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Badler, N. I.

Publications and source records attributed to Badler, N. I..

Where to look? Automating attending behaviors of virtual human characters

This research proposes a computational framework for generating visual attending behavior in an embodied simulated human agent. Such behaviors directly control eye and head motions, and guide other actions such as locomotion and reach. The implementation of these concepts, referred to as the AVA, draws on empirical and qualitative observations known from psychology, human factors and computer vision. Deliberate behaviors, the analogs of scanpaths in visual psychology, compete with involuntary attention capture and lapses into idling or free viewing. Insights provided by implementing this framework are: a defined set of parameters that impact the observable effects of attention, a defined vocabulary of looking behaviors for certain motor and cognitive activity, a defined hierarchy of three levels of eye behavior (endogenous, exogenous and idling) and a proposed method of how these types interact.

NASA Discipline Space Human Factors

Efficient dynamic constraints for animating articulated figures

This paper presents an efficient dynamics-based computer animation system for simulating and controlling the motion of articulated figures. A non-trivial extension of Featherstone's O(n) recursive forward dynamics algorithm is derived which allows enforcing one or more constraints on the animated figures. We demonstrate how the constraint force evaluation algorithm we have developed makes it possible to simulate collisions between articulated figures, to compute the results of impulsive forces, to enforce joint limits, to model closed kinematic loops, and to robustly control motion at interactive rates. Particular care has been taken to make the algorithm not only fast, but also easy to implement and use. To better illustrate how the constraint force evaluation algorithm works, we provide pseudocode for its major components. Additionally, we analyze its computational complexity and finally we present examples demonstrating how our system has been used to generate interactive, physically correct complex motion with small user effort.

NASA Discipline Space Human Factors

TEMPUS: Simulating personnel and tasks in a 3-D environment

The latest TEMPUS installation occurred in March, 1985. Another update is slated for early June, 1985. An updated User's Manual is in preparation and will be delivered approximately mid-June, 1985. NASA JSC has full source code listings and internal documentation for installed software. NASA JSC staff has received instruction in the use of TEMPUS. Telephone consultations have augmented on-site instruction.

Badler, N. I.

User interface enhancement report

The existing user interfaces to TEMPUS, Plaid, and other systems in the OSDS are fundamentally based on only two modes of communication: alphanumeric commands or data input and grapical interaction. The latter are especially suited to the types of interaction necessary for creating workstation objects with BUILD and with performing body positioning in TEMPUS. Looking toward the future application of TEMPUS, however, the long-term goals of OSDS will include the analysis of extensive tasks in space involving one or more individuals working in concert over a period of time. In this context, the TEMPUS body positioning capability, though extremely useful in creating and validating a small number of particular body positions, will become somewhat tedious to use. The macro facility helps somewhat, since frequently used positions may be easily applied by executing a stored macro. The difference between body positioning and task execution, though subtle, is important. In the case of task execution, the important information at the user's level is what actions are to be performed rather than how the actions are performed. Viewed slightly differently, the what is constant over a set of individuals though the how may vary.

Badler, N. I.

System integration report

Several areas that arise from the system integration issue were examined. Intersystem analysis is discussed as it relates to software development, shared data bases and interfaces between TEMPUS and PLAID, shaded graphics rendering systems, object design (BUILD), the TEMPUS animation system, anthropometric lab integration, ongoing TEMPUS support and maintenance, and the impact of UNIX and local workstations on the OSDS environment.

Badler, N. I.

Motion analysis report

Human motion analysis is the task of converting actual human movements into computer readable data. Such movement information may be obtained though active or passive sensing methods. Active methods include physical measuring devices such as goniometers on joints of the body, force plates, and manually operated sensors such as a Cybex dynamometer. Passive sensing de-couples the position measuring device from actual human contact. Passive sensors include Selspot scanning systems (since there is no mechanical connection between the subject's attached LEDs and the infrared sensing cameras), sonic (spark-based) three-dimensional digitizers, Polhemus six-dimensional tracking systems, and image processing systems based on multiple views and photogrammetric calculations.

Badler, N. I.

Zero-gravity movement studies

The use of computer graphics to simulate the movement of articulated animals and mechanisms has a number of uses ranging over many fields. Human motion simulation systems can be useful in education, medicine, anatomy, physiology, and dance. In biomechanics, computer displays help to understand and analyze performance. Simulations can be used to help understand the effect of external or internal forces. Similarly, zero-gravity simulation systems should provide a means of designing and exploring the capabilities of hypothetical zero-gravity situations before actually carrying out such actions. The advantage of using a simulation of the motion is that one can experiment with variations of a maneuver before attempting to teach it to an individual. The zero-gravity motion simulation problem can be divided into two broad areas: human movement and behavior in zero-gravity, and simulation of articulated mechanisms.

Badler, N. I.

Strength Modeling Report

Strength modeling is a complex and multi-dimensional issue. There are numerous parameters to the problem of characterizing human strength, most notably: (1) position and orientation of body joints; (2) isometric versus dynamic strength; (3) effector force versus joint torque; (4) instantaneous versus steady force; (5) active force versus reactive force; (6) presence or absence of gravity; (7) body somatotype and composition; (8) body (segment) masses; (9) muscle group envolvement; (10) muscle size; (11) fatigue; and (12) practice (training) or familiarity. In surveying the available literature on strength measurement and modeling an attempt was made to examine as many of these parameters as possible. The conclusions reached at this point toward the feasibility of implementing computationally reasonable human strength models. The assessment of accuracy of any model against a specific individual, however, will probably not be possible on any realistic scale. Taken statistically, strength modeling may be an effective tool for general questions of task feasibility and strength requirements.

Badler, N. I.

Generating soft shadows with a depth buffer algorithm

Computer-synthesized shadows used to appear with a sharp edge when cast onto a surface. At present the production of more realistic, soft shadows is considered. However, significant costs arise in connection with such a representation. The current investigation is concerned with a pragmatic approach, which combines an existing shadowing method with a popular visible surface rendering technique, called a 'depth buffer', to generate soft shadows resulting from light sources of finite extent. The considered method represents an extension of Crow's (1977) shadow volume algorithm.

Brotman, L. S.

The window controller

The window controller developed for the computer animation system (TAN) of the human-body modeling and positioning system TEMPUS (Badler et al., 1983) is characterized, and its operation is illustrated with diagrams. The controller is associated with a screen viewport and comprises five nested squares related to five modifications of the window, including zooming in and out, translation, locking plus translation, and extension of extremes plus translation. The variations of the controller and its limitations are considered, and its advantages over the use of a miniworld in a separate viewport are indicated.

Badler, N. I.