Interactive Human Hand

T Quigley, P Gardiner, J.D.M. Magee

Research output: Non-textual formExhibition

Abstract

Background: This research is part of the RCUK funded Digital Human Project and proposes the development of a quantifiably articulated skeletal model of the hand. The research explores interactivity technologies used in virtual environments. It is proposed this model will inform the development of a new clinical measuring tool, initially for application with arthritic patients.Methods: Literature reviews concerning articulation, range of motion for the hand, and interactivity with virtual environments were carried out. Contemporary interaction technologies traditionally applied within the gaming and entertainment industries were reviewed in relation to how these may be used for measurement quantification. We wish to explore how these technologies can be used to directly interact and manipulate our digital model within a virtual environment. Results: A basic articulated model using simplified geometry and a technical animation hierarchy was constructed. It consists of all 27 hand and wrist bones as well as the arm’s radius and ulna..The model was based on data from studies by Chao 1989, Nordin and Frankel 2001, for Range of motion only but does not include coupled motion patterns or natural limitations of articulation due to soft tissue. For example, the affect of adductor pollicis on adduction of the thumb. An Innovation award (HEIF 2008) was secured to bring together expertise from Creative Arts, Computing Science and Rheumatology. With this fund the team will explore the development of an innovative measurement tool for application with arthritic patients using a motion capture DataGlove which also allows patients to interact with the digital model within a virtual environment. Conclusion: Research exists to inform the creation of an articulated digital model of the human hand which has made it possible to apply a predictable hierarchy of articulation within the skeletal model. The present research was based on literature for a normal population and thus further research is required to understand the implications on articulation patterns caused by typical morphological and biomechanical conditions of arthritis.

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Virtual reality
Arts computing
Animation
Bone
Innovation
Tissue
Geometry
Industry

Cite this

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title = "Interactive Human Hand",
abstract = "Background: This research is part of the RCUK funded Digital Human Project and proposes the development of a quantifiably articulated skeletal model of the hand. The research explores interactivity technologies used in virtual environments. It is proposed this model will inform the development of a new clinical measuring tool, initially for application with arthritic patients.Methods: Literature reviews concerning articulation, range of motion for the hand, and interactivity with virtual environments were carried out. Contemporary interaction technologies traditionally applied within the gaming and entertainment industries were reviewed in relation to how these may be used for measurement quantification. We wish to explore how these technologies can be used to directly interact and manipulate our digital model within a virtual environment. Results: A basic articulated model using simplified geometry and a technical animation hierarchy was constructed. It consists of all 27 hand and wrist bones as well as the arm’s radius and ulna..The model was based on data from studies by Chao 1989, Nordin and Frankel 2001, for Range of motion only but does not include coupled motion patterns or natural limitations of articulation due to soft tissue. For example, the affect of adductor pollicis on adduction of the thumb. An Innovation award (HEIF 2008) was secured to bring together expertise from Creative Arts, Computing Science and Rheumatology. With this fund the team will explore the development of an innovative measurement tool for application with arthritic patients using a motion capture DataGlove which also allows patients to interact with the digital model within a virtual environment. Conclusion: Research exists to inform the creation of an articulated digital model of the human hand which has made it possible to apply a predictable hierarchy of articulation within the skeletal model. The present research was based on literature for a normal population and thus further research is required to understand the implications on articulation patterns caused by typical morphological and biomechanical conditions of arthritis.",
author = "T Quigley and P Gardiner and J.D.M. Magee",
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year = "2009",
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Quigley, T, Gardiner, P & Magee, JDM, Interactive Human Hand, 2009, Exhibition.
Interactive Human Hand. Quigley, T (Author); Gardiner, P (Author); Magee, J.D.M. (Author). 2009. Event: HPSS Trauma and Rehabilitation Recognised Research Group, Away Day, Slieve Donnard Hotel , Newcastle (Co. Down).

Research output: Non-textual formExhibition

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AU - Quigley, T

AU - Gardiner, P

AU - Magee, J.D.M.

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PY - 2009

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N2 - Background: This research is part of the RCUK funded Digital Human Project and proposes the development of a quantifiably articulated skeletal model of the hand. The research explores interactivity technologies used in virtual environments. It is proposed this model will inform the development of a new clinical measuring tool, initially for application with arthritic patients.Methods: Literature reviews concerning articulation, range of motion for the hand, and interactivity with virtual environments were carried out. Contemporary interaction technologies traditionally applied within the gaming and entertainment industries were reviewed in relation to how these may be used for measurement quantification. We wish to explore how these technologies can be used to directly interact and manipulate our digital model within a virtual environment. Results: A basic articulated model using simplified geometry and a technical animation hierarchy was constructed. It consists of all 27 hand and wrist bones as well as the arm’s radius and ulna..The model was based on data from studies by Chao 1989, Nordin and Frankel 2001, for Range of motion only but does not include coupled motion patterns or natural limitations of articulation due to soft tissue. For example, the affect of adductor pollicis on adduction of the thumb. An Innovation award (HEIF 2008) was secured to bring together expertise from Creative Arts, Computing Science and Rheumatology. With this fund the team will explore the development of an innovative measurement tool for application with arthritic patients using a motion capture DataGlove which also allows patients to interact with the digital model within a virtual environment. Conclusion: Research exists to inform the creation of an articulated digital model of the human hand which has made it possible to apply a predictable hierarchy of articulation within the skeletal model. The present research was based on literature for a normal population and thus further research is required to understand the implications on articulation patterns caused by typical morphological and biomechanical conditions of arthritis.

AB - Background: This research is part of the RCUK funded Digital Human Project and proposes the development of a quantifiably articulated skeletal model of the hand. The research explores interactivity technologies used in virtual environments. It is proposed this model will inform the development of a new clinical measuring tool, initially for application with arthritic patients.Methods: Literature reviews concerning articulation, range of motion for the hand, and interactivity with virtual environments were carried out. Contemporary interaction technologies traditionally applied within the gaming and entertainment industries were reviewed in relation to how these may be used for measurement quantification. We wish to explore how these technologies can be used to directly interact and manipulate our digital model within a virtual environment. Results: A basic articulated model using simplified geometry and a technical animation hierarchy was constructed. It consists of all 27 hand and wrist bones as well as the arm’s radius and ulna..The model was based on data from studies by Chao 1989, Nordin and Frankel 2001, for Range of motion only but does not include coupled motion patterns or natural limitations of articulation due to soft tissue. For example, the affect of adductor pollicis on adduction of the thumb. An Innovation award (HEIF 2008) was secured to bring together expertise from Creative Arts, Computing Science and Rheumatology. With this fund the team will explore the development of an innovative measurement tool for application with arthritic patients using a motion capture DataGlove which also allows patients to interact with the digital model within a virtual environment. Conclusion: Research exists to inform the creation of an articulated digital model of the human hand which has made it possible to apply a predictable hierarchy of articulation within the skeletal model. The present research was based on literature for a normal population and thus further research is required to understand the implications on articulation patterns caused by typical morphological and biomechanical conditions of arthritis.

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