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Identifying the best objective function weightings to predict comfortable motorcycle riding postures 确定最佳的目标函数权重,以预测舒适的摩托车骑姿
J. Davidson, S. Fischer
Appropriate motorcycle design is essential to mitigate the discomfort and fatigue that a rider may experience. This can be achieved by combining computer-aided engineering and digital human modeling to investigate interactions between motorcycles and riders prior to developing physical prototypes. When predicting riding postures for novel designs, it is useful to use optimization-based predictive models. However, to effectively use optimization, it is important to know what objective function(s) and associated weightings are necessary to predict realistic riding behaviors. The purpose of this analysis was to identify the objective function weightings that best predict preferred riding postures. A scoping review was conducted to identify preferred riding postures based on experimental data. Santos Pro™ was used in manual manipulation mode to recreate a preferred (gold standard) riding posture. Posture prediction mode was then used to predict riding postures using various objective functions which can be applied and weighted in Santos Pro™. However, it is unclear which weightings would predict the closest posture to the gold standard. Therefore, a response surface methodology was used to compute joint angle errors between the gold standard and predicted postures. The predicted postures used combinations of three minimization objective functions: (1) discomfort, (2) joint displacement, and (3) maximum joint torque, at varying weights (0-100%). Both 50th and 95th percentile males and females were analyzed. Error results were fit with a multivariate model, which was minimized to estimate the objective function weights that resulted in the lowest error between the gold standard and predicted postures. When averaging the best objective function weighting results across all avatars, the estimated best objective function weighting combination was 100%, 24%, and 0% for discomfort, joint displacement, and maximum joint torque objective functions, respectively. These results indicate that the best way to model comfortable riding postures is to weight the minimize discomfort objective highly. The response surface method was able to provide an empirical means to identify the best objective function weights. By determining the best weighting combinations needed to model rider postures, end-users can quickly evaluate the influence of a structural design change within a virtual environment.
适当的摩托车设计是必不可少的,以减轻不适和疲劳,骑手可能会遇到。这可以通过结合计算机辅助工程和数字人体建模来实现,在开发物理原型之前研究摩托车和骑手之间的相互作用。在预测新设计的骑姿时,使用基于优化的预测模型是有用的。然而,为了有效地使用优化,重要的是要知道什么目标函数(s)和相关的权重是预测实际骑行行为所必需的。本分析的目的是确定最能预测首选骑姿的目标函数权重。在实验数据的基础上,进行了范围审查,以确定首选的骑姿。Santos Pro™在手动操作模式下使用,以重建首选(黄金标准)骑姿。姿势预测模式,然后使用各种目标函数预测骑姿,这些目标函数可以在Santos Pro™中应用和加权。然而,目前尚不清楚哪种权重最接近金本位。因此,采用响应面法计算金标准姿态与预测姿态之间的关节角误差。预测的姿势使用三个最小化目标函数的组合:(1)不适,(2)关节位移,(3)最大关节扭矩,在不同的权重(0-100%)。对50和95百分位的男性和女性进行分析。误差结果与多变量模型拟合,该模型最小化以估计目标函数权重,从而使金标准与预测姿势之间的误差最小。当对所有角色的最佳目标函数权重结果进行平均时,对于不适、关节位移和最大关节扭矩目标函数,估计的最佳目标函数权重组合分别为100%、24%和0%。这些结果表明,建立舒适骑姿模型的最佳方法是高度重视最小化不适目标。响应面法能够为确定最佳目标函数权重提供一种经验方法。通过确定建模骑手姿势所需的最佳权重组合,最终用户可以在虚拟环境中快速评估结构设计变更的影响。
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引用次数: 0
Understanding buttock deformation in a seated posture 了解坐姿时臀部的变形
R. Marshall, M. Harry, M. Fray
This paper presents PhD research conducted at Loughborough University in the UK, into flesh deformation of the buttocks in a seated posture. Due to a lack of detailed understanding of how the soft tissues of humans behave when in contact with a seat surface, this research aims to explore the deformation behaviour of these tissues across the sitting task. In particular the research aims to understand the relationships between the three main degrees of freedom: compression (C), anterior-posterior spread (AP), and lateral-medial spread (LM). The paper presents the analysis of C, LM and AP deformation behaviour from a study of 42 participants. Data were collected using motion capture markers attached to tight fitting clothing across one buttock of each participant via the Codamotion system. A rigid platform was used to act as a ‘seat’. Participants were suspended via a hoist such that they could adopt a seated posture just short of the seat surface. Data were then captured through the sitting process from first contact to fully deformed. The resulting coordinate changes throughout this process were captured and analysed. In addition to buttock deformation data, a range of anthropometric data were captured from each participant to explore correlations between anthropometric measures and deformation behaviour to inform any later modelling activity. Findings identify clear deformation behaviour types for AP and LM spread and that participants can display predominant deformation behaviour in one axis. Typically, AP spread is greater than LM spread, and the maximum deformations occur in the lower regions of the buttocks closer to the seat surface. The development of useful models of deformation behaviour is ongoing.
这篇论文介绍了英国拉夫堡大学的博士们对坐姿下臀部肌肉变形的研究。由于缺乏对人体软组织在接触座椅表面时的行为的详细了解,本研究旨在探索这些组织在坐着任务中的变形行为。该研究特别旨在了解三个主要自由度之间的关系:压迫(C),前后扩散(AP)和外侧-内侧扩散(LM)。本文分析了42名参与者的C、LM和AP变形行为。通过Codamotion系统,每个参与者的一个臀部上附着在紧身衣服上的动作捕捉标记收集数据。一个刚性平台被用作“座位”。参与者被悬挂在一个升降机上,这样他们就可以在离座位表面不远的地方采取坐姿。然后通过坐姿从第一次接触到完全变形的过程来捕获数据。在整个过程中产生的坐标变化被捕获和分析。除了臀部变形数据外,还从每个参与者那里获取了一系列人体测量数据,以探索人体测量值与变形行为之间的相关性,为以后的建模活动提供信息。研究结果明确了AP和LM传播的变形行为类型,参与者可以在一个轴上显示主要的变形行为。通常,AP扩散大于LM扩散,最大的变形发生在靠近座椅表面的臀部下部区域。有用的变形行为模型的发展正在进行中。
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引用次数: 0
Overview of software and file exchange formats in 3D and 4D body shape scanning 三维和四维体型扫描的软件和文件交换格式概述
S. Scataglini, S. Truijen
3D body scanning is well known in various application areas such as medicine, automotive, sports, clothing, product design and gaming. These models have some limitations in that they are unable to capture dynamic poses that can provide more information about real-time tasks and interactions with a real-life object, machine or environment. As a result, in the literature, to provide a more realistic movement of static shape models, researchers provided an idea of attribute kinematic capturing or "skeletal animation" as Biovision Hierarchy (BVH) file using a wearable inertial mocap system applied to a 3D statistical shape model, obtaining a "moving statistical shape" using exchange format in open source software like Blender. But in this case, the attribution was not a perfect attribution of the real-time capturing of a dynamic 3D body shape in real-time Nowadays, 4D body scanning can perform 4D measurements in real-time of dynamic body shape without using any wearable inertial mocap system that can occlude the scanning surface and represent a comfortable solution without influencing the performance of the user. In addition, 3D and 4D can be used in open and closed source software using specific file exchange formats for modeling and animation or interaction and integration with other devices, e.g., synchronization with pressure mat and force platform. In particular, open-source software represents a more intuitive, fast and inexpensive platform for performing animation, modeling, and file exchange formats in a multidisciplinary approach. Based on the previous assumptions, in this study, we will provide an overview of open and closed source software along with file exchange formats in 3D and 4D body scanning, looking at the advantages and disadvantages of their use in different fields of applications. Future research will focus on studying the interoperability of data interchange formats utilizing 4D scanning technology, with an emphasis on developing and validating a methodology using a universal skeleton capable of representing and rigging a real population capture.
3D人体扫描在医学、汽车、运动、服装、产品设计和游戏等各个应用领域都是众所周知的。这些模型有一些局限性,因为它们无法捕捉动态姿势,而动态姿势可以提供更多关于实时任务的信息,以及与现实生活中的物体、机器或环境的交互。因此,在文献中,为了提供更逼真的静态形状模型的运动,研究者提出了一种将可穿戴惯性运动捕捉系统应用于三维统计形状模型的生物视觉层次(Biovision Hierarchy, BVH)文件的属性运动学捕获或“骨骼动画”的想法,在Blender等开源软件中使用交换格式获得“移动的统计形状”。但在这种情况下,这种归属并不是实时捕捉动态三维体型的完美归属。如今,4D身体扫描可以在不使用任何遮挡扫描表面的可穿戴惯性动作捕捉系统的情况下,对动态体型进行实时4D测量,这是一种不影响用户性能的舒适解决方案。此外,3D和4D可以在开源和闭源软件中使用特定的文件交换格式进行建模和动画,或者与其他设备进行交互和集成,例如与压力垫和力平台同步。特别是,开源软件代表了一个更直观、快速和廉价的平台,用于在多学科方法中执行动画、建模和文件交换格式。基于上述假设,在本研究中,我们将概述3D和4D身体扫描中的开源和闭源软件以及文件交换格式,并研究它们在不同应用领域中的优缺点。未来的研究将侧重于研究利用4D扫描技术的数据交换格式的互操作性,重点是开发和验证使用能够表示和操纵真实人口捕获的通用骨架的方法。
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引用次数: 1
Reinforcement learning with digital human models of varying visual characteristics 用不同视觉特征的数字人体模型进行强化学习
Nitesh Bhatia, Ciara Pike-Burke, E. Normando, O. Matar
Digital Human Modelling (DHM) is rapidly emerging as one of the most cost-effective tools for generating computer-based virtual human-in-the-loop simulations. These help better understand individual and crowd behaviour under complex situations. For tasks such as target search and wayfinding, the eye is the primary channel for processing perceptual information and decision making. Existing experimental human studies in the literature have highlighted the relationship between the field of vision, visual acuity, accommodation, and its effect on visual search performance. This paper presents a methodology for the simulation of visual behaviour in target search and a wayfinding task by employing DHM as a reinforcement learning agent with functional vision characteristics. We used Unity 3D game engine to build the DHM and virtual workspace, Unity ML-Agents package to realise its connection with TensorFlow, and the Proximal Policy Optimization (PPO) algorithm to train DHM in finding a target through intensive reinforcement learning (RL). For the functional vision system, we have considered three human-inspired vision personas: (i) ‘good vision’, (ii) ‘poor vision’ type 1 (low acuity like), and (iii) ‘poor vision’ type 2 (high myopia like). We have compared the emergent behaviour of DHM for each of the three personas and RL training performance. The results conclude that simulating reinforcement learning agents with varying vision characteristics can evaluate their impact on visual task performance.
数字人体建模(DHM)正迅速成为生成基于计算机的虚拟人在环仿真的最具成本效益的工具之一。这有助于更好地理解复杂情况下的个体和群体行为。对于目标搜索和寻路等任务,眼睛是处理感知信息和决策的主要渠道。文献中已有的人类实验研究强调了视野、视觉敏锐度、适应性及其对视觉搜索性能的影响之间的关系。本文提出了一种利用DHM作为具有功能视觉特征的强化学习智能体来模拟目标搜索和寻路任务中的视觉行为的方法。我们使用Unity 3D游戏引擎构建DHM和虚拟工作空间,使用Unity ML-Agents包实现其与TensorFlow的连接,并使用近端策略优化(PPO)算法通过强化学习(RL)训练DHM寻找目标。对于功能性视觉系统,我们考虑了三种人类启发的视觉角色:(i)“良好视力”,(ii)“视力差”1型(类似于低敏度度),(iii)“视力差”2型(类似于高度近视)。我们比较了DHM在三个角色中的紧急行为和RL训练的表现。结果表明,模拟具有不同视觉特征的强化学习代理可以评估其对视觉任务性能的影响。
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引用次数: 1
A methodology to obtain anthropometric measurements from 4D scans 一种从四维扫描中获得人体测量值的方法
J. Uriel, A. Ruescas, Sofía Iranzo, A. Ballester, E. Parrilla, Alfredo Remón, S. Alemany
Anthropometric data can be measured manually, through traditional methods, or obtained from a 3D body scan. In both cases, anthropometric dimensions are measured in a static posture (e.g. standing, sitting) however, people interact with products and environments in movement. Anthropometry applied to the ergonomic design of spaces (e.g. workplace, cockpits) includes measurements of reaches and considers dynamic anthropometry, that is the functional ranges of movements of the limbs. In the case of wearables, products that are worn in contact to the body (e.g. clothing, protective gear), the variability of the shape and dimensions during the moment is crucial information to achieve a good fitting, comfort and performance. The appearance of new 4D body scanning technology enables the generation of digital human models in movement which reproduce the actual body shape in motion. Anthropometry in movement is a new category of body metrics that can be obtained from a sequence of scans. In this paper, the variability of eight anthropometric dimensions (neck to waist length, back length, arm length, thigh girth, crotch length, arm girth, waist girth and hip girth) is analyzed in different movements. For this purpose, ten subjects, with a variety of morphotypes, have been measured performing different movements using a 4D scanning system. The methodology to process the sequence of body scans is described to obtain automatically anatomical references of the anthropometric measurements along the movement. The results presented show the evolution of the eight anthropometric dimensions during the movement for the different subjects and movements. The mean ranges of variation are also reported and can reach values between 2-14 cm that will be relevant information for wearable design. Anthropometric dimensions in movement is a new body metric that require further research to establish new protocols, better anthropometric definitions and the creation of new datasets.
人体测量数据可以通过传统方法手动测量,也可以通过3D身体扫描获得。在这两种情况下,人体测量尺寸都是在静态姿势(例如站着,坐着)下测量的,然而,人们在运动中与产品和环境相互作用。人体测量学应用于空间(例如工作场所,驾驶舱)的人体工程学设计,包括测量范围,并考虑动态人体测量学,即肢体运动的功能范围。对于可穿戴产品,即与身体接触的产品(如服装、防护装备),其形状和尺寸的可变性是实现良好合身、舒适和性能的关键信息。新的4D人体扫描技术的出现,使得生成运动中的数字人体模型能够再现运动中的实际体型。运动人体测量是一种新的身体测量方法,可以通过一系列扫描来获得。本文分析了人体八项测量尺寸(颈腰长、背长、臂长、大腿围、胯长、臂围、腰围、臀围)在不同动作中的变异性。为此,使用4D扫描系统测量了具有各种形态的10名受试者进行不同运动的情况。描述了处理人体扫描序列的方法,以自动获得沿运动的人体测量的解剖学参考。结果显示了人体在不同运动对象和运动过程中八个人体测量维度的演变。还报告了平均变化范围,可以达到2-14厘米之间的值,这将是可穿戴设计的相关信息。运动中的人体测量尺寸是一种新的身体度量,需要进一步研究以建立新的协议,更好的人体测量定义和创建新的数据集。
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引用次数: 3
Design concept evaluation in digital human modeling tools 数字人体建模工具中的设计概念评估
L. Hanson, D. Högberg, A. Brolin, E. Brolin, Mikael Lebram, Aitor Iriondo Pascual, A. Lind, Niclas Delfs
In the design process of products and production systems, the activity to systematically evaluate initial alternative design concepts is an important step. The digital human modelling (DHM) tools include several different types of assessment methods in order to evaluate product and production systems. Despite this, and the fact that a DHM tool in essence is a computer supported design and analysis tool, none of the DHM tools provide the functionality to, in a systematic way, use the results generated in the DHM tool to compare design concepts between each other. The aim of this paper is to illustrate how a systematic concept evaluation method is integrated in a DHM tool, and to exemplify how it can be used to systematically assess design alternatives. Pugh´s method was integrated into the IPS software with LUA scripting to systematically compare design concepts. Four workstation layout concepts were generated by four engineers. The four concepts were systematically evaluated with 2 methods focus on human well-being, 2 methods focus on system performance and cost. The result is very promising. The demonstrator illustrates that it is possible to perform a systematic concept evaluation based on both human well-being, overall system performance, and other parameters, where some of the data is automatically provided by the DHM tool and other manual. The demonstrator can also be used to evaluate only one design concept, where it provides the software user and the decision maker with an objective and visible overview of the success of the design proposal from the perspective of several evaluation methods
在产品和生产系统的设计过程中,系统地评价初始备选设计概念的活动是一个重要步骤。数字人体建模(DHM)工具包括几种不同类型的评估方法,以评估产品和生产系统。尽管如此,事实上DHM工具本质上是一种计算机支持的设计和分析工具,但没有一个DHM工具能够以系统的方式使用DHM工具生成的结果来比较彼此之间的设计概念。本文的目的是说明如何将系统的概念评估方法集成到DHM工具中,并举例说明如何使用它来系统地评估设计方案。Pugh的方法通过LUA脚本集成到IPS软件中,系统地比较了设计概念。四个工程师产生了四个工作站布局概念。采用两种方法对这四个概念进行了系统评价,两种方法分别以人类福祉为重点,两种方法以系统性能和成本为重点。结果很有希望。演示器演示了基于人类福祉、整体系统性能和其他参数执行系统概念评估是可能的,其中一些数据由DHM工具和其他手册自动提供。演示器也可以只用于评估一个设计概念,它从几种评估方法的角度为软件用户和决策者提供了设计提案成功的客观和可见的概述
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引用次数: 0
Santos and Sophia predict human behavior 桑托斯和索菲亚预测人类的行为
K. Abdel-Malek, R. Bhatt, Chris Murphy, Marco Tena Salais
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引用次数: 0
Using time-based musculoskeletal risk assessment methods to assess worker well-being in optimizations in a welding station design 使用基于时间的肌肉骨骼风险评估方法来评估焊接站设计优化中的工人福利
Aitor Iriondo Pascual, Elia Mora, D. Högberg, L. Hanson, Mikael Lebram, Dan Lämkull
Simulation using virtual models is used widely in industries because it enables efficient creation, testing, and optimization of the design of products and production systems in virtual worlds. Simulation is also used in the design of workstations to assess worker well-being by using digital human modelling (DHM) tools. DHM tools typically include musculoskeletal risk assessment methods, such as RULA, REBA, OWAS, and NIOSH Lifting Equation, that can be used to study, analyse, and evaluate the risk of work-related musculoskeletal disorders of different design solutions in a proactive manner. However, most musculoskeletal risk assessment methods implemented in DHM tools are in essence made to assess static instances only. Also, the methods are typically made to support manual observations of the work rather than by algorithms in a software. This means that, when simulating full work sequences to evaluate manikins’ well-being, using these methods becomes problematic in terms of the legitimacy of the evaluation results. In addition to that, to consider objectives in optimizations they should be measurable with real numbers, which most of musculoskeletal risk assessment methods cannot provide when simulating full work sequences. In this study, we implemented the musculoskeletal risk assessment method OWAS in a digital tool connected to the DHM tool IPS IMMA. We applied the Lundqvist index on top of the OWAS whole body risk category score
使用虚拟模型的仿真在工业中得到了广泛的应用,因为它能够在虚拟世界中高效地创建、测试和优化产品和生产系统的设计。仿真也用于工作站的设计,通过使用数字人体建模(DHM)工具来评估工人的福祉。DHM工具通常包括肌肉骨骼风险评估方法,如RULA、REBA、OWAS和NIOSH升降方程,可用于前瞻性地研究、分析和评估不同设计解决方案与工作相关的肌肉骨骼疾病的风险。然而,在DHM工具中实现的大多数肌肉骨骼风险评估方法本质上仅用于评估静态实例。此外,这些方法通常是为了支持手工观察工作而不是通过软件中的算法。这意味着,当模拟完整的工作序列来评估人体模型的健康状况时,使用这些方法在评估结果的合法性方面就会出现问题。除此之外,为了考虑优化中的目标,它们应该是实数可测量的,这是大多数肌肉骨骼风险评估方法在模拟完整工作序列时无法提供的。在本研究中,我们在连接DHM工具IPS IMMA的数字工具中实现了肌肉骨骼风险评估方法OWAS。我们将Lundqvist指数应用于OWAS全身风险分类评分之上
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引用次数: 0
Moving deforming mesh modeling of human organ systems 人体器官系统的移动变形网格建模
Hamidreza Mortazavy Beni, M. S. Islam, Gunther Paul
Dynamic modeling of body organs has become an elementary part of modern digital human modeling (DHM), where advanced biomedical models incorporate biomechanical behavior of tissues down to the cell level. While the biomechanical response of organs to impact and trauma has traditionally been considered an important aspect in developing safety related models such as for vehicle crash simulation, organ behavior is now also reflected in models used for medical purposes, such as the simulation of breathing or cardiovascular circulation. All human body cells have in vivo nonlinear viscoelastic properties. Moreover, body tissue is composed of cells wrapped in an extracellular matrix (ECM). Body tissue in vivo nonlinear viscoelastic properties depend on its function in an organ system, which directly affects the tissue viscoelasticity modulus. For advanced perfusion or fluid passage simulation, we propose to represent the nonlinear viscoelastic behavior of the body tissue in a solid boundary condition using the moving deforming mesh (MDM) method. The MDM method considers the viscoelastic perfusion wall during transient fluid flow responding to the pressure pulse from the human organ systems as the lung or heart. Also, changing the volume fraction of the ECM constituents due to aging or diseases like cancer leads to changes in the viscous modulus (loss modulus) and elastic modulus (storage modulus) of organ tissue. Therefore, the MDM method can produce a reliable result that corresponds to reality by considering the precise viscoelastic properties of the fluid passage wall. In this study, we use the MDM method to examine two organ geometries from the respiratory and cardiovascular systems. Although the simulation effort using this method is more time-consuming, the simulation outcomes are expected to be in better accordance with the real organs when compared to simulation results using the computational fluid dynamic (CFD) modeling leads to pre-visualizing in surgical planning to define the best favorable reformative techniques to determine the most probable patient condition consequences.
人体器官的动态建模已成为现代数字人体建模(DHM)的基本组成部分,其中先进的生物医学模型将组织的生物力学行为纳入细胞水平。虽然器官对冲击和创伤的生物力学反应传统上被认为是开发安全相关模型(如车辆碰撞模拟)的一个重要方面,但器官行为现在也反映在用于医疗目的的模型中,如呼吸或心血管循环的模拟。人体所有细胞在体内都具有非线性粘弹性。此外,身体组织由包裹在细胞外基质(ECM)中的细胞组成。机体组织在体内的非线性粘弹性特性取决于其在器官系统中的功能,这直接影响到组织的粘弹性模量。对于高级灌注或流体通道模拟,我们建议使用移动变形网格(MDM)方法来表示实体边界条件下身体组织的非线性粘弹性行为。MDM方法考虑瞬态流体流动过程中的粘弹性灌注壁响应人体器官系统(如肺或心脏)的压力脉冲。此外,由于衰老或癌症等疾病而改变ECM成分的体积分数会导致器官组织的粘性模量(损失模量)和弹性模量(储存模量)的变化。因此,通过考虑流体通道壁面精确的粘弹性特性,MDM方法可以得出符合实际的可靠结果。在这项研究中,我们使用MDM方法来检查呼吸系统和心血管系统的两个器官几何形状。虽然使用这种方法的模拟工作更耗时,但与使用计算流体动力学(CFD)建模的模拟结果相比,预计模拟结果将更符合真实器官,从而在手术计划中预先可视化,以确定最有利的改革技术,以确定最可能的患者病情后果。
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引用次数: 1
Methods for including human variability in system performance models 在系统性能模型中包括人为可变性的方法
Randall J. Hodkin Jr., Michael E. Miller
To understand system performance, it is rational to consider all system components, including the humans involved in the control or maintenance of the system. Previous research has included human performance by modeling human tasks as events within Discrete Event Simulation (DES) models. These models typically represent the variability of task performance times and error rates by calculating the mean and variance across multiple individuals. Such approaches assume independence of task performance measures between individuals, but evidence exists which indicates that task performance measures are correlated between individuals. The current research seeks to understand methods to account for performance variability within DES models. A taxonomy of potential methods to address variability in DES models is developed and discussed. Among the findings derived through development of this taxonomy is the need to differentiate models of performance envelopes from models of average system performance and alternatives for modeling the human when predicting each class of performance.
为了理解系统性能,合理的做法是考虑所有系统组件,包括参与系统控制或维护的人员。先前的研究通过将人工任务建模为离散事件仿真(DES)模型中的事件,包括了人类的表现。这些模型通常通过计算多个个体的平均值和方差来表示任务执行时间和错误率的可变性。这些方法假设任务绩效测量在个体之间是独立的,但有证据表明任务绩效测量在个体之间是相关的。目前的研究旨在了解在DES模型中解释性能可变性的方法。开发并讨论了解决DES模型变异性的潜在方法分类。通过开发这种分类法得到的发现之一是,在预测每一类性能时,需要将性能信封模型与平均系统性能模型和人类建模的替代方案区分开来。
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引用次数: 0
期刊
Proceedings of the 7th International Digital Human Modeling Symposium (DHM 2022) and Iowa Virtual Human Summit 2022 -
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