IN
DEGREE PROJECT MEDICAL ENGINEERING, SECOND CYCLE, 30 CREDITS
STOCKHOLM SWEDEN 2016 ,
Kinematic analysis of
traumatic brain injuries in boxing using finite element simulations
XUELONG FAN
Kinematic analysis of traumatic brain injuries in boxing
using finite element simulations
X U E L O N G F A N
Master of Science Thesis in Medical Engineering Advanced level (second cycle), 30 credits Supervisor: Victor Str¨ omb¨ ack Alvarez Examiner: Svein Kleiven School of Technology and Health (STH) Royal Institute of Technology (KTH) TRITA-STH, 2016:100
STH, KTH
SE-141 86 Flemingsberg, Sweden
http://www.kth.se/sth
Abstract
The purpose of the thesis was to analyze and evaluate the head injuries due to a striking in a boxing match by LS-DYNA.
A simplified arm model was built up and was equipped with three segments which were linked with two spherical joints. The strain-stress curves of the boxing glove foam and glove leather were measured in the Neuronic Lab in School of Technology and Health, KTH. The dimension and weight of the model was also set as adjustable to fulfill various require- ments in different cases. Then a method was developed to facilitate the simulation. Finally, 39 video clips from the database were processed and the 13 cases were chosen to test the method and to perform the simula- tions. Additionally, the reliability of the model was assessed by comparing the outcome of the simulations with the results of the visual analysis from a previous study.
The outcome showed that the model was able to restore the scenario from the videos both quantitatively and qualitatively, but it also suggest a high sensitivity of the model to the data artifacts from the video analysis.
Interpretations and suggestions for the future work were also discussed.
Keywords: Finite element simulation, kinematic analysis, human arm
modeling, boxing
ACKNOWLEDGEMENTS
I would like to express my gratitude to Dr. Svein Kleiven and Victor S. Alvarez
for their thorough and professional supervision and support in the thesis. I
also would like to thank Dr. Mats Nilsson, Dr. Massimiliano Colarieti-Tosti
and Dr. Dmitry Grishenkov for their guidance and assistance which encouraged
and helped me to accomplish the whole process. Specially, I want to thank
Dr. Colarieti-Tosti for his help with the administration work so that I can
finish my thesis on time. Finally, I would like to thank Julianne Okan for being
a responsible and considerable opponent who inspired me and helped me to
improve my work.
Contents
1 INTRODUCTION 1
2 BACKGROUND 3
2.1 Injuries in boxing . . . . 3
2.2 Head injury evaluation . . . . 3
2.3 Anatomy of the arm . . . . 4
2.3.1 The structure and function . . . . 4
2.3.2 The distribution of mass . . . . 6
2.4 Previous Study . . . . 6
2.4.1 The model of head . . . . 7
2.4.2 The data from video analysis . . . . 8
2.5 The goal . . . . 8
3 METHODOLOGY 9 3.1 Case analysis . . . . 9
3.2 Geometry of the arm . . . . 10
3.3 Material of the model . . . . 13
3.3.1 Foam . . . . 13
3.3.2 Leather Cover . . . . 14
3.3.3 Extrapolation . . . . 15
3.3.4 Material registration . . . . 16
3.4 The simulation . . . . 17
3.4.1 Mass control . . . . 17
3.4.2 Initial velocity control . . . . 18
3.4.3 Coordinate system transformation . . . . 19
3.4.4 Control of the simulation . . . . 22
4 RESULTS & DISCUSSION 25 4.1 Materials . . . . 25
4.2 Qualitative outcomes from a visual perspective . . . . 27
4.3 Kinematic analysis . . . . 29
4.3.1 Restoration . . . . 29
4.3.2 Application . . . . 30
5 CONCLUSION & FUTURE WORK 33
Appendix A The arm model 38
List of Figures
1 The skeletal structure of the arm . . . . 4
2 The structure of the shoulder joint . . . . 5
3 The structure of the forearm and the elbow joint . . . . 5
4 The two joints inside the elbow join . . . . 6
5 The head model from KTH . . . . 7
6 The linear velocity of the different points on the arm and the angular velocity of the head . . . . 10
7 The motion of the arm during a striking . . . . 11
8 The construction of the wrist in the model . . . . 11
9 The model of the glove . . . . 12
10 The elbow joint in the model . . . . 13
11 The shoulder joint in the model . . . . 13
12 The foam of the glove . . . . 14
13 The leather of the glove . . . . 15
14 The extrapolation of the stress-strain curve . . . . 16
15 The stress-strain curves of the foam samples . . . . 16
16 The reference nodes for transformation . . . . 21
17 The accelerometer in the head model . . . . 22
18 The stress-strain curves of foam samples . . . . 26
19 The stress-strain curves of leather samples . . . . 27
20 The linear velocity of the fist at the f rame rate
−1s from the beginning of the simulation . . . . 29
21 The rotational acceleration of the head . . . . 31
22 The linear acceleration of CG of the head . . . . 31
23 The material card of the arm 1 . . . . 38
24 The material card of the arm 2 . . . . 39
25 The card of the joints . . . . 40
List of Tables
1 The suggested thresholds for MTBI . . . . 4
2 The average ratio of weight of segments as a percent of total body weight . . . . 6
3 The parts in the head model . . . . 7
4 The information required for the simulation . . . . 17
5 The mechanic information required for the simulation . . . . 18
6 The setup of the initial velocity . . . . 19
7 The registration sequence . . . . 23
8 The dimension of samples . . . . 25
9 The parameters of fit functions . . . . 25
10 The dimension of leather samples . . . . 26
11 The parameters of fit functions . . . . 26
12 The result of qualitative comparison between the video and the simulation . . . . 28
13 The linear velocity of the fist at the f rame rate
−1s from the beginning of the simulation . . . . 29
14 The velocities of the head at the f rame rate
−1s after struck by
the fist . . . . 30
1 INTRODUCTION
Traumatic Brain Injury (TBI) is one of the leading public health issues around the world, especially in children and young adults. In 2009, around 2.4 million TBI-related cases are reported in the United States [1]. Unfortunately, the real number could be even higher. The number of TBI cases that has been ignored in the official estimates could even be five-fold larger than the number that is recorded [2]. It is mainly due to that most of TBI cases (70-90%) are mild traumatic brain injury (MTBI) [3]. Symptoms that follow MTBI can be very mild neurometabolic brain changes that are rapidly recovered [4], but it can also be severe and lead to long-term damage in the brain. Without a following observation on the patients, it is easy to ignore the potential development of MTBI [3]. Therefore, only a small part of them are recorded and confirmed as TBI in hospitals. The lack of adequate and solid statistics impeded the development of research on MTBI.
On the other side, every year many physical injuries are reported and well documented in various intensive sports like American football, ice hockey and boxing. The injuries varies in different sports but for each sport, particular injuries occur more frequently than the other. For example, in the boxing match, head (including face) is the region where the injuries mainly happen due to constantly striking during the game. Specifically, concussion (also known as MTBI) is the second most common injury in those head injuries (after injuries in the eye area) [5]. Besides, the health situation of a professional boxing player is easy to follow. Therefore, boxing match can offer plenty of sound medical data that can be used in studies. The study of injuries in the sports may not only help to improve the protection technology in the game but also broaden and deepen the understanding of impacts of MTBI.
This thesis was aimed to set up a simulation to evaluate the reliability of the
video analysis and offer an alternative choice for kinematic research on intensive
sports such as boxing.
2 BACKGROUND
2.1 Injuries in boxing
In a boxing match, one of the way to end a game is to strike intensively on the opponent ’s head to cause a knockout or a technique knockout. A knockout (KO) is counted when a player is no longer able to continue the match due to the striking. It means he may fall down to the canvas and cannot stand up on his feet for more than a specific time period. The reason can be due to exhaustion, pain, unconsciousness and disorientation. Except for this,there are also other situations that can result in an end of the game. When the player is standing on his feet but has no longer the ability to defense oneself, the referee ends the game and counts this case as a technique knockout(TKO).
When the player is knocked out, especially suffering symptoms such as change of sensation or consciousness, it is highly possible due to a MTBI. MTBI may cause neurometabolic changes temporarily or permanently. Some of the damages can develop as the time goes and long-time exposure to MTBI may lead to disease like Dementia Pugilistica(DP), known as punch-drunk syndrome.
DP is a neurodegenerative disease that has also been found undergoing very sim- ilar pathological progress as Alzheimer ’s disease [6]. The study of MTBI in the boxing matches may lead to a deeper apprehension of how the DP was devel- oped, which may also help to better understand the pathology of Alzheimer ’s disease.
2.2 Head injury evaluation
The impacts and types of head injuries are highly related to the kinematics of
the head during the incidents. The relationship has been studied over decades
and many head injury criteria have been reported to evaluate the damage of and
predict the thresholds for different types of head injuries [7]. Although different
criteria have different interpretations of limits for causing head damages, most
of them include rotational acceleration as a significant parameter to evaluate
the possibility of an injury. Among the criteria, peak linear acceleration(PLA)
method [7] and Head Injury Criterion (HIC) focus on translational acceleration
[8] while methods like Rotational Injury Criterion (RIC) [9] are based on the ro-
tational acceleration. Moreover, criteria like Head injury power (HIP) considers
impacts of both translational and rotational acceleration [7, 10]. However, this
method is also less commonly used [7]. Table 1 shows human brain tolerance to
translational and rotational acceleration that is applied on the head during an
abrupt movement of the head.
Table 1: The suggested thresholds for MTBI
Acceleration Probability acceleration
Translational (PLA) [11]
25% a = 559m/s
250% a = 778m/s
275% a = 965m/s
295%[12] a = 1131m/s
2Angular[11]
25% α = 4384rad/s
250% α = 5757rad/s
280% α = 7130rad/s
22.3 Anatomy of the arm
By bones, muscles and joints, arms are equipped with a flexible mechanic system to accomplish a series of motions. The mechanic system allows the player to hold the fist, to aim at the opponent and to throw out a powerful strike.
2.3.1 The structure and function
The skeletal structure of the arm (apart from hand and shoulder) contains three long bones: humerus, ulna and radius. As shown in Figure 1, humerus is in the upper-arm and is connected by the shoulder joint to the trunk. Ulna and radius are in the forearm and are connected by the elbow joint to the upper-arm.
Hands are linked by the wrist to the distal end of the forearm.
(a) Anterior aspect of the shoulder
(b) Lateral aspect of the fore- arm
Figure 1: From Primal Picture 2015
The shoulder joint, namely glenohumeral joint, is a multiaxial synovial ball
and socket joint (see Figure 2). The joint is controlled by a rotator cuff which
consists of four muscles: supraspinatus, infraspinatus, teres minor and sub-
scapularis. Together with deltoid, teres major, coracobracialis, those muscles
can hold the arm inside the socket joint and enable shoulder flexion, extension,
abduction, adduction, medial and lateral rotation.
(a) Muscles of the scapular re- gion anterior aspect
(b) Muscles of the scapular re- gion posterior aspect
Figure 2: From Primal Picture 2015
The elbow joint is a synovial hinge joint that connects humerus with ulna and radius. The joint consists of three sections that have been capsuled in one joint capsule. As shown in Figure 3c, the joint between trochlear notch of the ulna and trochlea of the the humerus, namely humeroulnar joint, is the main part of the elbow joint. It provides the elbow with flexion and extension.
That is also where ”hinge-joint” comes from. Under the control of brachialis, brachioradialis, biceps brachii and triceps brahii, the flexionextension range can reach from 0
◦to 145
◦actively and to 160
◦passively [13].
(a) (b) (c)
Figure 3: From Primal Picture 2015. (a) Deep extensor muscles of the forearm;
(b)Deep flexor muscles of the forearm; (c) Bones of the elbow joint sagittal section.
The other two sections inside the elbow joint capsule are located at the
head of the radius: one is attached to capitulum of the humerus and the other
to radial notch of the ulna. Those two joints enable two more movements for
forearm: pronation and supination. The normal range of motion for those two
movements are usually from -50
◦to 50
◦[14].
Figure 4: From Primal Picture 2015. It shows the postion of the two joins that are located at the head of radius.
2.3.2 The distribution of mass
In 1969, Charles E. Clauser et al. measured samples of 14 sections of a human body which were dissected from 13 male cadavers [16]. The ratio of weight of hand, forearm and upper-arm respectively as a percent of total the body were calculated. The study allows a reliable estimation of arm weight to later research where only the total body weight is known. Table 2 shows the results from the study.
Table 2: The average ratio of weight of segments as a percent of total body weight
Segments Ratio
Hand + forearm 2.27%
Upper arm 2.63%
Body except for one total arm* 95.10%
*It was calculated in this thesis
Since it was impossible to measure the exact dimension and weight of the arm of every case in this thesis project, an estimation of the player ’s mass dis- tribution information were made based on Charles E. Clauser et al. ’s research.
2.4 Previous Study
This thesis used a head model and a set of velocity data of boxing matches
from two other researches that have been accomplished before in the Unit of
Neuronic in the Department of Medical Engineering in the School of Technology
and Health (STH) of the Royal Institute of Technology (KTH)[15][17].
2.4.1 The model of head
The head model used in the thesis is provided by Department of Medical Engi- neering in STH, KTH, shown as Figure 5.
(a) Frontal view (b) Side view
Figure 5: The head model from KTH
The model is consisted of six parts which build up the major skeletal struc- ture of the skull. The six parts are shown below in the Table 3. Part 102 (solid) and part 104 (shell) consist of the cranial bones and upper part of the facial bones; part 141 represents the rest part of the facial bones; part 111 is used as the skin covering the whole head; part 1011 is a shell that used to control the total mass; part 199 represents the ring around foramen magnum, which is a rigid part and is used as a foundation that all other parts can be attached to.
Table 3: The parts in the head model
Part 102 Part 104 Part 111
Part 141 Part 199 Part 1011
2.4.2 The data from video analysis
The previous study in Dept. of Medical Engineering presented an analysis of 25 KO cases and 10 non-KO cases in professional boxing matches [17]. By using video analysis technology, the kinematic data has been acquired and the difference between KO and non-KO was evaluated. The kinematic data contain position, velocity and acceleration information of both the arm and the head during a strike. The study only focused on the kinematics of the head while the data of the arm was not considered.
2.5 The goal
In this thesis, a simplified model of arm will be established, to which the kine-
matic information of the arm will be applied. Then the simulation of striking
would be carried on to the head model from KTH. Finally, the outcome would
be monitored and compared to the outcome from the previous study.
3 METHODOLOGY
The aim of the thesis was to use LS-DYNA to restore a striking in a real boxing match scenario and to analyze the kinematics during this process. Also, to spec- ify the terminology that was used in the project, two pronouns were introduced.
A striking player was referred to the boxing player who threw out a punch, and a struck player represented the player who suffered the punch. According to the response of the struck player after the punch, the video clips in the database included two different cases: the ones where the struck player was knocked out (KO) and the ones where the struck player was judged as lack of ability of self defense by the referees (TKO). The two different cases were treated with no difference in this thesis. A kinematic analysis was then performed on all the cases and outcomes were also compared with the video analysis on the same video clips in a previous research[17].
3.1 Case analysis
During a striking, three phases were identified, which were defined as accelera- tion, interaction and re-bounce.
In a typical case (see Figure 6), the punch was started with an acceleration period in which the shoulder, elbow and the fist were accelerated accordingly to maximize the velocity of the fist. The duration varies from cases to cases on the 100 ms scale. In this period, the waist spun and the body turned, with the help of which the whole arm was quickly thrown towards the target. Then, the upper-arm and lower-arm were adjusted that the fist was able to precisely reach the target. Since the position of forearm and arm varied in different phases and cases (see Figure 7), adequate flexibility of the model was required to properly control the motion of the fist in the simulation.
The following period was the interaction period, which was a very short pe- riod usually lasting for 30-50 ms. In this period, the fist punched the head.
During the impact, the fist transferred most the energy to the head; the head passively suffered and absorbed the energy. Occasionally, the velocity of the fist was still increased in the very beginning because the striking player would contract the muscle in the upper-arm to produce an extra acceleration to max- imize the striking impact on the struck player’s head. However, the increase of velocity at this moment was insignificant comparing to the previous period.
Therefore, in this short time window, the striking was simplified into a model where a free weight object, the fist, with an initial velocity hit a static weight subject, namely, the face. This was done to lower the complexity of the system.
The last period was the re-bounce period. In this period the punch was
finishing and the striking player’s arm were pulled back from the hit and was
set up in the original position in case another striking was needed. The velocity
of the arm was decreased and became more irregular. However, on the other
side, the head, after pushed away from the original position, was translated
along the direction of the strike and rotated around the axis of neck. In the
beginning of this period, the head was treated as a free subject to lower the
Figure 6: The yellow, green and red curve shows the change of linear velocity of the striking player ’s fist, elbow and shoulder respectively in 3D space ; the blue curve shows the angular velocity of the struck player’s head in 3D space;
the yellow vertical line is the marker that marks the frame when the striking occurs.
complexity of the system since the duration of interaction was too short. Then, when the ligament, muscle and skeleton structure between head and neck was stretched/compressed, the constrains from the neck increased until a limitation was reached and the head stopped. It was then bounced back like a spinning fan hitting an object. During this short period, however, the head was no longer a free subject and reaction between the neck and the head should be taken into consideration.
Finally, to simplify the simulation further, Only few frames would be taken into consideration. The simulation would start one frame before the striking happened and stop at one frame after the striking was done. Therefore, the size of the simulation was greatly decreased down. Also several assumptions were built up, including that the head of the struck player was static before he was punched; Also, the body of the striking player was assumed to be initially static, and the constrain from the neck was ignored.
3.2 Geometry of the arm
To conduct the simulation, an arm model was created. The geometry of the arm in this project was designed in a way that not only satisfied the requirements for the flexibility of the arm, but also required low complexity.
The model of the arm was consisted of six parts and two joints. The parts included a fist-forearm combination, a glove, an upper arm and a body mass ball. The parts were connected either by sharing common nodes or by a joint.
There were two joints in this model: the elbow joint and the shoulder joint.
The fist-forearm combination, as the main part of the model, contained a
forearm part and a fist part. Considering the fact that the wrist of the striking
(a) (b)
Figure 7: (a) and (b) are two frames in the acceleration period of a striking.
The change of the relative positions of three points suggests independent degree of freedom for each joint.
player was barely bent during the match, the fist was merged into the fore- arm as one part (red part in Figure 8) and the total mass of those two objects were controlled as 2.27% of the total weight of the striking player[18]. The geometry of the forearm part was a solid cylinder. The length of the cylinder was decided by measuring the distance between the elbow and the hand of the striking player in the video clips. The geometry of the fist was created from the geometry of a real boxing glove. As shown in Figure 9, a 3D model of the glove
Figure 8: The fist and the forearm is merged into one part
was constructed based on the photo of the real glove, and the thickness of the foam was measured. Then, the yellow part was cut out as the foam according to the measurement; the rest part became the fist. In this way, the foam was connected to the fist by sharing a common layer of nodes. To do so, when the fist was moved the foam would follow tightly and naturally.
The glove was covered by a layer of leather. The leather cover was generated from the volume of the foam and the fist to enhance the stiffness of the foam. It shared common nodes of surface of those two parts and was assigned as a shell with a thickness of 0.8 mm, which was measured from the real boxing glove.
The upper arm was built up following the same strategy of the forearm.
(a) Blueprint of the glove (b) The mesh of the blueprint (c) The final model
Figure 9: (a) The side of glove model is sketched up first based on the mea- surement of the real boxing glove. The red frame shows the outline of the side of the model.(b) The side of the glove model is meshed up and the volume is generated by extruding this 2D meshed surface in the third dimension.(c) is the final model of the glove. Yellow part is the foam and brown part is the fist.
The geometry was simplified into a cylinder; the length was measured from the video clips; the weight was controlled as 2.63% of the total weight of the striking player[18] .
The last entity in this model was the body mass ball. It was an abstract solid ball representing as the torso. The shoulder was usually considered to include only a part of the chest. However, in this model, the initial velocity of the shoulder was not considered. Therefore, there should be a mass object to control the free end the upper arm while the mass of this object should reflect the active mass of the shoulder. In a prototype test, it was found out that the static mass of the shoulder was not enough to control the arm. Therefore in the end, the mass ball was assigned with the weight of a body without the arm [18].
Except for the foam and the fist-forearm combination, the rest of the parts were connected by joints. The joint between the forearm and the upper arm was the elbow joint. The elbow joint is a synovial hinge joint. The join offers one degree of freedom for the forearm; however, the limited movement of the remote ends of radius and ulna can also offer another degree of freedom for the arm.
Therefore, the arm can accomplish flexion, extension, pronation and supination.
As a result, a CONSTRAINED JOINT SPHERICAL card, instead of a Rev- olute card, was used to function as a combination of those structures.(Figure 10)
The shoulder joint connected the upper arm and the mass ball. The shoulder
joint is a socket joint that allows the arm rotating freely in three directions
around the joint node. Therefore, a CONSTRAINED JOINT SPHERICAL
card was applied.
(a) Elbow joint (b) Elbow joint (top)
Figure 10: Two sets of four nodes form a revolute joint connecting the two arms.
(a) Shoulder joint (b) Shoulder joint (Wireframe)
Figure 11: One set of two nodes forms a spherical joint functioning as the socket joint of shoulder
3.3 Material of the model
The glove is composed of leather and PVC foam. Leather is the cover and the PVC foam is the fillings. The mechanic properties of the PVC foam and leather cover were tested in the Neuronic Engineering Laboratory. Experiments were designed to find out the Young’s modulus and the stress-strain curve of the materials.
3.3.1 Foam
The foam of gloves were divided into three isolated parts: the main part is the thickest and largest piece of foam that protects the upper side of the whole hand; the thumb part is a smaller part at the side of the gloves protecting the thumb; the inner part is a thin layer of foam under the palm that offers support when the fist is holding and protects the whole palm. The main impact during a striking happens on the front surface, so only the front part of the foam was considered in the simulation.
The foam was treated as a homogeneous material in the model. However,
the real foam was molded with curved surface. The density and other mechanic
properties of the foam may vary radially. To simplify the model, the samples were taken along the radial direction so that the mechanic property parameters that was measured was approximately equal to the average value of the foam.
Figure 12 shows how the samples were selected and cut.
(a) Foam(side view) (b) Foam Samples
Figure 12: (a) A,B,C are three areas where the samples are taken.For each area, three square columns are cut out.(b)Samples are shaped properly and samples with poor conditions are excluded.
In the test, each sample was tested axially along the direction which was vertical to the curved surface. Since the material was not non-Newtonian ma- terial, the stress was not depended on the shear rate. Therefore the proceeding velocity of the test was set up less than 0.01 m/s which was easy to manage although it was far slower than the impacting velocity in the reality.
3.3.2 Leather Cover
The cover of the gloves consists of two materials: leather, for the main part
of the gloves where the main impact occurred, and synthetic leather, for other
insignificant area. As shown in Figure 13, sample A (A1, A2) were synthetic
leather taken from other insignificant area while B, C, D, E were leather which
were taken from the main part. Since the synthetic leather covered only palm
or thumb which was not considered as important during the simulation, only
the leather samples B, C, D and E were tested.
(a) Leather(front view) (b) Leather Samples
Figure 13: (a) B,C,D,E are four areas where the samples are taken.(b) Samples are shaped and samples with poor conditions are excluded.
To perform the test, the two ends of the leather sample were fixed between two forceps which pulled the sample apart, and both the stretching distance and force against the forceps were recorded and plotted by the computer.
3.3.3 Extrapolation
Since the surface of the foam sample was spherical instead of flat, the sample was compressed to reach a stable state before the measurement started. To get a complete curve, an extrapolation was used. A normal stress-strain curve of the foam contained three part: linear elasticity, plateau and densification. Since the missing part was in the very beginning near the linear elasticity. After several trials, an exponential function was used. 20 data from the beginning of the raw curve were chosen to perform the extrapolation in an online data processing website, Plotly. As shown in the Figure 14, a fitting function was produced that extrapolate the curve to find the theoretical origin of the curve. Then the curve was translated along the x-axis so that the theoretical curve was coincided with the coordinate origin. Such process was applied to stress-strain curve of each sample. Each sample gave a stress-strain curve. When overlapping them in the same figure (see Figure 15), it shows that the curves vary slightly when the strain is low and the variation dramatically increases after the plateau region.
Alternatively, a fitting function should be calculated from all the Stress-strain
curve. However, it requires a huge amount of computation and the improvement
to the final simulation was considered as insignificant comparing to the time
cost, so this step was not performed. Instead, a curve that is approximately in
the middle among the curves was chosen as the one for the model. Similarly,
the extrapolation and calibration of origin was also applied to the stress-strain
curve of the leather samples.
Figure 14: The blue part is the raw data; the orange part is the data from extrapolation. The fitting function is marked aside.
Figure 15: The stress-strain curves of different foam samples. The curves vary slightly when the strain is low.
3.3.4 Material registration
To build up the model, certain material must be assigned to each part. The material for the human body, the foam and the leather is *MAT RIGID TITLE,
*MAT LOW DENSITY FOAM TITLE and *MAT PLASTICITY POLYMER TITLE,
respectively. Density is another factor that was restricted accordingly. For the
part of human body, density was calculated to control the total mass of the part and stiffness was chosen from the KTH model. For the foam and the leather, density was also used to control the total mass, which was based on the previ- ous research as Section 2.3.2; stiffness was assigned with the stress-strain curve measured in the experiment.
3.4 The simulation
The simulation was performed in LS-DYNA, with the head model from KTH.
Each simulation was based on a real striking case in the boxing match. The kinematic information of the cases such as position, velocity, acceleration of the subject have been obtained from the study by using SkillSpector. The data is from Enrico ’s MSc thesis in 2011[17]. It contains the position and velocity information of shoulder, elbow, fist(finger in the analysis) of the striking player, and same information of forehead, ears, nose and chin of the struck player.
3.4.1 Mass control
18 cases from KO group and 6 cases from non-KO group were first pre-tested to evaluate the availability for the simulation. Eventually, 7 KO cases and 3 non- KO cases were categorized as ”available”. The rest were abandoned for reasons as missing of important coordinate information and wrong interpretation of coordinate during the 3D reconstruction in the previous study. Table 4 showed the information that was required for simulation of each available case.
Table 4: The information required for the simulation
Case
Frame rate (fps)
The striking player (A)
The struck player (B)
Body weight A (kg)
Body weight B (kg) KO group
01 50 Johnson Guthrie 78.0 78.9
02 50 Whitaker Lomeli 61.0 61.0
03 60 Trinidad Zulu 66.7 66.7
04 60 Jackson Cardamone 72.6 72.6
05 90 Tackie Garcia 62.1 61.7
06 90 Tua Nicholson 112.0 101.2
07 90 McCallum Curry 67.7 69.9
non-KO group
08 50 Taylor Gonzales 64 64
09 60 Trinidad Vargas 69.9 69.9
10 60 Tua Maskaev 101.2 105.6
Before the simulation, the length and the weight of the arm was registered
accordingly. The raw data from the video that were required for this process
included: the position of the marker at finger (fist), elbow and shoulder of the striking player; the position of the marker at nose, two ears, forehead and chin of the struck player. Table 5 showed the mechanic information of each case that was calculated from the raw data.
Table 5: The mechanic information required for the simulation
Case
Forearm Length (mm)
Upper- arm Length (mm)
Forearm weight (kg)
Upper- arm weight (kg)
Body weight*
(kg) KO group
01 447.25 324.98 1.7706 2.0514 74.178
02 304.44 433.73 1.3847 1.6043 58.011
03 330.97 305.62 1.5141 1.7542 63.432
04 348.03 324.54 1.6480 1.9094 69.043
05 467.65 358.58 1.4097 1.6332 59.057
06 489.57 280.16 2.5424 2.9456 106.51
07 373.04 336.68 1.5822 1.8331 66.285
non-KO group
08 297.70 191.16 1.4528 1.6832 60.864
09 382.96 327.84 1.5867 1.8384 66.475
10 362.26 277.07 2.2972 2.6616 96.241
*It refers to body weight apart from the whole arm
Moreover, the weight of the glove was also controlled. According to World Boxing Federation Rules & Regulations Of Championship Contests[19], the weight of the glove was regulated by the weight level of the player. There- fore, the total weight of glove (including the foam and the leather cover) was controlled by the conditions below:
m
glove=
( 226.8g if m
body> 66.68kg 283.5g if m
body< 66.68kg
3.4.2 Initial velocity control
Finally, linear velocity of all the markers and the angular velocity of the upper-
arm segment and the forearm segment of the striking player were collected .
They were then transformed from the video coordinate system to the LS-DYNA
coordinate system. Table 6 showed the initial velocity set up for each case. It
included the angular velocity of upper-arm and forearm and final linear velocity
of the fist in the simulation after the compensation. Due to problems described
before, some velocity were adjusted following the rules in section 3.4.4.
Table 6: The setup of the initial velocity
Case
Angl. V
(Fore-
arm)(rad/ms)
Angl. V
(Upper- arm)(rad/ms)
Linr. V
(Fist)(mm/ms) KO group
01 0.0232819 0.0169636 6.759991
02 0.0239895 0.0126597 5.007398
03 0.0256748 0.0359801 5.239075
04 0.05018 0.03545 13.34703
05 0.0510569 0.0216838 23.57395
06 0.0836251 0.0839471 46.98307
07 0.0172138 0.0192819 8.296985
non-KO group
08 0* 0.0463052 6.285333
09 0.0182121 0.0234484 2.759190
10 0.091751 0.0327514 7.052865
*The angular velocity of the forearm was not reliable. There- fore Rule 5 was applied and the forearm was only assigned with the linear velocity.
The initial linear velocity of the fist in case No.19 was comparatively high.
It may have to do with an artifact in the video analysis in the previous study, where the software failed to identify the right position of the marker in the fist.
3.4.3 Coordinate system transformation
The raw data was measured in the coordinate system that was created based on the video. To use those data, a coordinate system transformation was required.
The transformation was a rigid transformation; therefore, spacial relationship, distance, shape of objects were remained the same. LS-DYNA contained a function to perform such a transformation; however, it required of plenty of manual work. Therefore, a simple method was used instead. Since the head was similar and relatively static before the striking, three reference points were taken on the nose, forehead and chin from both the model and the video (see figure 16a and 16b). Once registered those two sets of three nodes together, any nodes can be transformed between the coordinate system in the video and the one in the model. Furthermore, if the introduced nodes were actually components that can define a coordinate system, the coordinate of any node from the video in the model can be calculated directly by the definition of the coordinate. Shown as below.
If r
(1)is a vector in coordinate system (1), then we have r
(1)= xˆ i
(1)+ yˆ j
(1)+ zˆ k
(1)Then, if ˆ i
(1),ˆ j
(1),ˆ k
(1)were transformed first into the coordinate system (2),
we have
ˆ i
(1)= a
11ˆ i
(2)+ a
12ˆ j
(2)+ a
13ˆ k
(2)ˆ j
(1)= a
21ˆ i
(2)+ a
22ˆ j
(2)+ a
23ˆ k
(2)ˆ k
(1)= a
31ˆ i
(2)+ a
32ˆ j
(2)+ a
33ˆ k
(2)Therefore, we have
r
(1)= x y z
ˆ i
(1)ˆ j
(1)ˆ k
(1)
= x y z
a
11a
12a
13a
21a
22a
23a
31a
32a
33
ˆ i
(2)ˆ j
(2)ˆ k
(2)
= r
(2)Therefore, to get the matrix, a set of nodes was introduced into LS-DYNA:
A(1000,0,0), B(0,1000,0), C(0,0,1000), O
(1)1(0,0,0) and P(1000,1000,1000) (see Figure 16c). Choosing 1000 instead of 1 was due to the requirement of precision.
Then, the transformation tool in LS-DYNA was applied to get the new coor- dinate of the origin O
(1)1and the matrix. Finally, if a node instead of a vector was needed, one would treat the node as a vector first when it was introduced in LS-DYNA and add the transformed node(vector) with the coocrdinate of the new origin.
n
(2)= r
(2)+ O
(2)2With this method, all the velocity and position information can be easily
transformed from the video to the model (see Figure 16d). The processed in-
formation was then used to set up the initial position and velocity of the arm
for the simulation.
Figure 16: a) and b), reference nodes include three main nodes on the nose, forehead and chin and two optional nodes on the left and the right ear. The nodes in LS-DYNA are based on the ones in the video; c) shows the trans- formation coordinates and the four nodes for calibration; d) shows the results of transformation, in which the position of the nodes for the arm (91000201, 91000202, 91000203)has been calculated and transformed.
(a) (b)
(c)
(d)
3.4.4 Control of the simulation
The main goal of the project was to evaluate the reliability of the model. There- fore, a kinematic analysis was carried on to see if the data match the criterion of causing a concussion, which was the main reason of the knockout. In the kinematic analysis, the rotational acceleration of the head were calculated and compared to the previous study [17]. It was hard the measure the kinematic information of the whole head. Instead, three nodes were added on and around the center gravity of the head, and they were also constrained with the rigid part of the head. Then the rotation and translation of the head can be measured and recorded by measuring and monitoring the movement of those three nodes.
As shown in Figure 17, 90000016 was on the center gravity point of the head, and the line that went through 90000016 and 90000017 was perpendicular to the line between 90000016 and 90000018.
(a) (b)
(c)
Figure 17: Nodes on and around the center of the head. 17a shows the position of the three nodes in the head; 17b shows the relative position of the three nodes; 17c shows an accelerometer is applied on the three nodes.
The model was registered with parameters sequentially to make sure the fist
was moving with the right velocity in the beginning as the one in the video. The
necessity of the 3rd step is that the ball that represents the body was massive and had no measurement of velocity. It slowed down the whole arm once the simulation started. Therefore an correction was required to compensate the significant decrease in the velocity of the fist.
Table 7: The registration sequence Sequence Parameters Description
1
Magnitude of angu- lar velocity of each segment
The absolute value of the angu- lar velocity of upper arm and forearm-hand combination.
2 The rotational axis of each segment
The origin was chosen as the elbow for the forearm and the shoulder for the upper-arm. The direction of the axis was calcu- lated and transferred to the co- sine of the axis to x, y and z axis.
3 Linear velocity
Usually, there is a difference of the linear velocity of the fist between the one in the video and the one after the first two steps above in the simulation.
Therefore, an extra the linear ve- locity would be applied to the forearm, the foam of glove and the cover of glove as a com- pensation. It was calculated by v
compensation= v
fistinthevideo− v
fistinthesimulationHowever, due to the low quality of the video, limited angle of view or different size of the head, some inaccurate or wrong interpretation of markers during the 3D reconstruction was identified from the data from the previous study. It can lead to problems like overlap of the head and the arm in the initial state, wrong position of the nodes, wrong direction of speed and etc. Therefore, a manual adjustment was also performed in some cases.
Additionally, the sampling rate of the simulation was set 10 times higher
than frame rate in the video so that the precision of the simulation can be
controlled and the results of the simulation were compatible with the results of
the kinematic analysis.
4 RESULTS & DISCUSSION
4.1 Materials
The foam The results were recorded as a file containing data of time, stretching distance and force against the sensor. Table 8 shows the dimension of different samples. The samples were cut into a square column with a and b as the width of each edge at the bottom and h as the height of the column.
Table 8: The dimension of samples
Foam Samples Side a(mm) Side b(mm) height h(mm) Section A
1 205.0 205.5 21.35
2 207.5 221.0 21.65
3 229.0 222.0 17.30
Section B
1 211.0 249.0 48.20
2 183.0 239.5 52.60
3 215.5 228.5 50.50
Section C 1 146.0 202.5 36.75
2 140.0 234.5 35.40
Since the data of the beginning of the curve were missing. To complete the curve, an extrapolation was performed.
Table 9 showed the extrapolation result of the raw data. The parameters in the table were defined as in the predefined fit function below:
f (x) = a + b exp(cx)
Table 9: The parameters of fit functions
Sample a b c R
2A1 0.01124 -0.005091 -27.16 0.8826 A2 0.01779 -0.008037 -18.91 0.9611 A3 0.01659 -0.008739 -16.25 0.9703 B1 0.01570 -0.007344 -18.10 0.9467 B2 0.02188 -0.01664 -9.362 0.9680 C1 0.01687 -0.01013 -23.17 0.6729 C2 0.01289 -0.006984 -36.38 0.9055
After calibration of the origin, the curves of samples were plotted as Figure
18. Since the simulation did not require a high precision of the curves, especially
of the part where the stress is higher than 60%, the curve in the middle of the
cluster of all the curves were chosen to be registered as the material stress curve
in the simulation.
Figure 18: The stress-strain curves of foam samples
The leather The dimension of the leather samples were shown in Table 10. Length represented the length of the tested part.
Table 10: The dimension of leather samples
Sample Width(mm) Length(mm) Thickness(mm)
B 26.05 66.45 0.80
C 27.50 65.45 0.80
D 26.50 67.00 0.80
E 25.75 66.70 0.80
Table 11 showed the parameters of fitting functions in the extrapolation.
The predefined fit function was also the exponential function Table 11: The parameters of fit functions
Sample a b c R
2B 0.2295 -0.1242 -246.3 0.9242 C 0.3005 -0.1792 -153.4 0.9303 D 0.3992 -1.280 -97.39 0.9707 E 0.3087 -0.1886 -298.8 0.9467
Figure 19 illustrates the stress-strain curves of the leather samples. How-
ever, the similarities of the curves of different samples were relatively low. One
possible explanation was that the sample was not perfectly flat and the center
of the sample was protruding out which changed the mechanic structure of the
sample. Then, since the samples were cut out from different parts of a irregular
spherical surface, the curvature of the center of different samples was various.
Therefore, the response to the stress (stretch) varied.
Figure 19: The stress-strain curves of leather samples
Since the striking happened mainly within the area where sample B, C and D were taken and sample C was in the center of the area, the stress-strain curve of sample C was chosen to registered as the material stress curve in the simulation.
The material curve could be more precise by calculating the average curve.
It can be improved in the future study.
4.2 Qualitative outcomes from a visual perspective
The simulations were based on the realistic boxing match videos; therefore, a comparison of visual outcomes between the videos and the simulations were performed to give a qualitative evaluation of the performance of the model.
The table shows that the trace of the motion of the arm in the simulation
match with the one in the video. However, the head in the simulation moves in
a way that differs from the one in the video. It is due to the fact that the head
in the simulation was not restricted by a body since it is not the interest in this
project.
Frame1 Frame2 Frame3 Frame1 Frame2 Frame3
Skillspector
LS-DYNA
Skillspector
LS-DYNA
Skillspector
LS-DYNA
Skillspector
LS-DYNA
Skillspector
LS-DYNA
Skillspector 49.95
49.95 01
02
59.94
89.91
89.91 04
05
06
89.91 07
Table 12. The result of qualitative comparison between the video and the simulation
Case fps