A three-dimensional model of the human body is used to simulate a maximal vertical jump. The body is modeled as a 10-segment, 23 degree-of-freedom (dof), mechanical linkage, actuated by 54 muscles. Six generalized coordinates describe the position and orientation of the pelvis relative to the ground; the remaining nine segments branch in an open chain from the pelvis. The head, arms, and torso (HAT) are modeled as a single rigid body. The HAT articulates with the pelvis via a 3 dof ball-and-socket joint. Each hip is modeled as a 3 dof ball-and-socket joint, and each knee is modeled as a 1 dof hinge joint. Each foot is represented by a hindfoot and toes segment. The hindfoot articulates with the shank via a 2 dof universal joint, and the toes articulate with the hindfoot via a 1 dof hinge joint. Interaction of the feet with the ground is modeled using a series of spring-damper units placed under the sole of each foot. The path of each muscle is represented by either a series of straight lines or a combination of straight lines and space curves. Each actuator is modeled as a three-element, Hill-type muscle in series with tendon. A first-order process is assumed to model muscle excitation-contraction dynamics. Dynamic optimization theory is used to calculate the pattern of muscle excitations that produces a maximal vertical jump. Quantitative comparisons between model and experiment indicate that the model reproduces the kinematic, kinetic, and muscle-coordination patterns evident when humans jump to their maximum achievable heights.
Keywords:
Jumping; three-dimensional computer modeling; musculoskeletal simulation