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

Kevin Fan, Akihiko Murai, Natsuki Miyata, Yuta Sugiura, Mitsunori Tada
{"title":"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","authors":"Kevin Fan,&nbsp;Akihiko Murai,&nbsp;Natsuki Miyata,&nbsp;Yuta Sugiura,&nbsp;Mitsunori Tada","doi":"10.1007/s41133-017-0010-6","DOIUrl":null,"url":null,"abstract":"<div><p>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.</p></div>","PeriodicalId":100147,"journal":{"name":"Augmented Human Research","volume":"2 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2017-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1007/s41133-017-0010-6","citationCount":"7","resultStr":"{\"title\":\"Multi-Embodiment of Digital Humans in Virtual Reality for Assisting Human-Centered Ergonomics Design\",\"authors\":\"Kevin Fan,&nbsp;Akihiko Murai,&nbsp;Natsuki Miyata,&nbsp;Yuta Sugiura,&nbsp;Mitsunori Tada\",\"doi\":\"10.1007/s41133-017-0010-6\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>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.</p></div>\",\"PeriodicalId\":100147,\"journal\":{\"name\":\"Augmented Human Research\",\"volume\":\"2 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-10-06\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://sci-hub-pdf.com/10.1007/s41133-017-0010-6\",\"citationCount\":\"7\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Augmented Human Research\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://link.springer.com/article/10.1007/s41133-017-0010-6\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Augmented Human Research","FirstCategoryId":"1085","ListUrlMain":"https://link.springer.com/article/10.1007/s41133-017-0010-6","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 7

摘要

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。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Multi-Embodiment of Digital Humans in Virtual Reality for Assisting Human-Centered Ergonomics Design

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.

求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Haptic Gamer Suit for Enhancing VR Games Experience Retraction Note: Application on Virtual Reality for Enhanced Education Learning, Military Training and Sports The Impact of Transferring Embodiment and Work Efficiency Between Natural Body and Modular Body Systems Smart Life Saver Jacket: A New Jacket to Support CPR Operation Unraveling the Ethical Conundrum of Artificial Intelligence: A Synthesis of Literature and Case Studies
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1