Producing non-steady-state gaits (starting, stopping, and turning) in a biologically realistic quadrupedal simulation

Multibody dynamic analysis (MDA) has become part of the standard toolkit used to reconstruct the biomechanics of extinct animals. However, its use is currently almost exclusively limited to steady state activities such as walking and running at constant velocity. If we want to reconstruct the full r...

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Main Authors: William Irvin Sellers, Charlotte Francesca Cross, Akira Fukuhara, Akio Ishiguro, Eishi Hirasaki
Format: Article
Language:English
Published: Frontiers Media S.A. 2022-09-01
Series:Frontiers in Ecology and Evolution
Subjects:
Online Access:https://www.frontiersin.org/articles/10.3389/fevo.2022.954838/full
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author William Irvin Sellers
Charlotte Francesca Cross
Akira Fukuhara
Akio Ishiguro
Eishi Hirasaki
author_facet William Irvin Sellers
Charlotte Francesca Cross
Akira Fukuhara
Akio Ishiguro
Eishi Hirasaki
author_sort William Irvin Sellers
collection DOAJ
description Multibody dynamic analysis (MDA) has become part of the standard toolkit used to reconstruct the biomechanics of extinct animals. However, its use is currently almost exclusively limited to steady state activities such as walking and running at constant velocity. If we want to reconstruct the full range of activities that a given morphology can achieve then we must be able to reconstruct non-steady-state activities such as starting, stopping, and turning. In this paper we demonstrate how we can borrow techniques from the robotics literature to produce gait controllers that allow us to generate non-steady-state gaits in a biologically realistic quadrupedal simulation of a chimpanzee. We use a novel proportional-derivative (PD) reach controller that can accommodate both the non-linear contraction dynamics of Hill-type muscles and the large numbers of both single-joint and two-joint muscles to allow us to define the trajectory of the distal limb segment. With defined autopodial trajectories we can then use tegotae style locomotor controllers that use decentralized reaction force feedback to control the trajectory speed in order to produce quadrupedal gait. This combination of controllers can generate starting, stopping, and turning kinematics, something that we believe has never before been achieved in a simulation that uses both physiologically realistic muscles and a high level of anatomical fidelity. The gait quality is currently relatively low compared to the more commonly used feedforward control methods, but this can almost certainly be improved in future by using more biologically based foot trajectories and increasing the complexity of the underlying model and controllers. Understanding these more complex gaits is essential, particularly in fields such as paleoanthropology where the transition from an ancestral hominoid with a diversified repertoire to a bipedal hominin is of such fundamental importance, and this approach illustrates one possible avenue for further research in this area.
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spelling doaj.art-3319447f52284aee87824c70590867c32022-12-22T01:49:16ZengFrontiers Media S.A.Frontiers in Ecology and Evolution2296-701X2022-09-011010.3389/fevo.2022.954838954838Producing non-steady-state gaits (starting, stopping, and turning) in a biologically realistic quadrupedal simulationWilliam Irvin Sellers0Charlotte Francesca Cross1Akira Fukuhara2Akio Ishiguro3Eishi Hirasaki4Department of Earth and Environmental Sciences, University of Manchester, Manchester, United KingdomDepartment of Earth and Environmental Sciences, University of Manchester, Manchester, United KingdomResearch Institute of Electrical Communication, Tohoku University, Sendai, JapanResearch Institute of Electrical Communication, Tohoku University, Sendai, JapanPrimate Research Institute, Kyoto University, Kyoto, JapanMultibody dynamic analysis (MDA) has become part of the standard toolkit used to reconstruct the biomechanics of extinct animals. However, its use is currently almost exclusively limited to steady state activities such as walking and running at constant velocity. If we want to reconstruct the full range of activities that a given morphology can achieve then we must be able to reconstruct non-steady-state activities such as starting, stopping, and turning. In this paper we demonstrate how we can borrow techniques from the robotics literature to produce gait controllers that allow us to generate non-steady-state gaits in a biologically realistic quadrupedal simulation of a chimpanzee. We use a novel proportional-derivative (PD) reach controller that can accommodate both the non-linear contraction dynamics of Hill-type muscles and the large numbers of both single-joint and two-joint muscles to allow us to define the trajectory of the distal limb segment. With defined autopodial trajectories we can then use tegotae style locomotor controllers that use decentralized reaction force feedback to control the trajectory speed in order to produce quadrupedal gait. This combination of controllers can generate starting, stopping, and turning kinematics, something that we believe has never before been achieved in a simulation that uses both physiologically realistic muscles and a high level of anatomical fidelity. The gait quality is currently relatively low compared to the more commonly used feedforward control methods, but this can almost certainly be improved in future by using more biologically based foot trajectories and increasing the complexity of the underlying model and controllers. Understanding these more complex gaits is essential, particularly in fields such as paleoanthropology where the transition from an ancestral hominoid with a diversified repertoire to a bipedal hominin is of such fundamental importance, and this approach illustrates one possible avenue for further research in this area.https://www.frontiersin.org/articles/10.3389/fevo.2022.954838/fullprimate locomotionbioroboticsbiomechanicssimulationquadrupedalismchimpanzee
spellingShingle William Irvin Sellers
Charlotte Francesca Cross
Akira Fukuhara
Akio Ishiguro
Eishi Hirasaki
Producing non-steady-state gaits (starting, stopping, and turning) in a biologically realistic quadrupedal simulation
Frontiers in Ecology and Evolution
primate locomotion
biorobotics
biomechanics
simulation
quadrupedalism
chimpanzee
title Producing non-steady-state gaits (starting, stopping, and turning) in a biologically realistic quadrupedal simulation
title_full Producing non-steady-state gaits (starting, stopping, and turning) in a biologically realistic quadrupedal simulation
title_fullStr Producing non-steady-state gaits (starting, stopping, and turning) in a biologically realistic quadrupedal simulation
title_full_unstemmed Producing non-steady-state gaits (starting, stopping, and turning) in a biologically realistic quadrupedal simulation
title_short Producing non-steady-state gaits (starting, stopping, and turning) in a biologically realistic quadrupedal simulation
title_sort producing non steady state gaits starting stopping and turning in a biologically realistic quadrupedal simulation
topic primate locomotion
biorobotics
biomechanics
simulation
quadrupedalism
chimpanzee
url https://www.frontiersin.org/articles/10.3389/fevo.2022.954838/full
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