Human factors and ergonomics
Ambito disciplinare
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Preliminary architecture of the DTT remote handling test and training facility
Fusion Engineering and Design, 195
Engineering educationVirtual and augmented realityVirtual prototyping and digital twin
Abstract
The realization of a specific REMote HAndling Test and Training Facility (REMHAT) is necessary for the development and optimization of the Remote Handling (RH) system, to demonstrate the fulfilment of all its design requirements, for testing and validation of the RH maintenance procedures, for the qualification and acceptance testing of RH equipment and tooling. Furthermore, it provides training and certification to the RH maintenance operators, by making available to operators the knowledge, instructions and experiencing of the Virtual Simulator platform, the control room devices, the robots and tooling to be used for RH tasks. In this work, the preliminary architecture of the DTT REMHAT facility is described, with a focus on the added value of the adoption of Virtual Reality (VR) technologies enabling real-time alignment of virtual robots' configuration with the real ones (Digital Twin). A first approach to the facility design is proposed, starting from the technical requirements: Environmental, Design, Physical, Functional, Operational, Human Factors and Product assurance and safety. The proposed logical architecture consists of four Sub-Systems (S/S): building and auxiliaries, mock-ups, robots and Control Room. In the present work, a particular attention is paid on the last one. The idea is to create a digital twin of the RH equipment mock-ups to be coupled with software of real-time structural simulation, in order to have at disposition and show in VR environment real-time additional information about the real environment, like robots' deflections and/or vibrations, clearances and possible collisions detection. These data could be crucial for the operator's decision-making process about a sudden intervention on the RH system, further to their employment for future studies and optimization. Therefore, for each subsystem of the facility, the components identification and a description of the software and hardware aspects are provided. In conclusion, an overview of the critical issues of such complex system is presented, in order to prepare the ground for future research works.
Keywords: Digital twin , DTT , Remote handling system , Test and training facility , irtual reality
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Measuring the Impact of ChatGPT on Fostering Concept Generation in Innovative Product Design
Electronics (Switzerland), 12(16)
Product design and engineering
Abstract
The growing demand for innovative and user-centric product design has led to a growing need for effective idea generation methods. In recent years, natural language processing (NLP) tools such as ChatGPT have emerged as a promising solution for supporting idea generation in various domains. This paper investigates a framework for studying the role of ChatGPT in facilitating the ideation process in product design. This investigation measures the impact of ChatGPT on the generation of innovative concepts compared to the use of “classic†design methods. An overview of the state-of-the-art idea generation methods in product design opens the paper. Then, the paper highlights some hypotheses about the impact of ChatGPT on innovative product design, aiming for product augmentation by adding features. The paper then describes the design experience in which ChatGPT is used as a tool for concept generation. Finally, the paper analyzes the dataset, using precise metrics to characterize the participants' performance and compare them. This analysis allows the paper to argue about the validation/rejection of the hypotheses. The paper concludes with a discussion of the implications of the findings and some suggestions for future research. Along with the paper, the Microsoft Excel workbook used to perform the data analysis is available to the readers to perform their own data collection and analysis. The workbook UX has been carefully studied and developed to make it usable by anyone. At the same time, it should be flexible enough to manage several situations characterized by different numbers of participants, product functions to implement, and generated concepts.
Keywords: ChatGPT , conceptual design , idea generation , innovation metrics , product design
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Exploring how new industrial paradigms affect the workforce: A literature review of Operator 4.0.
Journal of Manufacturing Systems, 70, pp. 464-483
Abstract
The ongoing paradigm transition from Industry 4.0 to Industry 5.0 is driving toward a new industrial vision rooted in addressing human and planetary needs rather than solely focusing on innovation for profit. One of the most significant shifts that defines Industry 5.0 is the change in focus from technology-driven progress to a genuinely human-centric approach. This means that the industrial sector should prioritize human needs and interests at the core of the production process. Instead of replacing workers on the shop floor, technologies should enhance their capabilities, leading to a safer and more fulfilling work environment. Consequently, the role of industrial operators is undergoing a substantial transformation. This subject has garnered increasing interest from both researchers and industries. However, there is a lack of comprehensive literature covering the concept of Operator 4.0. To address this gap, this paper presents a systematic literature review of the role of Operator 4.0 within the manufacturing context. Out of the 1333 papers retrieved from scientific literature databases, 130 scientific papers met the inclusion criteria and underwent detailed analysis. The study aims to provide an extensive overview of Operator 4.0, analyzing the occupational risks faced by workers and the proposed solutions to support them by leveraging the key enabling technologies of Industry 4.0. The paper places particular emphasis on human aspects, which are often overlooked although the successful implementation of technologies heavily relies on who uses them and how they are utilized. Finally, the paper discusses open issues and challenges and puts forth suggestions for future research directions.
Keywords: Human Factors , Human-centric , Industry 4.0 , Key Enabling Technologies , Operator 4.0 , Systematic Literature Review
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The REHAB-LAB model for individualized assistive device co-creation and production
Assistive Technology
Additive manufacturingMethods for medical applications
Abstract
Assistive devices are designed to enhance individuals with disabilities' functional abilities. The rise of 3D printing technology enabled the production of individualized assistive devices (IADs). A REHAB-LAB is intended for IAD provision involving technical referents and occupational therapists. This study aimed to develop the REHAB-LAB logic model; to explore its fidelity and desirability; and to explore the characteristics of arising initiatives of IAD production. The REHAB-LAB logic model development involved stakeholders throughout the research process. A pragmatic multimethod approach followed two phases 1) logic model development and 2) exploration of its fidelity and desirability. The REHAB-LAB logic model presented the resources (equipment, space, human) required to implement IAD provision in a rehabilitation center, and the expected deliverables (activities and outputs). The REHAB-LAB logic model highlights the interdisciplinarity of IAD provision including occupational therapists, doctors, engineers, managers, and technical referents and places the users at the center of the IAD production. Results confirmed the fidelity and desirability of the REHAB-LAB logic model. The REHAB-LAB logic model can be used as a reference for future healthcare organizations wishing to implement an IAD provision. This research highlighted the interest of IAD provision based on the REHAB-LAB model involving users and transdisciplinary practices.
Keywords: 3D-printing , assistive technology , co-design , co-development , logic model , occupational therapy , user-centered design
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Preliminary Evaluation of an Active Soft Bellow Exoskeleton for Industrial Overhead Tasks
2023 IEEE International Workshop on Metrology for Industry 4.0 and IoT, MetroInd4.0 and IoT 2023 - Proceedings, pp. 227-232
Design methods for mobilityMethods for medical applications
Abstract
In this paper we present the preliminary evaluation of an active soft bellow exoskeleton for assistance during overhead tasks. The evaluation was performed using objective (i.e., joint angles and muscle activations) and subjective (i.e., Borg Cr R-10 and System Usability Scale - SUS scales) measurements. The subject, involved in the experimental campaign, performed in laboratory conditions a drilling overhead task typical of the automotive industry, once using the exoskeleton and once without the exoskeleton. The preliminary results underlined the positive effect of the exoskeleton in terms of physical effort and usability.
Keywords: biomechanics , overhead tasks , soft exoskeletons , usability
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Design and development of a serious game with physical interface for return to work in construction site
2023 IEEE International Workshop on Metrology for Industry 4.0 and IoT, MetroInd4.0 and IoT 2023 - Proceedings, pp. 222-226
Engineering educationVirtual prototyping and digital twin
Abstract
Helping workers return to work as soon as safe and functionally possible after a workplace injury is a subject of major interest in the context of occupational health. For this, we developed a serious game for construction industry aimed at training workers about the proper use of an electric pallet truck inside a simulated environment. The simulation platform is endowed with a physical control interface and three training missions were implemented. During the game experience, the player is also asked to answer to some questions about the possible risks and the related protection measures. The results of preliminary experiments about the usability of our training framework are here reported and discussed.
Keywords: learning , product interface design , serious games , usability assessment , virtual training
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Haptic Feedback to Support the Conceptualization of the Shape of Virtual Objects: An Exploratory Study
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 14020 LNCS, pp. 215-228
Abstract
Virtual museum systems have been shown to play a key role in enhancing visitor's experience and increasing the accessibility of cultural artifacts. In this context, the use of haptic interfaces based on force feedback could increase the level of immersivity of these systems and the quality of the interaction between visitors and cultural artifacts, introducing tactile information that could enrich the experience of all people, also in the case of visitors with disability. However, HD present limits concerning the ease of use of the device. This paper provides the results of an exploratory research carried out within the Research center of Teaching and learning, Disability and Educational Technology of the University of Macerata (TIncTec), consisting in two studies. Study 1 aims to analyze the learning performance of people with and without disabilities concerning this device. Study 2 aims to assess whether HD can provide useful support for conceptualizing the shape of virtual objects. To this end, we considered the 6 DoF high fidelity force feedback Geomagic Touch X by 3D system. A total of 30 people has been involved, including both children and adults with and without disabilities. The considered VR applications were developed in Unity 3D, using the 3D Systems Openhaptics Unity Plugin. The results provide useful insights for the design of future HD-based applications, showing how haptic technology can properly support visitors with disability in virtual museum environments in an inclusive perspective.
Keywords: Accessibility , Cultural Heritage , Force Feedback , Haptic Interfaces , Inclusive Museum , Special Education , Virtual Museum , XR Technologies
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Implementation and Testing of a Shoe Polishing Process with a Collaborative Robotic System
Mechanisms and Machine Science, 135 MMS, pp. 401-408
Abstract
Nowadays, automated processes in manufacturing industries are on the rise due to the need to increase productivity and product quality, but also to reduce operator cognitive-physical fatigue. This need is more felt in companies, such as footwear companies, where production is done entirely by hand and the success of the product relies totally on the skill of experienced artisans. The work presents the automation with a collaborative robot of the shoe polishing. This process is very delicate because of the high variability of leather types and the maximum quality to be achieved, as well as very tiring for the operator. An operational methodology for carrying out the polishing of a real leather shoe is proposed. Starting from the design of polishing trajectories, implementing them on UR5e, controlling the contact force of the tool, toe shoe polishing is performed, achieving a good quality standard. Experimental tests and their results are presented.
Keywords: Collaborative robotic application , Human robot collaboration , Leather shoe polishing
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Immersive VR Environments, Full Body Tracking and Digital Human Models for Ergonomic Validation of Maritime Patrol Aircraft's Interiors
2023 IEEE International Workshop on Metrology for Industry 4.0 and IoT, MetroInd4.0 and IoT 2023 - Proceedings, pp. 433-438
Design methods for mobilityVirtual and augmented reality
Abstract
In this paper, a human-centered design methodology is proposed to support the interiors design of a Maritime Patrol Aircraft (MPA). The combined use of Immersive Virtual Reality (VR) tools and Digital Human Models (DHMs) are exploited to include both objective and subjective measurements in the ergonomic evaluation process. The main issue consisted in defining the optimal ergonomic design configuration for Operator Console Area and Observer Window Area of MPA's digital mock-up, provided by Leonardo S.p.A. The methodology is based on a five-step iteration process: once having identified the requirements, required input data and the design variables, the ideated configuration is evaluated using DHMs in order to retrieve objective measurements (i.e., interferences, visibility, reachability); finally, a subjective assessment within immersive VR environment is conducted. A real-time RULA analysis is carried out on DHMs, calibrated on selected users representing specific percentages of target population, by means of a full-body tracking system. The subjective assessment in immersive VR allows to take into account also other human factors (i.e. human ability, dexterity and cognitive aspects) that have not been previously considered and may significatively influence the validation of the final design configuration of MPA interiors.
Keywords: Digital Human Modeling , Digital Mock-up , Ergonomic Validation , Maritime Aircraft , Virtual Reality
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Exploring how to use virtual tours to create an interactive customer remote experience
Journal of Industrial Information Integration, 35
Abstract
This paper investigates the use of Virtual Reality (VR) to develop virtual tour applications for marketing purposes. The aim is to explore how virtual technologies can support the creation of knowledge about a specific food product and the achievement of user engagement by a multi-sensory virtual tour of the real production site. The study provides design guidelines to create a valuable, multisensory experience by VR tours and demonstrate how the adoption of a user-driven approach, instead of a technology-driven approach, allows to achieve a positive intention to buy. The case study was represented by one of the excellences among Italian food products, the Parmigiano Reggiano (PR) cheese. The PR virtual tour was validated by a user testing campaign, involving more than 70 users: users' reactions and feedback were collected by human physiological data monitoring and questionnaires' administration. The research results demonstrated how virtual technologies could effectively help people to create a solid knowledge about a food product to support the marketing process and to form an intention to buy thanks to a better understanding of the quality of the local and traditional productions.
Keywords: User experience , User-centered design , Virtual reality , Virtual tours , Virtual travel , Virtualization
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Design Guidelines Towards 4.0 HMIs: How to Translate Physical Buttons in Digital Buttons
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 14011 LNCS, pp. 226-242
Abstract
The fourth industrial revolution (known as Industry 4.0) has simplified the access to new smart technologies, which are even more adopted by companies in their manufacturing machines. These technologies (e.g., Internet of Things) open new evolutionary scenarios for industries and the whole production process, such as the use of big data for production process optimization. At the same time, also a Human-Machine Interface (HMI) evolution is required to manage and effectively exploit the new machines advantages. Currently, different industrial HMIs are still physical based (e.g., buttons, levers) and do not properly respond to the new opportunities offered by the 4.0 technologies, limiting the whole production evolution. The HMIs' evolution requires a proper design approach that considers the new machine possibilities (e.g., real time data analysis), the new interaction requirements and the users' needs in the new work scenario. However, a lack of indications to guide this redesign process emerged. In this paper is presented a list of design guidelines conceived during a project regarding the HMI redesign of an automatic production line. Specifically, the project focuses on the translation of physical buttons to digital ones in a graphic interface. The case study brought out that there are many aspects to consider during the design process toward new 4.0 HMIs, and specific methodologies are necessary to develop intuitive and clear HMIs. Providing this applicative example, the paper aims to fill the current gap of indication to face the HMIs evolution and redesign. In particular, the developed guidelines are described to make clear how to adopt them to solve similar use cases and as a support for the design teams.
Keywords: 4.0 HMI , Atomic design , Digital pushbutton design guidelines , Industry 4.0 , User Centered Design (UCD)
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Online Motion Planning for Safe Human–Robot Cooperation Using B-Splines and Hidden Markov Models
Robotics, 12(4)
Methods for medical applicationsProduct design and engineering
Abstract
When humans and robots work together, ensuring safe cooperation must be a priority. This research aims to develop a novel real-time planning algorithm that can handle unpredictable human movements by both slowing down task execution and modifying the robot's path based on the proximity of the human operator. To achieve this, an efficient method for updating the robot's motion is developed using a two-fold control approach that combines B-splines and hidden Markov models. This allows the algorithm to adapt to a changing environment and avoid collisions. The proposed framework is thus validated using the Franka Emika Panda robot in a simple start–goal task. Our algorithm successfully avoids collision with the moving hand of an operator monitored by a fixed camera.
Keywords: hidden Markov models , human–robot interaction , obstacle avoidance , splines
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Usability of a continuous oxygen saturation device for home telemonitoring
Digital Health, 9
Methods for medical applications
Abstract
Background: The emergency for the COVID-19 pandemic has led to greater use of home telemonitoring devices. The aim of this study was to assess the usability of continuous home-monitoring care with an oxygen saturation device on post-COVID-19 patients. Method: The system consists of a digital continuous pulse oximeter and a smartphone with an App, which were provided to patients. A survey composed of a standard Post-Study System Usability Questionnaire, and a satisfaction questionnaire was exploited to conduct a usability and feasibility analysis of the service. Results: A total of 29 patients (17.2% female) with a mean age of 65 ± 11.5 years were enrolled: 20 patients were smartphone users (69%) with a mean age of 60.2 ± 9.5 years, and 9 patients (31%) did not own a smartphone (mean age 76.8 ± 5.9). The monitoring period was 1 month: a total of 444 recordings were conducted, 15 recordings per patient averagely. In total, 82% of the recordings performed did not require any intervention, while 18% led to the production of a report and subsequent intervention by a nurse who verified, together with the specialist, the need to intervene (i.e. the patient accessed the clinic for medical control and/or modification of oxygen therapy). A total of 17 patients compiled a usability questionnaire. The service was perceived as useful and well-structured, although it often required caregiver support. Conclusions: Using continuous home-monitoring care with an oxygen saturation device seems feasible and useful for patients who could be followed at home avoiding going back to the hospital every time a trend oximetry is needed. Further improvements in connections, data flow processes, and simplifications, based on patients' feedback, are needed to scale up the service.
Keywords: COVID-19 , digital oximeter , Telemonitoring , usability , wearable sensors
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Measuring the Impact of Augmented Prototyping Systems in Co-Design Activities
Multimodal Technologies and Interaction, 7(11)
Virtual and augmented realityVirtual prototyping and digital twin
Abstract
In recent years, research reached a very high level of development and validation of augmented prototyping systems in support of collaborative design activities. However, there is still great scepticism in companies when it comes to integrating these new technologies within a consolidated working model. Among others, the main barrier to overcome concerns the lack of understanding of the impact of AR systems on the key objectives of a business, such as improving its efficiency and revenue. For this reason, this paper aims to quantify these indicators by observing the technological impact not on a single design session but on an entire product development process, during which the aspects related to its integration are also considered. Thanks to the collaboration with a design agency, it was possible to compare parameters such as the lead time, number of iterations, person-hours and costs between two similar and realistic projects in which only one was supported by projection-based AR technology.
Keywords: co-design process , industrial validation , key performance indicator , spatial augmented reality , technology acceptance
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Projected Augmented Reality for Industrial Design: Challenges and Opportunities
Lecture Notes in Networks and Systems, 745 LNNS, pp. 61-73
Virtual and augmented realityVirtual prototyping and digital twin
Abstract
Spatial-Augmented Reality (SAR) technology has the potential to impact decision-making in various design fields, such as architecture, engineering, and product design. However, despite its benefits, SAR technology has not yet been fully embraced by professionals. This study aims to identify the essential features of a SAR platform that would meet the demands and expectations of different design activities, including product appearance, interface, and ergonomics. The research involved experts who used a SAR platform in real-life product development, and data was collected through semi-structured questionnaires and interviews. The analysis revealed a significant correlation between the features of the technology, considering both potential and already available ones, and the needs of specific design sectors during product development processes. The study's outcomes provide valuable insights for advancing SAR technology in the design field and promoting its adoption by professionals.
Keywords: Augmented Reality , Design activity , Technology assessment
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Emotion Tracking in Virtual Reality Fashion Shows
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 14218 LNCS, pp. 471-483
Abstract
Virtual Reality (VR) technologies are increasingly being adopted in fashion marketing to create innovative new channels for sales, advertising, brand communication, and strengthening relationships with consumers. In addition, virtual technologies can be useful for personalizing the offer, gathering insights, and user engagement. However, there seem to be few occurrences where the potential of virtual technologies on User eXperience (UX) and engagement is explored, evaluating the advantages compared to real-life experiences. Analyzing these aspects for virtual fashion experiences can be challenging. For measuring the UX, quantitative methods such as sensors capable of recording and examining the body's responses and automatic systems used to recognize emotions by tracking facial movements and expressions have been increasingly employed. In the context of fashion marketing, they can help analyze the implications that virtual experiences have, also considering content personalization and company promotion. This paper presents the design and development of a VR application that includes emotion-tracking technology that can be used to evaluate users' emotional reactions to virtual experiences and compare them with real ones. The final aim of the study is to increase the degree of user engagement and the quality of the virtual fashion show UX of the Italian clothing brand Bacon. Preliminary test sessions were organized to evaluate users' emotional reactions to the virtual experience and verify their effectiveness in relation to the objectives of the study.
Keywords: Emotion tracking , User eXperience , Virtual Fashion Show
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Reachability Simulation of Car Dashboard Commands: A Comparison Between Delmiaâ„¢ v5 and Unreal Engineâ„¢ v4
Lecture Notes in Networks and Systems, 701 LNNS, pp. 11-19
Abstract
The aim of this study is to provide an example of a methodology to simulate human–machine interaction in human centric design approach for performing ergonomics and (dis)comfort analyses. It consists of gathering data from the real world, creating a virtual model of the environment and a digital human model, and finally simulating interactions with artefacts and human body-parts motions in different software applications. Firstly, motion capture has been carried out using a low-cost motion-capture system with markers and cameras, then data acquired have been processed using Python© and MATLAB© codes to extract useful information about the movements. This information has been processed to recreate the movements in a virtual environment using DELMIA™ and Unreal Engine™. Both methods proved their reliability in testing reachability, but the comparison showed that Unreal Engine™ appears much more realistic in manikin and movements' simulations than DELMIA™.
Keywords: Car Seat , Comfort , DELMIA , Ergonomics , Reachability , Unreal Engine , Virtual Environment
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Speculative Exploration on Future Sustainable Human-Machine Interface Design in Automated Shuttle Buses
Sustainability (Switzerland), 15(6)
Design for sustainabilityDesign methods for mobility
Abstract
Automated Shuttle buses (ASB) are considered an essential and sustainable direction for the future application of autonomous driving technology in public transportation. As the driver's role gradually decreases and disappears, the Human–Machine Interface (HMI) for information exchange and communication between users and ASB takes a more prominent role and progressively becomes a hotspot in research. However, the unpredictability and complexity of autonomous driving, an exceptionally fast-growing technology, have hindered its future study. This work first reviewed related literature in three categories: internal, external, and station of the ASB. Secondly, the importance of systemic and speculative design is affirmed by exploring existing HMI designs for ASB. Thirdly, the concepts for ASB resulting from three parallel workshops were analyzed. Finally, online questionnaires and interviews completed the critical reflection and discussion. The results show that the introduction of tools and methods related to systemic and speculative design into the design process of the HMI for ASB may help designers to think critically about the future uncertainty of ASB and to deal with the complexity of the system.
Keywords: automated shuttle buses , human-machine interface , speculative design , systemic design , user experience
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Design for Inclusivity in Driving Automation: Theoretical and Practical Challenges to Human-Machine Interactions and Interface Design
Studies in Applied Philosophy, Epistemology and Rational Ethics, 67, pp. 63-85
Abstract
This chapter explores Human–Machine Interaction (HMI) challenges to inclusivity in driving automation by focusing on a case study concerning an automated vehicle for public transportation. Connected and Automated Vehicles (CAVs) are widely considered a tremendous opportunity to provide new mobility options to many who currently cannot drive: the young, the elderly, people suffering from cognitive or physical impairments, and so on. However, the association between driving automation and inclusivity rests too much on the mere automation of driving tasks. More attention should instead be dedicated to the HMI field for CAVs to be suitable for multiple users with different needs. From this perspective, inclusivity is an utterly complicated objective to accomplish—one that requires a new definition of human agents, fine-grained methodological discussions, innovative design solutions, and extensive testing. Based on these considerations, we present a case study and discuss the challenges that need to be faced when designing inclusive CAVs.
Keywords: Automated vehicles , Design ethics , Human–machine interaction , Inclusivity , Interface design
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A CAD-Based Tool to Support the Configuration of Parts Storage Shelving in Assembly Workstations
Engineering Proceedings, 56(1)
Abstract
The supply of parts to the workstations of assembly lines is a critical design and operational issue. Even though automation and collaborative robots are increasingly used in industry, human operators are frequently employed in the picking and assembly of manual parts. These are time-consuming activities required to be efficiently performed at a high rate and for prolonged periods. Therefore, ergonomic analysis is necessary to reduce the risk of work-related musculoskeletal injuries due to the biomechanical loads. The proper layout of shelves storing part containers along the production line, and the location of the containers on the shelves, may improve picking efficiency and reduce biomechanical risk. Several manufacturing companies use computer-aided ergonomic tools to improve the design of manual production lines, racking, shelving, and workstations. This paper describes the development of a support tool to configure industrial light shelves for feeding the assembly lines. The approach includes the development of a knowledge base to support the geometrical configuration of the shelving and an ergonomic analysis based on the RULA method, considering the shelf's position and the operator's postures. As a test case, the model has been used to evaluate the ergonomic score of some configured shelving based on a prescribed picking sequence. The results show that the proposed approach can help in comparing the ergonomic score of candidate shelving layouts to improve the design of parts storage systems to reduce operators' workload and ergonomic risk.
Keywords: CAD-based tool , configuration , ergonomics , industrial shelving , RULA