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Content - DELMIA - Ergonomics at Work Essentials

The document provides an overview of simulation concepts in DELMIA Ergonomics including: creating human tasks and activities using macro activities like GOTO, GESTURE, and GET; setting the active simulation object and simulation states; and exploring fundamental macro activities to simplify the simulation creation process. Key capabilities include immersive simulation, behavior modeling, probes for data collection, and simulation contexts.
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0% found this document useful (0 votes)
158 views28 pages

Content - DELMIA - Ergonomics at Work Essentials

The document provides an overview of simulation concepts in DELMIA Ergonomics including: creating human tasks and activities using macro activities like GOTO, GESTURE, and GET; setting the active simulation object and simulation states; and exploring fundamental macro activities to simplify the simulation creation process. Key capabilities include immersive simulation, behavior modeling, probes for data collection, and simulation contexts.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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DELMIA Ergonomics at work Essentials

Virtual ergonomics simulation fundamentals


Simulation concepts
Introduction
The ergonomics at work app includes the following capabilities: create human tasks and ergonomics at work
addresses.

App layout
About the interface:

Objects type
Definition for PPR, product and resources.
Immersive Browser
Panel use to create the building blocks of your simulations. Stack of panel on the left side of the screen.

The sequencing provides a simple way to view the current tasks


and activities associated to a manikin or other resource in the
PPR context.

Active
Simulation Object (ASO) shows which object is the ASO and
provides tools to select a different object. Any work you do in
the panels Is done to the active simulation object (ASO). When
you open a 3D simulation, the object you have selected immediately prior to opening a 3D simulation determines
what your initial ASO is.

Simulation States: is a snapshot of the position and simulation


properties of objects at the point where the state is created. All states
you create will be stored under the simulation states.

Probes are items that collect data (such as measurements) or perform data
analysis (such as clash analysis). A dynamic clash probe is available by
default. Dynamic clash detection is performed between the moving parts
against the rest of the entities in the viewer. The information a probe
provides only appears in 3D when the probe is part of a scenario.

Behavior: allows you to create new human tasks or activities. It also stores
any previously created human task or activities.

Tree: is not featured in the 3D simulation environment by default. You can


view it at any time by pressing the F3 Key.
Simulation context

Active simulation object (ASO).


Two methods to set the ASO.

Method alternative to set the ASO:


Simulation states overview
Creating a new simulation state (1/4)
Before creating a simulation state, ensure that you have the correct ASO set. Only objects under the ASO and the
ASO itself will be captured in the simulation state. The following steps will demonstrate how to set a simulation
state:

1. Validate which object is set as the ASO.


2. From the Setup section, click the New Simulation State icon.
3. In the State Management panel, select the objects for which state is to be defined.
4. Click OK.

The simulation state will be saved under the Simulation States tab in the immersive browser.

5. To rename the simulation state, right-click and select Properties.


6. Rename the state and click OK.

Once a simulation state is created for the ASO it is possible to restore the initial
state if an object is moved. This can be helpful if an object is moved to an
undesired location or orientation. To reset the simulation state:

1. Right-click the simulation state you want to


apply and select Apply State.
It is possible to update a simulation state with new initial state data for
objects. Special attention should be given when using this tool as it can have
undesired effects on simulations that rely on this simulation state for the
initial position of their objects. To update the simulation state:

1. Right-click the simulation state you want to update and select


Update State:

ASO and simulation state recommendations


When you create a new simulation state, it contains only the state (that is, entities such as positions) of the current
ASO and its children. Create the state at the highest level in the resource hierarchy that contains all the resources for
which you need to save positions, because siblings or parents of the ASO are not considered when creating a new
simulation state.

At the same time, also consider objects that you do not want to be captured in the state. For more complex
scenarios you may want to set the ASO to a low-level object in the tree (a manikin) and create a composite
simulation state to add in other resources or products as needed. This will allow you to apply the state and restore
positions with minimal impact on other objects in the workspace. If you need to capture the state of an object that
does not share a common parent with the current ASO, create a composite simulation state.

Exploring the fundamental macro activities


 Macro activities can use human locations and human interfaces to
significantly simplify the simulation creations process.
 This automatic movement creation is not specific to the manikin. This
allows you to modify the anthropometry and reuse the simulation
with minimal updates required.
 GOTO and GESTURE are two macros.

Human task and human activity


 A human task or a human activity is a
container, specific to a manikin, to
store the manikin’s simulation information.
 They are populated with GOTO, GESTURE and other such Macro
Activities.
 Human Tasks may contain a sequence of one or more Macro
Activities, for example: GOTO > GESTURE > GOTO.
 Human activities can contain only one macro activity. They are not
cumulative and cannot store a sequence of activities.
GOTO activity
BEFORE creating any new activity always verify that you have the correct ASO, set and
simulation state applied. This will ensure that the manikin and other objects involved in
the simulation will start where you expect them to be.

There are two methods to create a GOTO activity:

 With track: you need to manually trace a walk path for the manikin in the
workspace.
 Human Location: You can use a Human Location as a target for the manikin to
walk to.

GOTO with Track


Follow steps:

1. Set the manikin you want to simulate to the ASO.


2. Once the ASO is set, select a simulation state that you want
to use as the initial position for the manikin:
a. Ensure that the state is active. If the state is already
active, you will not need to do this step.
b. Manually apply the state to ensure that the manikin is
in the position recorded in the state.
3. Create a new task:
a. Select the click to open task list icon in context
toolbar.
b. Type tasks name and click OK.

4. The Behavior immersive browser, double-click the


GOTO task.
5. Click Add activity in the human task immersive browser
and select Create GOTO.

GOTO activity panel will appear, and the robot will snap to the
manikin’s feet
6. Start creating a walk path by dragging and rotating the robot. While
creating a path, be sure that the manikin does not walk directly
thought objects in workspace.
7. Controls points can be added to the walk path to help adjust its
trajectory. Click the walk path to add a control point.
GOTO with human location
Gesture Activity
Macro Simulation Activities
The manikin can go and perform a gesture to avoid o interact with an object such as a table with a GOTO and GET
activity. For more complex simulation activities, GOTO and GET can be included within a single macro activity as a
phase.

Complex macro activities will be broken down into the following four phases:

1. Wall To (GOTO):
Define a walk path or use a human location HL (similar the GOTO activity).
2. Preparation (GESTURE):
Sequence of key postures to prepare for the action (gesture activity).
3. Action (GET, PUT, USETOOL, REACH):
Pick up or drop an object, reach and other such actions.
4. Return (GESTURE):
Sequence of key postures to complete the action (gesture activity).

The following table shows how an object will be attached to the manikin and during
which
phase of
the
activity:

GET Activity
 GET is an activity that allows the manikin’s hand to pick a product or resource.
 The GET action requires the usage of human interfaces (HI).
 The object involved in the GET activity will be attached to the manikin’s hand
until a PUT activity occurs.
 A GET activity can be created as a macro activity as seen in the previous lesson.
During a GET activity the manikin can:

 Walk to the object to be picked.


 Be placed in a posture to pick the object.
 Pick the object.
 Be placed in a posture once the objects are picked.

The following chart summarizes the phases of the GET activity.

Creating a GET Macro activity.


Creating a PUT Activity
The step to create the PUT activity it is:
Creating a USETOOL Macro Activity
The steps to the creation of USETOOL macro activity…
Creating a REACH Activity
Reach is the activity that allows the manikin to reach (stretch out an arm in a specified direction in order to touch or
grasp something or arrive at, get as far as) towards a product or resource with a hand, a foot or the line of sight. The
REACH activity is identical to the GET activity creation. However, the manikin doesn’t control the reached object. If a
return skill is created, the item that was reached will not remain attached. During a REACH, the manikin can:

 Walk to a location to reach an object.


 Be placed in a posture to reach the object.
 Reach the object.
 Be placed in a posture once the object is reached.

The following chart summarizes the phases of the REACH activity:

Steps to create the REACH activity.


Creating an OPERATIVE Activity.
The OPERATION activity is similar that USETOOL activity, but the object is never attached to the manikin. The
manikin has to reach the object first (not GET) and then it follows the object’s move driven by a track or a device.

Steps to create the OPERATIVE activity.

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