Högskolan i Skövde

his.sePublications
Change search
ExportLink to record
Permanent link

Direct link
BETA

Project

Project type/Form of grant
Project grant
Title [sv]
Synergi Virtual Ergonomics (SVE)
Title [en]
Synergy Virtual Ergonomics (SVE)
Abstract [sv]
FN:s globala mål för hållbar utveckling och de europeiska och svenska forskningsagendorna ger uttryck för behov av effektiva verktyg och metoder för att stärka vår förmåga att övervaka och förebygga arbetsrelaterade besvär och sjukdomar. Europeiska och svenska forskningsagendor efterfrågar även effektiva digitaliseringsverktyg för design, modellering, simulering, optimering, visualisering och prognostisering av produkter, tillverkningsprocesser, resurser, system och fabriker under deras livscykler. Forsknings- och utvecklingsområdet virtuell ergonomi, som är ett av kärnområdena inom forskningsmiljön INFINIT vid Högskolan i Skövde, ligger vid skärningspunkten mellan två viktiga och utmanande behov: hållbar utveckling och digitalisering. FORSKNINGSFRÅGA: Den grundläggande forskningsfrågan för projektet Synergy Virtual Ergonomics är: "Hur kan man designa, realisera och validera användbara beslutsstödsystem och tillhörande metoder med hänsyn till såväl fysisk och kognitiv ergonomi som till systemprestanda i virtuell och fysisk verklighet för utveckling och drift inom industri samt hälso- och sjukvård?" Den centrala forskningsfrågan har delats upp i tre sinsemellan sammanlänkade delområden med detaljerade forskningsmål: Fysisk ergonomi och systemprestanda, kognitiva funktionaliteter samt spelifiering av ergonomisimulering. Projektet har tre teman som spänner över dessa delområden och skapar en matrisstruktur: Modellering av beteende och utseende, utvärdering, interaktion. Projektet bidrar till att öka kunskapen inom forskningsfältet virtuell ergonomi och till att Högskolan i Skövde bibehåller sin ledande ställning inom det nationella fältet och stärker dess internationella anseende. BIDRAG TILL FORSKNINGSFÄLTET: Bidragen till forskningen kommer mer specifikt att inkludera tekniker och metoder för att fatta välinformerade designbeslut utifrån ergonomi, främst under de virtuella stadierna av produktrealiseringen. Det rör sig bland annat om representation av mänsklig mångfald, lösningar för digitala tvillingar, modellering och utvärdering av kognitiv ergonomi, instruerande av datormanikiner utifrån egna demonstrationer, applicering av personas-beskrivningar på datormanikinerna samt interaktion med datormanikiner i virtuell verklighet (VR). SAMARBETEN OCH FORTSATT UTVECKLING: Forskningen utförs tillsammans med industripartners. För att testa, demonstrera och validera forskningsresultat kommer de resultat som tas fram under projektet att implementeras i IPS IMMA, som är en testbäddsplattform för kontinuerlig utveckling av ergonomisimuleringsprogramvara. Projektet bidrar till att utveckla en sammanhållen forsknings- och utbildningsmiljö för virtuell ergonomi vid Högskolan och innebär ett viktigt bidrag till Högskolan i Skövdes övergripande tema för forskning och utbildning: digitalisering för hållbar utveckling. Finansiering och samverkan: KK-stiftelsen, Volvo Cars, Scania, Fraunhofer-Chalmers Centre (FCC), CEVT, Ericsson, Feelgood, NEVS
Abstract [en]
The UN sustainability goals and the European and Swedish research agendas describe a need for efficient and effective tools and intervention methods to improve our ability to monitor and prevent disorders and diseases. European and Swedish research agendas also call for efficient digitalisation tools for the design, modelling, simulation, optimisation, visualisation, and forecasting of products and production processes, resources, systems, and factories during their life cycles. The research and development area of virtual ergonomics, which is part of the core scientific sub-areas of the INFINIT research environment at the University of Skövde, lies within the intersection between two important and challenging needs: sustainability and digitalisation. RESEARCH QUESTION: The core research question of the Synergy project Virtual Ergonomics is: "How can you design, realise and validate usable decision support systems and associated methods that consider physical and cognitive ergonomics as well as system performance in virtual and real environments for development and operations in industry and the health care sector?". THREE SUB-AREAS: This core research question has been divided into three interlinked sub-areas with detailed research objectives: Physical ergonomics and system performance, Cognitive functionalities, and the Gamification of digital human modelling. The project thus has three themes that span all of these sub-areas, creating a matrix structure: Modelling behaviour and appearance, Assessment, and Interaction. THEME LEADERS: Erik Brolin (Modelling behaviour and appearance), Anna Brolin (Assessment), Ari Kolbeinsson (Interaction). CONTRIBUTION TO THE FIELD: This project will help advance knowledge within the research field of virtual ergonomics as well as maintain the University of Skövde’s leading position in the field nationally while strengthening its international reputation. More specifically, the research contributions will include techniques and methods for making well-informed design decisions related to ergonomics, mainly at the virtual stages of the product realisation process, including representing human diversity, digital twin solutions, modelling and assessing cognitive ergonomics, instructing manikins from demonstrations, applying persona descriptions to manikins, and interacting with manikins in immersive virtual reality (VR). PARTNERS AND FURTHER DEVELOPMENT: The research will be co-produced with industry partners. In order to test, demonstrate and validate the research findings, the results achieved during the project will be implemented in IPS IMMA, which is a continuously developed digital human modelling (DHM) software testbed platform. The project will be an important means of developing an integrated research and education environment for virtual ergonomics at the University, and an important contributor to the University of Skövde's overarching theme for its research and education: Digitalization for sustainable development. Funding and collaboration: The Knowledge Foundation, Volvo Cars, Scania, Fraunhofer-Chalmers Centre (FCC), NEVS, CEVT, Ericsson, Feelgood
Publications (10 of 33) Show all publications
Iriondo Pascual, A. (2023). Simulation-based multi-objective optimization of productivity and worker well-being. (Doctoral dissertation). Skövde: University of Skövde
Open this publication in new window or tab >>Simulation-based multi-objective optimization of productivity and worker well-being
2023 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

In industry, simulation software is used to simulate production, making it possible to predict events in production, calculate times and plan production, even in the early phases of the production development process. Software known as digital human modelling (DHM) tools can also be used to simulate humans working in production. When simulating digital human models, ergonomics evaluations can be carried out to assess whether workstation designs offer appropriate ergonomic conditions for the workers. However, simulations performed to predict and plan production are usually done separately from the human simulations performed to evaluate ergonomics. This can lead to suboptimal solutions in which a factory is optimized to improve either productivity or ergonomics. This thesis outlines the hypothesis that more optimal solutions for workstation design, layout and line balancing can be obtained in simulations by optimizing productivity and ergonomic factors simultaneously instead of considering them separately. Hence, the aim is to carry out research on the development of a simulation-based multi-objective optimization method for productivity and ergonomic factors and to realize the method as a software tool in order to test and communicate it. From an application and societal-impact perspective, the overall objective is to offer a new approach for designing production systems that focuses on both over-all system performance and the well-being of workers, reduces the effort of engineers and helps industry create more productive and sustainable workspaces.

Abstract [sv]

Simuleringsverktyg används i industrin för att simulera produktion. Det gör det möjligt att förutsäga händelser, uppskatta tider och planera produktionen, även i tidiga stadier av produktionsutvecklingsprocessen. På motsvarande vis används ergonomisimuleringsverktyg för att simulera människor som arbetar i produktionen. Ergonomisimulering kan till exempel utföras för att bedöma om utformningen av arbetsstationen erbjuder lämpliga ergonomiska förhållanden för arbetarna. Emellertid görs produktionssimuleringar vanligtvis separat från ergonomisimuleringar. Det kan leda till bristfälliga lösningar där en fabrik är optimerad för att förbättra antingen produktivitet eller ergonomi. Denna avhandling utgår från hypotesen att mer optimala lösningar för arbetsstationsutformning, layout och linje-balansering kan uppnås i simuleringar genom att samtidigt optimera produktivitetsfaktorer och ergonomiska faktorer istället för att beakta dem separat. Målet är därför att utforska utvecklingen av en simulerings- och flermålsbaserad optimeringsmetod för produktivitetsfaktorer och ergonomiska faktorer och att realisera metoden som ett mjukvaruverktyg för att testa och beskriva den. Ur ett tillämpnings- och samhällspåverkansperspektiv är det övergripande målet att erbjuda ett nytt tillvägagångssätt för att utforma produktionssystem som fokuserar på både systemprestanda och människans välbefinnande, som stödjer ingenjörer i deras dagliga arbete för att hitta goda lösningar, och hjälper industrin att skapa mer produktiva och hållbara arbetsplatser.

Place, publisher, year, edition, pages
Skövde: University of Skövde, 2023. p. xii, 79, [125]
Series
Dissertation Series ; 56
Keywords
Ergonomics, Productivity, Optimization, Simulation
National Category
Production Engineering, Human Work Science and Ergonomics
Research subject
User Centred Product Design; VF-KDO
Identifiers
urn:nbn:se:his:diva-23360 (URN)978-91-987907-0-2 (ISBN)
Public defence
2023-12-21, ASSAR Industrial Innovation Arena (stora scenen/main stage) & online, Skövde, 09:00 (English)
Opponent
Supervisors
Note

Ett av fem delarbeten (övriga se rubriken Delarbeten/List of papers):

E.     Development and Evaluation of a Digital Tool for Simulation-based Multi-objective Optimization of Productivity and Worker Well-being. Aitor Iriondo Pascual, Dan Högberg, Anna Syberfeldt, Erik Brolin. Journal paper. (Submitted to Advanced Engineering Informatics).

Available from: 2023-11-20 Created: 2023-11-14 Last updated: 2024-03-21Bibliographically approved
Hanson, L., Högberg, D., Brolin, E., Billing, E., Iriondo Pascual, A. & Lamb, M. (2022). Current Trends in Research and Application of Digital Human Modeling. In: Nancy L. Black; W. Patrick Neumann; Ian Noy (Ed.), Proceedings of the 21st Congress of the International Ergonomics Association (IEA 2021): Volume V: Methods & Approaches. Paper presented at 21st Congress of the International Ergonomics Association (IEA 2021), 13-18 June (pp. 358-366). Cham: Springer
Open this publication in new window or tab >>Current Trends in Research and Application of Digital Human Modeling
Show others...
2022 (English)In: Proceedings of the 21st Congress of the International Ergonomics Association (IEA 2021): Volume V: Methods & Approaches / [ed] Nancy L. Black; W. Patrick Neumann; Ian Noy, Cham: Springer, 2022, p. 358-366Conference paper, Published paper (Refereed)
Abstract [en]

The paper reports an investigation conducted during the DHM2020 Symposium regarding current trends in research and application of DHM in academia, software development, and industry. The results show that virtual reality (VR), augmented reality (AR), and digital twin are major current trends. Furthermore, results show that human diversity is considered in DHM using established methods. Results also show a shift from the assessment of static postures to assessment of sequences of actions, combined with a focus mainly on human well-being and only partly on system performance. Motion capture and motion algorithms are alternative technologies introduced to facilitate and improve DHM simulations. Results from the DHM simulations are mainly presented through pictures or animations.

Place, publisher, year, edition, pages
Cham: Springer, 2022
Series
Lecture Notes in Networks and Systems, ISSN 2367-3370, E-ISSN 2367-3389 ; 223
Keywords
Digital Human Modeling, Trends, Research, Development, Application
National Category
Production Engineering, Human Work Science and Ergonomics
Research subject
User Centred Product Design; Interaction Lab (ILAB); VF-KDO
Identifiers
urn:nbn:se:his:diva-19959 (URN)10.1007/978-3-030-74614-8_44 (DOI)2-s2.0-85111461730 (Scopus ID)978-3-030-74613-1 (ISBN)978-3-030-74614-8 (ISBN)
Conference
21st Congress of the International Ergonomics Association (IEA 2021), 13-18 June
Funder
Knowledge Foundation, 20180167Vinnova, 2018-05026Knowledge Foundation, 20200003
Note

© 2022

Available from: 2021-06-22 Created: 2021-06-22 Last updated: 2023-08-16Bibliographically approved
Garcia Rivera, F., Högberg, D., Lamb, M. & Perez Luque, E. (2022). DHM supported assessment of the effects of using an exoskeleton during work. International Journal of Human Factors Modelling and Simulation, 7(3/4), 231-246
Open this publication in new window or tab >>DHM supported assessment of the effects of using an exoskeleton during work
2022 (English)In: International Journal of Human Factors Modelling and Simulation, ISSN 1742-5549, Vol. 7, no 3/4, p. 231-246Article in journal (Refereed) Published
Abstract [en]

Recently, exoskeletons have been gaining popularity in many industries, primarily for supporting manual assembly tasks. Due to the relative novelty of exoskeleton technologies, knowledge about the consequences of using these devices at workstations is still developing. Digital human modelling (DHM) and ergonomic evaluation tools may be of particular use in this context. However, there are no standard integrations of DHM and ergonomic assessment tools for assessing exoskeletons. This paper proposes a general method for evaluating the ergonomic effects of introducing an exoskeleton in a production context using DHM simulation tools combined with a modified existing ergonomic assessment framework. More specifically, we propose adapting the Assembly Specific Force Atlas tool to evaluate exoskeletons by increasing the risk level threshold proportionally to the amount of torque that the exoskeleton reduces in the glenohumeral joint. We illustrate this adaptation in a DHM tool. We believe the proposed methodology and the corresponding workflow can be helpful for decision-makers and stakeholders when considering implementing exoskeletons in a production environment.

Place, publisher, year, edition, pages
Geneva: InderScience Publishers, 2022
Keywords
digital human modelling, DHM, assessment, ergonomics, exoskeleton, Assembly Specific Force Atlas, ASFA
National Category
Production Engineering, Human Work Science and Ergonomics
Research subject
User Centred Product Design; INF202 Virtual Ergonomics; Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-21703 (URN)10.1504/ijhfms.2021.10048920 (DOI)
Funder
Vinnova, 2018-05026Knowledge Foundation, 20180167
Available from: 2022-08-22 Created: 2022-08-22 Last updated: 2022-10-17Bibliographically approved
Marshall, R., Brolin, E., Summerskill, S. & Högberg, D. (2022). Digital Human Modelling: Inclusive Design and the Ageing Population (1ed.). In: Sofia Scataglini; Silvia Imbesi; Gonçalo Marques (Ed.), Internet of Things for Human-Centered Design: Application to Elderly Healthcare (pp. 73-96). Singapore: Springer Nature
Open this publication in new window or tab >>Digital Human Modelling: Inclusive Design and the Ageing Population
2022 (English)In: Internet of Things for Human-Centered Design: Application to Elderly Healthcare / [ed] Sofia Scataglini; Silvia Imbesi; Gonçalo Marques, Singapore: Springer Nature, 2022, 1, p. 73-96Chapter in book (Refereed)
Abstract [en]

Digital human modelling (DHM) is a tool that allows humans to be modelled in three-dimensional CAD. An almost infinite variety of humans can be modelled and families of so-called manikins can be created to act as virtual user groups, evaluating the interactions between humans and products, workplaces and environments. This chapter introduces the concept of DHM, its use of, and reliance on, anthropometric data from national populations and showcases two exemplar tools in SAMMIE and IPS IMMA. Case studies are presented that highlight the advantages DHM can bring to understanding the requirements of designing for the ageing population; covering designing for the ageing workforce, the exploration of transport accessibility and how users can generate representative manikin families to properly represent the diversity of people. DHM is demonstrated to be a powerful tool for practitioners aiming to understand and design for people, including older people within society.

Place, publisher, year, edition, pages
Singapore: Springer Nature, 2022 Edition: 1
Series
Studies in Computational Intelligence, ISSN 1860-949X, E-ISSN 1860-9503 ; 1011
Keywords
Digital human modelling, Ageing, Anthropometry, SAMMIE, IPS IMMA
National Category
Production Engineering, Human Work Science and Ergonomics
Research subject
User Centred Product Design; INF202 Virtual Ergonomics
Identifiers
urn:nbn:se:his:diva-20944 (URN)10.1007/978-981-16-8488-3_5 (DOI)2-s2.0-85126180378 (Scopus ID)978-981-16-8487-6 (ISBN)978-981-16-8488-3 (ISBN)978-981-16-8490-6 (ISBN)
Funder
Knowledge Foundation, 20180167Knowledge Foundation, 20200003
Note

First Online: 01 January 2022

Available from: 2022-02-28 Created: 2022-02-28 Last updated: 2022-04-25Bibliographically approved
Iriondo Pascual, A., Lind, A., Högberg, D., Syberfeldt, A. & Hanson, L. (2022). Enabling Concurrent Multi-Objective Optimization of Worker Well-Being and Productivity in DHM Tools. In: Amos H. C. Ng; Anna Syberfeldt; Dan Högberg; Magnus Holm (Ed.), SPS2022: Proceedings of the 10th Swedish Production Symposium. Paper presented at 10th Swedish Production Symposium (SPS2022), Skövde, April 26–29 2022 (pp. 404-414). Amsterdam; Berlin; Washington, DC: IOS Press
Open this publication in new window or tab >>Enabling Concurrent Multi-Objective Optimization of Worker Well-Being and Productivity in DHM Tools
Show others...
2022 (English)In: SPS2022: Proceedings of the 10th Swedish Production Symposium / [ed] Amos H. C. Ng; Anna Syberfeldt; Dan Högberg; Magnus Holm, Amsterdam; Berlin; Washington, DC: IOS Press, 2022, p. 404-414Conference paper, Published paper (Refereed)
Abstract [en]

Work-related musculoskeletal disorders (WMSDs) are often associated with high costs for manufacturing companies and society, as well as negative effects on sustainable working life of workers. To both ensure workers’ well-being and reduce the costs of WMSDs, it is important to consider worker well-being in the design and operations of production processes. To facilitate the simulation of humans in production and improve worker well-being, there are numerous digital human modelling (DHM) tools available on the market. Besides simulation of humans in production, there are numerous production simulation software to simulate production flows of factories, robots and workstations that offer the possibility of improving the productivity of the stations, optimizing the layout and the configuration of the production lines. Despite of the capabilities of DHM and production flow simulation software, there is a lack of tools that can handle an overall optimization perspective, where it is possible to concurrently treat aspects related to both worker well-being and productivity within one tool. This study presents a prescribed tool that enables concurrent multi-objective optimization of worker well-being and productivity in DHM tools by analyzing the impact of different design alternatives. The tool was assessed in a workstation layout optimization use case. In the use case, risk scores of an ergonomics evaluation method was used as a measure of well-being, and total walking distance and workstation area were used as measures of productivity. The results show that the optimized solutions improve both total walking distance, workstation area and ergonomic risk scores compared to the initial solution. This study suggests that the concurrent multi-objective optimization of worker well-being and productivity could generate more optimal solutions for industry and increase the likelihood for a sustainable working life of workers. Therefore, further studies in this field are claimed to be beneficial to industry, society and workers.

Place, publisher, year, edition, pages
Amsterdam; Berlin; Washington, DC: IOS Press, 2022
Series
Advances in Transdisciplinary Engineering, ISSN 2352-751X, E-ISSN 2352-7528 ; 21
Keywords
Ergonomics, production, optimization, layout
National Category
Production Engineering, Human Work Science and Ergonomics
Research subject
VF-KDO; User Centred Product Design; Production and Automation Engineering
Identifiers
urn:nbn:se:his:diva-21101 (URN)10.3233/ATDE220159 (DOI)001191233200034 ()2-s2.0-85132829444 (Scopus ID)978-1-64368-268-6 (ISBN)978-1-64368-269-3 (ISBN)
Conference
10th Swedish Production Symposium (SPS2022), Skövde, April 26–29 2022
Funder
Knowledge Foundation
Note

CC BY-NC 4.0

aitor.iriondo.pascual@his.se

This work has been supported by ITEA3 in the project MOSIM, the Knowledge Foundation and the associated INFINIT research environment at the University of Skövde, within the Virtual Factories with Knowledge-Driven Optimization (VF-KDO) research profile and the Synergy Virtual Ergonomics (SVE) project, and by the participating organizations. Their support is gratefully acknowledged.

Available from: 2022-05-02 Created: 2022-05-02 Last updated: 2024-05-17Bibliographically approved
Iriondo Pascual, A., Smedberg, H., Högberg, D., Syberfeldt, A. & Lämkull, D. (2022). Enabling Knowledge Discovery in Multi-Objective Optimizations of Worker Well-Being and Productivity. Sustainability, 14(9), Article ID 4894.
Open this publication in new window or tab >>Enabling Knowledge Discovery in Multi-Objective Optimizations of Worker Well-Being and Productivity
Show others...
2022 (English)In: Sustainability, E-ISSN 2071-1050, Vol. 14, no 9, article id 4894Article in journal (Refereed) Published
Abstract [en]

Usually, optimizing productivity and optimizing worker well-being are separate tasks performed by engineers with different roles and goals using different tools. This results in a silo effect which can lead to a slow development process and suboptimal solutions, with one of the objectives, either productivity or worker well-being, being given precedence. Moreover, studies often focus on finding the best solutions for a particular use case, and once solutions have been identified and one has been implemented, the engineers move on to analyzing the next use case. However, the knowledge obtained from previous use cases could be used to find rules of thumb for similar use cases without needing to perform new optimizations. In this study, we employed the use of data mining methods to obtain knowledge from a real-world optimization dataset of multi-objective optimizations of worker well-being and productivity with the aim to identify actionable insights for the current and future optimization cases. Using different analysis and data mining methods on the database revealed rules, as well as the relative importance of the design variables of a workstation. The generated rules have been used to identify measures to improve the welding gun workstation design.

Place, publisher, year, edition, pages
MDPI, 2022
Keywords
ergonomics, digital human modeling, productivity, simulation, optimization, knowledge discovery
National Category
Production Engineering, Human Work Science and Ergonomics Computer Sciences
Research subject
User Centred Product Design; Production and Automation Engineering; VF-KDO
Identifiers
urn:nbn:se:his:diva-21112 (URN)10.3390/su14094894 (DOI)000794536700001 ()2-s2.0-85129143963 (Scopus ID)
Funder
Vinnova, 2018-02227Knowledge Foundation, 2018-0167
Note

CC BY 4.0

Correspondence: aitor.iriondo.pascual@his.se

Funding: This work has received support from ITEA3/Vinnova in the project MOSIM (2018-02227), and from Stiftelsen för Kunskaps- och Kompetensutveckling within the Synergy Virtual Ergonomics (SVE) project (2018-0167) and the Virtual Factories–Knowledge-Driven Optimization (VF-KDO) research profile (2018-0011). This support is gratefully acknowledged.

Available from: 2022-05-02 Created: 2022-05-02 Last updated: 2024-02-22Bibliographically approved
Lamb, M., Brundin, M., Perez Luque, E. & Billing, E. (2022). Eye-Tracking Beyond Peripersonal Space in Virtual Reality: Validation and Best Practices. Frontiers in Virtual Reality, 3, Article ID 864653.
Open this publication in new window or tab >>Eye-Tracking Beyond Peripersonal Space in Virtual Reality: Validation and Best Practices
2022 (English)In: Frontiers in Virtual Reality, E-ISSN 2673-4192, Vol. 3, article id 864653Article in journal (Refereed) Published
Abstract [en]

Recent developments in commercial virtual reality (VR) hardware with embedded eye-tracking create tremendous opportunities for human subjects researchers. Accessible eye-tracking in VR opens new opportunities for highly controlled experimental setups in which participants can engage novel 3D digital environments. However, because VR embedded eye-tracking differs from the majority of historical eye-tracking research, in both providing for relatively unconstrained movement and stimulus presentation distances, there is a need for greater discussion around methods for implementation and validation of VR based eye-tracking tools. The aim of this paper is to provide a practical introduction to the challenges of, and methods for, 3D gaze-tracking in VR with a focus on best practices for results validation and reporting. Specifically, first, we identify and define challenges and methods for collecting and analyzing 3D eye-tracking data in VR. Then, we introduce a validation pilot study with a focus on factors related to 3D gaze tracking. The pilot study provides both a reference data point for a common commercial hardware/software platform (HTC Vive Pro Eye) and illustrates the proposed methods. One outcome of this study was the observation that accuracy and precision of collected data may depend on stimulus distance, which has consequences for studies where stimuli is presented on varying distances. We also conclude that vergence is a potentially problematic basis for estimating gaze depth in VR and should be used with caution as the field move towards a more established method for 3D eye-tracking.

Place, publisher, year, edition, pages
Frontiers Media S.A., 2022
Keywords
eye tracking, virtual reality, gaze depth, vergence, validation
National Category
Computer Sciences Human Computer Interaction Interaction Technologies
Research subject
Interaction Lab (ILAB); User Centred Product Design
Identifiers
urn:nbn:se:his:diva-21062 (URN)10.3389/frvir.2022.864653 (DOI)001023339600001 ()2-s2.0-85138010016 (Scopus ID)
Funder
Knowledge Foundation
Note

CC BY 4.0

Correspondence: Maurice Lamb Maurice.Lamb@his.se

published: 08 April 2022

The raw data supporting the conclusions of this article will bemade available by the authors, without undue reservation. The software used for data collection in this project can be found at https://doi.org/10.5281/zenodo.6368107.

Funding of this project was provided through the Knowledge Foundation as a part of both the Recruitment and Strategic Knowledge Reinforcement initiative and within the Synergy Virtual Ergonomics (SVE) project (#20180167).

We want to thank the Knowledge Foundation and the associated INFINIT research environment at the University of Skövde for support through funding of both the Recruitment and Strategic Knowledge Reinforcement initiative and within the Synergy Virtual Ergonomics (SVE) project. This support is gratefully acknowledged.

Available from: 2022-04-14 Created: 2022-04-14 Last updated: 2023-08-23Bibliographically approved
Hanson, L., Högberg, D., Iriondo Pascual, A., Brolin, A., Brolin, E. & Lebram, M. (2022). Integrating Physical Load Exposure Calculations and Recommendations in Digitalized Ergonomics Assessment Processes. In: Amos H. C. Ng; Anna Syberfeldt; Dan Högberg; Magnus Holm (Ed.), SPS2022: Proceedings of the 10th Swedish Production Symposium. Paper presented at 10th Swedish Production Symposium (SPS2022), Skövde, April 26–29 2022 (pp. 233-239). Amsterdam; Berlin; Washington, DC: IOS Press
Open this publication in new window or tab >>Integrating Physical Load Exposure Calculations and Recommendations in Digitalized Ergonomics Assessment Processes
Show others...
2022 (English)In: SPS2022: Proceedings of the 10th Swedish Production Symposium / [ed] Amos H. C. Ng; Anna Syberfeldt; Dan Högberg; Magnus Holm, Amsterdam; Berlin; Washington, DC: IOS Press, 2022, p. 233-239Conference paper, Published paper (Refereed)
Abstract [en]

The type of ergonomics assessment methods typically used in digital human modelling (DHM) tools and automated assessment processes were rather developed to be used by ergonomists to assess ergonomics by observing the characteristics of the work. Direct measurement methods complement observation methods. Direct measurement methods have a design that suits being implemented into DHM tools. A drawback of direct measurement methods is that they traditionally do not include action levels. However, action levels in direct measurement methods have recently been suggested. The aim of this paper is to illustrate how these recent physical load exposure calculations and recommendations can be integrated in a DHM tool and in an automated assessment process. A demonstrator solution was developed that inputs exposure data from simulations in the DHM tool IPS IMMA as well as exposure data that originate from tracking real workers’ motions, using the motion capture system Xsens MVN. The demonstrator was applied in two use cases: one based on predicted human motions and one based on captured human motions. In the demonstrator, head posture, upper left and right arm posture and velocity, as well as left and right wrist velocity were calculated. Exposure data were compared with action levels, and extreme action levels were indicated by colouring the information. The results are promising, and the demonstrator illustrates that it is possible to follow the trends in Industry 4.0 and Industry 5.0 to automate and digitalize ergonomics assessment processes in industry.

Place, publisher, year, edition, pages
Amsterdam; Berlin; Washington, DC: IOS Press, 2022
Series
Advances in Transdisciplinary Engineering, ISSN 2352-751X, E-ISSN 2352-7528 ; 21
Keywords
Action levels, digital human modelling, motion capture, ergonomics assessments
National Category
Production Engineering, Human Work Science and Ergonomics
Research subject
User Centred Product Design; Interaction Lab (ILAB); VF-KDO
Identifiers
urn:nbn:se:his:diva-21095 (URN)10.3233/ATDE220142 (DOI)001191233200020 ()2-s2.0-85132799923 (Scopus ID)978-1-64368-268-6 (ISBN)978-1-64368-269-3 (ISBN)
Conference
10th Swedish Production Symposium (SPS2022), Skövde, April 26–29 2022
Funder
Knowledge FoundationVinnova
Note

CC BY-NC 4.0

lars.hanson@scania.com

This research was carried out within the VF-KDO profile (Virtual Factories with Knowledge-Driven Optimization) and the Synergy project Virtual Ergonomics, both funded by the Knowledge Foundation, as well as the VINNOVA-funded project VIVA – Virtual Vehicle Assembler. 

Available from: 2022-04-29 Created: 2022-04-29 Last updated: 2024-05-17Bibliographically approved
Iriondo Pascual, A., Högberg, D., Syberfeldt, A., Brolin, E., Perez Luque, E., Hanson, L. & Lämkull, D. (2022). Multi-objective Optimization of Ergonomics and Productivity by Using an Optimization Framework. In: Nancy L. Black; W. Patrick Neumann; Ian Noy (Ed.), Proceedings of the 21st Congress of the International Ergonomics Association (IEA 2021): Volume V: Methods & Approaches. Paper presented at 21st Congress of the International Ergonomics Association (IEA 2021), 13-18 June, 2021 (pp. 374-378). Cham: Springer
Open this publication in new window or tab >>Multi-objective Optimization of Ergonomics and Productivity by Using an Optimization Framework
Show others...
2022 (English)In: Proceedings of the 21st Congress of the International Ergonomics Association (IEA 2021): Volume V: Methods & Approaches / [ed] Nancy L. Black; W. Patrick Neumann; Ian Noy, Cham: Springer, 2022, p. 374-378Conference paper, Published paper (Refereed)
Abstract [en]

Simulation technologies are widely used in industry as they enable efficient creation, testing, and optimization of the design of products and production systems in virtual worlds, rather than creating,testing, and optimizing prototypes in the physical world. In an industrial production context, simulation of productivity and ergonomics helps companies to find and realize optimized solutions that uphold profitability, output, quality, and worker well-being in their production facilities. However, these two types of simulations are typically carried out using separate software, used by different users, with different objectives. This easily causes silo effects, leading to slow development processes and sub-optimal solutions. This paper reports on research related to the realization of an optimization framework that enables the concurrent optimization of aspects relating to both ergonomics and productivity. The framework is meant to facilitate the inclusion of Ergonomics 4.0 in the Industry 4.0 revolution.

Place, publisher, year, edition, pages
Cham: Springer, 2022
Series
Lecture Notes in Networks and Systems, ISSN 2367-3370, E-ISSN 2367-3389 ; 223
Keywords
Ergonomics, Digital human modeling, Productivity, Simulation, Optimization
National Category
Production Engineering, Human Work Science and Ergonomics
Research subject
User Centred Product Design; Production and Automation Engineering; VF-KDO
Identifiers
urn:nbn:se:his:diva-19954 (URN)10.1007/978-3-030-74614-8_46 (DOI)2-s2.0-85111418004 (Scopus ID)978-3-030-74613-1 (ISBN)978-3-030-74614-8 (ISBN)
Conference
21st Congress of the International Ergonomics Association (IEA 2021), 13-18 June, 2021
Funder
Vinnova, 2018-02227Vinnova, 2018-05026Knowledge Foundation, 20180167
Note

© 2022

This work has been supported by ITEA3 in the project MOSIM, the Knowledge Foundation and the associated INFINIT research environment at the University of Skövde, within the Virtual Factories with Knowledge-Driven Optimization (VF-KDO) research profile and the Synergy Virtual Ergonomics (SVE) project, and by the participating organizations. Their support is gratefully acknowledged.

Available from: 2021-06-22 Created: 2021-06-22 Last updated: 2024-02-22Bibliographically approved
García Rivera, F., Lamb, M., Högberg, D. & Brolin, A. (2022). The Schematization of XR Technologies in the Context of Collaborative Design. In: Amos H. C. Ng; Anna Syberfeldt; Dan Högberg; Magnus Holm (Ed.), SPS2022: Proceedings of the 10th Swedish Production Symposium. Paper presented at 10th Swedish Production Symposium (SPS2022), Skövde, April 26–29 2022 (pp. 520-529). Amsterdam; Berlin; Washington, DC: IOS Press
Open this publication in new window or tab >>The Schematization of XR Technologies in the Context of Collaborative Design
2022 (English)In: SPS2022: Proceedings of the 10th Swedish Production Symposium / [ed] Amos H. C. Ng; Anna Syberfeldt; Dan Högberg; Magnus Holm, Amsterdam; Berlin; Washington, DC: IOS Press, 2022, p. 520-529Conference paper, Published paper (Refereed)
Abstract [en]

Recently, the concept of Industry 5.0 has been introduced to complement, among other things, Industry 4.0’s focus on efficiency and productivity with a focus on humans in digital design and production processes. The inclusion of human interaction with digital realities, extended reality (XR) technologies, such as augmented reality (AR) and virtual reality (VR), can play an essential role in Industry 5.0. While rapid advances in XR technologies are solidifying and finding their place in the product and production development process, terminology and classification scheme remain under-determined. As a result, there have been numerous classifications of XR technologies from different perspectives, but little widespread agreement. They have been classified by their level of immersion or how well they meet a specific purpose (such as training). In addition to that, the classifications are usually made for one particular field (e.g. marketing, healthcare, engineering, architecture, among others). Therefore, to set the basis for future research, it is essential to identify and outline the dimensions that intervene in product and production design in regards to XR facilitated collaboration. With the ideas proposed in this paper, we want to identify basic concepts that classify a collaborative XR system by analyzing how users interact with the environment and other users. Our motivation is that collaborative design involves not only the physical dimension but also a social dimension. Defining when an XR system contributes to increasing social and/or physical presence could clarify and simplify its categorization.

Place, publisher, year, edition, pages
Amsterdam; Berlin; Washington, DC: IOS Press, 2022
Series
Advances in Transdisciplinary Engineering, ISSN 2352-751X, E-ISSN 2352-7528 ; 21
Keywords
Virtual Reality, Augmented Reality, Extended Reality, Collaborative design
National Category
Production Engineering, Human Work Science and Ergonomics
Research subject
User Centred Product Design; Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-21109 (URN)10.3233/ATDE220170 (DOI)001191233200044 ()2-s2.0-85132809030 (Scopus ID)978-1-64368-268-6 (ISBN)978-1-64368-269-3 (ISBN)
Conference
10th Swedish Production Symposium (SPS2022), Skövde, April 26–29 2022
Funder
Knowledge FoundationVinnova
Note

CC BY-NC 4.0

Francisco García Rivera [francisco.garcia.rivera@his.se]

This work has been made possible with the support from the Knowledge Foundation supported research environment INFINIT at University of Skövde, in the project Synergy Virtual Ergonomics (SVE), and with support from VINNOVA in the project VIVA - the Virtual Vehicle Assembler, and by the participating organizations. This support is gratefully acknowledged.

Available from: 2022-05-02 Created: 2022-05-02 Last updated: 2024-05-15Bibliographically approved
Principal InvestigatorHögberg, Dan
Principal InvestigatorBilling, Erik
Principal InvestigatorHanson, Lars
Co-InvestigatorHögberg, Dan
Co-InvestigatorBilling, Erik
Co-InvestigatorHanson, Lars
Co-InvestigatorKolbeinsson, Ari
Co-InvestigatorBrolin, Anna
Co-InvestigatorBrolin, Erik
Co-InvestigatorLebram, Mikael
Co-InvestigatorLamb, Maurice
Research StudentIriondo Pascual, Aitor
Research StudentPerez Luque, Estela
Research StudentGarcia Rivera, Francisco
Coordinating organisation
University of Skövde
Funder
Period
2019-10-01 - 2023-09-30
National Category
Production Engineering, Human Work Science and Ergonomics
Identifiers
DiVA, id: project:2435Project, id: 20180167

Search in DiVA

Production Engineering, Human Work Science and Ergonomics

Search outside of DiVA

GoogleGoogle Scholar