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The Development of Interactive -Simulation System By Physics-based Analysis

Moonsub Jin, Chunho Choi, Bummo Ahn, Sayub Kim, Kyungryul Chung‚ Wellness Technology R&D Group, Korea Institute of Industrial Technology, Korea [email protected] Abstract In this paper, we have developed a ski-simulation system to obtain more information about the physics-based simulation models using Newton’s second law of motion. We present a real time simulation of ski playing by using the physics-based modeling and verify physics models through field test. We applied these models and parameters by regression analysis to develop interactive ski-simulator. The developed ski-simulator analyzes user’s full body and center of mass using Kinect device in real time and provides feedback about force, velocity and acceleration for user. As a result, through the develop- ment of interactive ski-simulator, we accumulated experience and skills based on physics models for development of sports simulator.

Keywords: Physics model, Sports simulator, Regression analysis, Kinect, Center of Mass

1. Introduction This research deals with human body physics mod el and its application to come up with ways to ma Development of a variety of hardware and software ke interactive ski simulation system more real for u has led to a great number of virtual environments and sers. There are two factors influencing speed of sk simulation programs that provide users with virtual i: environment and user’s movement. The ratio of t reality on computers. It is, especially, notable that an he tangential force and the normal force is called t interactive simulation system is under development, he coefficient of kin etic friction. It is influenced b which is a combination of a physical engine, artificial y several factors, e.g. speed, contact area, loading, intelligence engine and graphic engine. Such a system temperature, snow type and ski properties[4]. Most enabled us to organize things in cyberspace that are not researches have been conducted by measuring para available in real life, increasing users who are interested meters and testing with them to estimate approxima in and enjoy experiences in cyberspace. However, user- te figures[5]. However, it is not easy to apply the t based manipulation interface for the aforementioned heoretical environmental factors to the user-based sk simulation programs and virtual environments are still i simulation because environmental factors have littl highly difficult for users to utilize, especially for those e influence on in simulators while the who are not familiar to the system. For these reasons, influence a person’s real motion has is profound. In more and more researches are being conducted to most of the cases, the researchers used a humanoid develop simple and intuitive control methods, such as robot to imitate some specific motion related to ski control modes run by action of hands or body, not ing, but their data of ski and models can’t be appl complicated and indirect control methods like a ying the simulation system directly without changed keyboard or mouse [1, 2]. The realistic and intriguing model[6]. The most important factor in skiing is a methods, the former, provide convenience and change in Center of Mass (COM) because its chan excitement to users. Users can also control devices ge makes it possible for ski to downhill, turn and j more easily. Kinect is a motion sensing device with ump. Therefore, this research will focus on human- which users can enjoy games and entertainments by based physics model, especially application of speed using their body without controller. Not only is it easy change model to interactive ski simulation system to use, but it also provides a new user interface [3]. using Kinect. Kinect has been in the spotlight recently and ways to In the rest of the paper, we introduce the overall utilize Kinect in various fields are actively being characteristics of the interactive Ski simulation system, discussed. This research paper, therefore, suggests an physics model using by COM, and experiments. An interactive ski simulation system that users can control overview of the interactive Ski simulation system is directly. described in section 2; real ski information were conducted 3 and results are analyzed 4; in section 5; we e-mail: [email protected] (corresponding author) ‚ describe the interactive ski simulation system by physics model using COM and our future works.

ɹಛผ߸רਓؒ޻ֶɹୈ 432 2. Interactive Ski Simulation System

In this section, an overview of the developed the interactive ski simulation system is described. The interactive ski simulation system consists of motion base platform, graphic rendering module, Kinect-based physics model engine and integral operation software. Virtual Graphic human model moves to input human motion and body segments are 20 joints here. First, we used the information to calculate COM through masses for each segment and coordinates. And then we used COM to calculate ski physics model that brings different results according to how users move and transferred the location and speed through RS485 communication. At the same time, we conveyed visual feedback that rendered using Unity3D to users with graphic model to make more real simulator. The organize system is as follows. We develop motion base Figure 2. Body model(body mass distribution(left), platform that is similar to real ski motion degree of graphic model using Kinect and Unity3d(right)) freedom. Field experiments were conducted to draw physics formula that controls the suggested interactive ski simulation system by using COM calculated from the fractional body mass model. And then, we applied the formula to system control to create the full body control simulator using Kinect.

Table 2. Anthropomorphic Data of Body Segments Body Proximal COM location Segment Endpoint from Proximal Endpoint Foot Ankle center 0.429 Shank Knee center 0.433 Thigh Hip center 0.433

Figure 1. Developed ski motion base platform Hand & Elbow 0.682 Forearm center Upper Shoulder 0.436 Not only works COM as a simple controller in the Arm center interactive ski simulation system, but it is also the most Head & Midpoint 0.54 fundamental core element to convey visual feedback Trunk between hip and physics model to users. Therefore, estimating COM center accurately by using Kinect is most important. In this thesis, the fractional body mass model was applied to find precise COM points [7]. Figure2 shows the weight 3. Experimental Environment and Task distributions of a human body and the sizes of the spheres are proportional to segment masses [8]. Physics model experiments according to speed Each segment has its own center of mass where its change were conducted using COM to apply it to the location depends on the body segment's shape and interactive Ski simulation system. A ski instructor with weight. The Kinect provides the locations of the 20 more than two years of career, a lifeguard and four men joints in 3D space, they are used to calculate the center with proficient skiing skills anticipated in the of masses of the 9 segments according to Table 1[8]. experiment at a slope which was at the The distance between the shoulder center and the hip altitude of 1300m. Eleven motion analysis equipment center is multiplied by 0.54 then added to the hip center and sectional speed indicator were installed and the to locate the center of mass. The same calculation experiment subjects put on approximately 30 makers applies for the rest of the segments by only changing and two body pressure distribution analyzers. The the fractional location from the proximal to the end maximum gradient of the slope was 11.19 degrees and point. the average 6.35 degrees. The test environment is as follows.

433 F. Author

The estimated equation is an approximate figure in the form of a simple equation and its validity was verified through statistical analysis. We were able to set the equation as the main physic model in the interactive Ski simulation system software. Figure5 is applicated software

Figure 3. Test environment and subject using fomulars. This application shows that could be calcuated real time velocity of ski and accelation by

equations using Kinect. The test task is to measure speed change according to

changes in COM when the subjects changed COM while skiing down a 10m straight ski run. Two experiments were conducted: measuring speed change and body pressure when COM was forward and, also, backward in the straight ski run. Each subject did the run five times in total.

4. Results We conducted regression analysis of the results and estimated the equation of the human body physics model to apply it to the interactive ski simulation system. The human body physics model is a model that uses coordinates and masses of each segment to find COM and, also, uses the angle(= ) between COM coordinatesand the Ɔ ground. Comparision between field test data and Figure 53. Applications for simulator with Kinect regression analysis is shown below. A coeffiecient of determinant is 0.6925 and P-value is 0.005. So, there is a direct correalation between velocity and COM. 5. Conclusion In this research, we have developed a ski-simulation s G ystem to obtain more information about the physics-ba sed human model equations using COM(center of mass). The developed ski-simulator analyzes user’s full body and center of mass using Kinect device in real time a nd provides feedback about force, velocity and acceler ation for user. The suggested system consists of motion base, whose degree of freedom is over 6, and virtual graphic to convey the location and and vividness of ski slopes and Kinect. Physic equations using COM to control the interactive ski simulation sysem were calculated after analyzing data from the field experiment. The equations show a coorelation between COM and speed change depending on its change. We could acquire the equations through G Figure 4. Graph of comparison between field test and regression analysis and the basic model of the equations is regression analysis about velocity and COM inverted pendulum. Masses and coordinates gained from Kinect were used as input parameter in the equations so In order to apply the equation to this system, we designed that users can experince the real speed same as in real equations two cases: negative(backward) and skiing. For a future work, we will also apply physics models to positive(forward) throughƆ. We used a vertical angle(=Ɔ) model and stop model in addition to straight between the center coordinates of COM and motion base downtill model in order to advance more real ski platform. The equations which is estimated though simulation system. Moreover, we will study other user- regression analysis are shown below. centered factors (tactile, wind, vibration, 3dmodel), which help users have more vivid experience, to build a totally new sports simulator system.

ɹಛผ߸רਓؒ޻ֶɹୈ 434 Acknowledgements This work was supported by a project of tangible winter sports training and coenesthetic system convergence technology based on physical model 2012(1st year).

References

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