A Method of Utilizing Digital Manikins to Assist Passenger Vehicle Design

Author(s):  
Jian Wan ◽  
Nanxin Wang ◽  
Ksenia Kozak ◽  
Gianna Gomez-levi ◽  
Linas Mikulionis

Most occupant accommodation assessments of a new vehicle design currently still utilize human appraisal. That is, human subjects experience the new design physically and provide feedback including a numerical rating or verbatim description. There are two drawbacks with this type of assessment: 1) the outcome is subjective. They are likely affected by other factors such as the vehicle’s appearance or brand and the individual’s own bias; 2) the outcome may not be able to reveal where the issues are nor how to resolve them. The digital manikin technology has been widely used in different areas: starting from movie and video gaming industries, and getting more and more involved in the product life circle of manufacture industries. Human motions are captured, and the digital manikin is utilized to present these motions virtually. This paper introduces a method that uses digital manikins to assist the process of vehicle design. Subjects’ motions interacting with a vehicle, which are related to a new design change, are captured. These motions are used to drive digital manikins that represent their respective subjects in size and body shape. A software system that animates the digital manikin according to the motions and creates swept volumes of selected body segments was created. The collection of the swept volumes of all subjects represents the space that is occupied by the human body during the motion. This space can be used to assess the design changes by indicating the minimum clearance between the swept volume and vehicle components or the interference between the human body with the components. In addition, the space described by the swept volumes provides a guideline or space limit for any future design changes. This method is objective. It not only pin-points the locations that cause discomfort or inconvenience by the new design, but also provides quantitative suggestions on how much improvement is needed for a better design.

Author(s):  
M. A. Khanday ◽  
Fida Hussain ◽  
Khalid Nazir

The development of cold injury takes place in the human subjects by means of crystallization of tissues in the exposed regions at severe cold temperatures. The process together with the evaluation of the passage of fluid discharge from the necrotic regions with respect to various degrees of frostbites has been carried out by using variational finite element technique. The model is based on the Pennes' bio-heat equation and mass diffusion equations together with suitable initial and boundary conditions. The results are analyzed in relation with atmospheric temperatures and other parameters of the tissue medium.


Author(s):  
Zeng-Jia Hu ◽  
Zhi-Kui Ling

Abstract The instantaneous screw axis is used in the generation of the swept volume of a moving object. The envelope theory is used to determine the boundary surfaces of the swept volume. Specifically, the envelope surfaces generated by a plane polygon, cylindrical and spherical surfaces are presented. Furthermore, the ruled surfaces generated by edges of the moving object are discussed.


1956 ◽  
Author(s):  
Ross A. Mcfarland ◽  
Howard W. Stoudt

2020 ◽  
Vol 142 (6) ◽  
Author(s):  
Daisuke Yamada ◽  
Alperen Değirmenci ◽  
Robert D. Howe

Abstract To characterize the dynamics of internal soft organs and external anatomical structures, this paper presents a system that combines medical ultrasound imaging with an optical tracker and a vertical exciter that imparts whole-body vibrations on seated subjects. The spatial and temporal accuracy of the system was validated using a phantom with calibrated internal structures, resulting in 0.224 mm maximum root-mean-square (r.m.s.) position error and 13 ms maximum synchronization error between sensors. In addition to the dynamics of the head and sternum, stomach dynamics were characterized by extracting the centroid of the stomach from the ultrasound images. The system was used to characterize the subject-specific body dynamics as well as the intrasubject variabilities caused by excitation pattern (frequency up-sweep, down-sweep, and white noise, 1–10 Hz), excitation amplitude (1 and 2 m/s2 r.m.s.), seat compliance (rigid and soft), and stomach filling (empty and 500 mL water). Human subjects experiments (n = 3) yielded preliminary results for the frequency response of the head, sternum, and stomach. The method presented here provides the first detailed in vivo characterization of internal and external human body dynamics. Tissue dynamics characterized by the system can inform design of vehicle structures and adaptive control of seat and suspension systems, as well as validate finite element models for predicting passenger comfort in the early stages of vehicle design.


Author(s):  
Lucas Puentes ◽  
Jonathan Cagan ◽  
Christopher McComb

Abstract Through experience, designers develop guiding principles, or heuristics, to aid decision-making in familiar design domains. Generalized versions of common design heuristics have been identified across multiple domains and applied by novices to design problems. Previous work leveraged a sample of these common heuristics to assist in an agent-based design process, which typically lacks heuristics. These predefined heuristics were translated into sequences of specifically applied design changes that followed the theme of the heuristic. To overcome the upfront burden, need for human interpretation, and lack of generality of this manual process, this paper presents a methodology that induces frequent heuristic sequences from an existing timeseries design change dataset. Individual induced sequences are then algorithmically grouped based on similarity to form groups that each represent a shared general heuristic. The heuristic induction methodology is applied to data from two human design studies in different design domains. The first dataset, collected from a truss design task, finds a highly similar set of general heuristics used by human designers to that which was hand-selected for the previous computational agent study. The second dataset, collected from a cooling system design problem, demonstrates further applicability and generality of the heuristic induction process. Through this heuristic induction technique, designers working in a specified domain can learn from others’ prior problem-solving strategies and use these strategies in their own future design problems.


1986 ◽  
Vol 108 (2) ◽  
pp. 113-119 ◽  
Author(s):  
M. C. Leu ◽  
S. H. Park ◽  
K. K. Wang

This paper presents a method for representing the geometries of translational swept volumes of three-dimensional objects which can be constructed by the union of three types of primitive objects: blocks, cylinders, and spheres. The representation method involves three major steps. First, the swept volume of each primitive object is modeled by a boundary representation. Second, based on ray-casting and scan-rendering methods, the boundary representation is converted into a ray in–out classification, which represents the rays entering and exiting from the primitive swept volume. Third, the ray in–out classifications for various primitive swept volumes are combined to represent the swept volume of an object constructed from the primitive objects. Examples are given to illustrate how swept-volume representations can be useful in the context of off-line NC and robot program verifications.


2020 ◽  
pp. 212-222
Author(s):  
Rebecca Sanchez

This chapter describes deaf experiences of reading, particularly those that occur in signed languages. It explores both visual and tactile methods of signed language reading and analyzes the ways these practices enable alternative theorizations of reading and its potentials as well as the reasons that referring to the processes of decoding signed language utterances as reading is appropriate. Specifically, it focuses on the implications of encountering the human body as text and the relationships between human subjects and language that become possible in such contexts through readings of several ASSL poems including Bernard Bragg’s “Flowers and Moonlight on Spring Water” and “The Pilot and the Eagle,” Ian Sanborn’s “Caterpillar,” and Ayisha Knight-Shaw’s “Until.”


2018 ◽  
Vol 22 (2) ◽  
pp. 209-222
Author(s):  
Fangfang Zhang ◽  
Trevor John Little

Purpose 3D garment design technology is developing rapidly thereby creating a need for different approaches to developing the patterns. The purpose of this paper is to evaluate the 3D dynamic ease distribution for a 3D garment design. Design/methodology/approach Standard garments were created from Size 2 to Size 14 for ten human subjects. Landmarks location on both human body and the standard garment under dynamic postures are recorded, and he fit and comfort evaluation of the standard garment were collected from the ten human subjects. Finally, these data were used to evaluate the 3D dynamic ease distribution for a 3D garment design. Findings 3D dynamic ease evaluation is challenging and the findings showed that the upper-arm design is a core element of the whole 3D garment design. The upper arm is not only a connecting part for both front and back pieces of the garment, but is also the main active part of the body, so it is the essential element to affect the comfort and fit of the garment under dynamic postures. Originality/value This research provides a novel 3D ease evaluation by analyzing the landmarks location of both human body and standard garment, and fit and comfort evaluation of the standard garment, which are all carried under dynamic postures.


2018 ◽  
Vol 61 ◽  
pp. 323-362 ◽  
Author(s):  
Andre Gaschler ◽  
Ronald P. A. Petrick ◽  
Oussama Khatib ◽  
Alois Knoll

For robots to solve real world tasks, they often require the ability to reason about both symbolic and geometric knowledge. We present a framework, called KABouM, for integrating knowledge-level task planning and motion planning in a bounding geometry. By representing symbolic information at the knowledge level, we can model incomplete information, sensing actions and information gain; by representing all geometric entities--objects, robots and swept volumes of motions--by sets of convex polyhedra, we can efficiently plan manipulation actions and raise reasoning about geometric predicates, such as collisions, to the symbolic level. At the geometric level, we take advantage of our bounded convex decomposition and swept volume computation with quadratic convergence, and fast collision detection of convex bodies. We evaluate our approach on a wide set of problems using real robots, including tasks with multiple manipulators, sensing and branched plans, and mobile manipulation.


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