34,439 research outputs found
Ergonomics analysis in a virtual environment
Simulation can support the design of an ergonomic workplace by enabling early assessment of ergonomic conditions in a virtual environment. An important feature is the possibility to study alternative solutions or the effect of improvements from an ergonomics perspective. To be able to conduct an efficient and reliable evaluation in a virtual environment, an objective analysis method is essential. Such an analysis method should be integrated in the simulation software, and support a company's everyday ergonomics work process. In order to gain from existing ergonomics knowledge within a company, the possibility to implement such wisdom in the current simulation software becomes important. This paper presents an implementation work done with the purpose of integrating an established ergonomics work process into a virtual environment. It describes the benefits of an ergonomics work process where simulation and evaluation at early stages of a design process are key factors. The paper will also describe the integration process, i.e., the technical issues as well as the change in work methods
Reliability And Validity Of Virtual Build Methodology For Ergonomics Analyses
This study was conducted to assess the validity and reliability of the Virtual Build methodology for ergonomics design and analysis. Thirty-six human subjects participated in this study and performed a set of six tasks. The tasks were performed twice in both real and virtual environment. The subject?s motion in performing tasks was analyzed by ergonomics assessments by using Virtual Build methodology. Criteria-related validity was evaluated by comparing the Virtual Build ergonomic assessment results with manual calculation. Test-retest reliability was evaluated by correlating ergonomics assessment results between two trials. The result shows that the Virtual Build methodology is reliable for ergonomic assessments. 48 out of 51 reliability index scores are higher than 0.8. The Virtual Build with virtual environment has lower over-time reliability performance than the real environment. The t-test shows that the Virtual Build is valid for 1991 NIOSH lifting equation assessment when using real environment. Some improvements in enhancing human perception need to be done to make Virtual Build valid when using virtual environment
Analisis Ergonomi Industri Garmen Dengan Posture Evaluation Index Pada Virtual Environment
Ergonomic Analysis of Garment Industry using Posture Evaluation Index (PEI) in Virtual Environment. This research tried to study, in a virtual environment, the ergonomics of four divisions in garment industry: cutting division, sewing division, button division, and finishing division. Variables that influence the working conditions in each division are different; depend on the real situations that happened. The purpose is to assess the real working conditions based on ergonomics study using Posture Evaluation Index (PEI). PEI integrates the scores of low back analysis (LBA), ovako working posture (OWAS), and rapid upper limb assessment (RULA). Analysis phase was done using digital human model in virtual environment that available on Jack 6.0. The results show that the working conditions in garment industry had enough amount of risk that can injured the musculoskeletal system of the workers. This research enriches the body of ergonomics knowledge in Indonesia because it is the first research in Indonesia that applied virtual environment approach to ergonomics analysis in industry.  
the benefits of human centred design in industrial practices re design of workstations in pipe industry
Abstract Sustainable Manufacturing (SM) traditionally focused on optimization of environmental and economic aspects, by neglecting the human performance. However, the industrial plant's costs, productivity and process quality highly depend on the individual human performance (e.g., comfort perceived, physical and mental workload, simplicity of actions, personal satisfaction) and how much hazardous positions and uncomfortable tasks finally cost to the company. The present paper defines a human-centred virtual simulation environment to optimize physical ergonomics in workstation design and demonstrates its benefits on an industrial case study in pipe industry. The proposed environment aims at overcoming traditional approaches, where analysis are carried out at the shop-floor when the plant is already created, by providing a virtual environment to easily test and verify different design solutions to optimize physical, cognitive and organizational ergonomics
ANALISIS ERGONOMI INDUSTRI GARMEN DENGAN POSTURE EVALUATION INDEX PADA VIRTUAL ENVIRONMENT
Ergonomic Analysis of Garment Industry using Posture Evaluation Index (PEI) in Virtual Environment. This research tried to study, in a virtual environment, the ergonomics of four divisions in garment industry: cutting division, sewing division, button division, and finishing division. Variables that influence the working conditions in each division are different; depend on the real situations that happened. The purpose is to assess the real working conditions based on ergonomics study using Posture Evaluation Index (PEI). PEI integrates the scores of low back analysis (LBA), ovako working posture (OWAS), and rapid upper limb assessment (RULA). Analysis phase was done using digital human model in virtual environment that available on Jack 6.0. The results show that the working conditions in garment industry had enough amount of risk that can injured the musculoskeletal system of the workers. This research enriches the body of ergonomics knowledge in Indonesia because it is the first research in Indonesia that applied virtual environment approach to ergonomics analysis in industry. Keywords: ergonomics, garment industry, posture evaluation index, virtual environmen
Ergonomics Analysis of Blanket Lifting Technique Using Posture Evaluation Index Method in Virtual Environment
Ergonomic analysis of blanket lifting technique using Posture Evaluation Index (PEI) Method in Virtual Environment. This research was conducted to study the ergonomic aspect of blanket/linens patient lifting technique in a virtual environment. Analysis phase was done using software Jack 6.1 which is one of ergonomic software that using digital human modeling technology. PEI was used as an approach that integrated results of three methods: lower back analysis (LBA), ovako working posture analysis (OWAS), and rapid upper limb assessment (RULA). The research objective is to analysis ergonomic aspects of blanket patient lifting process and to determine the most ergonomic posture during the patient lifting process. The ergonomic analysis only bed to bed blanket lifting process. The results show that the posture during lifting process had enough amount of risk that can injure the musculoskeletal system of the nurses. This research enriches the body of is the first research in Indonesia that applied virtual environment approach to ergonomics analysis in nursing process
Virtual Ergonomics and Time Optimization of a Factory
This manuscript focuses on designing the virtual factory which has become a subject of paramount importance to all major manufacturing companies. Such virtual solutions enable to verify all conflict situations before real implementation of factories and to optimize the performance, productivity, timing, costs and ergonomics by using simulation and virtual reality technologies. This model sees a real factory as a combination of various sub-systems and includes them. In manufacturing, it creates a virtual simulation exercise that helps in replicating the real life scenario and helps in designing and implementation. Using ergonomics module, distance traveled from end-to-end departments to complete the entire manufacturing process is calculated. Within the virtual factory, assembly planning and manufacturing planning is demonstrated through real-life worker simulation considering the musculoskeletal disorders (MSD). Awkward working postures and improper workstation design leads to MSD. In this paper, virtual representation of a shop floor activity is done by using a digital modeling tool DELMIA V6. The task is performed by the digital human (manikin) and the ergonomic analysis is carried out virtually for the tasks which includes worst working condition. Simulating the manual tasks in virtual environment, the worker postures have been evaluated using the Rapid Upper Limb Assessment (RULA) Analysis, Lift Lower Analysis and Biomechanics Single Action Analysis which are used to provide the level of risk for the musculoskeletal disorders
Implementasi Posture Evaluation Index untuk Perancangan Meja RBTI dengan Menggunakan Virtual Environment Human Modelling
Reading Room of Industrial Engineering (RBTI) is one means of supporting the learning activities in the form of a library that is located on the 2nd floor of Industrial Engineering Diponegoro University campus. The desk is one of the main facilities that should be considered in service in RBTI. The results of the initial questionnaire to 30 respondents indicated that 66.67% of respondents felt less comfortable to design a desk that is due to be bent so that the user can read and write well. This study examines aspects of ergonomics in a virtual environment on actual desk, so that aspect of ergonomics can be compared to recommended desk that have been adapted to the size of its anthropometry. The purpose of this study is to provide an assessment and compare the posture of the user using the actual desk to recomended desk by using Posture Evaluation Index (PEI). PEI integrate low back value analysis (LBA), Ovako working posture analysis (OWAS) and rapid upper limb assessment (RULA). Analyses were performed using a virtual human model that is provided on the software environment jack 8. The results showed that the actual value of PEI at the table have a higher value than recommended desk. This indicates that the lower the PEI value, the better the posture
Agent-based modelling and simulation through video observation analysis
The understanding of human behaviour in the real world is important aspect of attempts to develop effective tools that simulate humans in areas such as ergonomics, manufacturing, transportation, psychology and architecture. In this research, video observation studies and analysis is applied to understand the individual human behaviour in crowded spaces. Individual human behaviour is modelled and simulated using ‘agents’ with differing characteristics and abilities in a virtual environment. The focus is on developing a simulation method that supports an ‘inclusive’ sustainable environment which allows full participation of the elderly and disabled people in society
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