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  <id>https://arxiv.org/api/YJ/mtlGuvjusZN9OCRAlgOyk6Gc</id>
  <title>arXiv Query: search_query=abs:musculoskeletal AND (abs:avatar OR abs:"human body" OR abs:character OR abs:animation OR abs:"motion synthesis")&amp;id_list=&amp;start=0&amp;max_results=20</title>
  <updated>2026-09-16T17:44:40Z</updated>
  <link href="https://arxiv.org/api/query?search_query=abs:musculoskeletal+AND+(abs:avatar+OR+(abs:%22human+body%22+OR+(abs:character+OR+(abs:animation+OR+abs:%22motion+synthesis%22))))&amp;start=0&amp;max_results=20&amp;id_list=" type="application/atom+xml"/>
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  <entry>
    <id>http://arxiv.org/abs/2609.02243v1</id>
    <title>Mus siliconus: A Neuro-Musculoskeletal Digital Twin of the Mouse Integrating Neural Dynamics, Biomechanics, and Tactile Sensing</title>
    <updated>2026-09-02T07:49:38Z</updated>
    <link href="https://arxiv.org/abs/2609.02243v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.02243v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Digital twin technologies could transform neuroscience and biomedicine by creating predictive computational representations of living organisms. However, most animal digital twins model neural circuits, anatomy, or biomechanics separately rather than integrating the processes that generate behavior. We argue that animal digital twins should instead be conceived as embodied dynamical systems that unify neural activity, body mechanics, sensory feedback, and environmental interactions.
  We propose a neuro-musculoskeletal digital twin of the mouse that combines multimodal anatomical reconstruction from X-ray CT, high-resolution white-light sections, and Scx-GFP imaging with biomechanical simulation, Bonhoeffer--van der Pol neural dynamics, and tactile feedback. This framework forms a closed sensorimotor loop in which behavior emerges through continuous interactions among the nervous system, musculoskeletal system, and environment. The Bonhoeffer--van der Pol model provides a computationally tractable dynamical foundation for large-scale simulation of these interactions.
  Neuro-musculoskeletal digital twins could provide a convergence point for computational neuroscience, biomechanics, artificial intelligence, and robotics. When coupled with adaptive learning and autonomous experimentation, they may develop from passive simulations into active scientific instruments that generate hypotheses, predict interventions, and guide experiments. Such embodied digital twins could advance the study of biological intelligence and support new adaptive biomedical and robotic systems.</summary>
    <category term="q-bio.NC" scheme="http://arxiv.org/schemas/atom"/>
    <category term="q-bio.TO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-02T07:49:38Z</published>
    <arxiv:primary_category term="q-bio.NC"/>
    <author>
      <name>Satoshi Oota</name>
    </author>
    <author>
      <name>Hideo Yokota</name>
    </author>
    <author>
      <name>Hiroki Mori</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.23886v1</id>
    <title>MUSIC: Learning Muscle-Driven Dexterous Hand Control</title>
    <updated>2026-04-26T21:05:34Z</updated>
    <link href="https://arxiv.org/abs/2604.23886v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.23886v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present a data-driven approach for physics-based, muscle-driven dexterous control that enables musculoskeletal hands to perform precise piano playing for novel pieces of music outside the reference dataset. Our approach combines high-frequency muscle-level control with low-frequency latent-space coordination in a hierarchical architecture. At the low level, general single-hand policies are trained via reinforcement learning to generate dynamic muscle-tendon activations while tracking trajectories from a large reference motion dataset. The resulting tracking policies are then distilled into variational autoencoder (VAE) models, yielding smooth and structured latent spaces that abstract away low-level muscle dynamics. For the high level, we train piece-specific policies to operate in this latent space, coordinating bimanual motions based on specific goals, denoted by note events extracted from given musical scores, to synthesize performances beyond the reference data. In addition, we present an enhanced musculoskeletal hand model that supports fine control of fingers for accurate low-level motion tracking and diverse high-level motion synthesis. We evaluate the control pipeline of our approach on a diverse piano repertoire spanning multiple musical styles and technical demands. Results demonstrate that our approach can synthesize coordinated bimanual motions with accurate key presses, and achieve the state-of-the-art performance of piano playing in physics-based dexterous control. We also show that our musculoskeletal hand model demonstrates superior biomechanical stability and tracking precision compared to the existing model, and validate that our musculoskeletal hand model and muscle-driven controller can generate physiologically plausible activation patterns that align with human electromyography (EMG) recordings.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-26T21:05:34Z</published>
    <arxiv:comment>Website: https://pei-xu.github.io/music</arxiv:comment>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Pei Xu</name>
    </author>
    <author>
      <name>Yufei Ye</name>
    </author>
    <author>
      <name>Shuchun Sun</name>
    </author>
    <author>
      <name>Yu Ding</name>
    </author>
    <author>
      <name>Elizabeth Schumann</name>
    </author>
    <author>
      <name>C. Karen Liu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2601.21043v2</id>
    <title>Log2Motion: Biomechanical Motion Synthesis from Touch Logs</title>
    <updated>2026-02-05T09:24:34Z</updated>
    <link href="https://arxiv.org/abs/2601.21043v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2601.21043v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Touch data from mobile devices are collected at scale but reveal little about the interactions that produce them. While biomechanical simulations can illuminate motor control processes, they have not yet been developed for touch interactions. To close this gap, we propose a novel computational problem: synthesizing plausible motion directly from logs. Our key insight is a reinforcement learning-driven musculoskeletal forward simulation that generates biomechanically plausible motion sequences consistent with events recorded in touch logs. We achieve this by integrating a software emulator into a physics simulator, allowing biomechanical models to manipulate real applications in real-time. Log2Motion produces rich syntheses of user movements from touch logs, including estimates of motion, speed, accuracy, and effort. We assess the plausibility of generated movements by comparing against human data from a motion capture study and prior findings, and demonstrate Log2Motion in a large-scale dataset. Biomechanical motion synthesis provides a new way to understand log data, illuminating the ergonomics and motor control underlying touch interactions.</summary>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-01-28T21:04:19Z</published>
    <arxiv:primary_category term="cs.HC"/>
    <author>
      <name>Michał Patryk Miazga</name>
    </author>
    <author>
      <name>Hannah Bussmann</name>
    </author>
    <author>
      <name>Antti Oulasvirta</name>
    </author>
    <author>
      <name>Patrick Ebel</name>
    </author>
    <arxiv:doi>10.1145/3772318.3790773</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1145/3772318.3790773" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2601.17571v1</id>
    <title>ME-WARD: A multimodal ergonomic analysis tool for musculoskeletal risk assessment from inertial and video data in working plac</title>
    <updated>2026-01-24T19:50:32Z</updated>
    <link href="https://arxiv.org/abs/2601.17571v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2601.17571v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>This study presents ME-WARD (Multimodal Ergonomic Workplace Assessment and Risk from Data), a novel system for ergonomic assessment and musculoskeletal risk evaluation that implements the Rapid Upper Limb Assessment (RULA) method. ME-WARD is designed to process joint angle data from motion capture systems, including inertial measurement unit (IMU)-based setups, and deep learning human body pose tracking models. The tool's flexibility enables ergonomic risk assessment using any system capable of reliably measuring joint angles, extending the applicability of RULA beyond proprietary setups. To validate its performance, the tool was tested in an industrial setting during the assembly of conveyor belts, which involved high-risk tasks such as inserting rods and pushing conveyor belt components. The experiments leveraged gold standard IMU systems alongside a state-of-the-art monocular 3D pose estimation system. The results confirmed that ME-WARD produces reliable RULA scores that closely align with IMU-derived metrics for flexion-dominated movements and comparable performance with the monocular system, despite limitations in tracking lateral and rotational motions. This work highlights the potential of integrating multiple motion capture technologies into a unified and accessible ergonomic assessment pipeline. By supporting diverse input sources, including low-cost video-based systems, the proposed multimodal approach offers a scalable, cost-effective solution for ergonomic assessments, paving the way for broader adoption in resource-constrained industrial environments.</summary>
    <category term="eess.SP" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-01-24T19:50:32Z</published>
    <arxiv:comment>19 pages</arxiv:comment>
    <arxiv:primary_category term="eess.SP"/>
    <arxiv:journal_ref>Expert Systems With Applications 278 (2025) 127212</arxiv:journal_ref>
    <author>
      <name>Javier González-Alonso</name>
    </author>
    <author>
      <name>Paula Martín-Tapia</name>
    </author>
    <author>
      <name>David González-Ortega</name>
    </author>
    <author>
      <name>Míriam Antón-Rodríguez</name>
    </author>
    <author>
      <name>Francisco Javier Díaz-Pernas</name>
    </author>
    <author>
      <name>Mario Martínez-Zarzuela</name>
    </author>
    <arxiv:doi>10.1016/j.eswa.2025.127212</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1016/j.eswa.2025.127212" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2511.15752v1</id>
    <title>Build AI Assistants using Large Language Models and Agents to Enhance the Engineering Education of Biomechanics</title>
    <updated>2025-11-19T05:16:51Z</updated>
    <link href="https://arxiv.org/abs/2511.15752v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2511.15752v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>While large language models (LLMs) have demonstrated remarkable versatility across a wide range of general tasks, their effectiveness often diminishes in domain-specific applications due to inherent knowledge gaps. Moreover, their performance typically declines when addressing complex problems that require multi-step reasoning and analysis. In response to these challenges, we propose leveraging both LLMs and AI agents to develop education assistants aimed at enhancing undergraduate learning in biomechanics courses that focus on analyzing the force and moment in the musculoskeletal system of the human body. To achieve our goal, we construct a dual-module framework to enhance LLM performance in biomechanics educational tasks: 1) we apply Retrieval-Augmented Generation (RAG) to improve the specificity and logical consistency of LLM's responses to the conceptual true/false questions; 2) we build a Multi-Agent System (MAS) to solve calculation-oriented problems involving multi-step reasoning and code execution. Specifically, we evaluate the performance of several LLMs, i.e., Qwen-1.0-32B, Qwen-2.5-32B, and Llama-70B, on a biomechanics dataset comprising 100 true/false conceptual questions and problems requiring equation derivation and calculation. Our results demonstrate that RAG significantly enhances the performance and stability of LLMs in answering conceptual questions, surpassing those of vanilla models. On the other hand, the MAS constructed using multiple LLMs demonstrates its ability to perform multi-step reasoning, derive equations, execute code, and generate explainable solutions for tasks that require calculation. These findings demonstrate the potential of applying RAG and MAS to enhance LLM performance for specialized courses in engineering curricula, providing a promising direction for developing intelligent tutoring in engineering education.</summary>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.MA" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-11-19T05:16:51Z</published>
    <arxiv:primary_category term="cs.AI"/>
    <author>
      <name>Hanzhi Yan</name>
    </author>
    <author>
      <name>Qin Lu</name>
    </author>
    <author>
      <name>Xianqiao Wang</name>
    </author>
    <author>
      <name>Xiaoming Zhai</name>
    </author>
    <author>
      <name>Tianming Liu</name>
    </author>
    <author>
      <name>He Li</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2511.14205v1</id>
    <title>FreeMusco: Motion-Free Learning of Latent Control for Morphology-Adaptive Locomotion in Musculoskeletal Characters</title>
    <updated>2025-11-18T07:23:46Z</updated>
    <link href="https://arxiv.org/abs/2511.14205v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2511.14205v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We propose FreeMusco, a motion-free framework that jointly learns latent representations and control policies for musculoskeletal characters. By leveraging the musculoskeletal model as a strong prior, our method enables energy-aware and morphology-adaptive locomotion to emerge without motion data. The framework generalizes across human, non-human, and synthetic morphologies, where distinct energy-efficient strategies naturally appear--for example, quadrupedal gaits in Chimanoid versus bipedal gaits in Humanoid. The latent space and corresponding control policy are constructed from scratch, without demonstration, and enable downstream tasks such as goal navigation and path following--representing, to our knowledge, the first motion-free method to provide such capabilities. FreeMusco learns diverse and physically plausible locomotion behaviors through model-based reinforcement learning, guided by the locomotion objective that combines control, balancing, and biomechanical terms. To better capture the periodic structure of natural gait, we introduce the temporally averaged loss formulation, which compares simulated and target states over a time window rather than on a per-frame basis. We further encourage behavioral diversity by randomizing target poses and energy levels during training, enabling locomotion to be flexibly modulated in both form and intensity at runtime. Together, these results demonstrate that versatile and adaptive locomotion control can emerge without motion capture, offering a new direction for simulating movement in characters where data collection is impractical or impossible.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-11-18T07:23:46Z</published>
    <arxiv:comment>SIGGRAPH Asia 2025</arxiv:comment>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Minkwan Kim</name>
    </author>
    <author>
      <name>Yoonsang Lee</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2509.06426v2</id>
    <title>Musculoskeletal simulation of limb movement biomechanics in Drosophila melanogaster</title>
    <updated>2025-09-11T21:45:17Z</updated>
    <link href="https://arxiv.org/abs/2509.06426v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2509.06426v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Computational models are critical to advance our understanding of how neural, biomechanical, and physical systems interact to orchestrate animal behaviors. Despite the availability of near-complete reconstructions of the Drosophila melanogaster central nervous system, musculature, and exoskeleton, anatomically and physically grounded models of fly leg muscles are still missing. These models provide an indispensable bridge between motor neuron activity and joint movements. Here, we introduce the first 3D, data-driven musculoskeletal model of Drosophila legs, implemented in both OpenSim and MuJoCo simulation environments. Our model incorporates a Hill-type muscle representation based on high-resolution X-ray scans from multiple fixed specimens. We present a pipeline for constructing muscle models using morphological imaging data and for optimizing unknown muscle parameters specific to the fly. We then combine our musculoskeletal models with detailed 3D pose estimation data from behaving flies to achieve muscle-actuated behavioral replay in OpenSim. Simulations of muscle activity across diverse walking and grooming behaviors predict coordinated muscle synergies that can be tested experimentally. Furthermore, by training imitation learning policies in MuJoCo, we test the effect of different passive joint properties on learning speed and find that damping and stiffness facilitate learning. Overall, our model enables the investigation of motor control in an experimentally tractable model organism, providing insights into how biomechanics contribute to generation of complex limb movements. Moreover, our model can be used to control embodied artificial agents to generate naturalistic and compliant locomotion in simulated environments.</summary>
    <category term="q-bio.NC" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-09-08T08:21:14Z</published>
    <arxiv:comment>23 pages, 11 figures</arxiv:comment>
    <arxiv:primary_category term="q-bio.NC"/>
    <author>
      <name>Pembe Gizem Özdil</name>
    </author>
    <author>
      <name>Chuanfang Ning</name>
    </author>
    <author>
      <name>Jasper S. Phelps</name>
    </author>
    <author>
      <name>Sibo Wang-Chen</name>
    </author>
    <author>
      <name>Guy Elisha</name>
    </author>
    <author>
      <name>Alexander Blanke</name>
    </author>
    <author>
      <name>Auke Ijspeert</name>
    </author>
    <author>
      <name>Pavan Ramdya</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2508.18066v2</id>
    <title>Arnold: A multi-task, multi-embodiment muscle transformer policy</title>
    <updated>2026-08-05T16:29:08Z</updated>
    <link href="https://arxiv.org/abs/2508.18066v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2508.18066v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Controlling high-dimensional and nonlinear musculoskeletal models of the human body is a foundational scientific challenge. Recent machine learning breakthroughs have heralded in-silico policies that master individual skills like reaching, object manipulation and locomotion in musculoskeletal systems with many degrees of freedom. However, these agents are merely "specialists", achieving high performance for a single skill. In this work, we develop Arnold, a transformer-based musculoskeletal control policy that masters multiple tasks and embodiments. Arnold combines behavior cloning and reinforcement learning to address 14 challenging control tasks spanning dexterous object manipulation, reaching, and locomotion, matching or exceeding the performance of single-task specialist policies. A key innovation is Arnold's sensorimotor vocabulary, a compositional representation of the semantics of heterogeneous sensory modalities, objectives, and actuators. Arnold leverages this vocabulary via a transformer architecture to deal with the variable observation and action spaces across tasks. This framework supports efficient multi-task, multi-embodiment learning and facilitates rapid adaptation to novel tasks, while encouraging universal motor strategies such as action and kinematic smoothness. Finally, causal probing of the motor output reveals that low-dimensional muscle synergies remain largely task-specific and that variance-based analyses systematically underestimate functional control dimensionality, consistent with biological observations on the limited transferability of such synergies. Code and data are available here: https://github.com/amathislab/arnold</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <category term="q-bio.QM" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-08-25T14:22:40Z</published>
    <arxiv:comment>B.A., A.S.C. and M.S. contributed equally. Code is available at https://github.com/amathislab/arnold</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Boshi An</name>
    </author>
    <author>
      <name>Alberto Silvio Chiappa</name>
    </author>
    <author>
      <name>Merkourios Simos</name>
    </author>
    <author>
      <name>Chengkun Li</name>
    </author>
    <author>
      <name>Alexander Mathis</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2507.23579v1</id>
    <title>Impact of a Lower Limb Exosuit Anchor Points on Energetics and Biomechanics</title>
    <updated>2025-07-31T14:08:25Z</updated>
    <link href="https://arxiv.org/abs/2507.23579v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2507.23579v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Anchor point placement is a crucial yet often overlooked aspect of exosuit design since it determines how forces interact with the human body. This work analyzes the impact of different anchor point positions on gait kinematics, muscular activation and energetic consumption. A total of six experiments were conducted with 11 subjects wearing the XoSoft exosuit, which assists hip flexion in five configurations. Subjects were instrumented with an IMU-based motion tracking system, EMG sensors, and a mask to measure metabolic consumption. The results show that positioning the knee anchor point on the posterior side while keeping the hip anchor on the anterior part can reduce muscle activation in the hip flexors by up to 10.21\% and metabolic expenditure by up to 18.45\%. Even if the only assisted joint was the hip, all the configurations introduced changes also in the knee and ankle kinematics. Overall, no single configuration was optimal across all subjects, suggesting that a personalized approach is necessary to transmit the assistance forces optimally. These findings emphasize that anchor point position does indeed have a significant impact on exoskeleton effectiveness and efficiency. However, these optimal positions are subject-specific to the exosuit design, and there is a strong need for future work to tailor musculoskeletal models to individual characteristics and validate these results in clinical populations.</summary>
    <category term="physics.med-ph" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="eess.SP" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-07-31T14:08:25Z</published>
    <arxiv:comment>12 pages, 10 figures</arxiv:comment>
    <arxiv:primary_category term="physics.med-ph"/>
    <arxiv:journal_ref>IEEE Trans. Biomed. Eng. (2025)</arxiv:journal_ref>
    <author>
      <name>Chiara Lambranzi</name>
    </author>
    <author>
      <name>Giulia Oberti</name>
    </author>
    <author>
      <name>Christian Di Natali</name>
    </author>
    <author>
      <name>Darwin G. Caldwell</name>
    </author>
    <author>
      <name>Manuela Galli</name>
    </author>
    <author>
      <name>Elena De Momi</name>
    </author>
    <author>
      <name>Jesùs Ortiz</name>
    </author>
    <arxiv:doi>10.1109/TBME.2025.3593040</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1109/TBME.2025.3593040" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2412.20350v1</id>
    <title>Safe Bayesian Optimization for the Control of High-Dimensional Embodied Systems</title>
    <updated>2024-12-29T04:42:50Z</updated>
    <link href="https://arxiv.org/abs/2412.20350v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2412.20350v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Learning to move is a primary goal for animals and robots, where ensuring safety is often important when optimizing control policies on the embodied systems. For complex tasks such as the control of human or humanoid control, the high-dimensional parameter space adds complexity to the safe optimization effort. Current safe exploration algorithms exhibit inefficiency and may even become infeasible with large high-dimensional input spaces. Furthermore, existing high-dimensional constrained optimization methods neglect safety in the search process. In this paper, we propose High-dimensional Safe Bayesian Optimization with local optimistic exploration (HdSafeBO), a novel approach designed to handle high-dimensional sampling problems under probabilistic safety constraints. We introduce a local optimistic strategy to efficiently and safely optimize the objective function, providing a probabilistic safety guarantee and a cumulative safety violation bound. Through the use of isometric embedding, HdSafeBO addresses problems ranging from a few hundred to several thousand dimensions while maintaining safety guarantees. To our knowledge, HdSafeBO is the first algorithm capable of optimizing the control of high-dimensional musculoskeletal systems with high safety probability. We also demonstrate the real-world applicability of HdSafeBO through its use in the safe online optimization of neural stimulation induced human motion control.</summary>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-12-29T04:42:50Z</published>
    <arxiv:comment>Accepted by CoRL 2024</arxiv:comment>
    <arxiv:primary_category term="cs.LG"/>
    <author>
      <name>Yunyue Wei</name>
    </author>
    <author>
      <name>Zeji Yi</name>
    </author>
    <author>
      <name>Hongda Li</name>
    </author>
    <author>
      <name>Saraswati Soedarmadji</name>
    </author>
    <author>
      <name>Yanan Sui</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2411.06320v1</id>
    <title>Self-Body Image Acquisition and Posture Generation with Redundancy using Musculoskeletal Humanoid Shoulder Complex for Object Manipulation</title>
    <updated>2024-11-10T01:04:31Z</updated>
    <link href="https://arxiv.org/abs/2411.06320v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2411.06320v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We proposed a method for learning the actual body image of a musculoskeletal humanoid for posture generation and object manipulation using inverse kinematics with redundancy in the shoulder complex. The effectiveness of this method was confirmed by realizing automobile steering wheel operation. The shoulder complex has a scapula that glides over the rib cage and an open spherical joint, and is supported by numerous muscle groups, enabling a wide range of motion. As a development of the human mimetic shoulder complex, we have increased the muscle redundancy by implementing deep muscles and stabilize the joint drive. As a posture generation method to utilize the joint redundancy of the shoulder complex, we consider inverse kinematics based on the scapular drive strategy suggested by the scapulohumeral rhythm of the human body. In order to control a complex robot imitating a human body, it is essential to learn its own body image, but it is difficult to know its own state accurately due to its deformation which is difficult to measure. To solve this problem, we developed a method to acquire a self-body image that can be updated appropriately by recognizing the hand position relative to an object for the purpose of object manipulation. We apply the above methods to a full-body musculoskeletal humanoid, Kengoro, and confirm its effectiveness by conducting an experiment to operate a car steering wheel, which requires the appropriate use of both arms.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-11-10T01:04:31Z</published>
    <arxiv:comment>Accepted at IEEE Robotics and Automation Letters</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Yuya Koga</name>
    </author>
    <author>
      <name>Kento Kawaharazuka</name>
    </author>
    <author>
      <name>Yasunori Toshimitsu</name>
    </author>
    <author>
      <name>Manabu Nishiura</name>
    </author>
    <author>
      <name>Yusuke Omura</name>
    </author>
    <author>
      <name>Yuki Asano</name>
    </author>
    <author>
      <name>Kei Okada</name>
    </author>
    <author>
      <name>Koji Kawasaki</name>
    </author>
    <author>
      <name>Masayuki Inaba</name>
    </author>
    <arxiv:doi>10.1109/LRA.2021.3095318</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1109/LRA.2021.3095318" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2411.03015v1</id>
    <title>Constitutive Models for Active Skeletal Muscle: Review, Comparison, and Application in a Novel Continuum Shoulder Model</title>
    <updated>2024-11-05T11:28:56Z</updated>
    <link href="https://arxiv.org/abs/2411.03015v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2411.03015v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>The shoulder joint is one of the functionally and anatomically most sophisticated articular systems in the human body. Both complex movement patterns and the stabilization of the highly mobile joint rely on intricate three-dimensional interactions among various components. Continuum-based finite element models can capture such complexity, and are thus particularly relevant in shoulder biomechanics. Considering their role as active joint stabilizers and force generators, skeletal muscles require special attention regarding their constitutive description. In this contribution, we propose a constitutive description to model active skeletal muscle within complex musculoskeletal systems, focusing on a novel continuum shoulder model. We thoroughly review existing material models before analyzing three selected ones in detail: an active-stress, an active-strain, and a generalized active-strain approach. To establish a basis for comparison, we identify the material parameters based on experimental stress-strain data obtained under various active and passive loading conditions. We discuss the concepts to incorporate active contractile behavior from a mathematical and physiological perspective, address analytical and numerical challenges arising from the mathematical formulations, and analyze the included biophysical principles of force generation in terms of physiological correctness and relevance for human shoulder modeling. Based on these insights, we present an improved constitutive model combining the studied models' most promising and relevant features. Using the example of a fusiform muscle, we investigate force generation, deformation, and kinematics during active isometric and free contractions. Eventually, we demonstrate the applicability of the suggested material model in a novel continuum mechanical model of the human shoulder.</summary>
    <category term="cs.CE" scheme="http://arxiv.org/schemas/atom"/>
    <category term="physics.bio-ph" scheme="http://arxiv.org/schemas/atom"/>
    <category term="physics.med-ph" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-11-05T11:28:56Z</published>
    <arxiv:comment>Submitted to the International Journal for Numerical Methods in Biomedical Engineering. Supplementary material is provided as an ancillary file</arxiv:comment>
    <arxiv:primary_category term="cs.CE"/>
    <author>
      <name>Laura Engelhardt</name>
    </author>
    <author>
      <name>Renate Sachse</name>
    </author>
    <author>
      <name>Rainer Burgkart</name>
    </author>
    <author>
      <name>Wolfgang A. Wall</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2411.00128v1</id>
    <title>Muscles in Time: Learning to Understand Human Motion by Simulating Muscle Activations</title>
    <updated>2024-10-31T18:28:53Z</updated>
    <link href="https://arxiv.org/abs/2411.00128v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2411.00128v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Exploring the intricate dynamics between muscular and skeletal structures is pivotal for understanding human motion. This domain presents substantial challenges, primarily attributed to the intensive resources required for acquiring ground truth muscle activation data, resulting in a scarcity of datasets. In this work, we address this issue by establishing Muscles in Time (MinT), a large-scale synthetic muscle activation dataset. For the creation of MinT, we enriched existing motion capture datasets by incorporating muscle activation simulations derived from biomechanical human body models using the OpenSim platform, a common approach in biomechanics and human motion research. Starting from simple pose sequences, our pipeline enables us to extract detailed information about the timing of muscle activations within the human musculoskeletal system. Muscles in Time contains over nine hours of simulation data covering 227 subjects and 402 simulated muscle strands. We demonstrate the utility of this dataset by presenting results on neural network-based muscle activation estimation from human pose sequences with two different sequence-to-sequence architectures. Data and code are provided under https://simplexsigil.github.io/mint.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-10-31T18:28:53Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>David Schneider</name>
    </author>
    <author>
      <name>Simon Reiß</name>
    </author>
    <author>
      <name>Marco Kugler</name>
    </author>
    <author>
      <name>Alexander Jaus</name>
    </author>
    <author>
      <name>Kunyu Peng</name>
    </author>
    <author>
      <name>Susanne Sutschet</name>
    </author>
    <author>
      <name>M. Saquib Sarfraz</name>
    </author>
    <author>
      <name>Sven Matthiesen</name>
    </author>
    <author>
      <name>Rainer Stiefelhagen</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2410.23682v1</id>
    <title>CubiXMusashi: Fusion of Wire-Driven CubiX and Musculoskeletal Humanoid Musashi toward Unlimited Performance</title>
    <updated>2024-10-31T07:12:35Z</updated>
    <link href="https://arxiv.org/abs/2410.23682v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2410.23682v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Humanoids exhibit a wide variety in terms of joint configuration, actuators, and degrees of freedom, resulting in different achievable movements and tasks for each type. Particularly, musculoskeletal humanoids are developed to closely emulate human body structure and movement functions, consisting of a skeletal framework driven by numerous muscle actuators. The redundant arrangement of muscles relative to the skeletal degrees of freedom has been used to represent the flexible and complex body movements observed in humans. However, due to this flexible body and high degrees of freedom, modeling, simulation, and control become extremely challenging, limiting the feasible movements and tasks. In this study, we integrate the musculoskeletal humanoid Musashi with the wire-driven robot CubiX, capable of connecting to the environment, to form CubiXMusashi. This combination addresses the shortcomings of traditional musculoskeletal humanoids and enables movements beyond the capabilities of other humanoids. CubiXMusashi connects to the environment with wires and drives by winding them, successfully achieving movements such as pull-up, rising from a lying pose, and mid-air kicking, which are difficult for Musashi alone. This concept demonstrates that various humanoids, not limited to musculoskeletal humanoids, can mitigate their physical constraints and acquire new abilities by connecting to the environment and driving through wires.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-10-31T07:12:35Z</published>
    <arxiv:comment>Accepted Humanoids2024, website - https://shin0805.github.io/cubixmusashi/, YouTube - https://youtu.be/IvzP98-r_mo</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Shintaro Inoue</name>
    </author>
    <author>
      <name>Kento Kawaharazuka</name>
    </author>
    <author>
      <name>Temma Suzuki</name>
    </author>
    <author>
      <name>Sota Yuzaki</name>
    </author>
    <author>
      <name>Yoshimoto Ribayashi</name>
    </author>
    <author>
      <name>Yuta Sahara</name>
    </author>
    <author>
      <name>Kei Okada</name>
    </author>
    <arxiv:doi>10.1109/Humanoids58906.2024.10769840</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1109/Humanoids58906.2024.10769840" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2410.20639v1</id>
    <title>A Comparative Study of Multiple Deep Learning Algorithms for Efficient Localization of Bone Joints in the Upper Limbs of Human Body</title>
    <updated>2024-10-28T00:05:38Z</updated>
    <link href="https://arxiv.org/abs/2410.20639v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2410.20639v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>This paper addresses the medical imaging problem of joint detection in the upper limbs, viz. elbow, shoulder, wrist and finger joints. Localization of joints from X-Ray and Computerized Tomography (CT) scans is an essential step for the assessment of various bone-related medical conditions like Osteoarthritis, Rheumatoid Arthritis, and can even be used for automated bone fracture detection. Automated joint localization also detects the corresponding bones and can serve as input to deep learning-based models used for the computerized diagnosis of the aforementioned medical disorders. This in-creases the accuracy of prediction and aids the radiologists with analyzing the scans, which is quite a complex and exhausting task. This paper provides a detailed comparative study between diverse Deep Learning (DL) models - YOLOv3, YOLOv7, EfficientDet and CenterNet in multiple bone joint detections in the upper limbs of the human body. The research analyses the performance of different DL models, mathematically, graphically and visually. These models are trained and tested on a portion of the openly available MURA (musculoskeletal radiographs) dataset. The study found that the best Mean Average Precision (mAP at 0.5:0.95) values of YOLOv3, YOLOv7, EfficientDet and CenterNet are 35.3, 48.3, 46.5 and 45.9 respectively. Besides, it has been found YOLOv7 performed the best for accurately predicting the bounding boxes while YOLOv3 performed the worst in the Visual Analysis test. Code available at https://github.com/Sohambasu07/BoneJointsLocalization</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-10-28T00:05:38Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <arxiv:journal_ref>Advances in Intelligent Systems and Computing, vol 1439. Springer, Singapore (2023)</arxiv:journal_ref>
    <author>
      <name>Soumalya Bose</name>
    </author>
    <author>
      <name>Soham Basu</name>
    </author>
    <author>
      <name>Indranil Bera</name>
    </author>
    <author>
      <name>Sambit Mallick</name>
    </author>
    <author>
      <name>Snigdha Paul</name>
    </author>
    <author>
      <name>Saumodip Das</name>
    </author>
    <author>
      <name>Swarnendu Sil</name>
    </author>
    <author>
      <name>Swarnava Ghosh</name>
    </author>
    <author>
      <name>Anindya Sen</name>
    </author>
    <arxiv:doi>10.1007/978-981-19-9819-5_46</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1007/978-981-19-9819-5_46" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2410.07682v1</id>
    <title>Patterned Structure Muscle : Arbitrary Shaped Wire-driven Artificial Muscle Utilizing Anisotropic Flexible Structure for Musculoskeletal Robots</title>
    <updated>2024-10-10T07:45:45Z</updated>
    <link href="https://arxiv.org/abs/2410.07682v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2410.07682v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Muscles of the human body are composed of tiny actuators made up of myosin and actin filaments. They can exert force in various shapes such as curved or flat, under contact forces and deformations from the environment. On the other hand, muscles in musculoskeletal robots so far have faced challenges in generating force in such shapes and environments. To address this issue, we propose Patterned Structure Muscle (PSM), artificial muscles for musculoskeletal robots. PSM utilizes patterned structures with anisotropic characteristics, wire-driven mechanisms, and is made of flexible material Thermoplastic Polyurethane (TPU) using FDM 3D printing. This method enables the creation of various shapes of muscles, such as simple 1 degree-of-freedom (DOF) muscles, Multi-DOF wide area muscles, joint-covering muscles, and branched muscles. We created an upper arm structure using these muscles to demonstrate wide range of motion, lifting heavy objects, and movements through environmental contact. These experiments show that the proposed PSM is capable of operating in various shapes and environments, and is suitable for the muscles of musculoskeletal robots.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-10-10T07:45:45Z</published>
    <arxiv:comment>accepted at IROS2024</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Shunnosuke Yoshimura</name>
    </author>
    <author>
      <name>Akihiro Miki</name>
    </author>
    <author>
      <name>Kazuhiro Miyama</name>
    </author>
    <author>
      <name>Yuta Sahara</name>
    </author>
    <author>
      <name>Kento Kawaharazuka</name>
    </author>
    <author>
      <name>Kei Okada</name>
    </author>
    <author>
      <name>Masayuki Inaba</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2406.05573v1</id>
    <title>Toward Autonomous Driving by Musculoskeletal Humanoids: A Study of Developed Hardware and Learning-Based Software</title>
    <updated>2024-06-08T20:56:19Z</updated>
    <link href="https://arxiv.org/abs/2406.05573v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2406.05573v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>This paper summarizes an autonomous driving project by musculoskeletal humanoids. The musculoskeletal humanoid, which mimics the human body in detail, has redundant sensors and a flexible body structure. These characteristics are suitable for motions with complex environmental contact, and the robot is expected to sit down on the car seat, step on the acceleration and brake pedals, and operate the steering wheel by both arms. We reconsider the developed hardware and software of the musculoskeletal humanoid Musashi in the context of autonomous driving. The respective components of autonomous driving are conducted using the benefits of the hardware and software. Finally, Musashi succeeded in the pedal and steering wheel operations with recognition.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-06-08T20:56:19Z</published>
    <arxiv:comment>Accepted at IEEE Robotics and Automation Magazine</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Kento Kawaharazuka</name>
    </author>
    <author>
      <name>Kei Tsuzuki</name>
    </author>
    <author>
      <name>Yuya Koga</name>
    </author>
    <author>
      <name>Yusuke Omura</name>
    </author>
    <author>
      <name>Tasuku Makabe</name>
    </author>
    <author>
      <name>Koki Shinjo</name>
    </author>
    <author>
      <name>Moritaka Onitsuka</name>
    </author>
    <author>
      <name>Yuya Nagamatsu</name>
    </author>
    <author>
      <name>Yuki Asano</name>
    </author>
    <author>
      <name>Kei Okada</name>
    </author>
    <author>
      <name>Koji Kawasaki</name>
    </author>
    <author>
      <name>Masayuki Inaba</name>
    </author>
    <arxiv:doi>10.1109/MRA.2020.2987805</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1109/MRA.2020.2987805" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2404.17815v1</id>
    <title>Learning-based Hierarchical Control: Emulating the Central Nervous System for Bio-Inspired Legged Robot Locomotion</title>
    <updated>2024-04-27T07:47:55Z</updated>
    <link href="https://arxiv.org/abs/2404.17815v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2404.17815v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Animals possess a remarkable ability to navigate challenging terrains, achieved through the interplay of various pathways between the brain, central pattern generators (CPGs) in the spinal cord, and musculoskeletal system. Traditional bioinspired control frameworks often rely on a singular control policy that models both higher (supraspinal) and spinal cord functions. In this work, we build upon our previous research by introducing two distinct neural networks: one tasked with modulating the frequency and amplitude of CPGs to generate the basic locomotor rhythm (referred to as the spinal policy, SCP), and the other responsible for receiving environmental perception data and directly modulating the rhythmic output from the SCP to execute precise movements on challenging terrains (referred to as the descending modulation policy). This division of labor more closely mimics the hierarchical locomotor control systems observed in legged animals, thereby enhancing the robot's ability to navigate various uneven surfaces, including steps, high obstacles, and terrains with gaps. Additionally, we investigate the impact of sensorimotor delays within our framework, validating several biological assumptions about animal locomotion systems. Specifically, we demonstrate that spinal circuits play a crucial role in generating the basic locomotor rhythm, while descending pathways are essential for enabling appropriate gait modifications to accommodate uneven terrain. Notably, our findings also reveal that the multi-layered control inherent in animals exhibits remarkable robustness against time delays. Through these investigations, this paper contributes to a deeper understanding of the fundamental principles of interplay between spinal and supraspinal mechanisms in biological locomotion. It also supports the development of locomotion controllers in parallel to biological structures which are ...</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-04-27T07:47:55Z</published>
    <arxiv:comment>Submitted to the IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS 2024)</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Ge Sun</name>
    </author>
    <author>
      <name>Milad Shafiee</name>
    </author>
    <author>
      <name>Peizhuo Li</name>
    </author>
    <author>
      <name>Guillaume Bellegarda</name>
    </author>
    <author>
      <name>Auke Ijspeert</name>
    </author>
    <author>
      <name>Guillaume Sartoretti</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2403.11729v1</id>
    <title>Hardware Design and Learning-Based Software Architecture of Musculoskeletal Wheeled Robot Musashi-W for Real-World Applications</title>
    <updated>2024-03-18T12:38:30Z</updated>
    <link href="https://arxiv.org/abs/2403.11729v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2403.11729v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Various musculoskeletal humanoids have been developed so far. While these humanoids have the advantage of their flexible and redundant bodies that mimic the human body, they are still far from being applied to real-world tasks. One of the reasons for this is the difficulty of bipedal walking in a flexible body. Thus, we developed a musculoskeletal wheeled robot, Musashi-W, by combining a wheeled base and musculoskeletal upper limbs for real-world applications. Also, we constructed its software system by combining static and dynamic body schema learning, reflex control, and visual recognition. We show that the hardware and software of Musashi-W can make the most of the advantages of the musculoskeletal upper limbs, through several tasks of cleaning by human teaching, carrying a heavy object considering muscle addition, and setting a table through dynamic cloth manipulation with variable stiffness.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-03-18T12:38:30Z</published>
    <arxiv:comment>Accepted at Humanoids2022</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Kento Kawaharazuka</name>
    </author>
    <author>
      <name>Akihiro Miki</name>
    </author>
    <author>
      <name>Masahiro Bando</name>
    </author>
    <author>
      <name>Temma Suzuki</name>
    </author>
    <author>
      <name>Yoshimoto Ribayashi</name>
    </author>
    <author>
      <name>Yasunori Toshimitsu</name>
    </author>
    <author>
      <name>Yuya Nagamatsu</name>
    </author>
    <author>
      <name>Kei Okada</name>
    </author>
    <author>
      <name>and Masayuki Inaba</name>
    </author>
    <arxiv:doi>10.1109/Humanoids53995.2022.10000123</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1109/Humanoids53995.2022.10000123" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2402.02904v1</id>
    <title>Replication of Impedance Identification Experiments on a Reinforcement-Learning-Controlled Digital Twin of Human Elbows</title>
    <updated>2024-02-05T11:16:32Z</updated>
    <link href="https://arxiv.org/abs/2402.02904v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2402.02904v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>This study presents a pioneering effort to replicate human neuromechanical experiments within a virtual environment utilising a digital human model. By employing MyoSuite, a state-of-the-art human motion simulation platform enhanced by Reinforcement Learning (RL), multiple types of impedance identification experiments of human elbow were replicated on a musculoskeletal model. We compared the elbow movement controlled by an RL agent with the motion of an actual human elbow in terms of the impedance identified in torque-perturbation experiments. The findings reveal that the RL agent exhibits higher elbow impedance to stabilise the target elbow motion under perturbation than a human does, likely due to its shorter reaction time and superior sensory capabilities. This study serves as a preliminary exploration into the potential of virtual environment simulations for neuromechanical research, offering an initial yet promising alternative to conventional experimental approaches. An RL-controlled digital twin with complete musculoskeletal models of the human body is expected to be useful in designing experiments and validating rehabilitation theory before experiments on real human subjects.</summary>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-02-05T11:16:32Z</published>
    <arxiv:comment>8 pages, 5 figures; Submitted to WCCI-2024</arxiv:comment>
    <arxiv:primary_category term="cs.RO"/>
    <author>
      <name>Hao Yu</name>
    </author>
    <author>
      <name>Zebin Huang</name>
    </author>
    <author>
      <name>Qingbo Liu</name>
    </author>
    <author>
      <name>Ignacio Carlucho</name>
    </author>
    <author>
      <name>Mustafa Suphi Erden</name>
    </author>
  </entry>
</feed>
