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Elbows in Virtual Environments Without Explicit Tracking

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If lengths of upper arm and forearm are known, this is just solving for the ... Right now everything is coded to my arm lengths, shoulder width, etc ... – PowerPoint PPT presentation

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Title: Elbows in Virtual Environments Without Explicit Tracking


1
Elbows in Virtual Environments Without Explicit
Tracking
  • (A Work in Progress)
  • Chris Oates
  • COMP 259 final project
  • May 4, 2004

2
Background
  • Want user to be able to see own arm in VE
  • Adding trackers expensive, more wires
  • Most trackers not very good
  • See my presentation on Articulated Body Dynamics
  • http//www.cs.unc.edu/oates/comp259/project/lectu
    re.ppt

3
Original Idea
  • Treat head-to-hand chain as single articulated
    body chain, solve inverse problem for intervening
    joint angles
  • Critical Error I cant do this because the act
    of nodding your head would require the force of
    moving the rest of the body, not just the head.
    Obviously wrong

4
More Hurdles
  • Use 3rd party physics library?
  • ODE Looks nice. But, Would not compile, need to
    get GMake for Windows, may have other issues
    since its Open Source/Linux-y and doesnt seem
    to like Windows/MSVC
  • Wild Magic Now has Physics Engine
  • BUT More a set of helper classes, does not
    appear to have constraint solvers, all solutions
    still done in application code
  • Havok Commercial, , No Educational License
    program
  • Running out of time, needed to get something
    working quickly

5
First Solution
  • Not a research solution, just common-sense.
    Simplify problem into something easily solvable
  • Use plain old IK, closed-form solution
  • Treat shoulder to wrist as a 3-DOF arm. Two at
    shoulder, one at elbow
  • Line from shoulder to wrist is reach axis
  • If lengths of upper arm and forearm are known,
    this is just solving for the angles of a triangle
    with known sides!

6
First Test
  • External 3-DOF Robot Arm in environment
  • Base fixed to world point
  • End-Effector always tries to reach object user
    can position in environment
  • Always position elbow vertically above reach axis

7
Applying to Users Arm
  • More common sense restrictions to simplify
    problem
  • Make elbow always below reach axis instead of
    above
  • Transform from head HiBall to shoulder
  • Transform from hand HiBall to wrist

8
Head to Shoulder
  • Assume rigid connection from head HiBall to base
    of skull
  • Hang torso vertically from base of skull
  • Let torso rotate with yaw of head, but remove
    pitch and roll
  • Revisit the yaw issue in a bit

9
Hand to Wrist
  • Because user holds a joystick in hand, can assume
    rigid link from hand HiBall to wrist
  • No restrictions on rotations like for torso. If
    transform is correct, sphere on pointer will not
    move as hand is rotated

10
What Worked
  • It looks okay
  • Because user is actually moving trackers, we can
    assume continuity of motion, dont need to
    interpolate, just solve
  • Users are willing to put up with a certain amount
    of discrepancy between visuals and reality
  • They assume visuals are correct vs proprioceptive
    sense
  • See Sharifs and Eric Burns work

11
What isnt Right
  • Elbow not always below
  • Arm reaching across body makes elbow pass through
    torso
  • Shoulder does not follow head rotation
  • Look over right shoulder (in real world) and
    model thinks shoulder is behind back
  • Causes wrist to separate in model
  • Also, can move shoulder forward to reach farther
  • Also causes wrist separation

12
Minor Annoyances
  • People are different sizes. Right now everything
    is coded to my arm lengths, shoulder width, etc
  • Easy to change mathematical representation, but
    3D models dont always look right if just scaled
  • Bending neck/waist to look at feet causes real
    problems, but not common enough to be big hassle
  • Can cause tracker to lose view of ceiling, so
    discouraged

13
Can be fixed?
  • Shoulder Assume shoulder is attached as before,
    unless cannot reach wrist position, then rotate
    shoulder to move it closer
  • More trig, should be straightforward
  • Elbow ???

14
Future Try a different solution
  • Set up two articulated chains, add constraint
    force to keep roots in same location
  • Will probably need additional constraints because
    general problem is underconstrained, likely to
    result in bad solutions
  • Get ODE to compile and try it
  • Compare to existing solution
  • Perhaps a hybrid will work best

15
Demo
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