lists with variable order relations (RTR-trees and RTR-lists) are discussed. Using
them enables application of the direct kinematic scheme for simulation of 3D-objects with reorderable structure, making behavior
simulation more natural. 相似文献
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直立行走是人类独立生活和正常参与社会活动的基本功能之一.人因遭受工伤、交通事故、战争、自然灾害(地震等)、疾病(糖尿病、癌症等)、先天出生缺陷等意外和不幸造成下肢截肢,从而部分或全部丧失行走能力,严重影响正常生活和参与社会活动.下肢假肢是下肢截肢者恢复行走功能的唯一手段,其技术发展吸引了众多研究者的关注.为使下肢假肢使用者能像正常腿一样或接近的步态行走,关键是实现截肢者行走意图的自动精确识别.本文首先探索了行走意图识别的内涵;然后从信号源的角度分析了不同截肢者行走意图识别方法的特点,尤其是神经功能重建作为补充的肌电信号(Electromyography,EMG)源的方法,并简述其研究进展,提出了一种融合生物力学信号和生物电信号的截肢者行走意图识别方法;最后对下肢截肢者行走意图识别方法发展趋势进行了总结和展望. 相似文献
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模仿人类行走规律是规划双足机器人运动的基础.以往模仿人类步态主要通过视觉方法或惯性模块测量(Inertia measurement unit, IMU)方法捕捉人体特征点轨迹.这些方法不考虑零力矩点(Zero moment point, ZMP)的相似性.为解决该问题,本文提出了一种基于足底肌电信号(Electromyography, EMG)和惯性模块测量信号的混合运动规划方法.该方法通过测量足底肌电信号计算出足底压力中心的位置以及踝关节扭矩,结合惯性模块所测量的人体躯干和双足轨迹,来规划双足机器人的步态.首先,用肌电仪测量足底肌电信号,用惯性测量模块测量人体各肢体部分的姿态轨迹,经数据标定后作为仿人机器人的运动参考; 然后,通过预观控制输出稳定的步态.为确保仿人行走的效果,基于人体相似性对运动数据进行了步态优化.实验验证和分析表明, EMG信号超前ZMP约160ms,利用这个特性实现了对压力点位置的有效预测,提高了机器人在线模仿人类行走的稳定性. 相似文献
11.
该文将机器蛇的蠕动、游动等运动方式简化为正弦曲线,采用单侧对分法的迭代方法,将关节的长度和正弦曲线的数据进行拟合,得到在不同时刻下每一关节在统一坐标系内的具体位置和方向参数.利用关节坐标架的方法,将坐标系附着在关节坐标点上,建立一系列具有可继承性的关节链结构,调节不同时间的曲线变换规律,实现机器蛇的运动姿态的调整,进而在屏幕上实现三维的可视运动.针对OpenGL系统的开发特点,对机器蛇建模过程中的注意问题、关节动画中的坐标架复合变换等关键问题,进行了具体的分析提出了有效的解决方案. 相似文献
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一个MPEG-4兼容的人脸动画系统 总被引:15,自引:0,他引:15
MPEG-4是一个基于对象的多媒体压缩标准,允许将中的间频视频对象(自然的或合成的)独立编码,它能够净人脸动画和多媒体通信集成在一起并且可以在低带宽的网络上控制虚拟人脸,首先介绍MPEG-4中关于人脸动画的基本概念,然后提出一个MPEG-4兼容的有脸动画系统。 相似文献
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In this paper a pen-based intuitive interface is presented, that controls a virtual human figure interactively. Recent commercial pen devices can detect not only the pen positions but also the pressure and tilt of the pen. We utilize such information to make a human figure perform various types of motions in response to the pen movements manipulated by the user. The figure walks, runs, turns and steps along the trajectory and speed of the pen. The figure also bends, stretches and tilts in response to the tilt of the pen. Moreover, it ducks and jumps in response to the pen pressure. Using our interface, the user controls a virtual human figure intuitively as if he or she were holding a virtual puppet and playing with it.
In addition to the interface design and implementation, this paper describes a motion generation engine to produce various motion based on varying parameters that are given by the pen interface. We take a motion blending approach and construct motion blending modules with a set of small number of motion capture data for each type of motions. Finally, we present the results from user experiments and comparison with a transitional gamepad-based interface. 相似文献
14.
运动捕获技术可以记录人体关节运动的细节,是当前最有前景的计算机动画技术.然而,运动数据的重用性一直是个难点,为此,多种运动编辑手段被提出.运动过渡是一种常见的编辑技术,它可以将输入的两端运动序列拼接,形成新的运动序列.其中,过渡点选择的合理与否直接影响着结果运动的质量.在两运动间选择过渡点,需要对输入运动的每一对帧之间分别计算帧间的距离,其计算复杂度是O(n2)的,通过引入多分辨率模型,文中将该复杂度降低到O(nlog2n),同时试验结果表明,此方法并未损害到结果运动的质量. 相似文献
15.
Attributed to its superior dexterity, the human’s thumb plays a significant role in the activities of daily living (ADLs). In order to promote the operational capability of the prosthetic hand, state-of-the-art designs tend to integrate multiple degrees of freedom (DOFs) in thumb’s trapeziometacarpal (TM) joint for achieving versatile movements. However, without proper control methods, this fine dexterity of multi-DOF prosthetic hand is hard to be demonstrated. This problem becomes more serious when the control signals, electromyography (EMG), are highly limited on the residual stump of the amputee. Through experiments, the paper examines the feasibility of recognizing 4 thumb motions (flexion/extension and abduction/adduction) together with the other 12 finger- and wrist-related motions under a general surface EMG configuration. After surveying the classification accuracy of several selective motion groups (thumb motions, thumb-involved finger motions, thumb-involved wrist motions, etc.), we report here the current limitations of the prevalent pattern recognition-based EMG control schemes. Considering the severely impaired neuromuscular systems of the amputees, controlling those thumb motions for achieving dexterous operations still faces many challenges. We finally discuss several alternative strategies, including switching, extended physiological proprioception (EPP) and postural synergy, for dealing with this problem. 相似文献
16.
An important problem in the production of an animation sequence is the great amount of information necessary to control and specify the motion. Specification of complex animation sequences with a smaller amount of information is possible if they are built over some abstracted sequences. Abstraction supports dealing with complexity by structuring, so that the necessary features are made available while those that are not necessary are hidden. In our work, motion abstraction is used to build complex animation sequences with the help of object-oriented concepts. A parametric key-frame interpolation method is used for producing the in-between frames of an animation sequence. The parameters that define the motion of a model, in our work, are position, orientation, size, shape and colour. Orientation transformations are implemented by unit quaternions. 相似文献
17.
We present a new methodology for enabling virtual humans to autonomously detect and perform complex full-body interactions with their environments. Given a parameterized walking controller and a set of motion-captured example interactions, our method is able to detect when interactions can occur and to coordinate the detected upper-body interaction with the walking controller in order to achieve full-body mobile interactions in similar situations. Our approach is based on learning spatial coordination features from the example motions and on associating body-environment proximity information to the body configurations of each performed action. Body configurations become the input to a regression system, which in turn is able to generate new interactions for different situations in similar environments. The regression model is capable of selecting, encoding and replicating key spatial strategies with respect to body coordination and management of environment constraints as well as determining the correct moment in time and space for starting an interaction. As a result, we obtain an interactive controller able to detect and synthesize coordinated full-body motions for a variety of complex interactions requiring body mobility. Our results achieve complex interactions, such as opening doors and drawing in a wide whiteboard. The presented approach introduces the concept of learning interaction coordination models that can be applied on top of any given walking controller. The obtained method is simple and flexible, it handles the detection of possible interactions and is suitable for real-time applications. 相似文献
18.
Hyun‐Sik Choi 《Concurrency and Computation》2020,32(18)
Neural networks have recently attracted much attention due to the development of artificial intelligence or deep learning technology. These can be implemented by applying the current hardware technology such as a central processing unit and a graphics processing unit. In this case, the applications are limited because considerable power and large volume are used. To overcome these shortcomings, hardware development for artificial intelligence is accelerated, and this technology is called the neuromorphic system, which is especially suitable for low‐power and small‐area applications such as wearable devices. In this study, the neuromorphic system is implemented using the field‐programmable gate array (FPGA), and it is applied to wearable systems. This system is especially developed for a module that measures the drowsiness of a user based on biosignals such as electrocardiogram (ECG) and electromyography (EMG). The measured biosignals are fed to the neuromorphic system for supervised learning using the backpropagation algorithm. Therefore, it is possible to make the drowsiness driving assessment specific to each user, and the error on the user's condition can be minimized. In addition, by integrating artificial intelligence including learning algorithm and biosensor circuits, it is possible to minimize disturbance to the driver or user through miniaturization and low power consumption. 相似文献
19.
针对实时人物动作角色软件DI-Guy在运动编辑及新动作生成方面的局限,提出了结合3D人体动画软件及标准动.作捕捉数据文件在Vega环境中基于DI-Guy平台进行虚拟人动作生成的开发思路,给出了人体动作建模软件Poser中动作数据文件生成的详细开发过程,分析了Vega环境下动作捕捉数据文件的应用方法.依据上述开发思路进行了DI-Guy下用户定制动作的添加生成,所添加、定制的动作逼真、形象,而且系统运行速度不受影响,同时系统也可直接调用DI-Guy原有高层动作函数,大大方便了应用系统的开发.实验结果表明开发模式对于扩展DI-Guy的应用范围及提高虚拟人应用系统的开发效率具有重要的实用价值. 相似文献
20.
本文主要研究了隐曲线在行为动画中的应用,提出并进一步研究了隐曲线在行为动画中的任务指定作用.提出了基于隐曲线的速度插值算法.隐曲线用于指定行为动画的运动路径,速度曲线用于描述运动的时间分布.基于角色的运动路径和运动速度,速度插值技术生成与速度映射的插值位置点,进而通过逆向运动学技术,可以求解得到动画角色的骨架序列.同时对本文提出的隐曲线速度插值算法进行了实现和分析.通过设置不同的运动路径和速度曲线,速度插值技术可直观、快速地满足用户的具体要求创建不同的运动序列,且运动复用性强. 相似文献