Human factors and ergonomics

Ambito disciplinare

  1. Contributo a convegno2022

    Biophilic Enriched Virtual Environments for Industrial Training: a User Study

    Gattullo M., Laviola E., Romano S., Evangelista A., Manghisi V.M., Fiorentino M., Uva A.E.,

    Proceedings - 2022 IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2022, pp. 206-214

    Virtual and augmented reality

    Abstract

    Immersive Vimial Reality (IVR) training offers the capability to industrial workers to acquire skills and address complex tasks by immersing them in a safe and controlled virtual environment (VE). However, in the literature, IVR training is mainly based on principles of standardization and efficiency without considering the operators' well-being. A novel design approach consists of the introduction in the VE of Positive Computing to improve workers' well-being by applying the Biophilia hypothesis. In this work, we explored the possibility of introducing biophilic elements in a VE training scenario that would support psychological well-being and human potential. However, the introduction of virtual elements not related to the training task may distract operators, impairing their performance. We selected as a training scenario the assembly of a real truck engine. It is accomplished in a workstation, and operators do not interact with the surrounding VE. Therefore, we placed the training area into four different types of VEs: 3D Minimal (MIN), 3D Minimal Biophilic enriched (MIN+BIO), 3D Realistic (REAL), and 3D Realistic Biophilic enriched (REAL+BIO). We compared the MIN and REAL scenarios with the respective biophilic enriched scenarios. The performance of 40 participants was evaluated in terms of completion time, object fixation time, training task accuracy, knowledge accuracy, cognitive load, and user experience. The results revealed that introducing biophilic elements in a VR training environment attracts users' attention in the idle phase of the training. In contrast, they keep concentrating on the task without worsening their performance during the task accomplishment

    Keywords: Biophilia Hypothesis , Industrial Training , Positive Computing , Virtual Reality

  2. Contributo a convegno2022

    Investigating the Effects on User Performance and Perceived Workload of Environmental Noise in Immersive Virtual Reality

    Manghisi V.M., Martellotta F., Evangelista A., Giliberti C., Mariconte R., Diano M., Galasso V., Uva A.E.,

    2022 IEEE International Workshop on Metrology for Extended Reality, Artificial Intelligence and Neural Engineering, MetroXRAINE 2022 - Proceedings, pp. 46-51

    Virtual and augmented reality

    Abstract

    As noise is a pervasive element of work environments, it could affect workers' performance and wellbeing. In particular environments, such as confined spaces, noise could represent an even greater disruptor because reverberation effects amplify exposure levels and could affect cognitive abilities. The study of the effects of noise has mixed results in the literature and was scarcely investigated with reference to this application scenario. Nowadays, Immersive Virtual Reality (IVR) can simulate in a realistic way the working conditions in these environments and consequently simplify the investigations in this field that otherwise would be expensive and difficult to implement for safety reasons. In this work, we verify the ability of a current high-end IVR system to reproduce the acoustic conditions of a confined space realistically, and we evaluate the effects on user cognitive performance and user-perceived workload of a noise source typical of these industrial working environments.

    Keywords: immersive virtual reality , N-back test , noise effects , NOISE-TLX , user experience , user performance

  3. Contributo a convegno2022

    Gestalt Driven Augmented Collimator Widget for Precise 5 DOF Dental Drill Tool Positioning in 3D Space

    Dastan M., Uva A.E., Fiorentino M.,

    Proceedings - 2022 IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2022, pp. 187-195

    Methods for medical applicationsVirtual and augmented reality

    Abstract

    Drill tool positioning in dental implantology is a challenging task requiring 5DOF precision as the rotation around the tool axis is not influential. This work improves the quasi-static visual elements of the state-of-the-art with a novel Augmented Collimation Widget (ACW), an interactive tool of position and angle error visualization based on the gestalt reification, the human ability to group geometric elements. The user can seek in a quick, pre-attentive way the collimation of five (three positional and two rotational) error component widgets (ECWs), taking advantage of three key aspects: component separation and reification, error visual amplification, and dynamic hiding of the collimated components. We compared the ACW with the golden standard in a within-subjects (N=30) user test using 32 implant targets, measuring the time, error, and usability. ACW performed significantly better in positional (+19%) and angular (+47%) precision accuracy and with less mental demand (-6%) and frustration (-13%), but with an expected increase in task time (+59%) and physical demand (+64%). The interview indicated the ACW as the main preference and aesthetically more pleasant than GSW, candidating it as the new golden standard for implantology, but also for other applications where 5DOF positioning is key.

    Keywords: Augmented Reality , augmented tool , dental implantology , gestalt principles , spatial orientation , visualization design

  4. Contributo a convegno2022

    Augmented Reality for assembly operation training: does immersion affect the recall performance?

    Generosi A., Agostinelli T., Mengoni M., Ceccacci S.,

    2022 IEEE International Workshop on Metrology for Extended Reality, Artificial Intelligence and Neural Engineering, MetroXRAINE 2022 - Proceedings, pp. 58-63

    Engineering educationVirtual and augmented reality

    Abstract

    This study aims at comparing three assembly training applications based on different XR technologies characterized by different degrees of immersion (i.e., an MR application based on Hololens 2, a desktop AR application and a digital handbook visualized on a monitor). A total of 54 subjects, recruited among students and personnel of Università Politecnica delle Marche, have been involved. They were assigned to 3 groups age and gender matching. Each group is asked to complete the training related to the assembly of a Lego commercial set (i.e., LEGO 10593), using one of the three considered applications. Results allows us to observe the effects of the immersion on the recall performances, assessed in terms of recall completion time, assembly mistakes, picking mistakes and sequence mistakes.

    Keywords: Assembly training , Augmented Reality , Immersion , Manufacturing , Recall Performance

  5. Articolo su rivista2022

    Human-Centered Design of a Collaborative Robotic System for the Shoe-Polishing Process

    Chiriatti G., Ciccarelli M., Forlini M., Franchini M., Palmieri G., Papetti A., Germani M.,

    Machines, 10(11)

    Abstract

    Demand for automated processes in the manufacturing industry is now shifting toward flexible, human-centered systems that combine productivity and high product quality, thus combining the advantages of automated and robotic systems with the high-value-added skills of operators and craftsmen. This trend is even more crucial for small and medium-sized enterprises operating in the “Made in Italy” fashion industry. The paper presents the study, simulation, and preliminary testing of a collaborative robotic system for shoe polishing that can reduce manual labor by limiting it to the finishing stage of the process, where the aesthetic result is fully achieved, with a benefit also in terms of ergonomics for the operator. The influence of process parameters and design solutions are discussed by presenting preliminary test results and providing hints for future developments.

    Keywords: fashion industry , human–robot collaboration , Industry 4.0 , leather shoe polishing

  6. Contributo a convegno2022

    A comprehensive UX index to evaluate industrial tasks from a human-centered perspective

    Khamaisi R.K., Grandi F., Prati E., Peruzzini M., Pellicciari M.,

    2022 IEEE International Workshop on Metrology for Extended Reality, Artificial Intelligence and Neural Engineering, MetroXRAINE 2022 - Proceedings, pp. 52-57

    Design for sustainabilityProduct design and engineeringVirtual and augmented reality

    Abstract

    Recent advances in physiological monitoring devices have supported the diffusion of a human-centric approach also within industrial contexts, where often severe working conditions limit the analysis of the operators' User eXperience (UX). Several methodologies have been presented to the scientific community to assess the overall UX of workers performing industrial operations. These methodologies have also tried to encompass the diverse aspects of the physiological response (e.g., mental workload, stress conditions and postural overloads). The current study aims to refine a unique and comprehensive UX index to identify the specific causes of the user discomfort in advance and to optimize the overall system design. A full set of non-invasive wearable devices was applied to a virtual reality (VR) simulation while performing manual operations to collect relevant physiological parameters and to finally assess the overall UX. The results demonstrated the effectiveness of the proposed index in anticipating the operator's critical conditions by specifying the possible causes of the ergonomic discomfort. Future works will focus on investigating the theoretical foundation of proposed solution and on providing a statistical validation on a larger population.

    Keywords: Ergonomic Index , Human Monitoring , Human-Centered Design , Industry 5.0 , User Experience , Virtual Reality

  7. Contributo a convegno2022

    Developing a Methodology for Co-creation using Extended Reality Technologies

    Santhosh S.,

    Proceedings - 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2022, pp. 927-930

    Product design and engineeringVirtual and augmented reality

    Abstract

    In the past decades there is a lot of heed towards Human Centered Design (HCD) Approach in which users are involved for needs collection or validation sessions of the prototypes for problem identification. A successful design relies also on how well different stakeholders are proactively involved since the beginning or even in the creative phase of product development. Therefore, in the recent times, innovative organizations are shifting their ideation strategies towards the concept of 'co-creation' in order to improve their creative businesses. Co-creation is known to draw in final users or customers in the design process to collaborate and interact in jointly generating solutions and creating value. Thus, the platform where co-creators engage plays an influential role in improving the creative participation and thus user experience. Traditional co-creation platforms limit a user in various forms. The immense growth of innovative technologies such as Extended Reality (XR) tools have expanded to interactive and collaborative environment developments regulating new ways of working. My PhD research proposes XR tools as potential digital co-creation platforms and focuses on establishing the key factors that influence 'co-creation' process in XR by laying out a methodology and developing number of applications fulfilling these factors during product development process promoting the idea. This paper describes the principles of co-creation, the importance of cocreation platforms, elements of co-creation and outlines few application scenarios developed in the context of product development process striving to demonstrate XR environment as a co-creation space. The research will also provide interesting insights into emerging design practices and expects to study the factors that affect a user in this innovative co-creative XR world and collect practical recommendations. Through ISMAR'22 Doctoral Consortium, I would like to gain expert inputs on validation methods for the applications developed that can strengthen the concept proposal.

    Keywords: Co-Creation , Collaboration , Extended Reality , Interaction , Product Development , User Experience , virtual

  8. Contributo a convegno2022

    From Lab to Reality: Optimization of Industrial Augmented Reality Interfaces

    Laviola E., Uva A.E.,

    Proceedings - 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2022, pp. 931-934

    Virtual and augmented reality

    Abstract

    My thesis work is focused on the creation of guidelines for the authoring of the next-generation Industrial Augmented Reality Technical Documentation. The research project aims to provide clear recommendations to optimize the template presentation related to the instruction authoring in an industrial context focusing attention in assessing the real economic impact that AR can offer for companies. This optimization not only will improve the operators' performance by providing them with more easily interpretable information, but also will reduce developers' computational costs to companies in both programming and 3D modeling. Finally, the outcomes obtained will provide guidelines that can make the authoring of AR technical documentation accessible even to technical writers who are not particularly skilled in AR.

    Keywords: Authoring , Industrial Augmented Reality , Information Presentation , Interaction paradigms , Mixed/augmented reality , Technical Documentation , Visualization design and evaluation methods , Work Instructions , [Human-centered computing]: Human computer interaction (HCI) , [Human-centered computing]: Visualization

  9. Contributo a convegno2022

    State of the art about solutions for tram noise reduction in the framework of the Life SNEAK project

    Governi L., Carfagni M., Borchi F., Puggelli L., Buonamici F.,

    Internoise 2022 - 51st International Congress and Exposition on Noise Control Engineering

    Product design and engineering

    Abstract

    The LIFE SNEAK project, started in September 2021, aims at the reduction of noise in densely populated urban areas where noise and vibrations produced by the tram overlap with noise produced by road traffic. Applicative measures will be designed and tested in a pilot case of the city of Florence, such as low-noise and vibration surfaces, with life cycle costs comparable to those of traditional surfaces, and measures to reduce tram noise aiming to obtain substantial reductions in noise and annoyance. Referring to tram noise, in the first phase of the project, specific attention has been dedicated to the state-of-the-art analysis concerning possible measures to perform noise reduction with specific attention to noise due to wheel-rail contact and “squeal noise” phenomena that mainly occur in urban environments close to curves with small radius. In this paper, the results of the state-of-the-art analysis are presented with particular attention to the use of sound-absorbing panels to be applied on the tram (bogie skirts).

    Keywords: Acoustic noise , Acoustic wave absorption , Life cycle , Noise pollution , Sound insulating materials , Trolley cars

  10. Contributo a convegno2022

    DESIGN OF HUMAN-ROBOT COLLABORATIVE WORKSTATION FOR THE PACKAGING OF KITCHEN FURNITURE

    Ciccarelli M., Moschini S., Palpacelli M.C., Papetti A., Germani M.,

    ASME International Mechanical Engineering Congress and Exposition, Proceedings (IMECE), 2-B

    Abstract

    Collaborative robotics is a key pillar of the smart factory of the future making production systems more flexible and responsive. To this aim, the research communities have made considerable efforts to enable direct interaction between humans and robots in a safe and integrated shared workspace. However, the industrial sector still shows a mismatch between the HRC potentialities and the HRC existing applications. The design is often technology-driven, and coexistence prevails on cooperation or collaboration. Through the case study, this article describes the human-driven design approach that a company should follow to define and evaluate different scenarios and choose the one that best suits its context and workforce. It considers safety, ergonomic, technical, spatial, and equipment issues. It presents an application common to all sectors, the packaging, addressing the complexities of the new production paradigm of mass customization. The design approach has been tested by the major Italian kitchen manufacturer and the resulting collaborative workstation has been simulated by using the software Tecnomatix Process Simulate. The simulation allowed the analysis and evaluation of risks, layout, and performance. The simulation results showed significant benefits in terms of efficiency ensuring a safe collaboration.

    Keywords: collaborative robot , design , industrial applications , manufacturing , risk assessment , safety

  11. Contributo a convegno2022

    A new procedure to carry out noise and vibration measurements oriented to support an annoyance evaluation in the framework of the Life SNEAK project

    Bracciali A., Megna G., Bernardini M., Governi L., Bartalucci C., Colucci G., Luzzi S., Bellomini R.,

    Internoise 2022 - 51st International Congress and Exposition on Noise Control Engineering

    Geometric modeling and processing

    Abstract

    The LIFE SNEAK project, started in September 2021, aims at the reduction of noise from road traffic that mainly affects densely populated urban areas where the noise and vibrations produced by the tram overlap with noise produced by road traffic. Applicative measures will be designed and tested in a pilot case of the city of Florence, such as low-noise and vibration surfaces with life cycle costs comparable to those of traditional surfaces, and measures to reduce tram noise aiming to obtain substantial reductions in noise and annoyance. In the first phase, specific attention was dedicated to the state-of-the-art analysis concerning prediction and monitoring of the level of noise and ground-borne vibrations in urban environments. Moreover, the impacts of road traffic and tramway in terms of noise and vibrations on people annoyance in urban context have been investigated to design appropriate questionnaires for citizens. In fact, the exploration of any combined effect of vibration and noise on annoyance is also suggested by recent guidelines for designing dedicated social surveys. In this paper the procedure to design a noise and vibration measurements and survey campaign oriented to support an evaluation of effective reductions in terms of both levels and annoyance is presented.

    Keywords: Acoustic variables control , Life cycle , Roads and streets , Vibration measurement

  12. Book Chapter2022

    A design procedure for the development of VR platforms for the rehabilitation of patients after stroke

    Lanzoni D., Vitali A., Regazzoni D., Rizzi C.,

    Digital Human Modeling and Medicine: The Digital Twin, pp. 829-848

    Methods for medical applicationsProduct design and engineeringVirtual and augmented reality

    Abstract

    Virtual Reality (VR) opens new frontiers in the rehabilitation field. Low-cost head mounted displays and motion capture systems are available and easily integrated in consumer technologies, such as laptops, smartphones, and tablets. The main limit of VR is related to its acceptance because the technologies are usually considered too complex for patients' daily rehabilitation. Furthermore, available VR hardware solutions are usually designed for generic categories of users and there is a considerable margin to specific pathologies or patients. This chapter presents the development of VR platforms for both cognitive and motor skills rehabilitation starting from physicians' requirements and usability issues. Three VR applications are described: a platform for cognitive rehabilitation of patients with severe memory loss, an application to test the level of extra-personal neglect, and a web platform for hand motor skill rehabilitation.

    Keywords: Cognitive rehabilitation , Motor skills rehabilitation , Tele-rehabilitation , User-centered design , Virtual reality

  13. Contributo a convegno2022

    MANUAL TASKS REAL-TIME ERGONOMIC EVALUATION FOR COLLABORATIVE ROBOTICS

    Lanzoni D., Vitali A., Regazzoni D., Rizzi C.,

    ASME International Mechanical Engineering Congress and Exposition, Proceedings (IMECE), 4

    Abstract

    In manufacturing, ergonomic and productivity benefits may result from combining the sensing and dexterity of the human workers with the strength of collaborative robots (cobots). Anyway, manual tasks requiring repetitive motion or working with robots can cause musculoskeletal disorders especially of the hands. In such a context, this paper proposes a novel solution that includes both a full body inertial system and a dedicated solution for hand tracking. This allows implementing the standard methods for assessing ergonomic indexes and to introduce new advanced task analyses based on gesture evaluation. The benefits reached by the integrated system for body and hand tracking can be exploited in the virtual prototyping of collaborative workstation in the manufacturing domain. Different software packages have been considered to model and simulate the collaboration between the operator and the cobot. In particular, Unity and ROS are used to develop the virtual scene and control the cobot behavior and the HTC Vive Head Mounted Display (HMD) to interact with the virtual environment. Physical ergonomics is evaluated by using both a full body suit (XSENS) and sensorized gloves (MANUS). The solution has been applied to the simulation of a virtual production line where the operator collaborates with a six-axis cobot (NIRYO ONE). Test tasks require the operator to move and manage different objects and tools by simulating different types of grasping. Real-time feedback about ergonomics, in terms of posture evaluation and alerts in case of critical condition, is shown to the operator as well as the automatic generation of reports for the post-process evaluation of the entire process. The results show how the use of these tools can be effective in the ergonomic evaluation of a collaborative robotic workstation which requires manual tasks.

    Keywords: collaborative robot , hand-tracking , motion capture , Physical ergonomics , wearable devices

  14. Contributo a convegno2022

    Co-design of immersive virtual learning environments: a pilot study involving people with intellectual disability and SLDs

    Ceccacci S., Giaconi C., Mengoni M., Del Bianco N., D'Angelo L.,

    CEUR Workshop Proceedings, 3371

    Product design and engineeringVirtual and augmented reality

    Abstract

    This paper describes a pilot study conducted at the University of Macerata, within the project Inclusion 3.0. It aims to explore the possibility of using high-fidelity prototyping in a virtual laboratory to support the co-creation of an immersive virtual learning environment with people with disability and Specific Learning Disorders (SLDs), from the earliest design stages. The paper presents the results of the co-design process and discusses its implications in defining design requirements to ensure the accessibility of immersive solutions for cultural heritage.

    Keywords: disability , Inclusion , project , SLD , specific learning disorders , virtual

  15. Contributo a convegno2022

    AURALIZATION OF NOISE IN A VIRTUAL REALITY AIRCRAFT CABIN FOR PASSENGER WELL BEING USING HUMAN CENTRED APPROACH

    Santhosh S., Moruzzi M.C., De Crescenzio F., Bagassi S.,

    33rd Congress of the International Council of the Aeronautical Sciences, ICAS 2022, 1, pp. 493-501

    Product design and engineeringVirtual and augmented reality

    Abstract

    Noise has affected aircraft since the dawn of aviation. Aircraft noise reduces comfort for passengers and crew inside the cabin and the cockpit, in addition to the structural problem created by the vibration on the aircraft structures. Acoustic characteristics of an aircraft are traditionally represented with numerical data or are in the form of pressure maps and color maps calculated at particular positions taking into account several parameters. Audializing this data, involving potential users, is possible on physical prototypes at the end of the product development requiring considerable time and cost resources. From the past decade, innovative technologies such as Extended Reality (XR) have paved their way towards digital transformation of the products augmenting Human Centred approach. In this paper, we present a novel adaptation of these technologies in developing a multi-sensory virtual aircraft cabin environment in order to provide realism and improve immersion for a user. A new concept to “auralize” the noise inside the virtual passenger cabin, combining numerical acoustics and XR technology has been proposed to develop a tool to evaluate passenger comfort and wellbeing before the prototypes are manufactured. Different solutions on modeling acoustics in a virtual reality cabin have been studied, developed and discussed.

    Keywords: Acoustics , Auralization , Multi-Sensory , Realism , Virtual Reality

  16. Contributo a convegno2022

    A Mixed Reality application to support the design of custom prostheses

    Gattullo M., Piccininni A., Evangelista A., Guglielmi P., Boccaccio A., Cusanno A., Uva A.E., Palumbo G.,

    Procedia Computer Science, 217, pp. 1018-1027

    Methods for medical applicationsProduct design and engineeringVirtual and augmented reality

    Abstract

    The definition of an innovative category of implantable devices, characterized not only by a fully customization but also by improved osteoconductive and functionalized bioactive surfaces, needs to be supported by a systematic approach. In the present work, a new human-machine interface based on the Mixed Reality (MR) is proposed and focused on the implantation of a fully customized prosthesis. By means of an informal and exploratory focus group (i.e., without using a structured questionnaire), the limitations belonging to the current procedure were highlighted and a first list of user needs was subsequently defined. The MR interface was then considered to be the most suitable solution to match the gathered requirements. However, the doctors proposed also to develop a desktop interface for a finer and easier manipulation of 3D models. The proposed MR application offers several advantages from the possibility to display 3D anatomical structures and 3D models of custom prostheses in an immersive environment to the optimized communication and data exchange among the players (medical staff, doctors and engineers). A mock-up of the MR applications is presented in this work to show the results of the design stage, before the deployment of the application.

    Keywords: Collaborative Network , Fully Custom Implants , Immersive Environment , Mixed Reality

  17. Contributo a convegno2022

    Advanced visualization of ergonomic assessment data through industrial Augmented Reality

    Evangelista A., Manghisi V.M., Romano S., De Giglio V., Cipriani L., Uva A.E.,

    Procedia Computer Science, 217, pp. 1470-1478

    Virtual and augmented reality

    Abstract

    The industrial transition to the 4.0 paradigm defines new scenarios in which the operator plays a central role within the industrial ecosystem. Thanks to the enabling technologies of Industry 4.0, it is possible to effectively improve operators' working conditions by applying the Human-Centered approach. Nowadays, one of the main challenges is to reduce work-related musculoskeletal disorders resulting from ergonomically incorrect working conditions in order to prevent the occurrence of occupational diseases. To this end, we developed a software tool that leverages a low-cost D-RGB camera (Kinect v2) to track the human body and an Augmented Reality (AR) visualization system based on Microsoft HoloLens 2. The tool assesses postural ergonomic risk in real-time according to the Rapid Upper Limb Assessment (RULA) metric. The proposed AR application allows a three-dimensional visualization of postures, which can be observed directly superimposed on the operator's body in the real scene. This approach aims to optimize the understanding of postures by creating a link between real information (operator's body) and virtual information (virtual skeleton, RULA score, and angles) by providing a simple and immediate user interface for ergonomists.

    Keywords: Augmented Reality , Ergonomics , Hololens 2 , Human-Centered , Kinect v2 , RULA

  18. Articolo su rivista2022

    Being in Control of Noise Levels Improves the Perception of Airplane Seat Comfort

    Bouwens J., Fasulo L., Hiemstra-Van Mastrigt S., Schultheis U.W., Naddeo A., Vink P.,

    Aviation Psychology and Applied Human Factors, 12(1), pp. 3-11

    Abstract

    The aviation industry is constantly making compromises when designing comfortable airplane cabins. Providing passengers with a pleasant acoustic environment without adding weight to the cabin structure is a field of tension that challenges cabin interior designers. The aim of this study was to investigate whether noise levels affect the comfort and physical discomfort experienced by airplane passengers, and whether control influences comfort perception. To this end, 30 participants experienced three conditions (silence, aircraft engine noise at 75 dB, and the same noise with the ability to use earplugs), and comfort and discomfort were measured using a questionnaire. It was concluded that aircraft engine noise negatively affected the airplane passengers' comfort experiences. Having the ability to control this noisy environment with earplugs resulted in the lowest reported physical discomfort.

    Keywords: aircraft cabin noise , airplane seat , control , discomfort , passenger comfort

  19. Contributo a convegno2022

    Co-designing Immersive and Inclusive Virtual Museum with children and People with Disabilities: A Pilot Study

    Caldarelli A., Di Tore S., Ceccacci S., Todino M.D., Campitiello L., Giaconi C.,

    Proceedings - 2022 International Conference on Computational Science and Computational Intelligence, CSCI 2022, pp. 1964-1969

    Product design and engineeringVirtual and augmented reality

    Abstract

    Immersive virtual environments represent a great opportunity for museums to enhance visitor experience through edutainment. However, to provide an enjoyable entertainment and learning experience for all visitors, including people with disabilities, the virtual museum must not only be accessible, but also inclusive: they must provide greater equality and cultural and learning opportunities for all social groups. To achieve this goal, the concept of Universal Design needs to evolve into a user-centered approach where people are involved in co-designing the virtual museum experience. In this context, the article describes a pilot study conducted at the University of Macerata, which explores the possibility of using high-fidelity prototyping in a virtual laboratory to support the co-creation of an immersive virtual museum environment with relevant target users, including children and people with disability, from the earliest design stages.

    Keywords: Immersive Virtual Reality , Inclusive education , Inclusive Museum , Virtual Museum

  20. Book Chapter2022

    Virtual Human Centered Design: An Affordable and Accurate Tool for Motion Capture in Mixed Reality

    Serino S., Fontana C., Califano R., Cappetti N., Naddeo A.,

    Applied Human Factors and Ergonomics International, 50, pp. 211-218

    Virtual and augmented reality

    Abstract

    The introduction of Digital Human Modeling and Virtual Production in the industrial field has made possible to bring the user to the center of the project in order to guarantee the safety of workers and well-being in the performance of any activity. Traditional methods of motion capture are unable to represent user interaction with the environment. The user runs a simulation without the realistic objects, so his behavior and his movements are inaccurate due to the lack of real interaction. Mixed reality, through a combination of real objects and virtual environment, allows to increase the human-object interaction, improving the accuracy of the simulation. A real-time motion capture system produces considerable advantages: the possibility of modifying the action performed by the simulator in real time, the possibility of modifying the user's posture and obtaining feedback on it, and finally, after having suffered a post-data processing, without first processing the recorded animation. These developments have introduced Motion Capture (MoCap) technology into industrial applications, which is used for assessing and occupational safety risks, maintenance procedures and assembly steps. However, real-time motion capture techniques are very expensive due to the required equipment. The aim of this work, therefore, is to create an inexpensive MoCap tool while maintaining high accuracy in the acquisition. In this work, the potential of the Unreal Engine software was initially analyzed, in terms of ergonomic simulations. Subsequently, a case study was carried out inside the passenger compartment of the vehicle, simulating an infotainment reachability test and acquiring the law of motion. This procedure was performed through two cheap MoCap techniques: through an optical system, using ArUco markers and through a markerless optical system, using the Microsoft Kinect® as a depth sensor. The comparison of the results showed an average difference, in terms of calculated angles, between the two methodologies, of about 2,5 degrees. Thanks to this small error, the developed methods allows to have a simulation in mixed reality with user's presence and offers an accurate analysis of performed movements.

    Keywords: ArUco markers , Digital human modelling , Mannequins , Mixed-reality , Motion capture , Realtime tracking , Unreal engine