• Title/Summary/Keyword: Digital ergonomic simulation

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Evaluation of Predicted Driving Postures in RAMSIS Digital Human Model Simulation (Digital Human Model Simulation을 위한 RAMSIS 추정 운전자세의 정합성 평가 및 개선)

  • Park, Jang-Woon;Jung, Ki-Hyo;Chang, Joon-Ho;Kwon, Jeong-Ung;You, Hee-Cheon
    • IE interfaces
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    • v.23 no.2
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    • pp.100-107
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    • 2010
  • For proper ergonomic evaluation using a digital human model simulation (DHMS) system such as $RAMSIS^{(R)}$, the postures of humanoids for designated tasks need to be predicted accurately. The present study (1) evaluated the accuracy of driving postures of humanoids predicted by RAMSIS, (2) proposed a method to improve its accuracy, and (3) examined the effectiveness of the proposed method. The driving postures of 12 participants in a seating buck were measured by a motion capture system and compared with their corresponding postures predicted by RAMSIS. Significant discrepancies ($8.7^{\circ}$ to $74.9^{\circ}$) between predicted and measured postures were observed for different body parts and driving tasks. Two methods (constraints addition and user-defined posture) were proposed and their effects on posture estimation accuracy were examined. Of the two proposed methods, the user-defined posture method was found preferred, reducing posture estimation errors by 11.5% to 84.9%. Both the posture prediction accuracy assessment protocol and user-defined posture method would be of use for practitioners to improve the accuracy of predicted postures of humanoids in virtual environments.

Development of Door Trim Assembly System base on Digital Manufacturing Technology (디지털 제조기술 지원 도어트림 조립시스템 개발)

  • Park, Hong-Seok;Mun, Si-Hwan;Park, Sang-Kil;Choi, Hong-Won;Shin, Sang-Jong;Cha, Suk-Keun
    • Korean Journal of Computational Design and Engineering
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    • v.14 no.4
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    • pp.242-253
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    • 2009
  • Nowadays, manufacturing industry has been making its effort not only for productivity elevation but also for cost reduction in order to survive in the global market which is more and more challenging. In this paper, the method for planning of digital manufacturing system is proposed and door trim assembly system is determined as the subject of our research. First of all, the process sequence is generated based on the product analysis. And, the static and dynamic relationships between system components are represented using IDEF0 and UML model. The working time is estimated through the regression analysis based on MODAPTS method. According to the system configuration strategy, initial concept system layout is implemented 3D virtual environment. The problems caused by bad working motions are detected and modified through the ergonomic analysis using RULA method. According to proposed procedure, digital door trim assembly system is implemented in DLEMIA.

An Estimation Method of Representative Humanoids for Digital Human Simulation

  • Jung, Kihyo
    • Journal of the Ergonomics Society of Korea
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    • v.32 no.3
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    • pp.237-243
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    • 2013
  • Objective: The present study developed an estimation method of boundary zone representative humanoids(hereafter, EBZ method) using descriptive statistics on the design target population. Background: The boundary zone method(hereafter, BZ method) generates representative humanoids at a boundary zone that statistically accommodates a designated percent of the design target population; however, the BZ method has a practical limitation because it requires a large scale anthropometric database on the design target population. Method: The EBZ method developed in the present study consisted of 3 steps. In the first step, the boundary zone of accommodating a designated percent(e.g., 90%) is formed under the assumption of normal distributions for anthropometric sizes. In the second step, cases that fall within the boundary zone are estimated using descriptive statistics(mean, standard deviation, and covariance) on the design target population. In the last step, K-mean cluster analysis is conducted for the cases, and representative humanoids are selected from each of clusters. Results: Evaluation results showed that mean accommodation percent of the EBZ method was 90.9%(range: 90.8~91.1%) which is similar to the target percent(90%). In addition, standard deviation of accommodation percent for 100 repetitions was 0.1%. Lastly, the number of representative humanoids generated by the EBZ method(n = 20) was similar to the BZ method(n = 16). Conclusion: The EBZ method can generate representative humanoids which accommodate a designated percent of the design target population using descriptive statistics. Application: The EBZ method can be utilized in the generation of humanoids for ergonomic design and evaluation of products when the large scale anthropometric database on the design target population is not existed.

Development of Supportive Device Design for Artificial Hand Based on Virtual Simulation (가상 시뮬레이션을 이용한 의수 보조 장치 디자인 개발)

  • Lee, Ji-Won;Han, Ji-Young;Na, Dong-Kyu;Nah, Ken
    • Journal of Digital Convergence
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    • v.15 no.10
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    • pp.455-465
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    • 2017
  • This study focuses on design development and verification through virtual simulation based on 3D model data in the cloud platform as a method of utilization of engineering technology of design in the fourth industrial revolution era. The goal of research is to develop and examine a design for the needs of the target that has never been met before through virtual simulations that can be conducted in practice. As a research method, we analyzed secondary data to identify the needs of the target, and did literature research for the ergonomic data and target body development stages. In addition, the design development process of this study was shown meaningful result in design, structure, safety, material, durability through loop test of 7 virtual simulations. This study can be applied to the automated process system based on 3D model data in the 4th industrial revolution era and can be used as an element of the cyber physics system for the additional research.

An Analysis of Posthuman's Body Type and Fashion in SF Movies (SF 영화에 나타난 포스트휴먼의 신체 유형 및 패션 분석)

  • Choi, Jung-Hwa
    • The Research Journal of the Costume Culture
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    • v.19 no.3
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    • pp.473-487
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    • 2011
  • The purpose of this study is to analyze the body type and fashion of posthuman in SF movies. The method of this study was to analyze documentaries, internet web site, fashion books and so forth. The results were as follows: The body types of posthuman were expressed as mutation type, prosthetic type, clone type by biological hybrid or renovation and digital type by computer simulation. The mutation type was expressed as reinforcement of masculinity or feminity and reinforcement of body functions. The fashion item was expressed as a black tailored suit, leather jacket, cat suit, whip, black sunglass, garter belt, high heel shoes, short pants, black one piece dress and functional body suit. The prosthetic type was expressed as reinforcement of body functions and reinforcement of masculinity or feminity. The fashion item was expressed as a military item, high-tech power suit and ergonomic armor suit. The clone type was expressed as the plural ego with reinforcement of body functions. The fashion item was expressed as a power shoulder jacket, fake fur coat, vinyl, black see-through look and functional suit. The digital type was expressed as reinforcement of masculinity or feminity and the plural ego with reinforcement of body functions. The fashion item was expressed as a data suit, leather jacket, black over coat, boots, black sun glass, ethnic items and military items. The meanings of posthuman fashion in SF movies were impurity of posthuman, display of superhuman's power by sexuality, metaphor of power and fantasy of superhero in opposition futuristic dystopia. As mentioned above, posthuman body type and fashion in SF movies become the conversational topic in the real world. The fact that we think about utopia and identity of posthuman in the future is of great significance.