• Title/Summary/Keyword: digital human simulation

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Medical Digital Twin-Based Dynamic Virtual Body Capture System (메디컬 디지털 트윈 기반 동적 가상 인체 획득 시스템)

  • Kim, Daehwan;Kim, Yongwan;Lee, Kisuk
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.10
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    • pp.1398-1401
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    • 2020
  • We present the concept of a Medical Digital Twin (MDT) that can predict and analyze medical diseases using computer simulations and introduce a dynamic virtual body capture system to create it. The MDT is a technology that creates a 3D digital virtual human body by reflecting individual medical and biometric information. The virtual human body is composed of a static virtual human body that reflects an individual's internal and external information and a dynamic virtual human body that reflects his motion. Especially we describe an early version of the dynamic virtual body capture system that enables continuous simulation of musculoskeletal diseases.

A Study for Improvement of Work using Digital Human Modeling (디지털 휴먼 모델링 도구를 이용한 작업 개선에 관한 연구)

  • Kim, Dong-Joon;Park, Ju-Yong;Kim, Hyun-Woo;Chang, Seong-Rok
    • Journal of the Korean Society of Safety
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    • v.23 no.2
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    • pp.51-56
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    • 2008
  • In these days, work-related musculoskeletal disorders(WMSDs) is one of the issues in the shipbuilding industry. As the number of injured workers and demands for worker's compensation have rapidly increased, improvement of work conditions and environments to prevent WMSDs has been more demanded. To reduce WMSDs' hazards in the shipbuilding industry, simulation technique which showed it's ability of increasing the manufacturing productivity was applied, because simulation technique has the evaluation ability for a worker's danger level of production process by RULA(Rapid Upper Limb Assesment). In this research, worker's altitude had modeled and worker's action has simulated. After the caution level was evaluated, we pointed out clues which had high workload. To reduce work-load, we applied ergonomic principles for improving working conditions and environments. Improved working conditions and environments were simulated using human modelling and simulation and their workload were evaluated again.

Development of Quantitative Ergonomic Assessment Method for Helicopter Cockpit Design in a Digital Environment (가상 환경 상의 헬리콥터 조종실 설계를 위한 정량적인 인간공학적 평가 방법 개발)

  • Jung, Ki-Hyo;Park, Jang-Woon;Lee, Won-Sup;Kang, Byung-Gil;Uem, Joo-Ho;Park, Seik-Won;You, Hee-Cheon
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.2
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    • pp.203-210
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    • 2010
  • For the development of a better product which fits to the target user population, physical workloads such as reach and visibility are evaluated using digital human simulation in the early stage of product development; however, ergonomic workload assessment mainly relies on visual observation of reach envelopes and view cones generated in a 3D graphic environment. The present study developed a quantitative assessment method of physical workload in a digital environment and applied to the evaluation of a Korean utility helicopter (KUH) cockpit design. The proposed assessment method quantified physical workloads for the target user population by applying a 3-step process and identified design features requiring improvement based on the quantified workload evaluation. The scores of physical workloads were quantified in terms of posture, reach, visibility, and clearance, and 5-point scales were defined for the evaluation measures by referring to existing studies. The postures of digital humanoids for a given task were estimated to have the minimal score of postural workload by finding all feasible postures that satisfy task constraints such as a contact between the tip of the index finger and a target point. The proposed assessment method was applied to evaluate the KUH cockpit design in the preliminary design stage and identified design features requiring improvement. The proposed assessment method can be utilized to ergonomic evaluation of product designs using digital human simulation.

Depth Camera-Based Posture Discrimination and Motion Interpolation for Real-Time Human Simulation (실시간 휴먼 시뮬레이션을 위한 깊이 카메라 기반의 자세 판별 및 모션 보간)

  • Lee, Jinwon;Han, Jeongho;Yang, Jeongsam
    • Korean Journal of Computational Design and Engineering
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    • v.19 no.1
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    • pp.68-79
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    • 2014
  • Human model simulation has been widely used in various industrial areas such as ergonomic design, product evaluation and characteristic analysis of work-related musculoskeletal disorders. However, the process of building digital human models and capturing their behaviors requires many costly and time-consuming fabrication iterations. To overcome the limitations of this expensive and time-consuming process, many studies have recently presented a markerless motion capture approach that reconstructs the time-varying skeletal motions from optical devices. However, the drawback of the markerless motion capture approach is that the phenomenon of occlusion of motion data occurs in real-time human simulation. In this study, we propose a systematic method of discriminating missing or inaccurate motion data due to motion occlusion and interpolating a sequence of motion frames captured by a markerless depth camera.

A Study on the Procedure for Applying Digital Twin to Disaster and Aging Management of Port Infrastructure (항만 인프라 재해와 노후화 관리를 위한 디지털 트윈 적용 절차에 관한 연구)

  • Hye-Jung Chang
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.16 no.3
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    • pp.138-151
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    • 2023
  • Korea's port infrastructure is rapidly aging, with old port facilities with more than 30 years of public life expected to surge from about 23% in 2019 to 47% in 2029. Traditional, aging ports lose competitiveness in logistics processing, reducing development around the port and increasing human casualties due to the human resource-based maintenance of the facilities. Therefore, it is necessary to solve this problem by establishing systematic management technology based on a digital twin. This research aimed to present the specific implementation steps of a digital twin reflecting smart port technology through cases of port infrastructure disasters, aging status, and smart ports. The study analyzed the port infrastructure linkage system and created and mapped scenarios essential for digital twin implementation. Three-dimensional (3D) modeling and simulation data for disaster and aging management among existing port infrastructure systems were collected. A digital twin port was implemented with 3D modeling. It implements a port digital twin simulation that links data such as sensing data and image data acquired from the port infrastructure in real time. Implementing a digital twin port for port infrastructure disasters and aging management can secure predictive port infrastructure management and disaster safety

Basic Research for 3D Virtual Clothing Simulation of Traditional Korean Dang'ui Costumes -A Focus on Issues Occurring in the Course of a 3D Virtual Presentation that Uses the Qualoth for Maya Program- (당의의 3차원 시뮬레이션 활용을 위한 기초 연구 -마야 퀼로스(Qualoth) 프로그램을 이용한 전통복식의 3차원 재현의 문제점을 중심으로-)

  • Kim, Min-Kyoung;Choi, Young-Lim;Nam, Yun-Ja
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.11
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    • pp.1836-1843
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    • 2010
  • This research examines the possibilities of a traditional costume revival and digital exhibition as well as the application of 3D virtual clothing modeling data in order to preserve and record a disappearing costume heritage to realize it as a social education tool through the newly emerging technology of 3D virtual clothing. A 3D revival of costumes worn by royal families and aristocrats was accomplished through the 3D animation and simulation technology of Maya 2011 (Autodesk, Inc.) and Qualoth (FX Gear, Inc.). The simulation shows the possibility of a 3D revival and digital exhibition of costume heritage. However, further technology support to analyze and realize the composition and design is still necessary to develop the digital contents of traditional garment culture that includes skirt pleats, petticoat silhouettes, that exaggerates the skirts and knots of traditional upper garments (Jeogori). Further studies on design attributes of historic costumes and the upgrading of 3D simulation software are required to realize 3D virtual clothing. Korean traditional costumes will be revived as a cultural content in the digital era as a result of outstanding issues detected by this study.

A Study on Expression for Indoor Design base of Interactive using Digital Art (디지털 아트를 활용한 인터랙티브 기반의 실내공간디자인 표현 연구)

  • Kim, Jae-Heon;Kim, Chee-Yong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.11
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    • pp.2473-2478
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    • 2009
  • The latest, Digital art is attempt new field's Art, that is utilize variously digital media image, sound, simulation, 3D holography. A large number of Digital Art is contact with the audience in pavilion(limit place and limit period). However, It will be possible, Digital Art can use place digital form media even there are indoor, outdoor, anywhere. Prior to study, I was to analyze the feature of Digital Art in order to using Digital Art, Interactivity make communication between humans and the art as well as cause audience participation, and take a role of bridge between human and space. A study was base on the relationship between human and space, space and Digital Art, Digital Art and human taken the focus interaction between human and space, and Interactivity of Digital Art. This paper analyze reciprocal action for utilize Digital Art in indoor space design, and this paper study expression about indoor design base of interactive.

Formulation of Human Modeling and Simulation in the Shipbuilding Industry (인체 모델링과 시뮬레이션 기법의 조선산업 적용에 관한 연구)

  • Kim, Dong-Joon;Park, Ju-Yong;Min, Kyong-Cheol;Chang, Seong-Rok
    • Journal of the Korean Society of Safety
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    • v.21 no.4 s.76
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    • pp.114-118
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    • 2006
  • Recently, work-related musculoskeletal disorders(WMSDs) is one of the major issues in the shipbuilding industry. The number of injured workers has rapidly increased and demands for workers compensation, improvement of work condition and environment to prevent WMSDs become larger. To protect and reduce WMSDs in the shipbuilding industry, simulation technique which showed it's ability of increasing the manufacturing productivity will be applied, because simulation technique has the evaluation ability for a worker's danger level of production process by human activity analysis. In our research, we modeled worker's attitude and simulated worker's action. We evaluated the caution level, compared and analyzed the difference point of digital human which made on computer and actual worker's attitude to check feasibility of human modeling and simulation in the shipbuilding industry.

A Negative Understanding about Digital Contents in the Multimedia Circumstance (디지털 콘텐츠에 대한 비판적 접근 - 멀티미디어에 의해 형성되는 환경을 중심으로 -)

  • Kim, Kyung-Il
    • Journal of Digital Contents Society
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    • v.7 no.3
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    • pp.133-137
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    • 2006
  • The advent of multimedia as the new media was caused popularization of personal computer and evolution of technology. The age of multimedia instigated the coming of new paradigm. The computer have been changed reality as a human culture to simulation culture. And it have been developed as a connector between real world and cyber space. As a result, a man who have used a computer has a possibility of danger of immersion or addiction. Therefore we must have the media competence.

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