Virtual Environment for Digital Human Simulation

Author(s):  
Zan Mi ◽  
Kim Farrell ◽  
Karim Abdel-Malek
2010 ◽  
Vol 15 (1) ◽  
pp. 55-68 ◽  
Author(s):  
Liang Ma ◽  
Damien Chablat ◽  
Fouad Bennis ◽  
Wei Zhang ◽  
Bo Hu ◽  
...  

Author(s):  
Liang Ma ◽  
Damien Chablat ◽  
Fouad Bennis ◽  
Bo Hu ◽  
Wei Zhang

Virtual human simulation integrated into virtual reality applications is mainly used for virtual representation of the user in virtual environment or for interactions between the user and the virtual avatar for cognitive tasks. In this paper, in order to prevent musculoskeletal disorders, the integration of virtual human simulation and VR application is presented to facilitate physical ergonomic evaluation, especially for physical fatigue evaluation of a given population. Immersive working environments are created to avoid expensive physical mock-up in conventional evaluation methods. Peripheral motion capture systems are used to capture natural movements and then to simulate the physical operations in virtual human simulation. Physical aspects of human’s movement are then analyzed to determine the effort level of each key joint using inverse kinematics. The physical fatigue level of each joint is further analyzed by integrating a fatigue and recovery model on the basis of physical task parameters. All the process has been realized based on VRHIT platform and a case study is presented to demonstrate the function of the physical fatigue for a given population and its usefulness for worker selection.


2006 ◽  
Author(s):  
Karim Abdel-Malek ◽  
Jasbir Arora ◽  
Jingzhou Yang ◽  
Timothy Marler ◽  
Steve Beck ◽  
...  

Author(s):  
Jingzhou Yang ◽  
Karim Abdel-Malek ◽  
Kim Farrell ◽  
Kyle Nebel

Proper assessment of human reach posture is one of the essential functions for workspace design and evaluation in a CAD system with a built-in human model. Most existing models have used heuristic methods, which provide only the range of feasible human reaching postures, which may or may not include naturalistic reach posture. We present a multi-objective-optimization (MOO)-based approach for predicting realistic reach postures of digital humans, one based on our belief that humans assume different reach postures depending on different cost functions, i.e., multi-objective functions. In this work, the number of degrees of freedom (DOF) associated with the model is unlimited, and ranges of motion of joints are considered. The problem is formulated as MOO and single-objective optimization (SOO) algorithms where one or all cost functions (joint displacement, energy, effort, etc.) are considered as objective functions that drive the model to a solution set. A real-time simulation of the digital human’s motion is applied in the IOWA digital-human virtual environment.


2011 ◽  
Author(s):  
Jangwoon Park ◽  
Kihyo Jung ◽  
Joonho Chang ◽  
Jeongung Kwon ◽  
Heecheon You

2006 ◽  
Author(s):  
Matthew P. Reed ◽  
Julian Faraway ◽  
Don B. Chaffin ◽  
Bernard J. Martin

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