Abstract
This paper presents a useful application of a generalized approach to the modelling of human and humanoid motion using the deductive approach. It starts with formulating a completely general problem and deriving different real situations as special cases. The concept and the software realization are verified by comparing the results with the ones obtained using “classical” software for one well-known particular problem – biped walking. New applicability and potentials of the proposed method are demonstrated by simulation of a selected example – the long jump. The simulated motion included jumping and landing on the feet (after a jump). Additional analysis is done in the paper regarding the joint torque and joint angle during the jumping. Separate stages of the simulation are defined and explained.
1. Introduction
Using a general model of human motion, this paper presents a human long jump simulation. This new idea, proposed in [1], was called the “deductive approach”. Bipedal gait has widely been elaborated upon (originally starting from [1-5]) and jumping and running have been solved recently [6]. A very different model was developed for a rather different motion – somersaults on the trampoline [7, 8]. A review of advanced topics in humanoid dynamics can be found in [4]. One may note that for these particular problems, separate models were developed. If specific models were derived for different problems, such as gymnastic exercises, soccer or tennis, then it would be a huge problem to make a generalization. The deductive approach [1] follows a deductive principle: we derive a general model and consider all mentioned particular motions as being just special cases. Contact analysis, essential in this method, has been also explained in [1]. Landing analysis are presented in [9, 10]. Pose has already been analysed in [11-13].
According to [1], the general approach is based on an

Unconstrained system – free flier.
2. Model basement
A detailed description of the deductive approach is presented in [1] and here we will describe in brief only some important notions regarding the specific task of the long jump motion. The deductive approach is based on a general model human/humanoid system positioned in space without any constraints, called “flier” (Figure 1.) In the deductive approach we use the dynamic model of the free flier in the general form:
where
In our model we use a human/humanoid model having

Configuration of the human system used in the simulation.
The task is selected as a specific long jump action going forward. A player jumps forward and lands on his feet. As stated above, for the purpose of simulation the reference motion was not measured but synthesized numerically. Here, we do not show the reference; the realized motion is considered sufficient information.
The human/humanoid is equipped with actuators at its joints and the control system that will try to track the reference motion. The local PD regulator is implemented as a control strategy:
where
In the next example, in a long jump, the external object is immobile (the ground). Note that the contact might be an inner one – involving two links of the considered system.
In order to express the coming contact mathematically, we describe the motion of the considered link by an appropriate set of coordinates. Since the link is a body moving in space, it is necessary to use six coordinates. Let this set be
A consequence of the rigid link-object contact is that the link and the object perform some motions, along certain axes, together. These are

Different contacts of the humanoid foot and the ground. The superscript “c” indicates constrained (restricted) coordinates, while “f” indicates the free ones.
In a general case the motion of the external object (to be contacted) has to be known (or calculated from the appropriate mathematical model) and then the
where
It is obvious that there are several types of possible contacts between the two bodies. One contact will restrict some
The general description of the link motion assumes the three Cartesian coordinates of a selected point of the link plus the three orientation angles:
where
Now let us concentrate on the object. In different examples, the same object will be contacted in a different way). Now, consider the ground (as an example of an immobile object); in walking or jumping, one type of contact of the foot and the ground exists, while in ice-skating the contact will be of a rather different kind. In a general case, the object is mobile, so, its position is described by the absolute external coordinates:
When the
or in the Jacobian form:
where dimension of all Jacobi matrices is 6 × 6 and the dimension of the adjoint vector
Model (8) can be rewritten if the separation (2) is introduced. The model becomes
Suppose that the object motion,
where the model matrices are:
An example would be walking on the ground, i.e., contact between the foot and the ground or jumping. The ground is the large immobile object. Equations (11) and (12) apply for this first case. Division of contacts can be done based on the existence of deformations in the contact zone. If there is no deformation, i.e., if the motions of the two bodies are equal in the restricted directions, then we talk about the rigid contact. If deformation is possible, then the motions in the restricted directions will not be equal. Theoretically, they will be independent, but in reality they will be close to each other, due to the action of strong elastic forces. In this case, we talk about the soft contact. This is the situation during the long jump.
The other class represents the instantaneous, short-lived contacts. When the two bodies touch each other, a short impact occurs, and after that the bodies disconnect.
The main parameters of the human/humanoid are given in Table 1. The most important is that its total weight (mass) is 70
Structural and dynamic parameters of the human/humanoid jumper (only the non-zero mass segments are listed).
3. Simulation results
Figure 1 shows the realized motion of the jumper. His intention (and reference) was to jump and land. According to Fig. 1, his attempt was successful. Let us analyse the jumper's motion in more detail. One can observe several phases of the motion:
• From the viewpoint of mechanics, the jumper has two contacts with an immobile object – both feet are on the ground. A closed chain is formed. Each contact restricts all six relative motions and, accordingly, creates six reaction forces/torques (twelve reactions in total).
Our analyses will stop when the player touches the ground, but we have to note that after touching ground the simulation continues and shows that the player falls down. In the simulation the falling procedure is not analysed because it is not important for the further analysis.
We have to mention that several procedures of falling are possible including, fall forward, fall side and wall backward. Each falling procedure could be analysed in the future regarding minimizing the contact force between the ground and link in contact with the ground. This is a separate problem and could be analysed in the future, in particular, how to obtain a longer jump regarding the restriction in the take off launching force and the angle of the jump.
Some characteristics of this motion deserve separate attention.
Figures 6 and 7 show the realized motion of the player. Fig. 6 presents the motion of the main body – the torso.

The sequence of the human/humanoid long jump motion.

The launching force – the total vertical contact force between the jumper's feet and the ground (in Phase 1).

Time histories of the main-body (torso) coordinates:

Time histories of the joint coordinates:
Figure 8 presents the torques generated at the player's joints: τ

Time histories of the joint torque:
In the swinging phase, it is obvious, as expected, that those high torques are not generated all the time. The arms' torques are not so high, meaning the influence of the arms is not so important during the flight. It is also evident that almost the entire body (the majority of joints) is engaged in this demanding action (jumping).
Regarding the angle of the jumping, the influence of the ankle joint is the most important. The ankle joint has maximum torque all the time, but the duration of the torque determines the angle of the jumping.
Final jump distance depends on several factors. The jump distance achieved affects the movement of the whole body. However, several factors are most important to realize the longest jump. The analyses of the simulated long jump regarding the distance achieved depressed the drive torques at the knees and hips, and made the jump angle. The well-known projectile motion condition gave us the optimal angle of 45%. As already mentioned, the realizations of the jump angle are the most affected by the driving torque at the ankle. Table 2 shows the correlation between achieved distance jump and the intensity of the driving torque at the knees and hips. (The angle of the jump is always 45%).
Knee and hip joint torque influence on the jump length.
4. Conclusion
This paper proves a general approach to humanoid-robot motion, applicable to any motion task. The extreme complexity of the problem of modelling biological systems stems from the complexity of the mechanical structure and actuation. That is why we started from an approximation – a complex body of a humanoid robot. Since the developed algorithm for the dynamic modelling and the corresponding software do not set limits on the complexity of the humanoid body, we see them as a useful tool for biomechanics as well – a solid approximation of the human body is achieved. At the same time a good foundation is set to develop a truly biological model, as the next research step. In order to avoid an unnecessarily complex problem, we will apply “biological modelling” to key joints only. For a particular action (in every-day life or in sport), key joints will be located and remodelled to agree with their biological structure. New applicability and potentials of the proposed method are demonstrated by simulation of a selected example – the long jump. The simulated motion, including jumping and landing on the feet (after a jump), are presented. Additional analysis is done in the paper regarding the joint torque and joint angle during the jumping. Separate stages of the simulation are defined and explained.
Footnotes
5. Acknowledgments
This work is founded by the Ministry of Education and Science of the Republic of Serbia under the contracts TR-35005 and III-44008. The work is also partially supported by the SNSF Care-robotics project no. IZ74Z0_137361/1.
