Motion Capture of Fastening Operation Using Wiimotes for Ergonomic Analysis

Author(s):  
W. Zhu ◽  
C. P. Daphalapurkar ◽  
S. Chirayil Puthenveetil ◽  
M. C. Leu ◽  
X. F. Liu ◽  
...  

This paper presents an application of a Wii Remote (Wiimote) based, low-cost motion capture system for digital human simulation and ergonomic analysis of a fastening operation. The system includes a low-cost infrared (IR) based motion capture system developed using Wiimotes. A portable stereo vision system was used to capture the operator’s movements while performing a fastening operation during the assembly of an aircraft fuselage on the factory floor. IR LEDs mounted on the worker’s body served as markers. The captured motion data was used to generate a simulation of the operator’s arm movements and to perform ergonomic analysis with the help of digital human modeling software, Siemens Jack.

Author(s):  
Sajeev C. Puthenveetil ◽  
Chinmay P. Daphalapurkar ◽  
Wenjuan Zhu ◽  
Ming C. Leu ◽  
Xiaoqing F. Liu ◽  
...  

To generate graphic simulation of human motion, marker-based optical motion capture technology is widely used because of the accuracy and reliability of motion data provided by this technology. However, tracking of human motion without markers is very desirable on the factory floor because the human operator does not need to wear a special suit mounted with markers and there is no physical interference with the manufacturing or assembly operation during the motion tracking. In this paper, we compare marker-based and marker-less motion capture systems. First, the operational principles of these two different types of systems are compared. Then the quality of motion data obtained by a marker-less system using Kinect is compared with that obtained by a marker-based system using Optitrack cameras. The comparison also includes the accuracy of body joint angles and variations in body segment lengths measured by the two different systems. Furthermore, we compare the human motion simulation developed in the Jack digital human modeling software using the data captured by these two systems when a person is performing a fastening operation on a physical mockup of the belly section of an aircraft fuselage.


2015 ◽  
Vol 76 (11) ◽  
Author(s):  
Katherina Bujang ◽  
Ahmad Faiz Ahmad Nazri ◽  
Ahmad Fidaudin Ahmad Azam ◽  
Jamaluddin Mahmud

Microsoft Kinect has been identified as a potential alternative tool in the field of motion capture due to its simplicity and low cost. To date, the application and potential of Microsoft Kinect has been vigorously explored especially for entertainment and gaming purposes. However, its motion capture capability in terms of repeatability and reproducibility is still not well addressed. Therefore, this study aims to explore and develop a motion capture system using Microsoft Kinect; focusing on developing the interface, motion capture protocol as well as measurement analysis. The work is divided into several stages which include installation (Microsoft Kinect and MATLAB); parameters and experimental setup, interface development; protocols development; motion capture; data tracking and measurement analysis. The results are promising, where the variances are found to be less than 1% for both repeatability and reproducibility analysis. This proves that the current study is significant and the gained knowledge could contribute


2020 ◽  
Vol 17 (6) ◽  
pp. 172988142096907
Author(s):  
Changxin Li

In the process of strawberry easily broken fruit picking, in order to reduce the damage rate of the fruit, improves accuracy and efficiency of picking robot, field put forward a motion capture system based on international standard badminton edge feature detection and capture automation algorithm process of night picking robot badminton motion capture techniques training methods. The badminton motion capture system can analyze the game video in real time and obtain the accuracy rate of excellent badminton players and the technical characteristics of badminton motion capture through motion capture. The purpose of this article is to apply the high-precision motion capture vision control system to the design of the vision control system of the robot in the night picking process, so as to effectively improve the observation and recognition accuracy of the robot in the night picking process, so as to improve the degree of automation of the operation. This paper tests the reliability of the picking robot vision system. Taking the environment of picking at night as an example, image processing was performed on the edge features of the fruits picked by the picking robot. The results show that smooth and enhanced image processing can successfully extract edge features of fruit images. The accuracy of the target recognition rate and the positioning ability of the vision system of the picking robot were tested by the edge feature test. The results showed that the accuracy of the target recognition rate and the positioning ability of the motion edge of the vision system were far higher than 91%, satisfying the automation demand of the picking robot operation with high precision.


Author(s):  
Scott A. Ziolek ◽  
Pieter C. Kruithof

More and more, digital human modeling and simulation is being used in conjunction with CAD systems to address ergonomic issues early within the development and manufacturing process. However, purchasing a human modeling software package does not guarantee a user-centered design anymore than purchasing a word processor makes someone an author. This paper addresses some of the practical issues that confront human modeling and simulation users, including the collection of geometry, posturing the manikin, and selection of an analysis. For the purposes of discussion, human simulation will be divided into three broad areas: the environment, manikin selection, and analysis.


2020 ◽  
Vol 14 ◽  
Author(s):  
Grady W. Jensen ◽  
Patrick van der Smagt ◽  
Egon Heiss ◽  
Hans Straka ◽  
Tobias Kohl

Author(s):  
Monica L. H. Jones ◽  
Sheila M. Ebert ◽  
Clive D’Souza ◽  
Matthew P. Reed

Postural stability and balance during manual material handling and industrial tasks are fundamental to ergonomic assessment of workplace tasks. Previous research has determined that accurate prediction of a person’s balance maintenance strategy is one of the most important parameters affecting the accuracy of posture prediction algorithms. Digital human modeling has the potential to provide designers with accurate tools to represent human posture, but currently available software typically lacks empirically-derived models of center of pressure (CoP) excursion. This paper presents an overview of a study that systematically quantified CoP excursion behavior through a series of standing reach tasks for participants with a wide range of body size. CoP excursion was greatly affected by foot placement and target location. The overall goal of this research is to develop an empirical model of center of pressure (CoP) excursion that can be integrated into human figure modeling software to improve prediction of standing postures typically observed in industrial tasks.


Sensors ◽  
2021 ◽  
Vol 21 (5) ◽  
pp. 1750
Author(s):  
Amartya Ganguly ◽  
Gabriel Rashidi ◽  
Katja Mombaur

Over the last few years, the Leap Motion Controller™ (LMC) has been increasingly used in clinical environments to track hand, wrist and forearm positions as an alternative to the gold-standard motion capture systems. Since the LMC is marker-less, portable, easy-to-use and low-cost, it is rapidly being adopted in healthcare services. This paper demonstrates the comparison of finger kinematic data between the LMC and a gold-standard marker-based motion capture system, Qualisys Track Manager (QTM). Both systems were time synchronised, and the participants performed abduction/adduction of the thumb and flexion/extension movements of all fingers. The LMC and QTM were compared in both static measuring finger segment lengths and dynamic flexion movements of all fingers. A Bland–Altman plot was used to demonstrate the performance of the LMC versus QTM with Pearson’s correlation (r) to demonstrate trends in the data. Only the proximal interphalangeal joint (PIP) joint of the middle and ring finger during flexion/extension demonstrated acceptable agreement (r = 0.9062; r = 0.8978), but with a high mean bias. In conclusion, the study shows that currently, the LMC is not suitable to replace gold-standard motion capture systems in clinical settings. Further studies should be conducted to validate the performance of the LMC as it is updated and upgraded.


2007 ◽  
Vol 23 (3) ◽  
pp. 224-229 ◽  
Author(s):  
James C. Martin ◽  
Steven J. Elmer ◽  
Robert D. Horscroft ◽  
Nicholas A.T. Brown ◽  
Barry B. Shultz

The purpose of this study was to develop and evaluate an alternative method for determining the position of the anterior superior iliac spine (ASIS) during cycling. The approach used in this study employed an instrumented spatial linkage (ISL) system to determine the position of the ASIS in the parasagittal plane. A two-segment ISL constructed using aluminum segments, bearings, and digital encoders was tested statically against a calibration plate and dynamically against a video-based motion capture system. Four well-trained cyclists provided data at three pedaling rates. Statically, the ISL had a mean horizontal error of 0.03 ± 0.21 mm and a mean vertical error of −0.13 ± 0.59 mm. Compared with the video-based motion capture system, the agreement of the location of the ASIS had a mean error of 0.30 ± 0.55 mm for the horizontal dimension and −0.27 ± 0.60 mm for the vertical dimension. The ISL system is a cost-effective, accurate, and valid measure for two-dimensional kinematic data within a range of motion typical for cycling.


Author(s):  
Woong Choi ◽  
◽  
Naoki Hashimoto ◽  
Ross Walker ◽  
Kozaburo Hachimura ◽  
...  

Creating reactive motions with conventional motion capture systems is difficult because of the different task environment required. To overcome this drawback, we developed a reactive motion capture system that combines conventional motion capture system with force feedback and a human-scale virtual environment. Our objective is to make animation with reactive motion data generated from the interaction with force feedback and the virtual environment, using the fact that a person’s motions in the real world can be represented by the reactions of the person to real objects. In this paper we present the results of some animations made under various scenarios using animating reactive motion generation with our reactive motion capture system. Our results demonstrate that the reactive motion generated by this system was useful for producing the animation including scenes of reactive motion.


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