For this specific project&#x2F;paper it&#x27;s any application that would include real-time computer animation with an underlying musculoskeletal framework. Biomechanics scientists, clinicians can use it to improve the &quot;visual&quot; realism of their bio-simulation tools, or video game developers and artists can use it to increase the realism of game characters. The benefit here is that you can let the model takes care of the biomechanics and it&#x27;s output is used to deform the muscle and tendon geometry in real-time. The number of vertices (or resolution) of each muscle can also be adjusted to keep the minimum required frame rate, in case you want dynamic skinning and everything else that needs to be added into a complex scene.