4,622 research outputs found

    BIOMECHANICS AND PRODUCT DEVELOPMENT IN ERGONOMICS

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    This study introduced an ergonomic product development process consisting of eight stages of needs assessment, ergonomic guideline, anthropometry, brainstorming and idea sketch, preliminary model, drafting and rendering, working prototype, and user trials. As the instances of using biomechanics in the stage of user trials to reduce physical stress of product users, it also illustrated four case studies on clamping hand tool, laparoscopic surgical tool, drum washer, and wheeled luggage. The case studies utilized several biomechanical techniques covering direct force measurement with load cells, electromyography (EMG) for muscular force and fatigue estimation, and threedimensional inverse dynamic model for joint reaction force and moment estimation

    On the Collaboration of an Automatic Path-Planner and a Human User for Path-Finding in Virtual Industrial Scenes

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    This paper describes a global interactive framework enabling an automatic path-planner and a user to collaborate for finding a path in cluttered virtual environments. First, a collaborative architecture including the user and the planner is described. Then, for real time purpose, a motion planner divided into different steps is presented. First, a preliminary workspace discretization is done without time limitations at the beginning of the simulation. Then, using these pre-computed data, a second algorithm finds a collision free path in real time. Once the path is found, an haptic artificial guidance on the path is provided to the user. The user can then influence the planner by not following the path and automatically order a new path research. The performances are measured on tests based on assembly simulation in CAD scenes

    Prop-Based Haptic Interaction with Co-location and Immersion: an Automotive Application

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    Most research on 3D user interfaces aims at providing only a single sensory modality. One challenge is to integrate several sensory modalities into a seamless system while preserving each modality's immersion and performance factors. This paper concerns manipulation tasks and proposes a visuo-haptic system integrating immersive visualization, tactile force and tactile feedback with co-location. An industrial application is presented

    Computational medical imaging for total knee arthroplasty using visualitzation toolkit

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    This project is presented as a Master Thesis in the field of Civil Engineering, Biomedical specialization. As the project of an Erasmus exchange student, this thesis has been under supervision both the Universite Livre de Bruxelles and the Universitat Politecnica de Catalunya. The purpose of this thesis to put in practice all the knowledges acquired during this Master in Industrial Engineering in UPC and to be a support for medical staff in total knee arthoplasty procedures. Prof. Emmanuel Thienpont has been working for years as orthopaedic surgeon at the Hospital Sant Luc, Brussels. His years of work and research have been mainly focused on Total Knee Arthroplasty or TKA. During one of the most important steps of this procedure, the orthopaedic surgeon has to cut the head of the femur following two perpendicular cutting planes. Nevertheless, the orientation of these planes are directly dependant of the femur constitution. This Master Thesis has been conceived in order to offer the surgeon a tool to determine the proper direction planes in a previous step before the surgical procedure. This project pretends to give the surgeon an openfree computational platform to access to patient geometrical and physiological information before involving the subject in any invasive procedure

    Assessment Report 2014 KTC Limited, China AA0000000364

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    This document is part of a digital collection provided by the Martin P. Catherwood Library, ILR School, Cornell University, pertaining to the effects of globalization on the workplace worldwide. Special emphasis is placed on labor rights, working conditions, labor market changes, and union organizing.FLA_2014_KTC_AR_China_AA0000000364.pdf: 31 downloads, before Oct. 1, 2020

    A framework of motion capture system based human behaviours simulation for ergonomic analysis

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    International audienceWith the increasing of computer capabilities, Computer aided ergonomics (CAE) offers new possibilities to integrate conventional ergonomic knowledge and to develop new methods into the work design process. As mentioned in [1], different approaches have been developed to enhance the efficiency of the ergonomic evaluation. Ergonomic expert systems, ergonomic oriented information systems, numerical models of human, etc. have been implemented in numerical ergonomic software. Until now, there are ergonomic software tools available, such as Jack, Ergoman, Delmia Human, 3DSSPP, and Santos, etc. [2-4]. The main functions of these tools are posture analysis and posture prediction. In the visualization part, Jack and 3DSSPP produce results to visualize virtual human tasks in 3-dimensional, but without realistic physical properties. Nowadays, with the development of computer technology, the simulation of physical world is paid more attention. Physical engines [5] are used more and more in computer game (CG) field. The advantage of physical engine is the nature physical world environment simulation. The purpose of our research is to use the CG technology to create a virtual environment with physical properties for ergonomic analysis of virtual human

    Model or prototype which, when and why?

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    The translation of design ideas from the drawing board to a three dimensional representation marks a key stage in the development of a product. This translation may occur at any time during the design activity, involving resources appropriate to the required outcome. Techniques adopted to generate three dimensional models or prototypes vary according to the nature of the evaluation required, ranging from card and foam ‘sketch models’ to precision engineered components. This paper will discuss techniques adopted in the representation of three dimensional designs that lead to the effective evaluation of product attributes. The terms ‘model’ and ‘prototype’ will be defined in the context of New Product Development (NPD); techniques of modelling and prototyping will be addressed; and indications will be given of the reasons for the adoption of particular techniques

    Key Ergonomics Requirements and Possible Mechanical Solutions for Augmented Reality Head-Mounted Displays in Surgery

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    In the context of a European project, we identified over 150 requirements for the development of an augmented reality (AR) head-mounted display (HMD) specifically tailored to support highly challenging manual surgical procedures. The requirements were established by surgeons from different specialties and by industrial players working in the surgical field who had strong commitments to the exploitation of this technology. Some of these requirements were specific to the project, while others can be seen as key requirements for the implementation of an efficient and reliable AR headset to be used to support manual activities in the peripersonal space. The aim of this work is to describe these ergonomic requirements that impact the mechanical design of the HMDs, the possible innovative solutions to these requirements, and how these solutions have been used to implement the AR headset in surgical navigation. We also report the results of a preliminary qualitative evaluation of the AR headset by three surgeons
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