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Virtual Hand Interaction Based On Motion Caputure And Application On Ergonomics

Posted on:2008-10-13Degree:MasterType:Thesis
Country:ChinaCandidate:X LiuFull Text:PDF
GTID:2178360245991776Subject:Computer application technology
Abstract/Summary:PDF Full Text Request
Virtual grasping interaction technology based on virtual hand plays an important role in applications such as human-computer interaction interface and ergonomics tests for industrial product design, etc. In industrial product design, ergonomics tests using virtual reality technology can test the product in the initial stage, to make the product design more rational, more comfortable to meet the demand for people use, to shorten production cycles, reduce costs. This paper targets at ergonomics tests in industrial design, analyzing the physiological anatomical structure and movement characteristics of the human hand, concluding the human hand is a multi-joint movement system, simplified method is also proposed for this complex structure.According to reasonable simplifying conditions, a virtual hand kinematics model is created with movement as human hand, and virtual hand geometric realistic modeling is discussed. Acquisition data of the dataglove is analyzed, calibrated and filtered, a new calibration method is proposed. This method can make dataglove to fit different human hand sizes, and accuracy and universality of the dataglove are enhanced. For a purpose of naturally real-time interaction, also for a purpose of the feedback force calculation, a new physically based method for virtual hand grasping is presented. This method avoids the limitations of the heuristic method, making the interaction universality. Heuristic methods need to classify the virtual objects, interaction strategy is determined according to specified classification, and interaction is targed at a specific classification. But the physically based method doesn't need classification of the virtual objects, using the universality interaction strategy. The simple spring model is improved and the grasping force is calculated with a non-linear spring model, the result feedback to users is in the form of visual rendering. A quantitative analysis is done on simulation rate, this simulation rate is fast enough for screen refresh rate and force rendering rate. Experimental results show that virtual grasping can be executed naturally in real-time, also feedback force is calculated.
Keywords/Search Tags:Virtual hand, Data glove, Collision detection, Virtual grasping, Ergonomics
PDF Full Text Request
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