Looking for Participants

The MPI for Biological Cybernetics is looking for participants for some of their research experiments [more].
 

Most recent Publications

Guest JM, Seetharama MM, Wendel ES, Strick PL and Oberlaender M (January-2018) 3D reconstruction and standardization of the rat facial nucleus for precise mapping of vibrissal motor networks Neuroscience 368 171-186.
Zaretskaya N, Fischl B, Reuter M, Renvall V and Polimeni JR (January-2018) Advantages of cortical surface reconstruction using submillimeter 7 T MEMPRAGE NeuroImage 165 11-26.
Ardhapure AV, Sanghvi YS, Borozdina Y, Kapdi AR and Schulzke C (January-2018) Crystal structure of 8-(4-methyl­phen­yl)-2′-de­oxy­adenosine hemihydrate Acta Crystallographica Section E: Crystallographic Communications 74(1) 1-5.
Meilinger T, Garsoffky B and Schwan S (December-2017) A catch-up illusion arising from a distance-dependent perception bias in judging relative movement Scientific Reports 7(17037) 1-9.
Venrooij J, Mulder M, Mulder M, Abbink DA, van Paassen MM, van der Helm FCT and Bülthoff HH (December-2017) Admittance-Adaptive Model-Based Approach to Mitigate Biodynamic Feedthrough IEEE Transactions on Cybernetics 47(12) 4169-4181.
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Body Motion Capture and Animation Technology

For full-body motion capture we use two different setups. One setup consists of a leightweight lycra suit with attached reflective markers which are captured and processed with Vicon iQ or Blade software. After the capturing process, the data can be post-processed for the desired need. The second setup is used for real-time motion capture and animation. For this we use two Xsens MVN Suits, consisting of 17 MTx inertial measurement units each. The MVN system software was upgraded in 2014 to MVN Biomech which allows for synchronized 60fps video recordings with an external camera. It also offers integrated data visualization of joint angles and accelerations as well as direct export into game engines like Unity. Custom-built plugins enable the use of these suits for real-time animation (e.g. of virtual avatars). For post-processing and animation of body parts or the full body we use Autodesk 3ds Max, Autodesk Maya and Autodesk Motion Builder. The avatars generally used for experiments involving motion capture and animation are part of the Rocketbox Studios GmbH Complete Characters Library. Through the work of the independent research group, Space and Body Perception (Betty Mohler) in collaboration with the Max Planck Institute for Intelligent Systems (Michael Black) we can now create personalized self-avatars for our experiments. We currently do so for patient populations where we investigate distortions in body image.

Last updated: Friday, 14.10.2016