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Virtual Work for a System of Connected Rigid Bodies01:06

Virtual Work for a System of Connected Rigid Bodies

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Virtual work is a powerful method used to solve problems involving several connected rigid bodies. When the system is in equilibrium, virtual work is zero. This allows the calculation of the resulting forces when a system undergoes a virtual displacement. When attempting to analyze such a system, first, use a free-body diagram, where an independent coordinate represents the configuration of the links, and mark its deflected position resulting from the positive virtual displacement.
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Relative Motion Analysis using Rotating Axes-Problem Solving01:29

Relative Motion Analysis using Rotating Axes-Problem Solving

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Consider a crane whose telescopic boom rotates with an angular velocity of 0.04 rad/s and angular acceleration of 0.02 rad/s2. Along with the rotation, the boom also extends linearly with a uniform speed of 5 m/s. The extension of the boom is measured at point D, which is measured with respect to the fixed point C on the other end of the boom. For the given instant, the distance between points C and D is 60 meters.
Here, in order to determine the magnitude of velocity and acceleration for point...
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Planar Rigid-Body Motion01:22

Planar Rigid-Body Motion

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Understanding the movement of a rigid body in planar motion involves recognizing that every particle within this body is traversing a path that maintains a consistent distance from a specific plane. This concept is fundamental in the study of physics and mechanical engineering, and it allows us to comprehend better how objects move in space.
Planar motion is typically divided into three distinct categories. The first is rectilinear translation, demonstrated by a subway train that moves along...
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Relative Motion Analysis using Rotating Axes01:25

Relative Motion Analysis using Rotating Axes

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Consider a component AB undergoing a linear motion. Along with a linear motion, point B also rotates around point A. To comprehend this complex movement, position vectors for both points A and B are established using a stationary reference frame.
However, to express the relative position of point B relative to point A, an additional frame of reference, denoted as x'y', is necessary. This additional frame not only translates but also rotates relative to the fixed frame, making it...
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Rigid Body Equilibrium Problems - II01:21

Rigid Body Equilibrium Problems - II

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A rigid body is in static equilibrium when the net force and the net torque acting on the system are equal to zero.
Consider two children sitting on a seesaw, which has negligible mass. The first child has a mass (m1) of 26 kg and sits at point A, which is 1.6 meters (r1) from the pivot point B; the second child has a mass (m2) of 32 kg and sits at point C. How far from the pivot point B should the second child sit (r2) to balance the seesaw?
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Rigid Body Equilibrium Problems - I00:49

Rigid Body Equilibrium Problems - I

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A rigid body is said to be in static equilibrium when the net force and the net torque acting on the system is equal to zero. To solve for rigid body equilibrium problems, do the following steps.
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Related Experiment Video

Updated: Jul 27, 2025

Estimation of Contact Regions Between Hands and Objects During Human Multi-Digit Grasping
09:41

Estimation of Contact Regions Between Hands and Objects During Human Multi-Digit Grasping

Published on: April 21, 2023

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ManiLoco: A VR-Based Locomotion Method for Concurrent Object Manipulation.

Dayu Wan1, Xiaolei Guo1, Jiahui Dong1

  • 1Purdue University, USA.

Proceedings of the ACM on Computer Graphics and Interactive Techniques
|June 9, 2023
PubMed
Summary
This summary is machine-generated.

Virtual reality (VR) training is enhanced by ManiLoco, a new hands-free locomotion method. This foot- and head-based system improves virtual reality laboratory skill training by enabling seamless object manipulation.

Keywords:
LocomotionObject ManipulationRoom-scale VRTeleportationVirtual Reality Training

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Area of Science:

  • Virtual Reality
  • Human-Computer Interaction
  • Educational Technology

Background:

  • Virtual reality (VR) is increasingly used for laboratory skill training.
  • Current locomotion methods like controller-based teleportation can impede hand-based tasks and increase cognitive load.
  • This limits the effectiveness and user experience in VR training environments.

Purpose of the Study:

  • To design and implement a novel, hands-free locomotion method for VR.
  • To reduce conflicts between locomotion and hand-based tasks in VR training.
  • To improve the user experience and cognitive load in virtual laboratory settings.

Main Methods:

  • Developed ManiLoco, a locomotion system using foot and head input for teleportation.
  • Users step towards a target object while looking at it to initiate teleportation.
  • Evaluated ManiLoco against Point & Teleport in a within-subject experiment with 16 participants.

Main Results:

  • ManiLoco demonstrated viability as a foot- and head-based locomotion approach.
  • The method effectively supports concurrent object manipulation during VR training tasks.
  • No additional hardware is required, relying solely on the VR head-mounted display (HMD).

Conclusions:

  • ManiLoco offers a promising solution for hands-free interaction in VR training.
  • The system alleviates limitations of traditional teleportation methods, enhancing user experience.
  • ManiLoco is easily applicable to existing VR applications as a plugin.