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Gait disc

A compact locomotion device for the virtual


environment

giovedì 23 dicembre 2010


Virtual reality

Virtual reality is not an invention of a new technology, but the


integration of existing ones

3-D computer graphics

image processing

sound control

network infrastructures

real-time control

With the help of existing technologies, virtual reality creates a


friendly envinoment in fields such as surgery training, merchandising
and entertainment

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Visual simulators

A visual simulator exploits virtual reality and adds to it new


features, through hardware interfaces:

more realistic simulation environment

deeper immersion into training environment

safety during training

feedback to drillmaster, to adjust training techiques

More than one simulator may be required to represent vividly the


simulated reality
for example a motion platform and a cockpit in flight simulation

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Locomotion devices
A locomotion device is an hardware interface, in the form of a platform,
allowing to reproduce user’s walking in virtual reality

the user can walk infinitely without leaving the platorm


Many locomotion devices have been designed in the past, but all of them
had limitations regarding movement possibilities

for example, treadmills allowed walking on only one direction


Main features of a locomotion device:

no motion tracking devices to be worn (feature 1)

walking an infinite distance in a limited area (feature 2)

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Omni-direction Ball-bearing Disc Platform (OBDP)

It’s a locomotion device granting a natural gait in the virtual


environment

no 3D trackers, but only sphere sensors on platform to detect


user’s pace

no sensors on user’s body, apart from head tracker

slipping of user’s feet always to platform’s center, to obtain an


interface more conformed to human walking

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OBDP and feature 1

The orbiting frame+gait disc sensors


structure doesn’t require any tracker
wearing

The nature of ball sensors doesn’t hinder


user’s movements, assuring a low roughness
and friction under feet

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OBDP and feature 1: ball sensors

perceives user’s pace and provides a slick


surface

the six balls and the shim provide an anti-


slippery action during walking

in total, on disc surface, there are 975


sensors, able to detect paces ranging from
5 to 50 cms

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Feature 2: common solutions

The main difficulty in obtaining feature 2 lies in finding a way to


force user to the center of platform during motion

A treadmill could be a solution to the problem, but it has many


problems and limitations

it must be started by signals from a tracker attached to user and


perceiving his/her movements

it’s difficult to control its velocity, specially in the event of


sudden stops

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Feature 2: OBDP’s solution

The goal of keeping the user in center area is


achieved by the mean of ball sensors
The sensors are disposed in rings, so that 2D
human walking can be accomplished

The arc design of disc surface is based on


human swing angle, i.e. the angle composed
by swing leg during walking

the user is slipped to center during


locomotion

the user can walk with natural posture


and without the needing of specific
training

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OBDP and safety

Even if the platform produces no stumbles, disc’s


curvature may cause unbalances in case of novices’
training

The orbiting frame wards off unbalance danger,


surrounding user’s waists

The frame can even be used to counteract force


feedback produced by slipping on platform

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OBDP’s interactive response

Ball sensor 1 ... Ball sensor n The amount of data exchanged by sensors and
computer is huge and is translated on both sides
by converters

The 975 sensors are organized in 19 circles


D/A-A/D D/A-A/D and logically represented in a 28x36 matrix
...
converter converter

with this organization, the system can


Computer
detect pace in10 ms and reproduce
quickly user’s posture

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Gait model: study of the gait
WALKING
sequence of swing and stance phases,
exchanged by the two legs

changes in walking posture are detected


through changes in user’s gravity
position

it’s not necessary to distinguish right


foot from left one

CONSIDER:
a) right leg forth and user facing North
b) left leg backward and user facing
South

distance: can be derived by the step length


step length: measured as the distance between feet when they are not aligned and
both touching the ground
speed: step length divided by time interval

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Gait model: state diagram

gait’s state diagram

feet aligned on the feet on the ground,


ground but not aligned

gait’s diagram for OBDP

when system detects that feet are not both in


platform’s central area, the sliding area is scanned
a foot in central area, a to search for the swing foot
feet both in central area
foot in sliding area (single stance or double stances phase)

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Gait sensing algorithm(GSA)|gait state reasoning

phase 1: measuring foot’s size

size is extimated through a bit-cluster, set of bits


deriving from sensors activated by feet

size is stored to determine the so called foot and


feet clusters (15% error tolerance in measuring)

clusters are used to detect the state transition

phase 2: feet cluster monitoring

continously check center area until bit-cluster


changes from feet cluster to foot cluster

inspect sliding area to distinguish between double


stances and single stance phases

when the bit-cluster on sliding area decreases up to


85% of foot cluster, then the return to stand still
phase is detected (a cycle of walking posture is
completed)

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GSA | geometrical center of footstep

walking posture and gravity shifting are directly


correlated

change of gravity can be used to represent


state of walking

human gravity is always balanced between the


two legs

it’s worth calculating gravity point to study walking

be X the mean value of x coordinates of bits in


a foot cluster

be Y the mean value of y coordinates of bits in


a foot cluster

the point C = <X,Y> is called geometric center


of the foot cluster

calculate C1 and C2 as the geometric centers of


feet; the middle point of segment uniting them
is defined center of gravity

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GSA | speeding up state recognition

when passing from double stance to single


stance face, the GSA detection can be
fastened analizing only one of four platform’s
quadrants

draw a line between the cluster center on


sliding area and OBDP’s center

the drawn line is the middle line of one


quadrant, that is the only one to be taken
into consideration for detection

on getting back to center, the foot in the


sliding area will move only in the quadrant
of interest

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GSA | noise filtering
another benefit of dividing the disc into
sectors is the possibility of reducing noise
from the sensors

the noise can be caused by malfunctions


of the sensors, that may send signal to
computer even when not stimulated

the presence of noise may affect the


computation of clusters’ geometrical
centers, shifting their actual position

to avoid noise, only the bits in cluster’s


sector will be considered

all the bits, whose distance from cluster’s


geometric center is greater than 3/5 of
foot length, are removed from bit cluster

after the removal of distant bits,


geometric center is computed again

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GSA | moving direction and distance

once the geometric centers of both feet have been


calculated, in addition to gravity’s coordinates,
moving direction and distance can be computed

let <R1,L1,C1> be the coordinates respectively


of right foot’s geometric center, left foot’s
geometrical center and gravity coordinate, all
of them computed at time istant T1

let <R2,L2,C2> be the new coordinates of


feet’s centers and gravity at time instant T2

we can derive the vector C2C1, that indicates


the moving direction

the distance can be obtained as D = |C2C1|

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GSA | summary

Record foot size


1) compute geometrical center of foot cluster in
sliding area
2) compute gravity position
3) compute moving direction, distance and speed

NO
Scan central area
YES
Stand
still

NO
Single
stance

YES
Scan sector area

Compute foot cluster in central area


and its geometrical center
NO YES 1) compute geometrical center of foot cluster in
Double
sliding area
stance 2) perform sectoring process
3) compute gravity position
Scan sliding area for the other foot
cluster

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Locomotion system
there are many tasks to be executed to control an OBDP
system

the tasks are distributed among different


computers, forming a cluster

the computers in the cluster communicate through a


Communication Backbone (CB), the kernel of a
Multiple User Distributed Simulation (MUDS) system,
which provides a trasparent communication among
networked computers

using MUDS, each computer works as a standalone


machine, at its own pace (then exploiting
parallelism), ignoring the existence of other
machines

the CB, executed locally by every machine, provides


communication and syncronization with other hosts

the main advantage of distributing tasks an initial configuration, requires every host to
inform its own CB about the kind of data it will
on different computers lies in obtaining a produce or receive
modular and cost-effective system
every computer behaves, then, as a publisher, a
subscriber or both

CBs will take care to link and syncronize a publisher


to a subscriber (and viceversa), creating a virtual
channel between each pair

giovedì 23 dicembre 2010


Application | overhead crane training system

portrage device commonly used in


manufactuing industry

main structure:

H-steel frame

alternator-driven mainbody (running on H


frame)

motor inside mainbody that controls a lift


hook to portrage cargo

dangers:

to control the lift hook, the user follows


and operate the crane on foot

accidents often due to insufficient


training

the work place and activities are suitable for


simulation and OBDP can be exploited for the
scope

giovedì 23 dicembre 2010


Application | overhead crane training system

the crane training simulator is


composed by 6 modules:

crane control module

OBDP module

3D tracker module

sound module

3D scene managment module

3D render module

giovedì 23 dicembre 2010


Application | overhead crane training simulator

OVERHEAD CRANE CONTROL


MODULE OBDP MODULE

receives commands from control receives signals from ball-bearing


pannel to change states of sensors and executes gait sensing
simulated crane algorithm
commands are given through two computes distance and direction of
joysticks, for the north, south, west
manouverer
and east movements of crane and
for up-down movements of hook

3D TRACKER MODULE

allows the user to explore the scene by


SOUND MODULE
moving the head
reproduces environment sounds
uses Polhemus tracker (static sounds) and ones due to
collisions and motor working
Polhemus tracker uses electromagnetic
wave to detect the six degrees of freedom (dynamic sounds)
in trainee’s motion

giovedì 23 dicembre 2010


Application | overhead crane training simulator

3D SCENE MANAGEMENT MODULE

cares about manipulating objects in virtual scene

its importance is linked to increasing performances in case of complex


interactions in virtual scene

among its main tasks there are simulations of complex physical phenomena
such as collision detection and inertia oscillations of the hook

creates bounding objects (spheres or boxes) around every virtual object

when two bounding objects collide, the module investigates and in the event
of real collision, it sends messages to sound and 3D rendering modules, to
correctly reproduce what happened

the oscillation of the hook, due to its inertia, is computed both during crane
movement and when crane stops, simulating cable’s swinging and sending
data to 3D rendering module to correctly reproduce movements

the cable is assumed inflexible, because of reduced calculation power

giovedì 23 dicembre 2010


Application | overhead crane training simulator

3D RENDERING MODULE

based on Microsoft’s Direct3D


library

builds a tree structure containing


all the objects of the scene

anyway, the tree structure makes


it difficult to manage a single
object in the scene

an object table is designed as an


interface between this module
and 3D scene management one

the displayed scene depends on


data from head movements, gait
disc and control panel

giovedì 23 dicembre 2010


Conclusions and future developments

OBDP is the first kind of locomotion interface not requiring motors


to enable user to walk around in virtual environment

the mechanism at the basis of OBDP makes this locomotion interface


the smallest ever designed

future developments:

new types of sensors, easier to use and mantain

a more performig gait analysis algorithm, capable to detect even


side-walking

giovedì 23 dicembre 2010


Thanks for attention

giovedì 23 dicembre 2010

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