visual3d:tutorials:kinematics_and_kinetics:model_based_computations
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visual3d:tutorials:kinematics_and_kinetics:model_based_computations [2024/07/17 15:23] – sgranger | visual3d:tutorials:kinematics_and_kinetics:model_based_computations [2025/01/15 19:51] (current) – [Preparation] wikisysop | ||
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====== Model Based Computations ====== | ====== Model Based Computations ====== | ||
- | The objective of this tutorial is to present [[Visual3D: | + | =====Objectives==== |
+ | The objective of this tutorial is to present | ||
If you have a Ph.D. in Kinesiology or Biomechanics, | If you have a Ph.D. in Kinesiology or Biomechanics, | ||
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Part of the power of Visual3D is the ability to determine exactly what and how calculations are done – and the ability to point to the published works proving its validity. From a pure tool perspective, | Part of the power of Visual3D is the ability to determine exactly what and how calculations are done – and the ability to point to the published works proving its validity. From a pure tool perspective, | ||
+ | If you would like to follow along with a Youtube video tutorial based on this tutorial, please select the link here: [[https:// | ||
|| | || | ||
- | === Analysis Goal === | + | ===== Analysis Goal ===== |
Some of the analysis characteristics we will examine will be positions of the pelvis and foot during gait, knee flexion and extension, and knee joint moments and powers. To do this we will define segment angles, joint angles, joint moments, and joint powers. We will also be reporting on basic attributes such as stride length and other fundamental gait characteristics. | Some of the analysis characteristics we will examine will be positions of the pelvis and foot during gait, knee flexion and extension, and knee joint moments and powers. To do this we will define segment angles, joint angles, joint moments, and joint powers. We will also be reporting on basic attributes such as stride length and other fundamental gait characteristics. | ||
- | - create | + | - Create |
- | - calculate | + | - Calculate |
- | - add the computed signals to a report. | + | - Add the computed signals to a report. |
- | === Preparation === | + | ===== Preparation |
- | - Open the file [[https://www.has-motion.com/ | + | - Download |
- | - Click on the **Signal and Event Processing** Tab to visualize the animation of the model based on the movement data and the model that was applied to it. If the animation doesn’t appear in the 3D Animation viewer, check the active file combo box on the toolbar. It should read ’r;Walking Trial 1.c3d’ rather than ALL-FILES | + | * **Tutorial7_MBC_Start.cmz**: |
+ | * **Tutorial7_MBC_End.cmz**: | ||
+ | - Click on the **Signal and Event Processing** Tab to visualize the animation of the model based on the movement data and the model that was applied to it. If the animation doesn’t appear in the 3D Animation viewer, check the active file combo box on the toolbar. It should read 'Walking Trial 1.c3d' | ||
- | === Computing Joint Angles === | + | ===== Computing Joint Angles |
Joint angles are defined as the orientation of one segment relative to another segment. Because we are dealing with 3D space, there are a series of rotational transformations involved in the calculation. A joint angle is not the same as a 3-point or 4-point angle in which there are projections, | Joint angles are defined as the orientation of one segment relative to another segment. Because we are dealing with 3D space, there are a series of rotational transformations involved in the calculation. A joint angle is not the same as a 3-point or 4-point angle in which there are projections, | ||
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X = flexion/ | X = flexion/ | ||
+ | |||
Y = abduction/ | Y = abduction/ | ||
+ | |||
Z = longitudinal rotation | Z = longitudinal rotation | ||
- | One of the options for joint angles is to select normalization (not generally recommended). Normalization means that when the segments in the movement trial are in the same relative posture as the same segments in the standing trial, the joint angle is considered zero. The problem with the calculation of a normalized angle (as we have done it) is that the standing posture and the movement trial should both be aligned with the laboratory axis. Getting a patient to stand oriented relative to the lab may not be possible. An alternative approach is to create Virtual Segments that define the desired angle in the standing posture. For example, See [[https:// | ||
- | === Create a joint angles for the right knee === | + | One of the options for joint angles is to select normalization (not generally recommended). Normalization means that when the segments in the movement trial are in the same relative posture as the same segments in the standing trial, the joint angle is considered zero. The problem with the calculation of a normalized angle (as we have done it) is that the standing posture and the movement trial should both be aligned with the laboratory axis. Getting a patient to stand oriented relative to the lab may not be possible. An alternative approach is to create Virtual Segments that define the desired angle in the standing posture. For example, See [[visual3d: |
+ | |||
+ | ===== Create a joint angles for the right knee ===== | ||
In Visual3D, from MODEL in the main menu bar, select Compute Model Based Data to get the following dialog box. | In Visual3D, from MODEL in the main menu bar, select Compute Model Based Data to get the following dialog box. | ||
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{{: | {{: | ||
- | === Understanding the Knee Angle Signal === | + | ===== Understanding the Knee Angle Signal |
Graph the **X-Component** of the **Right Knee Angle** and **Left Knee Angle signals.** | Graph the **X-Component** of the **Right Knee Angle** and **Left Knee Angle signals.** | ||
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{{: | {{: | ||
- | For this segment coordinate system (z-up, y-anterior) rotation about the x-axis represents flexion/ | + | For this segment coordinate system (z-up, y-anterior) rotation about the x-axis represents flexion/ |
For example, if you point your thumb in the direction of the x-axis of the hip (shown in Red in the animation viewer) pointing laterally to the right. Knee extension will be zero when the **thigh segment coordinate system** and the **shank segment coordinate system** are aligned. Knee flexion will be seen as a negative angle. | For example, if you point your thumb in the direction of the x-axis of the hip (shown in Red in the animation viewer) pointing laterally to the right. Knee extension will be zero when the **thigh segment coordinate system** and the **shank segment coordinate system** are aligned. Knee flexion will be seen as a negative angle. | ||
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Note the difference in the median value of the left and right legs. The likely cause of this offset is a slight misalignment of the segment coordinate systems for one of the legs (although it could be real for this subject). | Note the difference in the median value of the left and right legs. The likely cause of this offset is a slight misalignment of the segment coordinate systems for one of the legs (although it could be real for this subject). | ||
- | === Computing Joint Angles for the Legs === | + | ===== Computing Joint Angles for the Legs ===== |
Create the following joint angles for the lower body. | Create the following joint angles for the lower body. | ||
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- | === Computing Joint Moments === | + | ===== Computing Joint Moments |
A free body diagram of two segments, showing the traditional assumptions for inverse dynamics analysis. | A free body diagram of two segments, showing the traditional assumptions for inverse dynamics analysis. | ||
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Normalize to local metric value\\ | Normalize to local metric value\\ | ||
For example, a metric could be created containing the Mass*Height of the subject using the following command. | For example, a metric could be created containing the Mass*Height of the subject using the following command. | ||
- | **Multiply_Signals** | + | |
+ | < | ||
+ | Multiply_Signals | ||
/ | / | ||
/ | / | ||
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/ | / | ||
! / | ! / | ||
+ | </ | ||
In the Compute Model Based Dialog selecting this normalization will cause a combo box to appear to allow you to select the Metric. | In the Compute Model Based Dialog selecting this normalization will cause a combo box to appear to allow you to select the Metric. | ||
Normalize to GLOBAL metric value\\ | Normalize to GLOBAL metric value\\ | ||
This is similar to 3 except that the METRIC signal is assumed to be a GLOBAL signal. | This is similar to 3 except that the METRIC signal is assumed to be a GLOBAL signal. | ||
- | === Interpreting the Joint Moment Signal === | + | ===== Interpreting the Joint Moment Signal |
{{: | {{: | ||
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The buttons for negating the signal are available for users that don't want to use the Visual3D Right Hand Rule convention. For example, some users prefer that flexion of the hip, knee, and ankle have the same sign; the Right Hand Rule would dictate that the Knee Flexion is opposite in sign to the Hip and Ankle Flexion. Selecting to negate the x-component of the Joint Moment will cause the flexion moment to have a consistent sign. | The buttons for negating the signal are available for users that don't want to use the Visual3D Right Hand Rule convention. For example, some users prefer that flexion of the hip, knee, and ankle have the same sign; the Right Hand Rule would dictate that the Knee Flexion is opposite in sign to the Hip and Ankle Flexion. Selecting to negate the x-component of the Joint Moment will cause the flexion moment to have a consistent sign. | ||
- | === Computations based on PROCESSED signals === | + | ===== Computations based on PROCESSED signals |
As presented in a previous tutorial, it is straightforward to **process** the target, analog, or force signals. | As presented in a previous tutorial, it is straightforward to **process** the target, analog, or force signals. | ||
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If you have selected the [[Visual3D: | If you have selected the [[Visual3D: | ||
- | [[Visual3D: | + | **[[Visual3D: |
The model based signals that are computed from the PROCESSED signal are still defined as ORIGINAL model based signals. | The model based signals that are computed from the PROCESSED signal are still defined as ORIGINAL model based signals. |
visual3d/tutorials/kinematics_and_kinetics/model_based_computations.1721229834.txt.gz · Last modified: 2024/07/17 15:23 by sgranger