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Theoretical underpinning and prototype implementation of scenario bundle-based logical control for simulation of human-artifact interaction

机译:基于场景捆绑的逻辑控制用于人为交互仿真的理论基础和原型实现

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This article presents a new methodology that enables designers to include in simulations not only the physics aspects of artifact behavior, but also human actions. The motivation for this research came from the fact that none of the conventional approaches to engineering simulations includes manipulative control of products by users as foreseen by designers. By implementing control over physics simulations, changes in parameters can be introduced that alter the course of the simulated process. As a means to do this, we propose to use scenario bundles, with which designers can operationalize their conjectures of how human users interact with products as a series of interconnected simulations. For the imaginary use process described in a scenario bundle, the designer can specify various product designs, user characteristics, and environments, which may in each case lead to different concatenations of simulation actions. The proposal facilitates the exploration of possible mismatches and anomalies in use processes. In this article, we describe the theoretical fundamentals and the overall concept of the proposed methodology, as well as its realization as a proof-of-concept implementation. This implementation can be used as a tool to specify scenario bundles and to perform controlled simulations of human-product interaction. The use of the tool is demonstrated through a practical example. Although the implementation has proven to be successful in terms of executing scenario bundles, two bottlenecks need further attention: (i) devising stable algorithms for large deformations in physical interaction simulation and (ii) incorporation of already existing algorithms for simulation of low-level human motion control.
机译:本文提出了一种新的方法,使设计人员不仅可以在仿真中包括工件行为的物理方面,还可以包括人为行为。进行这项研究的动机是基于这样一个事实,即工程仿真的常规方法都没有像设计人员所预见的那样包括用户对产品的操纵控制。通过对物理模拟进行控制,可以引入参数更改,从而改变模拟过程的过程。为此,我们建议使用场景捆绑包,设计人员可以使用这些捆绑包,通过一系列相互关联的模拟操作来实现他们对人类用户如何与产品交互的推测。对于方案捆绑包中描述的虚构使用过程,设计人员可以指定各种产品设计,用户特征和环境,这可能分别导致模拟动作的不同串联。该提案有助于探索使用过程中可能出现的不匹配和异常情况。在本文中,我们描述了所提出方法的理论基础和总体概念,以及其作为概念验证实施的实现。此实现可以用作指定方案包和执行人与产品交互的受控模拟的工具。通过一个实际示例演示了该工具的使用。尽管已证明该实现在执行场景包方面是成功的,但仍需进一步注意两个瓶颈:(i)设计用于物理交互仿真中大变形的稳定算法,以及(ii)结合已有的用于低级人员仿真的算法运动控制。

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