• 제목/요약/키워드: digital human model simulation

검색결과 33건 처리시간 0.024초

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

  • 강수호;손미애
    • 한국CDE학회논문집
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    • 제17권2호
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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.

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

  • 전찬모;이주연;노상도
    • 한국CDE학회논문집
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    • 제21권1호
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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.

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

  • 정문기;이건우;조현덕;김태우;;이상헌
    • 한국CDE학회논문집
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    • 제12권6호
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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.

Motion-capture-based walking simulation of digital human adapted to laser-scanned 3D as-is environments for accessibility evaluation

  • Maruyama, Tsubasa;Kanai, Satoshi;Date, Hiroaki;Tada, Mitsunori
    • Journal of Computational Design and Engineering
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    • 제3권3호
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    • pp.250-265
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    • 2016
  • Owing to our rapidly aging society, accessibility evaluation to enhance the ease and safety of access to indoor and outdoor environments for the elderly and disabled is increasing in importance. Accessibility must be assessed not only from the general standard aspect but also in terms of physical and cognitive friendliness for users of different ages, genders, and abilities. Meanwhile, human behavior simulation has been progressing in the areas of crowd behavior analysis and emergency evacuation planning. However, in human behavior simulation, environment models represent only "as-planned" situations. In addition, a pedestrian model cannot generate the detailed articulated movements of various people of different ages and genders in the simulation. Therefore, the final goal of this research was to develop a virtual accessibility evaluation by combining realistic human behavior simulation using a digital human model (DHM) with "as-is" environment models. To achieve this goal, we developed an algorithm for generating human-like DHM walking motions, adapting its strides, turning angles, and footprints to laser-scanned 3D as-is environments including slopes and stairs. The DHM motion was generated based only on a motion-capture (MoCap) data for flat walking. Our implementation constructed as-is 3D environment models from laser-scanned point clouds of real environments and enabled a DHM to walk autonomously in various environment models. The difference in joint angles between the DHM and MoCap data was evaluated. Demonstrations of our environment modeling and walking simulation in indoor and outdoor environments including corridors, slopes, and stairs are illustrated in this study.

Saccade 안구운동계의 시뮬레이션 (A new approach for the saccadic eye movement system simulation)

  • 박상희;남문현
    • 전기의세계
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    • 제26권1호
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    • pp.87-90
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    • 1977
  • Various simulation techniques were developed in the modeling of biological system during the last decades. Mostly analog and hybrid simulation techniques have been used. The authors chose the Digital Analog Simulation (DAS) technique by using the MIMIC language to simulate the saccadic eye movement system performances on the digital computer. There have been various models presented by many investigators after Young & Stark's sampled-data model. The eye movement model chosen by the authors is Robinson's model III which shows the parallel information processing characteristics clearly to the double-step input stimuli. In the process of simulation, the parameter and constants used were based on the neurophysiological data of the human and animals. The analog model blocks were converted to the corresponding MIMIC block diagrams and programmed into the MIMIC statements. The program was run on the CDC Cyber 72-14 computer. The essential input stimulus was double-step of 5 and 10 degrees, and target durations chosen were 50,100 and 150 msec. The results obtained by the DAS technqiue were in good agreement with analog simulation carried out by other investigators as well as with the experimental human saccadic eye movement responses to double-step target movements.

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

  • 박장운;정기효;장준호;권정웅;유희천
    • 산업공학
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    • 제23권2호
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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.

건축공간의 행동모델과 공간구조 분석모델에 관한 연구 (A Study on Behavioral Model and Spatial Configuration Analysis model in the Architectural Space)

  • 이종렬
    • 한국디지털건축인테리어학회논문집
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    • 제12권2호
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    • pp.61-66
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    • 2012
  • In space syntax, the mathmatical process to get a integration could be restrictive in understanding spatial configuration since it is based on only one behavior model. In this study, As another approach to spatial configuration analysis based on behavioral model, there is the simulation tracking analysis model that simulates the movements of human in the space and analyze them. In this study, the relationship between integration and behavioral model will be defined and the similarities and the differences between space syntax and the simulation tracking analysis model will be demonstrated. Furthermore, these two analysis models will be understood as a variety of tools that can analyze an object in multiple viewpoints.

실시간 휴먼 시뮬레이션을 위한 깊이 카메라 기반의 자세 판별 및 모션 보간 (Depth Camera-Based Posture Discrimination and Motion Interpolation for Real-Time Human Simulation)

  • 이진원;한정호;양정삼
    • 한국CDE학회논문집
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    • 제19권1호
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    • pp.68-79
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    • 2014
  • Human model simulation has been widely used in various industrial areas such as ergonomic design, product evaluation and characteristic analysis of work-related musculoskeletal disorders. However, the process of building digital human models and capturing their behaviors requires many costly and time-consuming fabrication iterations. To overcome the limitations of this expensive and time-consuming process, many studies have recently presented a markerless motion capture approach that reconstructs the time-varying skeletal motions from optical devices. However, the drawback of the markerless motion capture approach is that the phenomenon of occlusion of motion data occurs in real-time human simulation. In this study, we propose a systematic method of discriminating missing or inaccurate motion data due to motion occlusion and interpolating a sequence of motion frames captured by a markerless depth camera.

Computerized Human Body Modeling and Work Motion-capturing in a 3-D Virtual Clothing Simulation System for Painting Work Clothes Development

  • Park, Gin Ah
    • 패션비즈니스
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    • 제19권3호
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    • pp.130-143
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    • 2015
  • By studying 3-D virtual human modeling, motion-capturing and clothing simulation for easier and safer work clothes development, this research aimed (1) to categorize heavy manufacturing work motions; (2) to generate a 3-D virtual male model and establish painting work motions within a 3-D virtual clothing simulation system through computerized body scanning and motion-capturing; and finally (3) to suggest simulated clothing images of painting work clothes developed based on virtual male avatar body measurements by implementing the work motions defined in the 3-D virtual clothing simulation system. For this, a male subject's body was 3-D scanned and also directly measured. The procedures to edit a 3-D virtual model required the total body shape to be 3-D scanned into a digital format, which was revised using 3-D Studio MAX and Maya rendering tools. In addition, heavy industry workers' work motions were observed and recorded by video camera at manufacturing sites and analyzed to categorize the painting work motions. This analysis resulted in 4 categories of motions: standing, bending, kneeling and walking. Besides, each work motion category was divided into more detailed motions according to sub-work posture factors: arm angle, arm direction, elbow bending angle, waist bending angle, waist bending direction and knee bending angle. Finally, the implementation of the painting work motions within the 3-D clothing simulation system presented the virtual painting work clothes images simulated in a dynamic mode.

A Comparison of the Effects of Worker-Related Variables on Process Efficiency in a Manufacturing System Simulation

  • Lee, Dongjune;Park, Hyunjoon;Choi, Ahnryul;Mun, Joung H.
    • Journal of Biosystems Engineering
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    • 제38권1호
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    • pp.33-40
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    • 2013
  • Purpose: The goal of this study was to build an accurate digital factory that evaluates the performance of a factory using computer simulation. To achieve this goal, we evaluated the effect of worker-related variables on production in a simulation model using comparative analysis of two cases. Methods: The overall work process and worker-related variables were determined and used to build a simulation model. Siemens PLM Software's Plant Simulation was used to build a simulation model. Also, two simulation models were built, where the only difference was the use of the worker-related variable, and the total daily production analyzed and compared in terms of the individual process. Additionally, worker efficiency was evaluated based on worker analysis. Results: When the daily production of the two models were compared, a 0.16% error rate was observed for the model where the worker-related variables were applied and error rate was approximately 5.35% for the model where the worker-related variables were not applied. In addition, the production in the individual processes showed lower error rate in the model that included the worker-related variables than the model where the worker-related variables were not used. Also, among the total of 22 workers, only three workers satisfied the IFRS (International Financial Reporting Standards) suggested worker capacity rate (90%). Conclusions: In the daily total production and individual process production, the model that included the worker-related variables produced results that were closer to the real production values. This result indicates the importance of worker elements as input variables, in regards to building accurate simulation models. Also, as suggested in this study, the model that included the worker-related variables can be utilized to analyze in more detail actual production. The results from this study are expected to be utilized to improve the work process and worker efficiency.