IEEE Trans Haptics. 2021 Jul-Sep;14(3):692-698. doi: 10.1109/TOH.2021.3052658. Epub 2021 Sep 9.
Virtual environments (VE) and haptic interfaces (HI) tend to be introduced as virtual prototyping tools to assess ergonomic features of workstations. These approaches are cost-effective and convenient since working directly on the Digital Mock-Up in a VE is preferable to constructing a physical mock-up in a Real Environment (RE). However it can be usable only if the ergonomic conclusions made from the VE are similar to the ones you would make in the real world. This article aims at evaluating the impact of visual and haptic renderings in terms of biomechanical fidelity for pick-and-place tasks. Fourteen subjects performed time-constrained pick-and-place tasks in RE and VE with a real and a virtual, haptic driven object at three different speeds. Motion of the hand and muscles activation of the upper limb were recorded. A questionnaire assessed subjectively discomfort and immersion. The results revealed significant differences between measured indicators in RE and VE and with real and virtual object. Objective and subjective measures indicated higher muscle activity and higher length of the hand trajectories in VE and with HI. Another important element is that no cross effect between haptic and visual rendering was reported. Theses results confirmed that such systems should be used with caution for ergonomics evaluation, especially when investigating postural and muscle quantities as discomfort indicators. The last contribution of the paper lies in an experimental setup easily replicable to asses more systematically the biomechanical fidelity of virtual environments for ergonomics purposes.
虚拟环境 (VE) 和触觉接口 (HI) 通常被引入作为评估工作站人机工程学特征的虚拟原型工具。这些方法具有成本效益和便利性,因为在 VE 中直接在数字样机上工作优于在真实环境 (RE) 中构建物理样机。然而,只有当从 VE 得出的人机工程学结论与您在现实世界中得出的结论相似时,它才是可用的。本文旨在评估在生物力学保真度方面,视觉和触觉渲染对拾取和放置任务的影响。十四名受试者在 RE 和 VE 中以三种不同的速度使用真实和虚拟的、触觉驱动的物体执行限时拾取和放置任务。记录手部运动和上肢肌肉激活情况。问卷调查评估了不适感和沉浸感。结果表明,RE 和 VE 以及真实和虚拟物体之间的测量指标存在显著差异。客观和主观测量都表明,在 VE 和 HI 中,肌肉活动和手部轨迹的长度更高。另一个重要因素是,触觉和视觉渲染之间没有交叉效应。这些结果证实,在进行姿势和肌肉数量等舒适性指标的人机工程学评估时,应谨慎使用此类系统。本文的最后一个贡献在于一个实验设置,该设置可以更容易地复制,以更系统地评估虚拟环境在人机工程学方面的生物力学保真度。