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Jack human modeling and simulation

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Title: Jack human modeling and simulation


1
Jack human modeling and simulation
Ron Burnette
COSC471 / Schmitt
March 15, 2007
2
Abstract
  • The Jack application is used to model a 3-D human
    figure, place that figure in a 3-D environment
    and then manipulate the figure in real time.
  • Jack Improves the ergonomics and human factors of
    product designs, manufacturing processes, and
    maintenance procedures.
  • Jack was originally developed at the University
    of Pennsylvania's Center for Human Modeling and
    Simulation, and has been commercially developed
    by UGS Tecnomatix since 1996.
  • Used by government agencies and Fortune 500
    companies. Customers include Boeing, Lockheed
    Martin, GE, GM, NASA, and McDonnell-Douglas

3
Outline
  • Introduction
  • Using Jack
  • Step 1 Build a virtual environment
  • Step 2 Create a virtual human
  • Step 3 Define your humans size and shape
  • Step 4 Position the human in your environment
  • Step 5 Assign your human tasks
  • Step 6 Analyze how your human performs
  • Why Use Jack?
  • API
  • System Requirements
  • Conclusion

4
Introduction
  • The Jack human modeling and simulation tool helps
    organizations in various industries improve the
    ergonomics of product designs and refine
    workplace tasks
  • Jack and its optional toolkits bring
    human-centered design tools to your virtual
    environments for comprehensive analysis of the
    human factors of your new designs before any
    physical prototypes are built.
  • The Jack (and Jill) human models can be sized to
    represent your user populations, and allow
    engineers to evaluate their concept designs in
    terms of human performance, including reach,
    vision, injury risk, fatigue, comfort and other
    important ergonomics information.

5
Introduction
  • The Jack model contains almost all the essential
    human skeletal joints and it can be scaled to
    different body sizes based on population data.
  • The figure can be manipulated so that it moves in
    several directions simultaneously For example,
    it can grip a moving steering wheel with both
    hands while sitting in a car, looking out the
    rear-view window and pressing the floor pedals
    with its feet.
  • Jack can walk and turn naturally, grasp objects,
    and follow objects with his eyes. He can even
    tell you if the load he is carrying exceeds NIOSH
    guidelines or his strength limits.

6
Introduction
  • The roots of most modern human animation Inverse
    kinematics systems can be traced to the research
    and development done for the Jack system. Some of
    these animation systems include the
    Alias-Wavefront Maya software system and the in
    house animation systems used by Industrial Light
    Magic.
  • Utilities from OpenGL Optimizer and Decimate
    dramatically reduce the number polygons in a
    model without compromising the visual fidelity
    required for realistic simulations.
  • Inverse kinematics - The process of determining
    the parameters of a jointed flexible object (a
    kinematic chain) in order to achieve a desired
    pose. For example, with a 3D model of a human
    body, what are the required wrist and elbow
    angles to move the hand from a resting to a
    waving position.

7
Using Jack
  • Step 1 Build a virtual environment
  • Step 2 Create a virtual human
  • Step 3 Analyze how your human performs
  • Step 4 Position the human in your environment
  • Step 5 Assign your human tasks
  • Step 6 Analyze how your human performs

8
Step 1 Build a virtual environment
  • In addition to its strength as a human modeler,
    Jack is a powerful interactive, real-time visual
    simulation solution.
  • You can import CAD data or build models from
    scratch with the software, move objects around in
    the environment, interactively change camera
    views and create special effects to enhance the
    realism of your scene.
  • Jack's viewing, texture mapping and lighting
    capabilities help you give your virtual
    environment a more convincing appearance.
  • Changing the view in Jack is easy the mouse
    buttons enable you to swing the "camera"
    horizontally or vertically and to zoom in on a
    reference point

9
Step 2 Create a virtual human
  • Jack provides the industry's most biomechanically
    accurate human models
  • Based on body dimension measurements taken from
    the 1988 Anthropometric Survey of U.S. Army
    Personnel (ANSUR 88)
  • Jack human figures
  • have 69 segments, 68 joints, a 17-segment spine,
    16-segment hands, coupled shoulder/clavicle
    joints and 135 degrees of freedom
  • obey joint limits derived from NASA studies
    (Anthropometric Source Book, Vol. 2 A Handbook
    of Anthropometric Data, Technical Report NASA
    RP-1024)
  • can be represented as stick figures, wire frame,
    shaded, high-resolution or transparent model

10
Step 2 Create a virtual human
  • Jack enables you to create various types of
    humans. You can choose from a menu of the
    following predefined human figures
  • Large, medium and small humans, as defined by SAE
    measurements -- based on SAE recommended human
    physical dimensions (SAE J833)
  • Short and tall man and woman - human figure
    extremes based on ANSUR 88 data
  • Large, medium and small Japanese humans - based
    on recognized Japanese body size data
  • High resolution man and woman - detailed
    representations of 50th percentile males and
    females, as defined by ANSUR 88

11
Step 3 Define your humans size and shape
  • For human simulation software to reliably
    determine whether a design accommodates the
    variability among human body dimensions, it must
    employ a correct approach to human figure
    scaling.
  • Jack uses three approaches to anthropometric
    scaling. You can
  • Choose body types from a boundary manikin set of
    77 figures that represent a range of sizes for 11
    body dimensions taken from the ANSUR 88 database
  • Construct figures by specifying the extreme
    dimensions for a segment of interest, such as
    shoulder breadth, sitting height, etc an
    algorithm then proportions the remaining figure
    dimensions automatically
  • Scale figures by specifying stature and weight
    remaining dimensions are automatically generated
    using statistical models based on the ANSUR 88
    database.

12
Step 4 Position the human in your environment
  • Jack allows you to manipulate individual body
    segments connected by joints that obey angle
    limits derived from NASA studies.
  • Example When you move a figure's hand, the upper
    and lower arm segments and related joints move
    like you would expect a human body to move.
  • Jack allows you to describe the posture of your
    virtual human by directly manipulating body
    joints or by choosing from a library of 30
    predefined postures.
  • You can manipulate a Jack virtual human by moving
    its head, eyes, shoulders, torso, center of mass,
    pelvis, arms, feet or its entire body.

13
Step 5 Assign your human tasks
  • Jack can be evaluated in a static position (What
    can he see while reaching for a given control? Do
    different-sized figures have the same field of
    view?), or by his movements. (Can Jack reach
    around an obstacle to remove or replace a part?)
  • Jack enables you to define the movements with its
    built-in motion system and its interface to VR
    tools.
  • Save and replay simulations, swapping in
    different-sized virtual humans to perform the
    same tasks.
  • Adjust the size or position of various objects in
    the environment and re-run the simulation to
    study changed spatial relationships, timing and
    clearances.

14
Step 6 Analyze how your human performs
  • See what Jack can see -- Jack offers several
    features for evaluating visibility. You can
  • Create Eye Windows to see from Jack's point of
    view
  • Create View Cones to illustrate a 'third-person"
    perspective of what Jack sees
  • Measure distances between Jack's eyes and any
    object
  • Set Jack's head/eye control to track an object's
    movement
  • Evaluate what Jack can reach -- Jack's reach
    analysis capabilities enable you to
  • Determine whether a human figure can reach a
    target object
  • Measure the distance between Jack's hand and any
    object
  • Create and position reach envelopes to
    graphically display what large, medium and small
    SAE-defined humans can reach
  • Export reach envelopes to your CAD system to
    serve as design boundaries

15
Step 6 Analyze how your human performs
  • Test fit and accommodation -- Jack helps you to
    determine whether your design accommodates
    various-sized humans. You can
  • Position one virtual human, then use that posture
    to test a range of different-sized humans
  • Interactively measure distances between any two
    points in the environment as their relative
    positions change this helps quantify the extent
    to which a design accommodates your target
    population
  • Highlight collisions in real-time between human
    figures and objects as objects move
  • Calculate human force and torque -- Jack enables
    you to compute the forces on a human figure's
    joints and segments in a given posture.

16
Why Use Jack?
  • Shorter design time
  • Lower development costs
  • Improved Quality
  • Increased productivity
  • Enhanced Safety

17
API
18
API
19
System Requirements
Jack is a stand-alone software package that runs
on any of three platforms
Windows SGI HP OS Version
2000/XP IRIX-6.5.x HPUX 11.x or
higher Minimum Processor 300MHz O2
R1000 C180 Memory 128 MB 256 MB
256 MB Disk Space 175 MB 200 MB
200 MB Resolution 1024 x 768 1024 x
768 1024 x 768 Recommended Processor
2.2GHz Octane level machine B2600 Memory
512 MB 1 GB 1 GB Disk Space 175 MB
200 MB 200 MB Resolution 1024 x 768
1024 x 768 1024 x 768
20
Conclusion
  • Jack is a comprehensive, accurate, and practical
    tool for companies to improve productivity,
    profitability and safety.
  • By using Jack, product design time can be
    shortened, while at the same time improving
    quality.
  • Demo http//www.ugs.com/products/tecnomatix/inte
    ractive/main.html

21
References
  • http//www.arts.arizona.edu/buildingbetterhumans/v
    h_2.html
  • http//www.ugs.com/products/tecnomatix/docs/fs_tec
    nomatix_jack.pdf
  • http//www.ugs.com/products/tecnomatix/human_perfo
    rmance/jack/digital_humans.shtml
  • http//www.cis.upenn.edu/hms/
  • http//www.upenn.edu/computing/printout/archive/v1
    2/4/jack.html
  • http//www.dtic.mil/dticasd/ddsm/srch/ddsm0184.htm
    l
  • http//kaufthal.com/portfolio/jack.htm
  • http//www.ugs.com/products/tecnomatix/human_perfo
    rmance/jack/classic_jack.shtmlanalyze
  • http//en.wikipedia.org/wiki/Jack_28human_modelin
    g29
  • http//www.ugs.com/products/tecnomatix/interactive
    /main.html
  • http//www.motionanalysis.com/applications/industr
    ial/virtualdesign/jack.html

22
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