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Santos Santos is a human-like figure, that looks, moves,
and reacts like we do. Santos is a life-like digital human that was created by VSR
researchers.
The Virtual Soldier Research (VSR) program at
The University of Iowa has been conducting research on human modeling and simulation. VSR
will be providing a glimpse into their human software (a digital intelligent
character) called Santos at the annual meeting of the Society of Automotive Engineers
(SAE) Digital Human Modeling for Design and Engineering (DHM) Conference, June 15-17, 2004
at Oakland University, Michigan, USA. Santos has deformable skin, contracting muscles, is
anatomically correct and lives in a real-time interactive immersive virtual reality
environment. VSR is a program comprising 36 researchers at the University of Iowa.
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Santos Capabilities
Visual Environment
1.
realistic
human appearance
2.
realistic
deformation of skin
3.
high
number of polygons
4.
real-time
dynamic lighting
5.
real-time
shading
6.
particle
system based environmental effects
7.
web-based
deployment
Interface with Santos
1.
gesture
based communications
2.
vision-based
user-recognition
3.
voice
recognition
4.
haptic
devices
5.
3d
input devices
6.
"Buddy"
interaction and communications for
design
7.
autonomous
or user defined
Movement and feedback
based on human anatomy and physiology
1.
anatomically
correct biomechanical models
2.
muscle-skeletal
system
3.
highly
accurate muscle models
4.
strength,
fatigue, and endurance evaluation
5.
balance
6.
monitor
vital signs
7.
variable
anthropometric data
Advanced posture and
motion prediction
1.
optimization-based
approach using newly developed
human
performance measures
2.
89
degrees of freedom
3.
physics-based
4.
vision-dependent
5.
user-definable
end effector path prediction
6.
responds
autonomously to infinitely many scenarios
7.
motion
constraints include:
a. fatigue
b. discomfort
c. effort
d. strength
e. restrictions
due to outer garments
f. joint
ranges of motion
i. disabilities
ii. levels
of physical fitness
g. vision
h. reach
envelope
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PC-based VR
Environment
1.
real-time
modeling and simulation
2.
real-time
movement
3.
real-time
interactivity
4.
compatible
with multi-wall immersive displays
5.
inherently
stable haptic devices
6.
vrpn
compatibility vr devices
7.
sophisticated
spatial sound synthesizer
Dynamic simulation
1.
joint
force and torque analysis
2.
external
load analysis
3.
balance
4.
optimization-based
dynamic analysis enabling
increased degrees of
freedom with no equations
of motion.
a. approach to
motion that doesnt require
solving
equations of motion
Artifical Intellegence
1.
Volitional
cognition
2.
virtual
human interaction
3.
crowd
simulation
4.
situation
awareness
5.
behavior
representation and prediction
6.
task/procedure
execution of motion
Task-based
environment interaction and awareness
1.
collision
detection
2.
object
avoidance
3.
object
recognition
4.
intelligent
object handling and manipulation
Validation
1.
experimental-based
confirmation using motion
capture
2.
niosh
3.
cdc
CAD format
compatibility
1.
formats
2.
optimize
formats for real-time
3.
texture
compression
Clothing simulation
1.
computational
cloth models
2.
computational
draping methods
3.
thermodynamic
modeling
4.
cloth
bulking motion restriction
5.
modeling
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Contacts us: Virtual Soldier Research
The University of Iowa
Iowa City, IA 52242
Tel. (319) 335-5722
Fax. (319) 335-5669
Email: amalek@engineering.uiowa.edu
Web: http://www.digital-humans.org |
Analysis
Suites
1.
Ergonomics
2.
Advanced
reach envelope analysis
3.
Vision
analysis
4.
biomechanics
5.
process
analysis
6.
motion
analysis |
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