Virtual human centered design: an affordable and accurate tool for motion capture in mixed reality

Saverio Serino, Carlotta Fontana, R. Califano, N. Cappetti, A. Naddeo
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Abstract

The introduction of Digital Human Modeling and Virtual Production in the industrial field has made possible to bring the user to the center of the project in order to guarantee the safety of workers and well-being in the performance of any activity. Traditional methods of motion capture are unable to represent user interaction with the environment. The user runs a simulation without the realistic objects, so his behavior and his movements are inaccurate due to the lack of real interaction. Mixed reality, through a combination of real objects and virtual environment, allows to increase the human-object interaction, improving the accuracy of the simulation. A real-time motion capture system produces considerable advantages: the possibility of modifying the action performed by the simulator in real time, the possibility of modifying the user's posture and obtaining feedback on it, and finally, after having suffered a post - data processing, without first processing the recorded animation. These developments have introduced Motion Capture (MoCap) technology into industrial applications, which is used for assessing and occupational safety risks, maintenance procedures and assembly steps. However, real-time motion capture techniques are very expensive due to the required equipment. The aim of this work, therefore, is to create an inexpensive MoCap tool while maintaining high accuracy in the acquisition. In this work, the potential of the Unreal Engine software was initially analyzed, in terms of ergonomic simulations. Subsequently, a case study was carried out inside the passenger compartment of the vehicle, simulating an infotainment reachability test and acquiring the law of motion. This procedure was performed through two cheap MoCap techniques: through an optical system, using ArUco markers and through a markerless optical system, using the Microsoft Kinect® as a depth sensor. The comparison of the results showed an average difference, in terms of calculated angles, between the two methodologies, of about 2,5 degrees. Thanks to this small error, the developed methods allows to have a simulation in mixed reality with user’s presence and offers an accurate analysis of performed movements.
虚拟以人为中心的设计:混合现实中动作捕捉的经济实惠和准确的工具
数字人体建模和虚拟生产在工业领域的引入使得将用户带到项目的中心成为可能,以保证工人的安全和福祉在任何活动的表现。传统的动作捕捉方法无法表示用户与环境的交互。用户在没有现实对象的情况下运行模拟,因此由于缺乏真实的交互,他的行为和动作是不准确的。混合现实,通过真实物体和虚拟环境的结合,可以增加人与物体的交互,提高模拟的准确性。实时动作捕捉系统具有相当大的优势:可以实时修改模拟器执行的动作,可以修改用户的姿势并获得反馈,最后,在经历了后期数据处理之后,无需首先处理录制的动画。这些发展将运动捕捉(MoCap)技术引入工业应用,用于评估和职业安全风险,维护程序和组装步骤。然而,由于所需的设备,实时动作捕捉技术非常昂贵。因此,这项工作的目的是创建一个廉价的动作捕捉工具,同时保持高精度的采集。在这项工作中,虚幻引擎软件的潜力被初步分析,在人体工程学模拟方面。随后,在车辆的乘客舱内进行了案例研究,模拟了信息娱乐可达性测试并获得了运动规律。该过程通过两种廉价的动作捕捉技术进行:通过光学系统,使用ArUco标记,通过无标记光学系统,使用Microsoft Kinect®作为深度传感器。结果的比较表明,就计算角度而言,两种方法之间的平均差异约为2.5度。由于这个小误差,开发的方法允许在用户在场的混合现实中进行模拟,并提供对执行动作的准确分析。
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