Department of Human System Science, Graduate School of Decision Science and Technology, Tokyo Institute of Technology, Meguro, Tokyo, Japan.
Behav Res Methods. 2011 Sep;43(3):781-90. doi: 10.3758/s13428-011-0084-x.
Computer graphics of digital human models can be used to display human motions as visual stimuli. This study presents our technique for manipulating human motion with a forward kinematics calculation without violating anatomical constraints. A motion modulation of the upper extremity was conducted by proportionally modulating the anatomical joint angular velocity calculated by motion analysis. The effect of this manipulation was examined in a tennis situation--that is, the receiver's performance of predicting ball direction when viewing a digital model of the server's motion derived by modulating the angular velocities of the forearm or that of the elbow during the forward swing. The results showed that the faster the server's forearm pronated, the more the receiver's anticipation of the ball direction tended to the left side of the serve box. In contrast, the faster the server's elbow extended, the more the receiver's anticipation of the ball direction tended to the right. This suggests that tennis players are sensitive to the motion modulation of their opponent's racket-arm.
数字人体模型的计算机图形可以用于显示人体运动作为视觉刺激。本研究提出了一种通过正向运动学计算来操纵人体运动而不违反解剖学约束的技术。通过按比例调制运动分析计算出的解剖关节角速度来进行上肢运动的调制。在网球情况下检查了这种操作的效果 - 即,当观看由调制在前摆期间的前臂或肘部的角速度而得出的服务器运动的数字模型时,接收者预测球方向的性能。结果表明,服务器的前臂旋前越快,接收者对球方向的预期越倾向于发球区的左侧。相反,服务器的肘部伸展越快,接收者对球方向的预期越倾向于右侧。这表明网球运动员对手球拍臂的运动调制很敏感。