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1.
Chaffin DB 《Ergonomics》2005,48(5):478-491
This paper presents the need to improve existing digital human models (DHMs) so they are better able to serve as effective ergonomics analysis and design tools. Existing DHMs are meant to be used by a designer early in a product development process when attempting to improve the physical design of vehicle interiors and manufacturing workplaces. The emphasis in this paper is placed on developing future DHMs that include valid posture and motion prediction models for various populations. It is argued that existing posture and motion prediction models now used in DHMs must be changed to become based on real motion data to assure validity for complex dynamic task simulations. It is further speculated that if valid human posture and motion prediction models are developed and used, these can be combined with psychophysical and biomechanical models to provide a much greater understanding of dynamic human performance and population specific limitations and that these new DHM models will ultimately provide a powerful ergonomics design tool.  相似文献   

2.
《Ergonomics》2012,55(5):478-491
This paper presents the need to improve existing digital human models (DHMs) so they are better able to serve as effective ergonomics analysis and design tools. Existing DHMs are meant to be used by a designer early in a product development process when attempting to improve the physical design of vehicle interiors and manufacturing workplaces. The emphasis in this paper is placed on developing future DHMs that include valid posture and motion prediction models for various populations. It is argued that existing posture and motion prediction models now used in DHMs must be changed to become based on real motion data to assure validity for complex dynamic task simulations. It is further speculated that if valid human posture and motion prediction models are developed and used, these can be combined with psychophysical and biomechanical models to provide a much greater understanding of dynamic human performance and population specific limitations and that these new DHM models will ultimately provide a powerful ergonomics design tool.  相似文献   

3.
Steele R 《Ergonomics》2012,55(3):375-376
Driver workspace design and evaluation is, in part, based on assumed driving postures of users and determines several ergonomic aspects of a vehicle, such as reach, visibility and postural comfort. Accurately predicting and specifying standard driving postures, hence, are necessary to improve the ergonomic quality of the driver workspace. In this study, a statistical clustering approach was employed to reduce driving posture simulation/prediction errors, assuming that drivers use several distinct postural strategies when interacting with automobiles. 2-D driving postures, described by 16 joint angles, were obtained from 38 participants with diverse demographics (age, gender) and anthropometrics (stature, body mass) and in two vehicle classes (sedans and SUVs). Based on the proximity of joint angle sets, cluster analysis yielded three predominant postural strategies in each vehicle class (i.e. ‘lower limb flexed’, ‘upper limb flexed’ and ‘extended’). Mean angular differences between clusters ranged from 3.8 to 52.4° for the majority of joints, supporting the practical relevance of the distinct clusters. The existence of such postural strategies should be considered when utilising digital human models (DHMs) to enhance and evaluate driver workspace design ergonomically and proactively.

Statement of Relevance: This study identified drivers' distinct postural strategies, based on actual drivers' behaviours. Such strategies can facilitate accurate positioning of DHMs and hence help design ergonomic driver workspaces.  相似文献   

4.
Stature, age, and gender effects on reach motion postures   总被引:2,自引:0,他引:2  
The rapid adoption of software to simulate human reach motions in the design of vehicle interiors and manufacturing and office workstations has required a sophisticated understanding of human motions. This paper describes how more than 3,000 right-arm reaching motions of a diverse group of participants were captured and statistically modeled. The results demonstrate that stature and age have a larger effect than does gender on reach motion postures for motions chosen by the participants while reaching to targets placed throughout a typical automobile interior. We propose that these methods, models, and results can assist the further development of human motion simulation software for ergonomic purposes, such as for the design or evaluation of vehicle interiors or industrial workplaces, to ensure that various population groups are physically accommodated.  相似文献   

5.
《Ergonomics》2012,55(11):1897-1909
In this study, the accuracy of the joint centres of the manikins generated by RAMSIS and Human Builder (HB), two digital human modelling (DHM) systems widely used in industry for virtual ergonomics simulation, was investigated. Eighteen variously sized females and males were generated from external anthropometric dimensions and six joint centres (knee, hip and four spine joints) were compared with their anatomic locations obtained from the three-dimensional reconstructed bones from a low-dose X-ray system. Both RAMSIS and HB could correctly reproduce external anthropometric dimensions, while the estimation of internal joint centres location presented an average error of 27.6 mm for HB and 38.3 mm for RAMSIS. Differences between both manikins showed that a more realistic kinematic linkage led to better accuracy in joint location. This study opens the way to further research on the relationship between the external body geometry and internal skeleton in order to improve the realism of the internal skeleton of DHMs, especially for a biomechanical analysis requiring information of joint load and muscle force estimation.

Practitioner summary: This study assessed two digital human modelling (DHM) systems widely used in industry for virtual ergonomics. Results support the need of a more realistic human modelling, especially for a biomechanical analysis and a standardisation of DHMs.  相似文献   

6.
A computerized system is needed for effective determination of the sizing system of a multiple-size product. The present study developed a distributed representative human model generation and analysis system (DRHM-GAS) which can generate various sizing system candidates for a target population using different DRHM generation methods and evaluate the sizing system candidates. A five-step DRHM generation procedure (target population characterization, anthropometric variable selection, key dimension selection, grid formation, and DRHM size determination) was developed and implemented into the DRHM-GAS. A generated sizing system candidate is evaluated in the DRHM-GAS by a set of metrics including multivariate accommodation percentage and the number of sizing categories. The effectiveness of the DRHM-GAS was examined with two case studies of the development of optimal sizing systems for men's flight suit design based on the anthropometric data of US Army pilots and pilot oxygen mask design based on the facial anthropometric data of ROKAF pilots. The DRHM-GAS would be of use for product designers to establish an appropriate sizing system with efficiency.  相似文献   

7.
面向虚拟装配的VRML模型优化重构   总被引:1,自引:0,他引:1  
苏艳  廖文和  郭宇 《计算机工程与设计》2007,28(11):2509-2512,2722
对基于Web的虚拟装配中VRML模型优化重构进行了研究.提出了虚拟装配环境中的五层结构信息模型;在此基础上,分析VRML模型的语法结构和语法解析过程,建立了节点重构算法和优化处理算法;实现了VRML模型组织结构和信息描述的优化重构,很好地满足了虚拟装配快速设计与分析的需求.开发了基于Web的交互式虚拟装配原型系统,验证了模型优化重构算法的可行性.  相似文献   

8.
The purpose of this study is to detect landslide locations using web-based digital aerial photographs and to map landslide susceptibility using landslide locations in Jinbu, Korea. The landslide susceptibility map was generated and validated using frequency ratio, weight of evidence, logistic regression and artificial neural network models with a geographic information system (GIS). The landslide locations were identified in the study area from interpretation of digital aerial photographs that were provided on an Internet portal (http://map.daum.net) and checked by field survey. A spatial database of the topography, soil, forest, geology and land use was constructed and landslide-related factors were extracted. Using these factors, landslide susceptibility was analysed using four models. Seventy percent of the landslides were used in landslide susceptibility mapping and the remaining 30% were used for validation. The validation result showed that the frequency ratio, weight of evidence, logistic regression and artificial neural network models had 84.94%, 82.82%, 87.72% and 81.44% accuracies, respectively, representing an overall satisfactory agreement of more than 80%, with the logistic regression model giving the best result. The maps generated could be used to estimate the risk to population, property and existing infrastructure such as the transportation network.  相似文献   

9.
三维模型动画在数字化设计和应用中具有重要意义,受到越来越多研究者关注;但如何通过三维数字化原真再现民族舞蹈表演是极具挑战的问题.本论文通过动捕技术采集舞蹈动作实现舞蹈数字化展示.具体方法是:首先利用动捕设备捕获人体动作数据,然后在Maya中进行人物建模、骨骼绑定、蒙皮和权重调节,再通过MotionBuilder将3D模型与动捕数据结合,最终完成了现实舞蹈动作的虚拟人展演.论文构建了一个面向民族舞蹈展演的虚拟场景,并以13个民族的舞蹈为数字化内容,推广动捕驱动的舞蹈展演方法的应用.  相似文献   

10.
Grasping is an essential requirement for digital human models (DHMs). It is a complex process and thus a challenging problem for DHMs, involving a skeletal structure with many degrees-of-freedom (DOFs), cognition, and interaction between the human and objects in the environment. Furthermore, grasp planning involves not only finding the shape of the hand and the position and orientation of the wrist but also the posture of the upper body required for producing realistic grasping simulations. In this paper, a new methodology is developed for grasping prediction by combining a shape-matching method and an optimization-based posture prediction technique. We use shape matching to pick a hand shape from a database of stored grasps, then position the hand around the object. The posture prediction algorithm then calculates the optimal posture for the whole upper body necessary to execute the grasp. The proposed algorithm is tested on a variety of objects in a 3-D environment. The results are realistic and suggest that the new method is more suitable for grasp planning than conventional methods. This improved performance is particularly apparent when the nature of the grasped objects is not known a priori , and when a complex high-DOF hand model is necessary.   相似文献   

11.
《Ergonomics》2012,55(11):1294-1309
Virtual reality has become popular in a variety of fields. Three experiments to study visual accommodation and task performance during stereographic vision were carried out in order to better understand the human response to virtual reality. Visual accommodation to stereograms on CRT was studied. Subjects could see the target on the CRT display binocularly through liquid crystal shutters. Accommodation to a stereogram with step changes in distance was tested first. As the second experiment, accommodation to a stereogram with gradual changes in distance, and comparison of ability to perform a colour photograph stereogram task were tested. Finally, accommodation and subject performance during a prolonged stereographic object task were observed for 30min. A virtual ‘gate’ was formed at a position 1.2?m from the subject. The virtual target moved forward and backward through this gate between the positions of 0.8?m and 20?m. The subjects were asked to focus on the target and press a button as it moved through the virtual gate. Subjective response to the task and the error between the position where the button was pressed and the gate was recorded. It was concluded that there are some people who exhibit large changes in accommodation while performing a stereographic task. There is a tendency to accommodate to a distance nearer than the baseline. Prolonged stereoscopic viewing caused visual fatigue or loss of accommodation and diminished task performance.  相似文献   

12.
The biophysical properties of cat motoneuron (MN) models with passive dendrite and different sizes have been extensively tested. However, the behavior of these models in relation to accommodation has not been tested yet. The experimental data reported have shown that MNs accommodate to a very limited degree, exhibiting, in some extension, breakdown of accommodation phenomenon. One possible explanation for the latter behavior would be the presence of persistent sodium conductance. The accommodation can be evaluated by observing threshold latency (TL) curve and the accommodation coefficient (I/I0)s, obtained from the response to linearly rising currents. The simulation results have showed that the models exhibit breakdown of accommodation phenomenon and much similar accommodation coefficients, despite their type: 1.463, 1.456 and 1.418 to S, FR and FF MN models, respectively. According to these data, all the MN models can be classified as slowly accommodating. Our data suggests that accommodation coefficients cannot be associated to the size or to the type of the MN, and persistent sodium conductance might not be necessary to explain breakdown of accommodation phenomenon in MN soma at all.  相似文献   

13.
The paper suggests that virtual worlds (VWs) have many unique advantages for supporting interaction design studio activities, provided that they are designed to include appropriate workplaces and interactive tools to foster collaboration and creativity. We present an approach for employing VWs that proposes the use of prospective tools and workplaces throughout the following key activities of interaction design studio courses: design brief, design thinking, design practice (conceptual and detailed), the desk crit, design review and user evaluation. Then, we describe a blended interaction design studio course on the basis of this approach, which ran through a whole semester. We found that the VW design studio is an engaging and constructive experience for students: In the VW environment, students and tutors held many online meetings, and students constructed several models about their design project, developed a digital prototype and conducted a remote usability evaluation. In addition, the persistence of the environment and the developed VW tools helped students and tutors to achieve careful feedback and reflection during the design project lifetime. Nevertheless, a number of challenges remain for wider implementation: the refinement of the instructional design approach, the usability of VW tools, further integration of VWs to professional design tools and the conduction of other full-scale VW design studio courses.  相似文献   

14.
Anthropometric digital human models are well established and used in order to get a better design of human‐adapted machines. By the application of electronics and computer operated machines, nearly arbitrary design of controlling and operating the technical equipment seems possible. So more and more the question arises: What is operable by the human operator and what leads probably to a disaster due to much stress. By applying systems ergonomic rules, this can be avoided to a far extent. In order to consider these rules already in an early state of development, it seems useful to incorporate such rules in digital human models. By this procedure, cognitive human models will be created. The combination of such models with anthropometric digital human models will lead to the possibility to carry out virtual experiments under the condition of computer aided design. So, in the future, more ergonomic knowledge will be considered by this new technique. © 2002 Wiley Periodicals, Inc.  相似文献   

15.
The present study examined the multivariate accommodation performance (MAP) of the grid method, a distributed representative human models (RHM) generation method, in the context of men’s pants sizing system design. Using the 1988 US Army male anthropometric data and ±2.5 cm of fitting tolerance, the grid method selected two key dimensions (waist girth and crotch height) out of 12 anthropometric dimensions and identified 25 RHMs to accommodate 95% of the population. The average MAP of the RHMs decreased dramatically as the number of anthropometric dimensions considered increased (99% for single dimension and 14% for 12 dimensions). A standardized regression model was established which explains the effects of two factors (sum of anthropometric dimension ranges; adjusted R2 between key dimensions and other anthropometric dimensions) on the MAP of RHMs. This regression model can be used to prioritize anthropometric dimensions for efficient MAP improvement of men’s pants design.  相似文献   

16.
游戏游戏建筑模型是虚拟虚拟游戏模型中的基本对象,已有的对游戏建筑的表示局限于某一层次级别,比如块模型、带屋顶的模型、结构模型和室内模型.引入了连续层次级别这一概念来对地理信息系统中的建筑进行表示和建模,而连续层次级别方法统一了虚拟三维游戏模型中不同类型的建筑的表示.  相似文献   

17.
Automobile seat design specifications cannot be established without considering the comfort expectations of the target population. This contention is supported by published literature, which suggests that ergonomics criteria, particularly those related to physiology, do not satisfy consumer comfort. The objective of this paper is to challenge ergonomics criteria related to anthropometry in the same way. In this context, 12 subjects, representing a broad range of body sizes, evaluated five different compact car seats during a short-term seating session. Portions of a reliable and valid survey were used for this purpose. The contour and geometry characteristics of the five seats were quantified and compared to the survey information. Discrepancies were discovered between published anthropometric accommodation criteria and subject-preferred lumbar height, seatback width, cushion length, and cushion width. Based on this finding, it was concluded that automobile seat comfort is a unique science. Ergonomics criteria, while serving as the basis for this science, cannot be applied blindly for they do not ensure comfortable automobile seats.  相似文献   

18.
基于虚拟原型的概念设计描述模型V-desModel   总被引:2,自引:0,他引:2  
杨强  郭阳  彭宇行  李思昆 《软件学报》2002,13(4):748-753
传统的概念设计方法由于缺乏真实感的交互手段,难以直观表达设计者的意图.基于虚拟原型的概念设计不仅能为设计者提供逼真的虚拟设计环境,而且充分体现了现代设计的成本低、周期短以及灵活性强等特点.针对概念设计的特点以及虚拟原型的特征分类,提出了基于虚拟原型的概念设计模型V-desModel,其核心是利用产品视图模型描述设计对象,将虚拟特征概念融入视图模型中,并采用可扩展"三维实体-约束图"来描述设计对象之间的约束关系.V-desModel模型能有效地支持基于虚拟原型的概念设计过程,较好地解决了概念设计中产品虚拟原  相似文献   

19.
情绪体验能够有效地提高虚拟现实系统用户的兴趣,虚拟人的情绪设计正成为构建虚拟环境的一项核心技术,目前的虚拟人情绪模型仍然处于初级阶段.综述了情绪模型的研究,讨论了情绪模型尚未解决的问题.根据情绪模型相关研究和认知科学的成果,提出了建立虚拟人情绪模型的一种新思,其目标是提高虚拟人情绪设计的效率,虚拟人的情绪状态通过情绪模型来控制,虚拟人可以具有感知、动机、情绪、个性,并可在虚拟环境中表现出恰当的自主情绪.情绪设计软件可以融合软计算理论和人机交互技术,为建立人性化的图形界面提供一种高效工具.  相似文献   

20.
In this study, body segment parameters of Korean adults were estimated using the three-dimensional (3D) body scan data from the SizeKorea database. Mass-inertial parameters and segment dimensions of 40 male subjects and 40 female subjects (18-59 years old) were estimated using a 16-segment model under the assumption that each segment has a constant density distribution after reconstructing the scan data. Therefore, several sets of linear regression functions based on gender, stature, and weight were established, which provided a convenient method for estimating body segment parameters of Korean adults. The obtained mass ratios of body segments were compared with those for Russians reported by Zatsiorsky and Seluyanov (1983) and for those for Chinese and Germans reported by Shan and Bohn (2003), in which the same 16-segment model was used. In addition, the results were compared with the Korean data results reported by [Jung, 1993] and [Lim, 1994], and Park et al. (1999). These comparisons revealed that Asians have larger head mass ratios and smaller lower limb mass ratios than Caucasians, while the differences in the head mass ratios between males and females from the same ethnic groups were not significant. Females were found to have larger mass ratios for the lower torso and smaller mass ratios for the upper torso, middle torso, upper arm, forearm, foot, and hand, as compared to males from the same ethnic groups. In addition, the data obtained by different researchers were compared, thereby showing high reproducibility of our method.

Relevance to industry

The obtained segment parameters can be used to define digital human models and applied to the fields of ergonomics and biomechanics, such as for workspace design, furniture design, vehicle interior design, and human movement analysis.  相似文献   

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