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A Biomechanical Virtual Human Model For Ergonomics Simulation And Analysis

Posted on:2007-02-25Degree:DoctorType:Dissertation
Country:ChinaCandidate:M XuFull Text:PDF
GTID:1118360185478878Subject:Computer Science and Technology
Abstract/Summary:PDF Full Text Request
Ergonomics simulation technology, which gives the industrial designer the opportunity of including ergonomic factors at an early stage in product development, has become more and more important recently. As a main research content of computer aided conceptual design, researchers all over the world are absorbed in it.Instead of a real man, virtual human model can be used to improve the ergonomic quality in advance. Many complicated ergonomics evaluation methods are based on the position and status of human bones and muscles and so on. However, the current models can not satisfy the requirements of them. A more real and accurate virtual human model is needed.Current animation methods which focus more on visual effects than physiological reasonability are more appropriate for entertainment other than ergonomics. Furthermore, it is deficient in sustaining the biomechanical analysis with bone, joint and muscle. Accordingly, this dissertation proposed a virtual human biomechanical model which is composed of geometric model, motion model, internal muscle force model and external force dynamic model.In the dissertation, we first discussed the virtual human geometric modelling methods. To meet the requirement of ergonomic simulation, and for parameterized the muscle force, we presented a musculoskeletal model with the ability of representing both static and dynamic anthropometric parameters in order to make the model be any man. Based on anatomy knowledge, we also discussed the algorithms of joint motion constrains.In order to get a more accurate human machine interactive animation, we took an in-depth study both on inverse kinematics and motion capture techniques. We proposed a method which used constraint-based inverse kinematics method to retarget motion between two virtual human models with different architectures, keeping space-time constraints and human physiological constraints at the same time. Then different motion capture data can be used to get a real ergonomics emulation.
Keywords/Search Tags:Ergonomics, Human Biomechanics, Virtual Human Geometrical Modelling, Virtual Human Motion Modelling, Human Factor analysis, Virtual Product Design
PDF Full Text Request
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