Ergotip May '10

Ergonomics In Motion

The science of ergonomics has been utilized in the past as a predominately reactive process to evaluate the risk of injury on existing jobs.  Jobs were designed, injuries occurred due to some of the characteristics of the jobs resulting in a redesign of the tasks and their associated risk (Potvin, Chiang, Jones, McInnes & Stephens, 2008). 

More recently, digital human modeling technology has been used to analyze and improve the physical ergonomics of a variety of tasks with the idea of reducing total design time and engineering costs (Chaffin, 2001).  Ergonomic engineers create avatars, or virtual humans, with specific anthropometrics to be inserted into three dimensional virtual environments to complete their ergonomic evaluations (Du & Duffy, 2007).Using this methodology, risk factors for injury can be addressed early in the design stage before task parameters are finalized.

One of the limitations with using digital human models is that engineers have to make assumptions as to how a worker would interact with the virtual workplace (Potvin et al, 2008).  If workers are readily available to provide insight and input, or if the engineer has detailed knowledge and understanding of the process being analyzed, than this would not be a significant factor.  However, if the process/task being analyzed is new or not well understood, this could affect the results when completing an ergonomic evaluation as to the acceptability of a task or creating force targets. 

Research has shown that a deviation of 20° in a joint angle could alter the prediction of the population capability by as much as 50% (Chaffin & Erig, 1991).  Motion capture technology can be a valuable resource when attempting to obtain realistic postures and motions of humans optimizing their bodies and environments.  The reliability of using digital human models for quantifying ergonomic risk and strength limits is enhanced when using this type of technology (Du et al, 2007).

There are certain components that need to be acquired in order to perform optical motion capture studies.  Firstly, an appropriate number of digital cameras equipped with infrared (IR) filters and near IR light rings (Figure 1) must be obtained. The number of cameras needed to effectively track motion depends on the capture volume (i.e. size of the room) and what type of motion is being tracked (i.e. golf swing vs. installing a center console into a vehicle).  The resolution of the digital cameras (i.e. 640 x 480 pixels, 2352 x 1728 pixels) and the operating rate (i.e. frames per second, [fps]), should also be considered.

In general, higher resolution cameras will be more accurate in tracking the reflective markers in space. The faster the motion to be tracked the higher the operating rate required to account for the speed of movement and to acquire data.  An example that addresses both issues of the number of cameras and the operation rate required would be comparing a golf swing to installing a vehicle center console.  A golf swing is a fast motion and would most likely be done in a wide open area with no obstructions, resulting in the need for fewer cameras.
 

Figure 1: IR Camera

In the case of installing a center console, more cameras would be required because of the many obstructions involved (i.e. vehicle side panels, instrument panel, car seats, etc.). In terms of operating rate (fps), the golf swing would need a higher rate than the center console install as the golf swing would be completed much faster.  
   

Figure 2: Human subject with full marker set on, preparing for a motion capture study

Secondly, reflective markers are placed on moving objects so the cameras can track their motion.  Ultimately, the near IR light coming off the ring reflects off the markers and back into the camera via the IR filter lens.  The more degrees of freedom an object has, the more reflective markers should be used.  For example, a human may have approximately 50 markers on them (Figure 2) where a center console may have approximately 5 markers.
In order to make the cameras and markers all relevant, the third essential component is to use software created to work with the applicable camera system.  The software plays a key role because that is where the 3-D marker clouds are represented; markers can be identified and segments linked to create a skeleton template. (Figure 3)

       
Subject tracked in real time Cloud of markers  Markers identified, segments created Skeleton template created

Figure 3

     

Once the skeleton template has been created a digital human model (DHM), the fourth major component to utilizing motion capture technology, is needed to perform ergonomic evaluations; including positioning and analyzing humans performing different tasks in different environments.

SiemensTM JACK digital human modeling and ergonomic analysis software provides a motion capture toolkit which drives the digital human manikin (Figure 4) with the collected motion data in its three-dimensional interactive environment.  Several traditional ergonomic analysis tools are embedded in JACK and are used to quantify risk of injury, evaluate design solutions and proposals, model workstations, interfaces, etc. (Du et al, 2007).

         
Subject tracked in real time

Cloud of markers

 

Markers identified, segments created

 

Skeleton template created Jack (DHM)

Figure 4

       
   
Motion capture technology also allows for real-time and offline streaming of motion along with capturing head movements that can be used to generate eye views within the JACK software.  To get a true immersive feeling, a head mounted display (HMD) can be used to allow subjects to look through the eyes of a DHM (Figure 5).  Other benefits of this technology include human scaling of manikins, quick realistic movements for visualization, capturing part/tool paths and true representations of human postures and movements.
  Figure 5: Head Mounted Display

Whether motion capture technology is being applied in the movie making business, video game industry, or the manufacturing and product design arena, its advantages are immense.  The use of this technology can elevate your analysis or imaging to the next level of reality.  With a society looking to reduce waste and work smarter, consider the numerous applications motion capture and DHMs could have to improve safety, quality and productivity in the workplace.

References

Chaffin, D.B.  (2001)  Digital Human Modeling for Vehicle and Workplace Design.  Society of Automotive Engineers, Warrendale, PA.

Chaffin, D.B., Erig, M.  (1991). Three-dimensional biomechanical static strength prediction model sensitivity to postural and anthropometric inaccuracies.  IIE Transactions, 23 (3), 215-217.

Du, J., Duffy, V.  (2007). A methodology for assessing industrial workstations using optical motion capture integrated with digital human models.  Occupational Ergonomics, 7, 11-25.

Potvin, J.R.,  Chiang, J., Jones, M., McInnes, B., Houston, A., Stephens, A.  (2008)  Proactive Ergonomic Analyses with Digital Human Modeling: A Validation Study.  Proceedings of the 2008 North American Congress on Biomechanics Conference, Ann Arbor, USA, August 2008.

EVaRT is a trademark of Motion Analysis Corporation.  Additional information can be found at: http://www.motionanalysis.com/

Jack software is copyright of Siemens Product Lifecycle Management Software Inc.  

Contact

Enrico Fiacco BHK, MHK rfiacco@sandalwood.com

Sandalwood is an engineering and ergonomics consulting firm. Sandalwood designs and executes strategic programs for manufacturers which reduce their work-related risks to quality, productivity and employee health. By providing knowledge, research, technology and resources, Sandalwood supports its clients from the executive level to the factory floor. The Ergo Tip of the Month is offered to our customers and friends for the benefit of the Ergonomics community and is to be used entirely at the discretion of the recipient. To request information on our services, click here.