scholarly journals A methodological framework to integrate motion capture system and virtual reality for assembly system 4.0 workplace design

2022 ◽  
Vol 146 ◽  
pp. 105561
Author(s):  
Marco Simonetto ◽  
Simone Arena ◽  
Mirco Peron
Sensors ◽  
2021 ◽  
Vol 21 (9) ◽  
pp. 3145
Author(s):  
Jan P. Vox ◽  
Anika Weber ◽  
Karen Insa Wolf ◽  
Krzysztof Izdebski ◽  
Thomas Schüler ◽  
...  

The reproduction and simulation of workplaces, and the analysis of body postures during work processes, are parts of ergonomic risk assessments. A commercial virtual reality (VR) system offers the possibility to model complex work scenarios as virtual mock-ups and to evaluate their ergonomic designs by analyzing motion behavior while performing work processes. In this study a VR tracking sensor system (HTC Vive tracker) combined with an inverse kinematic model (Final IK) was compared with a marker-based optical motion capture system (Qualisys). Marker-based optical motion capture systems are considered the gold standard for motion analysis. Therefore, Qualisys was used as the ground truth in this study. The research question to be answered was how accurately the HTC Vive System combined with Final IK can measure joint angles used for ergonomic evaluation. Twenty-six subjects were observed simultaneously with both tracking systems while performing 20 defined movements. Sixteen joint angles were analyzed. Joint angle deviations between ±6∘ and ±42∘ were identified. These high deviations must be considered in ergonomic risk assessments when using a VR system. The results show that commercial low-budget tracking systems have the potential to map joint angles. Nevertheless, substantial weaknesses and inaccuracies in some body regions must be taken into account. Recommendations are provided to improve tracking accuracy and avoid systematic errors.


2021 ◽  
Author(s):  
◽  
F. J. Rodal Martínez

Virtual Reality is defined as an interactive and multisensory computer system in which an environment is simulated in real time, and there can be two categories: Immersive Virtual Reality and Non-Immersive Virtual Reality. To date, Virtual Reality has been used in different areas such as education, entertainment and rehabilitation. The WHO estimates that around 15% of the world's population suffers from a disabling condition. This organization in conjunction with the ISPO determined that about 0.5% of the world's population requires an orthotic or prosthetic system. In Mexico, in the National Survey of Demographic Dynamics it is estimated that 10.9% of the population has difficulty walking or moving. The objective of this project is to design a Virtual Reality system that allows training transhumeral amputees in the use of the prosthesis. 2 virtual environments and 8 3D-characters were created so that the subjects to be trained can select between these possibilities to carry out the training sessions. The subjects control these 3D-characters in real time through a motion capture system, which also generates a biomechanical analysis of the movement of the shoulder during the execution of the movements.


Author(s):  
Smys S

Requirement for rehabilitation from injuries is a major requirement for several victims of injury and trauma in recent days. Several mechanisms for patient engagement such as videogames and so on are developed for therapy and mental simulation. In this paper, a Virtual Reality (VR) gaming system is developed integrating electromyography (EMG) signals and integrating motion capture. Yei-3 space sensors or Azure Kinect, Myo armband and Saitek’s rudder foot pedal provides the inputs to the motion capture system. The user input is measured in terms of bicep or muscle efforts. A HTC Vive VR headset is used that is synchronised with the sensors for the videogame sequence controls. The system is tested on 15 subjects and provided 96% accurate control results.


Author(s):  
Jonathan Kenneth Sinclair ◽  
Lindsay Bottoms

AbstractRecent epidemiological analyses in fencing have shown that injuries and pain linked specifically to fencing training/competition were evident in 92.8% of fencers. Specifically the prevalence of Achilles tendon pathology has increased substantially in recent years, and males have been identified as being at greater risk of Achilles tendon injury compared to their female counterparts. This study aimed to examine gender differences in Achilles tendon loading during the fencing lunge.Achilles tendon load was obtained from eight male and eight female club level epee fencers using a 3D motion capture system and force platform information as they completed simulated lunges. Independent t-tests were performed on the data to determine whether differences existed.The results show that males were associated with significantly greater Achilles tendon loading rates in comparison to females.This suggests that male fencers may be at greater risk from Achilles tendon pathology as a function of fencing training/ competition.


2006 ◽  
Vol 99 (8) ◽  
pp. 08B312 ◽  
Author(s):  
S. Hashi ◽  
M. Toyoda ◽  
M. Ohya ◽  
Y. Okazaki ◽  
S. Yabukami ◽  
...  

Author(s):  
Unai Zabala ◽  
Igor Rodriguez ◽  
José María Martínez-Otzeta ◽  
Elena Lazkano

AbstractNatural gestures are a desirable feature for a humanoid robot, as they are presumed to elicit a more comfortable interaction in people. With this aim in mind, we present in this paper a system to develop a natural talking gesture generation behavior. A Generative Adversarial Network (GAN) produces novel beat gestures from the data captured from recordings of human talking. The data is obtained without the need for any kind of wearable, as a motion capture system properly estimates the position of the limbs/joints involved in human expressive talking behavior. After testing in a Pepper robot, it is shown that the system is able to generate natural gestures during large talking periods without becoming repetitive. This approach is computationally more demanding than previous work, therefore a comparison is made in order to evaluate the improvements. This comparison is made by calculating some common measures about the end effectors’ trajectories (jerk and path lengths) and complemented by the Fréchet Gesture Distance (FGD) that aims to measure the fidelity of the generated gestures with respect to the provided ones. Results show that the described system is able to learn natural gestures just by observation and improves the one developed with a simpler motion capture system. The quantitative results are sustained by questionnaire based human evaluation.


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