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1.
为实现数字化人机工程,引入数字化人体模型来统一表达人机测量尺度、肢体动作特征和作业空间范围等人机要素,并提出基于H-anim的数字化人体建模方法,结合VRML原型节点建立了三维的,具有真实感的人体尺寸模型,利用EAI技术仿真人体动作行为。最后,以机床为对象,构建了计算机辅助人机设计系统,实现了操作空间的可见性、可及性与宜人性人机评价。  相似文献   

2.
一种基于国标人体测量学数据的虚拟人建模方法   总被引:2,自引:0,他引:2       下载免费PDF全文
针对目前利用国标人体测量学数据构建的虚拟人模型,只有单一的骨骼层或皮肤层,不便于同时对虚拟人进行实时运动控制和皮肤动态变形研究的问题,提出一种利用GB 10000-88的19个人体测量学特征数据、用3ds max构造出虚拟人的皮肤网格、层级建模方法构建出虚拟人的骨骼关节运动模型与四元数球面混合插值技术相结合的虚拟人建模方法。实验结果表明,该方法构建的虚拟人双层模型有利于对准确的国标人体测量学数据的虚拟人角色进行建模、皮肤逼真变形、实时运动仿真和人机工效学分析。  相似文献   

3.
通过在维修仿真中引入虚拟人技术,可以提高场景的逼真性、真实感,还有利于充分考虑人机工效学因素,这就要求实现对虚拟维修人员的动作控制与仿真。该文提出了一种基于过程分段和分层设计思想的虚拟人动作库,该动作库主要由动作层和动素层组成;基于位置/变迁Petri网设计并实现了动素层,基于面向对象的技术设计并实现了动作层,涵盖了绝大多数虚拟人执行维修操作的动作,基本满足了维修仿真的需求。最后,基于人体建模与仿真平台Jack,设计实现了一个电子舱的维修仿真实例,仿真和实验结果表明了所提方法简便易行,能够满足维修仿真的要求。  相似文献   

4.
面向坐姿舒适性测试的人机工程仿真系统   总被引:2,自引:0,他引:2  
针对座椅设计及舒适性主客观测试中缺少系统化的计算机辅助分析工具的问题,开发了一个人机工程仿真系统.该系统由主观评价、体压分布测试可视化、人机仿真和参数化辅助设计模块构成,其中主观评价模块基于舒适性主观测试的过程模型,体压分布测试可视化模块通过与外接测试设备的集成实现了实验数据的可视化重建.文中系统具有对虚拟人和CAD模型访问和处理的接口,能对坐姿人机工程测试过程进行仿真,为座椅舒适性设计提供依据.最后在座椅开发的实际应用中验证了其可行性.  相似文献   

5.
针对传统人体动画制作成本高、人体运动受捕获设备限制等缺陷,提出了一种基于单目视频运动跟踪的三维人体动画方法。首先给出了系统实现框架,然后采用比例正交投影模型及人体骨架模型来恢复关节的三维坐标,关节的旋转欧拉角由逆运动学计算得到,最后采用H-anim标准对人体建模,由关节欧拉角驱动虚拟人产生三维人体动画。实验结果表明,该系统能够对人体运动进行准确的跟踪和三维重建,可应用于人体动画制作领域。  相似文献   

6.
目前公安执法动作训练过程中存在突发状况无法充分模拟,多种执法场景难以同时快速搭建,受训人员易造成身体损伤等问题,虚拟仿真训练可有效满足训练科学化、实战化的要求.虚拟执法人员是执法动作虚拟训练中的重要组成部分,为了实现更佳的沉浸效果,满足实战化需求,提出了一种用于肢体运动交互的方法,搭建了肢体交互骨架模型,分析了关节的运动规则,设计了运动算法,实现了运动仿真系统的交互结构,最终利用3ds MAX、Muhigen Creator、Vega和C语言编程实现了虚拟人运动仿真控制,为虚拟人在公安执法动作训练应用方面提供了一条有效途径.  相似文献   

7.
在民用飞机产品的设计阶段考虑产品的可维修性,利用JACK软件对机务维修任务进行虚拟仿真以及对维修的舒适性、可达性、可视性进行人机工效评估,验证产品的可维修性并提出改进性的维修意见。首先将基于人机工效学设计的发动机UG模型导入JACK软件中创建分析对象;然后基于JACK建立虚拟人体模型,将虚拟人、维修对象导入三维虚拟环境中,并在任务仿真模块中完成维修任务的仿真;最后利用JACK软件的人机工效评估工具对维修任务仿真结果进行评估验证产品的可维修性及提出改进性的维修意见,这样既降低了飞机的维修成本,又验证了产品的可维修性。  相似文献   

8.
为解决产品设计中人机工效学分析的不足,提出了计算机辅助人机工效的基本思路,研究了在虚拟环境下进行人机工效学分析的方法,实现了面向产品设计中人机工效学要求的计算机辅助分析。  相似文献   

9.
基于虚拟人设计与实现机器人舞蹈动作的一种方法   总被引:1,自引:0,他引:1  
基于三维虚拟人的骨骼模型仿真实现了机器人的舞蹈动作。分析了机器人舞蹈动作运动的基本规律和实现动作的基本方法,基于此建立了三维虚拟人实现机器人舞蹈动作的关键帧数据库,在此基础上利用中间帧的过渡函数实现了虚拟人骨骼模型仿真机器人舞蹈动作的方法。实验中利用NOBODY机器人舞蹈视频实现了三维虚拟人骨骼模型的仿机器人的舞蹈动画,结果证明了方法的正确性和可行性,对于机器人的三维虚拟化和仿真研究具有重要意义。  相似文献   

10.
针对骨骼服运动中控制指令信息难以获取这一问题,提出了一种利用安装在操作者和骨骼服之间的多 维力/力矩传感器来估计骨骼服参考轨迹的方法.为了控制骨骼服跟随操作者的运动,并保持人机之间的作用力最 小,以达到辅助承重的目的,提出了一种虚拟力控制策略.该方法首先利用力/力矩传感器的测量信息构建骨骼服在 关节空间的关节控制力矩,然后产生控制骨骼服在操作空间运动的虚拟力,从而控制骨骼服在操作空间的轨迹跟随 操作者的运动.证明了其稳定性,并给出了仿真结果.仿真结果表明,所设计的控制器能实现骨骼服对人体运动的 跟踪,并有效降低人机之间的作用力.  相似文献   

11.
针对传统视觉工效评价中人工计算和作图误差的问题,在分析人体视野特性的基础上,引入了汽车视野设计原理中的眼椭圆和H点,结合计算机辅助人机工程设计技术,建立了石油钻机司钻控制房视觉工效评价模型。以CATIA作为二次开发平台,采用VB编制了司钻控制房视觉工效评价系统,实现了准确和快速定位不同百分位数人体模型眼位。最后,通过实例说明了系统的实用性,满足了司钻控制房人机界面布局可视化评估的要求。  相似文献   

12.
Virtual reality for assembly methods prototyping: a review   总被引:3,自引:1,他引:2  
Assembly planning and evaluation is an important component of the product design process in which details about how parts of a new product will be put together are formalized. A well designed assembly process should take into account various factors such as optimum assembly time and sequence, tooling and fixture requirements, ergonomics, operator safety, and accessibility, among others. Existing computer-based tools to support virtual assembly either concentrate solely on representation of the geometry of parts and fixtures and evaluation of clearances and tolerances or use simulated human mannequins to approximate human interaction in the assembly process. Virtual reality technology has the potential to support integration of natural human motions into the computer aided assembly planning environment (Ritchie et al. in Proc I MECH E Part B J Eng 213(5):461–474, 1999). This would allow evaluations of an assembler’s ability to manipulate and assemble parts and result in reduced time and cost for product design. This paper provides a review of the research in virtual assembly and categorizes the different approaches. Finally, critical requirements and directions for future research are presented.  相似文献   

13.
提出一种采用高级智能对象(ASO)的建模方法,实现虚拟人的行为建模。首先, 引入 ASO 的概念,对交互特征中的交互元素、交互部位及对象动作进行定义,并对交互动作进 行分类;其次,提出了对象驱动方法,解决由虚拟对象作为主动体动作而导致的虚拟人作为被 动体的运动计算问题,实现对象以交互特征为主的建模;最后,根据人机任务需要对虚拟人的 基本行为动作进行分析,选择常用的 4 种基本动作,对其进行定义并进行动作组合,给出以交 互元素为主的位姿、手型的计算方法,实现了行为建模并进行仿真实现,解决了任务仿真中的 交互量大问题,使仿真结果具有重用性。并以飞机装配的手工铆接仿真为例对方法进行验证。  相似文献   

14.
The aim of this original research article is to identify the occurrence of work-related ergonomics risk factors, in order to implement context specific human centered design interventions in the injection molding shop-floor workstations of plastic furniture manufacturing factories within the framework of industrially developing countries. Questionnaire study, postural assessment tools, computer aided design, digital human modeling and simulation, and basic work study techniques were used. Plastic processing industry is highly fragmented, consisting of small, medium scale enterprises with tremendous growth potential. Occupational design ergonomics research in the injection molding plastic furniture manufacturing shop-floor workstations is very scarce in industrially developing countries. Shop-floor workers are affected by prevalent awkward working postures and consequent body part discomforts. Useful and easily implementable accessories/fixtures with convenient design features were conceptualized. Virtual ergonomics evaluation of the workstation with proposed accessories/fixtures showed significant reduction of awkward working postures. Physical prototypes of the proposed fixtures were constructed and real human trials were performed in the factories. Time study indicated reduction in operator cycle time when compared with time taken before design modifications. Research methodology, results and design solutions described from an ergonomics perspective would definitely serve as a helpful guide for existing as well as upcoming factories in the injection molded plastic furniture manufacturing industry of industrially developing countries and further similar research endeavors.  相似文献   

15.
提出了一种新的保细节的变形算法,可以使网格模型进行尽量刚性的变形,以减少变形中几何细节的扭曲.首先根据网格曲面局部细节的丰富程度,对原始网格进行聚类生成其简化网格;然后对简化网格进行变形,根据其相邻面片变形的相似性,对简化网格作进一步的合并,生成新的变形结果,将该变形传递给原始网格作为初始变形结果.由于对属于同一个类的网格顶点进行相同的刚性变形,可在变形中较好地保持该区域的表面细节,但分属不同类的顶点之间会出现变形的不连续.为此,通过迭代优化一个二次能量函数,对每个网格顶点的变形进行调整来得到最终变形结果.实验结果显示,该算法简单高效,结果令人满意.  相似文献   

16.
Virtual interactive design methodology was initially proposed as an integrated environment for digital human model–based ergonomics analysis of human–machine interactions, which uses a motion capture system and virtual environment to realize task simulation. The validity and reliability of this analysis methodology has not been systematically studied. In this article, potential errors are first investigated based on the technology used in the system structure and work process; then, three experimental integration levels are proposed to use different resources for creating manikin postures. Validity and reliability to use this integrated environment for static ergonomics analysis are then assessed by comparing the ergonomics analysis outputs achieved based on the three integration levels. The results indicate that the reliability of this methodology is good; however, the validity of the integrated system is affected by the limitation of the virtual environment used in the testing. © 2011 Wiley Periodicals, Inc.  相似文献   

17.
Designers must consider human factors/ergonomics when making decisions from the perspective of maintainability. As an important aspect of maintainability, maintenance space should be made adequate at the design stage to achieve a convenient maintenance process. A maintenance space evaluation method that considers ergonomics is proposed in this study. By comparing free swept volumes and constrained swept volumes in a virtual environment, maintenance space could be evaluated quantitatively and objectively. The results of the evaluation are obtained by combining the principles of ergonomics and maintainability. These results can help designers improve product design such that it fits ergonomics and maintainability requirements. A case study is introduced at the end of this paper to demonstrate the feasibility of the proposed method in efficiently evaluating the maintenance space based on the layout design of the product components in the design stage.Relevant to industryFor a large number of disasters caused by human errors in current industry, the result of this study contributes a guide to fully consider human factors in maintainability design through virtual environment and is beneficial to designers and engineers of industrial application fields.  相似文献   

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