1 00:00:00,000 --> 00:00:04,590 2 00:00:04,590 --> 00:00:08,670 To gain greater adaptivity in natural terrain conditions, 3 00:00:08,670 --> 00:00:11,250 animals are observed to regularly jump over 4 00:00:11,250 --> 00:00:12,630 large obstacles. 5 00:00:12,630 --> 00:00:15,630 At the Ohio State University, dynamic control 6 00:00:15,630 --> 00:00:19,210 of two types of jumps have been developed for a quadruped. 7 00:00:19,210 --> 00:00:22,860 They are the standing jump and the running jump. 8 00:00:22,860 --> 00:00:24,600 The model used in the development 9 00:00:24,600 --> 00:00:28,320 has a size and weight similar to that of a large dog. 10 00:00:28,320 --> 00:00:31,650 It uses simple telescoping and springy legs. 11 00:00:31,650 --> 00:00:34,920 The terrain shown is divided into a half meter 12 00:00:34,920 --> 00:00:36,900 by half meter grid. 13 00:00:36,900 --> 00:00:40,380 Here, a quadruped is shown jumping over a wall 14 00:00:40,380 --> 00:00:42,630 with a height of about 1 meter. 15 00:00:42,630 --> 00:00:44,820 The motion traces of the body and the feet 16 00:00:44,820 --> 00:00:47,250 are also displayed. 17 00:00:47,250 --> 00:00:49,980 During takeoff, the front and the back legs 18 00:00:49,980 --> 00:00:53,070 are coordinated to impart appropriate amounts 19 00:00:53,070 --> 00:00:56,220 of linear and angular momentum to the body. 20 00:00:56,220 --> 00:00:59,220 While in flight, leg motions are planned 21 00:00:59,220 --> 00:01:03,120 to maximize clearance and prepare for landing. 22 00:01:03,120 --> 00:01:05,084 Note the ballistic motion for the system. 23 00:01:05,084 --> 00:01:08,010 24 00:01:08,010 --> 00:01:12,120 During landing, the front legs and the back legs in turn 25 00:01:12,120 --> 00:01:16,080 remove all the linear and angular momentum of the body. 26 00:01:16,080 --> 00:01:18,870 Adaptation to terrain-level variation 27 00:01:18,870 --> 00:01:22,680 is shown here where the landing and the takeoff levels 28 00:01:22,680 --> 00:01:23,850 are different. 29 00:01:23,850 --> 00:01:28,350 In order to achieve a greater span, the running jump is used. 30 00:01:28,350 --> 00:01:31,050 As it is shown approaching a ditch, 31 00:01:31,050 --> 00:01:33,390 the quadruped is running at 4 meters 32 00:01:33,390 --> 00:01:36,090 per second in a bounding gait. 33 00:01:36,090 --> 00:01:38,790 Unlike the standing jump, at no time 34 00:01:38,790 --> 00:01:42,960 are the front and the back legs on the ground simultaneously. 35 00:01:42,960 --> 00:01:46,230 During the transition from a bounding gait to a jump, 36 00:01:46,230 --> 00:01:48,720 the quadruped applies the appropriate amounts 37 00:01:48,720 --> 00:01:51,840 of linear and angular momentum to the body 38 00:01:51,840 --> 00:01:55,110 to give a desired jumping height and span. 39 00:01:55,110 --> 00:01:59,130 The jump is then characterized by an extended flight phase. 40 00:01:59,130 --> 00:02:03,120 Unlike a standing jump, part of the energy during landing 41 00:02:03,120 --> 00:02:07,590 is reused for transition back into a bounding gait. 42 00:02:07,590 --> 00:02:10,259 A number of bounding cycles are needed 43 00:02:10,259 --> 00:02:13,050 to regain the original running speed. 44 00:02:13,050 --> 00:02:16,170 A variety of terrain conditions with different takeoff 45 00:02:16,170 --> 00:02:19,300 and landing levels have also been tested, 46 00:02:19,300 --> 00:02:22,740 including that of a terrain step, shown here. 47 00:02:22,740 --> 00:02:25,800 With further refinements to the jumping algorithms, 48 00:02:25,800 --> 00:02:29,550 application may be found in high-speed locomotion 49 00:02:29,550 --> 00:02:32,120 over irregular terrain. 50 00:02:32,120 --> 00:02:44,000