Monday, May 1, 2017

Ashley D. Goodenough: "Scalar" Prosthesis Final

Concept: This above-elbow (transhumoral) modular prosthesis is a design that can be used for rock climbing. Most rock climbing prostheses don’t yet feature a hand that’s similar to a human hand - that is, most of them end in hooks, only two fingers, or wedges that allow you to grip with only 1-2 points of pressure. That's mostly because the technology for such a responsive and flexible artificial hand is still in the works. However, looking to the future, I’ve designed a functional piece that would work like an actual hand, with articulating finger joints, as well as grips on the fingers and palm that assist with traction during climbing. I drew inspiration from tattoo designs around the world, primarily from an artist named Kenji Alucky, whose work I’ve admired for years. His art is very geometric, and has clean lines and stippling combined with negative space that creates a visual feeling akin to sacred geometry. I also drew inspiration from nature to create one more major visual element - a fern - to cover a portion of the arm and complement the hard lines of the geometric piece.
Research: In my research on prosthetic devices for above-elbow and below-elbow amputees, I continue to find that arms are much more complex than legs in terms of musculature and joint function. There are upwards of 30 muscles and at least 18 joints that work together to operate a human arm, and the end purpose of all that complexity is the fine motor control of the fingers (Richard F. ff. Weir, Ph.D.). One of my initial challenges was designing joint articulations that are more flexible in range of motion than your standard hinge joints. There are above-elbow prosthetic devices that use only simple hinge joints, but you wouldn’t be able to rock climb very well with that type of design. I took some artistic liberty with the overall engineering of my device, and an engineer would be able to get me the rest of the way into real-world functionality. My main goal was to create an attractive rock-climbing cosmesis (outer coverage of a prosthesis) that could be fitted with specific engineered parts later to become a functioning prosthesis, using the engineering concepts I’ve proposed to fit inside it. For some in-depth ideas on how to structure the joints, I found useful diagrams on the Johns Hopkins Applied Physics Laboratory website. The lab provides a simple but detailed visual aid on a sensored above-elbow prosthetic limb that they’ve designed, with x-ray views that really assisted in planning out how I modeled the fingers, elbow, and wrist joints.
Here’s what I’m working with in terms of the varying joint types:
elbow - hinge joint
wrist - combination rotating and hinge (ulna and radius twisting)
thumb - ball and socket
palm - hinge halfway into the palm
origin of fingers - hinge in 2 directions at connection to palm
finger middles and ends - hinge only
I also referred to Advanced Arm Dynamics for ideas on how to design flexible joints for my model. Advanced Arm Dynamics is a rehabilitation company that focuses on upper extremity prosthetics and rehab, as well as providing access to new technologies to their patients. I referenced several of their hand prosthesis technologies while modeling the joints for Scalar, but the primary one is called the BeBionic hand. Its design allows for precision gripping and flexible range of motion, which is what would be needed for a rock climbing prosthesis. I would love to work with a company like this in the future, since an advanced prosthesis like the BeBionic is simply begging for a highly customizable shell. This company as well as Ottobock - the company the BeBionic is now with - appears to specialize in myoelectric-controlled arm prosthetics (which means the electrical impulses created by the person’s muscle in their residual limb gets amplified and essentially powers the prosthesis). Ottobock’s Dynamic Arm prosthesis was a design I referenced for creating the elbow joint of Scalar. My design currently has a sort of pylon residing underneath the shell, but I plan on modifying it to mesh more with the myoelectric concept.
no naked edges
material assignments
hand detail

Modeling PART 2 (from the halfway point):
Preparing to use FlowAlongSrf for the lower arm, I used PictureFrame to bring in a reference of a fern tattoo similar to the idea I wanted, made the object semi-transparent, then used that reference to draw InterpolatePoints curves that would later become the fern cutout. I Rebuilt these curves several times over so that when I used ExtrudeCrv (solid), the surface would be clean enough to fillet the edges without getting a lot of tiny naked edges that were unresolvable. After getting the curves simple enough, I finally got around to setting up for my FlowAlongSrf command - I used CreateUVCurves and chose the exact curves I wanted to reparametize from the arm, and once I had the UV layout, I used PlanarSrf to get my first surface to represent the lower arm with cutouts. I used Split to integrate the fern curves with the planar surface, then moved the pieces I didn’t want to another layer. I then extruded the whole planar surface, and my cutouts became three dimensional. I used FilletEdge to smooth up the horizontal edges of the cutouts. MatchSrf is a command I recently learned that adjusts the edge of a surface to be tangent to the edge of another surface. I used this successfully (once) when I was having issues with a naked edge in one of the fern surfaces. It is not the magic bullet I was hoping for, but that’s par for the course. I ended up going back and really sanitizing my curves before extruding, which is always the most correct answer in the end. I was also having an issue with the organic fern cutouts being a perfect closed surface before using FlowAlongSrf, but afterward it would create bad geometry on the arm. The solution to that, after several hours of trial and error, also turned out to be cleaning up my curves from the very beginning, which I keep having to re-learn.
In drawing out the curves from the geometric concept art for the bicep, I learned some new tricks when it came to defining the boundaries of 2D shapes. I had never had reason to play with the circumscribed polygon tool until now, and I found out there are multiple mathematical ways to start a polygon and end it depending on its surroundings. It was just as useful as the
O-Snap options, because it meant I could draw out the imbedded triangle designs based on the edges around them, which made the design look really clean really quickly. I used Offset, Trim, and Mirror here a number of times to ensure that the design was consistent in edge thickness, to maintain cohesiveness and symmetry, and to manage overlapping curves before they caused trouble later. I also learned how to use the Extend command during this process to pull some curves to the extent of their boundary objects. When I tested these curves on my surface using FlowAlongSrf, they were really skewed, so I used Zebra to test the continuity of my surface. Getting some poor zebra results meant I needed to rebuild my surface a little better, so I went back to my original curves and built a new surface that would flow my pattern a little more cleanly. After the initial test, I went ahead and started expanding the detail of the bicep design, using Array to build the even spacing between the offset bars. In testing the FlowAlongSrf some more, I found that the bicep design was a little too busy, and didn’t complement the organic fern very well. I simplified the overall design, and I’m much more pleased with the results. I used Split to separate the geometric pieces from each other, but keep the surfaces flush with each other. While I was using FilletEdge on the outside of each shape, I periodically used Boolean2Objects just to check that I had tangency but NOT overlapping objects. If objects are overlapping, a 3D print will not work. Likewise, if you don’t have exact tangency, the pieces will not print as a single object.

For the palm and finger grips/pads, I consulted with my rock climbing experts on where to position the padding and how they should be shaped in order to mimic the calluses that rock climbers build up on their fingers. This provided me with accurate contact areas where it would be ideal to place surfaces with increased traction. I alternately used ExtractIsocurve, InterpolateCrvOnSrf, ExtrudeSrf, and OffsetSrf to get the curves and offset surfaces I wanted to imitate from the original surface. I also edited some of these control points to get a smoother shape, then used Pull to get them back to the surface, because some points had escaped the surface somewhat. For the palm pads, I Split the original palm surface with those surface curves, and used JoinEdge with a duplicated surface to get the closed palm pad surfaces, then moved them to another layer since they will be their own objects and have their own material. For the finger pads, I created an asymmetrical eclipse extrusion and kept it solid, then placed the extrusion through the fingers at the correct angle for intersection. I then used Intersect, which I had never tried before, to get the curves of intersection between the two objects. This was a much better way than Project would’ve been to get consistent curves onto angled surfaces. For cleaning up the original finger surfaces afterward, I had kept copies of the small split surfaces so that I could use Untrim on the original surface and it would be good as new. I used a similar process for creating the angular cutout on the palm/hand surface.
While modeling the joints for the fingers and elbow, I relearned the Orient command for positioning an object and aligning it with another object. I vaguely remember being shown this command while doing a waffle structure project a year ago, but I hadn’t really used it until now. It is POWERFUL. I used this to insert and align bolts into the joint connections. The joints themselves were modeled flat using curves, then using ExtrudeCrv (solid). For the connections between the fingers and the palm, I needed to create a way for the fingers to hinge forward and also move a little from side to side. I used ExtractIsocurve from some of the hinges, then TweenCurves, Loft, and BooleanDifference to create troughs in the palm surface for the hinges to move back and forth in.
For the connections between the inner mechanism of the arm and the exterior shells, I created simple lines then used Pipe so that I could BooleanSplit them and keep the sections that would hold the two solids together.
Materials:
This design has so many visible internal metal elements that I needed to figure those out first before I could assign shell materials that would complement the underlying structure. For the inner mechanisms of the arm, I used a rough copper. For the screws and bolts, a blue zinc worked really well to highlight the difference in material but not be too distracting. I then got the colors and specularity figured out for the massive pieces, such as the hand, fingers, and most of the arm. These I kept to a medium gray matte paint for the fingers and upper arm. The hand and portions of the upper arm design are a metallic gray paint. The details are a mix of an Axalta material called Tempting Turquoise and a metallic lime green paint. The shell is a carbon fiber material I had already figured out for a previous prosthetic accessory design. The finger and palm padding/grips have a mold tech material applied to them, which gives the impression of a slightly dimpled rubber material.


Sources:
DESIGN OF ARTIFICIAL ARMS AND HANDS FOR PROSTHETIC APPLICATIONS: Richard F. ff. Weir, Ph.D.

Amputee Coalition:

Johns Hopkins Applied Physics Lab:

Advanced Arm Dynamics:

Ottobock:

Kenji Alucky:


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