• Title/Summary/Keyword: Digital human

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A Study for Prevention of Musculoskeletal Disorders Using Digital Human Simulation in the Shipbuilding Industry (Digital Human Simulation을 이용한 근골격계질환 예방에 관한 연구 -조선업을 대상으로-)

  • Chang, Seong-Rok
    • Journal of the Korean Society of Safety
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    • v.22 no.3 s.81
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    • pp.81-87
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    • 2007
  • In this study digital human models of ship construction tasks using modeling & simulation were constructed and human models' activities through human activity analysis were evaluated. Human Factors experts analyzed the actual workers' tasks using the same technique used in human activity analysis at the same time. The main objective of this study is to check a possibility of applying digital human modeling technique to ship construction tasks that are mostly non-standardized(not uniformed) whereas most applications of digital human modeling technique have been applied to standardized tasks. We evaluated postures of both real workers and digital humans by RULA. It turned out that the final scores of RULA evaluation on real workers are the same as the RULA scores for digital humans. However, there were differences of RULA detail scores between real workers and digital humans in the several processes related with the wrist twist and deviations. Those differences are considered to be resulted from the error in the on-site measuring worker's body dimension which could be reduced by accurate tools to correct data for body dimension and digital real drawings for facilities. The results showed possibility of application of digital human modeling and ergonomic analysis on informal work operations as well as formal operations in the shipbuilding industry.

Digital Human Modeling for Human-centered CAD System (인간 친화적 설계 시스템을 위한 디지털 인체 모델 구성 연구)

  • Jung, Moon-Ki;Lee, Kun-Woo;Cho, Hyun-Deok;Kim, Tae-Woo;Yanzhao, Ma;Lee, Sang-Hun
    • Korean Journal of Computational Design and Engineering
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    • v.12 no.6
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    • pp.429-440
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    • 2007
  • The purpose of this research is to develop the Human-centered CAD system in which human factors can be considered during the design stage. For this system there are several issues to research, like the digital human modeling technology, the definition of interactions between human and product, the simulation of human motion when using the product, and the bio-mechanical analysis of human, etc. This paper introduces how to construct the kinematical structure of the digital human model. For our digital human model H-ANIM, the international specification of humanoid animation is referenced. And we added the skeleton geometry and the skin surfaces to our model. And it can manipulate its joints by forward kinematics. Also the IKAN inverse kinematics algorithm is adopted to support the posture prediction of the digital human model in the product environment. All of these ideas are implemented using CAD API so that we can apply these functions to the current commercial CAD systems. In this manner, the human factor issues can be effectively taken into account at the early design phase and the costs of bio-mechanical evaluation will be significantly reduced.

Research on Ontology-based Task Adaptability Improvement for Digital Human Model (온톨로지 기반 디지털 휴먼모델의 작업 적응성 제고 방안 연구)

  • Kang, Su-Ho;Sohn, My-E
    • Korean Journal of Computational Design and Engineering
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    • v.17 no.2
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    • pp.79-90
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    • 2012
  • In digital virtual manufacturing simulation, Digital Human widely used to optimal workplace design, enhancing worker safety in the workplace, and improving product quality. However, the case of ergonomics simulation solutions to support digital human modeling, Optimal DHM (Digital Human Model) data needed to develop and perform DHM will collect information related to the production process. So simulation developer has burden of collecting information. In this study, to overcome the limitations of existing solutions, we proposed the ADAGIO(Automated Digital humAn model development for General assembly usIng Ontology) framework. The ADAGIO framework was developed for DHM ontology to support optimal deployment of digital virtual environment and in order to ensure consistency of simulation components that are required for simulation modeling was made of a library.

A Study on Modeling Automation of Human Engineering Simulation Using Multi Kinect Depth Cameras (여러 대의 키넥트 뎁스 카메라를 이용한 인간공학 시뮬레이션 모델링 자동화에 관한 연구)

  • Jun, Chanmo;Lee, Ju Yeon;Noh, Sang Do
    • Korean Journal of Computational Design and Engineering
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    • v.21 no.1
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    • pp.9-19
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    • 2016
  • Applying human engineering simulation to analyzing work capability and movements of operators during manufacturing is highly demanded. However, difficulty in modeling digital human required for simulation makes engineers to be reluctant to utilize human simulation for their tasks. This paper addresses such problem on human engineering simulation by developing the technology to automatize human modeling with multiple Kinects at different depths. The Kinects enable us to acquire the movements of digital human which are essential data for implementing human engineering simulation. In this paper, we present a system for modeling automation of digital human. Especially, the system provides a way of generating the digital model of workers' movement and position using multiple Kinects which cannot be generated by single Kinect. Lastly, we verify the effects of the developed system in terms of modeling time and accuracy by applying the system to four different scenarios. In conclusion, the proposed system makes it possible to generate the digital human model easily and reduce costs and time for human engineering simulation.

A Comparative Study of Digital and Analogue System Environment to Retrieve Human Factor Elements for the Design of Operator Console (운전원 콘솔의 인간공학적 설계요소 추출을 위한 디지털과 아날로그 시스템 환경의 비교연구)

  • Cha, Woo-Chang
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.32 no.2
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    • pp.140-146
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    • 2009
  • Since the computer technology has been drastically developed and broadly employed for the design of human machine system, human system interface was somehow digitalized. Actually the operator's working environment employing the digital devices are not be fully digitalized due to its technical constraints so that it has been changed to the hybrid environment which has a combination of digital and analog elements. The hybrid environments need to study its characteristics and the guidelines for the proper design and evaluation purpose. This paper describes the human factor design elements of the console operated under hybrid environment through studying the characteristics of digital and analog environment based on the related human factor guidelines and literatures. The result of this paper implies the contribution to the evaluation of the generic human working environment which digital and analog elements are jointly used.

Research on the Application of Digital Human Production Based on Photoscan Realistic Head 3D Scanning and Unreal Engine MetaHuman Technology in the Metaverse

  • Pan, Yang;Kim, KiHong;Lee, JuneSok;Sang, YuanZi;Cheon, JiIn
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.102-118
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    • 2022
  • With the development of digital content software production technology and the technological progress of related hardware, the social status quo in the post-epidemic era, the popularization and application of 5G networks, the market and consumers' increasing demand for digital content products, artificial intelligence, virtual digital human, virtual Idols, virtual live, self-media content and metaverse-related content industries are all developing rapidly. Virtual idols, virtual digital human, etc. are not only accelerating innovation in production technology. The economic cost, technical difficulty and time requirements of production are also greatly reduced. With the arrival and development of the Metaverse, the author believes that the content industry with virtual digital humans as the core will continue to develop in the direction of refinement, specialization, facilitation and customization. In this article, we will analyze and study the production of virtual digital human based on Photoscan technology and Unreal Engine 5 Metahuman software, and discuss the application status and future development of related content.

Human Error Identification based on EEG Analysis for the Introduction of Digital Devices in Nuclear Power Plants

  • Oh, Yeon Ju;Lee, Yong Hee
    • Journal of the Ergonomics Society of Korea
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    • v.32 no.1
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    • pp.27-36
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    • 2013
  • Objective: This paper describes an analysis of electroencephalography(EEG) signals to identify human errors during using digital devices in nuclear power plants(NPPs). Background: The application of an advanced main control room(MCR) has accompanied with lots of changes in different forms and features by virtue of new digital technologies. The characteristics of these digital technologies and devices provide several opportunities for the use of interface management. It can integrate into a compact single workstation in an advanced MCR, allowing workers to operate the plant with minimum physical burden under any operating condition. However these devices may introduce new types of human errors, and thus we need a means to assess and prevent such errors especially those related to digital devices. Method/Conclusion: The EEG data are relatively objective, and thus we introduce several measures to EEG analysis for obtaining the feasibility of human error identification. Application: This study may support to ensure the safety when applying digital devices in NPPs.

Digital Leveraging: The Methodology of Applying Technology to Human Life (디지털 레버리징: 기술을 인간의 삶에 적용하는 방법론)

  • Han, Sukyoung;Kim, Hee-Cheol;Hwang, Wonjoo
    • Journal of Korea Multimedia Society
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    • v.22 no.2
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    • pp.322-333
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    • 2019
  • After the launch of smart phones, various miniaturized smart devices such as wearable and IOT devices have deeply embedded in human life, and have created a technology-oriented society. In this technology-oriented society, technology development itself is important, however it seems more important to utilize existing technology appropriately and deliver effectively to human life. As the computer became personalized after the appearance of PC, human-centered computing such as HCI and UCD had begun to appear. However, most of the researches focused on technology that made human being convenient to interact with computer such as computer systems design and UX development. In the technology-oriented society, it seems more urgent to apply existing technology to human life. In this paper, we propose a methodology, 'Digital Leveraging' which guides how to effectively apply technology to human life. Digital Leveraging is the way of convergence between technology and humanities.

An Experimental Evaluation on Human Error Hazards of Task using Digital Device (디지털 기기 기반 직무 수행 시 인적오류위험성에 대한 실험적 평가)

  • Oh, Yeon Ju;Jang, Tong Il;Lee, Yong Hee
    • Journal of the Korean Society of Safety
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    • v.29 no.1
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    • pp.47-53
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    • 2014
  • The application of advanced Main Control Room(MCR) is accompanied with lots of changes and different forms and features through the virtue of new digital technologies. The characteristics of these digital technologies and devices give many opportunities to the interface management, and can be integrated into a compact single workstation in advanced MCR so that workers can operate the plant with minimum physical burden under any operation conditions. However, these devices may introduce new types of human errors and thus a means to evaluate and prevent such errors is needed, especially those related to characteristics of digital devices. This paper reviewed the new type of human error hazards of tasks based on digital devices and surveyed researches on physiological assessment related to human error. An experiment was performed to verify human error hazards by physiological responses such as EEG which was measured to evaluate the cognitive workload of operators. And also, the performances of four tasks which are representative in human error hazard tasks based on digital devices were compared. Response time, ${\beta}$ power spectrum rate of each task by EEG, and mental workload by NASA-TLX were evaluated. In the results of the experiment, the rate of the ${\beta}$ power was increased in the task 1 and task 4 which are searching and navigating task and memory task of hierarchical information, respectively. In case of the mental workload, in most of evaluation items, task 1 and 4 were highly rated comparatively. In this paper, human error hazards might be identified by highly cognitive workload. Conclusively, it was concluded that the predictive method which is utilized in this paper and an experimental verification can be used to ensure the safety when applying the digital devices in Nuclear Power Plants (NPPs).