Multi-Embodiment of Digital Humans in Virtual Reality for Assisting Human-Centered Ergonomics Design

Kevin Fan, Akihiko Murai, Natsuki Miyata, Yuta Sugiura, Mitsunori Tada
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引用次数: 7

Abstract

We present a multi-embodiment interface aimed at assisting human-centered ergonomics design, where traditionally the design process is hindered by the need of recruiting diverse users or the utilization of disembodied simulations to address designing for most groups of the population. The multi-embodiment solution is to actively embody the user in the design and evaluation process in virtual reality, while simultaneously superimposing additional simulated virtual bodies on the user’s own body. This superimposed body acts as the target and enables simultaneous anthropometrical ergonomics evaluation for both the user’s self and the target. Both virtual bodies of self and target are generated using digital human modeling from statistical data, and the animation of self-body is motion-captured while the target body is moved using a weighted inverse kinematics approach with end effectors on the hands and feet. We conducted user studies to evaluate human ergonomics design in five scenarios in virtual reality, comparing multi-embodiment with single embodiment. Similar evaluations were conducted again in the physical environment after virtual reality evaluations to explore the post-VR influence of different virtual experience.

数字人在虚拟现实中的多重体现——辅助以人为本的人机工程设计
我们提出了一个多实施例界面,旨在协助以人为本的人体工程学设计,传统的设计过程受到招募不同用户的需要或利用无实体模拟来解决大多数人群的设计问题的阻碍。多体现方案是在虚拟现实中主动体现用户在设计和评估过程中,同时在用户自身的身体上叠加额外的模拟虚拟身体。这个叠加的身体作为目标,可以同时对用户自己和目标进行人体测量学和人体工程学评估。利用统计数据进行数字人体建模,生成自我和目标的虚拟体,利用加权逆运动学方法捕获自我和目标体的运动动画,并将末端执行器安装在手和脚上。我们进行了用户研究,以评估虚拟现实中五种场景下的人体工效学设计,并比较了多化身和单化身。在虚拟现实评估后,在物理环境中再次进行类似的评估,以探索不同虚拟体验的后vr影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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