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USING MOTION CAPTURE AND VIRTUAL REALITY TO TEST THE ADVANTAGES OF HUMAN ROBOT COLLABORATION
Master Degree Project in Virtual Product Realization One year Level 16.5 ECTS Spring term 2019 Francisco García Rivera Supervisors: Erik Brolin
Aitor Iriondo Pascual Examiner: Anna Syberfeldt
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Abstract
Nowadays Virtual Reality (VR) and Human Robot Collaboration (HRC) are becoming more and more important
in Industry as well as science. This investigation studies the applications of these two technologies in the
ergonomic field by developing a system able to visualise and present ergonomics evaluation results in real time
assembly tasks in a VR Environment, and also, evaluating the advantages of Human Robot Collaboration by
studying in Virtual Reality a specific operation carried at Volvo Global Trucks Operation´s factory in Skövde.
Regarding the first part of this investigation an innovative system was developed able to show ergonomic
feedbacks in real time, as well as make ergonomic evaluations of the whole workload inside of a VR
environment. This system can be useful for future research in the Virtual Ergonomics field regarding matters
related to ergonomic learning rate of the workers when performing assembly tasks, design of ergonomic
workstations, effect of different types assembly instructions in VR and a wide variety of different applications.
The assembly operation with and without robot was created in IPS to use its VR functionality in order to test
the assembly task in real users with natural movements of the body. The posture data of the users performing
the tasks in Virtual Reality was collected. The users performed the task without the collaborative robot and then,
with the collaborative robot. Their posture data was collected by using a Motion Capture equipment called
Smart Textiles (developed at the University of Skövde) and the two different ergonomic evaluations (Using
Smart Textiles’ criteria) of the two different task compared. The results show that when the robot implemented
in this specific assembly task, the posture of the workers (specially the posture of the arms) has a great
improvement if it is compared to the same task without the robot.
Keywords: Virtual Reality, Human Robot Collaboration, Virtual Ergonomics, Industry 4.0
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Acknowledgements
I want to thank Anna Syberfeldt, Erik Brolin, Dan Högberg and Aitor Iriondo for their great guidance and
support during this project. It could not have been possible .without them. I also want to thank my family for
their unconditional love and support.
Skövde, May 2019
Francisco García Rivera
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Certificate of Authenticity
Submitted by Francisco García Rivera to the University of Skövde as a Master Degree Thesis at the School of
Engineering.
I certify that all material in this Master Thesis Project which is not my own work has been properly referenced.
Signature.
Francisco García Rivera
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Table of Contents
1 Introduction ................................................................................................................................................. 8
1.1 Background.......................................................................................................................................... 8
1.2 Problem definition and Goals .............................................................................................................. 9
2 Frame of References .................................................................................................................................. 11
2.1 Ergonomics assessment. .................................................................................................................... 11
2.1.1 Costs of Work-Related Musculoskeletal Disorders ................................................................... 11
2.1.2 Assessment Methods ................................................................................................................. 12
2.2 Motion Capture .................................................................................................................................. 13
2.3 Virtual Reality in Manufacturing Context ......................................................................................... 14
2.3.1 Virtual Reality, Definition and Types ....................................................................................... 14
2.3.2 Applications of Virtual Reality in Manufacturing ..................................................................... 15
2.3.3 Ergonomics of assembly processes in Virtual Reality .............................................................. 16
2.4 Human Robot Collaboration .............................................................................................................. 16
3 Literature Review. ..................................................................................................................................... 18
4 Method. ...................................................................................................................................................... 20
4.1 Feedback system able to inject information in the VR environment ................................................. 21
4.2 Simulation of the Assembly task using collaborative robot .............................................................. 26
5 Results ....................................................................................................................................................... 31
5.1 Ergonomic Evaluation Platform ........................................................................................................ 31
5.2 Simulation and advantages of the Assembly task using collaborative robot. .................................... 34
6 Discussion.................................................................................................................................................. 36
6.1 Ergonomic Evaluation Platform ........................................................................................................ 36
6.2 Simulation and advantages of the Assembly task using collaborative robot. .................................... 37
7 Conclusion. ................................................................................................................................................ 38
7.1 Future Work....................................................................................................................................... 38
8 References. ................................................................................................................................................ 40
Appendix 1: Colouring Criteria ......................................................................................................................... 47
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Table of Figures
Figure 1. Method 1. ........................................................................................................................................... 20
Figure 2. Method 2. ........................................................................................................................................... 20
Figure 3. Desired Data Flow Diagram............................................................................................................... 21
Figure 4. Data Flow Diagram ............................................................................................................................ 22
Figure 5. Data Flow Diagram. Part 1 ................................................................................................................ 23
Figure 6.Data Flow Diagram. Part 2 ................................................................................................................. 24
Figure 7. Link .................................................................................................................................................... 24
Figure 8. Data Flow Diagram. Part 3 ................................................................................................................ 24
Figure 9. Smart Textiles Interface ..................................................................................................................... 25
Figure 10. Data Flow Diagram. Part 4............................................................................................................... 26
Figure 11. Assembly Task with Collaborative Robot. ...................................................................................... 27
Figure 12. User's sight with collaborative robot ................................................................................................ 29
Figure 13. User's sight without collaborative robot ........................................................................................... 30
Figure 14. Attached to the controller ................................................................................................................. 31
Figure 15. World Forward ................................................................................................................................. 32
Figure 16. Corner of the Screen ........................................................................................................................ 33
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Index of Tables
Table 1. Primary and Secondary Objectives ..................................................................................................... 10
Table 2. Objectives Reached ............................................................................................................................. 33
Table 3. Objectives reached .............................................................................................................................. 35
Table 4. Colouring Criteria Arms ...................................................................................................................... 47
Table 5. Colouring Criteria Trunk ..................................................................................................................... 47
Table 6. Colouring Criteria Arm Speed............................................................................................................. 47
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Terminology
A
AR
Augmented Reality ............................................................. i
H
HRC
Human Robot Collaboration ............................................... i
HMD
Head Mounted Display ....................................................... i
H
MPMWS
Multi-Parameter Monitoring Wearable Sensor .................. i
P
PLM
Product Lifecycle management .......................................... i
S
SPMWS
Single-Parameter Monitoring Wearable Sensor ................. i
V
VR
Virtual Reality ..................................................................... i
VE
Virtual Environment ........................................................... i
W
WMSDs
Work Related Musculoskeletal Disorders .......................... 1
1. Collaborative workstations: Workstations which make use of a collaborative robot 8
1 Introduction
1.1 Background
Technological advances have driven the industry as well as its methods throughout the history.
According to many researches, industry is going towards a new stage called “Industry 4.0”. (Rüßmann
et al., 2015; Zhong et al., 2017). Industry 4.0 can be defined as the new trend in industry where the
communication and information systems are converging. Although the term is not quite clear due to
the amount of contributions from the part of: companies, research institutions, universities and so on,
it can be said that the term “Industry 4.0” stands for the next industrial revolution (Hermann et al.,
2016). According to (Rüßmann et al., 2015) Industry 4.0 is based on 9 different technologies whereas
“Augmented Reality/Virtual Reality” and “Advanced Robots” are two of them. These two topics
will be central areas of this investigation.
The applications in Industry of Virtual Reality (VR) are endless. In this investigation its application
in the design of workstations will be studied. The importance of considering production aspects in the
early stages of the product lifecycle has been demonstrated (Seth et al., 2011a), and how that can
increase the performance of the whole organization (Riedel and Pawar, 1997). “Production aspects”
can be a wide matter, however, it is logical that the design of workstations as well as their ergonomics
aspects can be included within that area, since the production capabilities as well as its quality are
intimately related with the ergonomic quality of the workstations (Falck and Rosenqvist, 2014).
More specifically, this research is going to study the ergonomic advantages of collaborative
workstations1 using VR. This technology enables the design of the workstations in a virtual
environment and actually test it with natural movement of the body prior to its construction (Zawadzki
and Żywicki, 2016). In addition, with the implementation of Motion Capture technologies (MoCap)
(“XSENS-Research,” 2019) and Software such as IPS (“Industrial Path Solutions–Fraunhofer-
Chalmers Centre,” 2019) a large number parameters of the workstations can be obtained (such as
ergonomic data, path collision, ease in assembly and so on). It enables the designer to have numerical
data about the workstation (Mathematical ergonomic evaluations, task time, ergonomic variety and so
on), improve it, adjust it and enrich it, based on mathematical principles, which can increase efficacy,
efficiency and commodity of its use as well as its design process.
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Another important basis of industry 4.0 is the implementation of autonomous robots able to work with
humans in a collaborative context (Human Robot Collaboration; Rüßmann et al., 2015), in which the
advantages of the humans (adaptability, decision making, judgement and so on) are combined with the
robots’ advantages (speed, precision, repeatability, perpetuity and so on) in order to adapt the
companies to the conditions (mass customization, mass production, regional customization and so on)
that the market is tendering to nowadays (Bahrin et al., 2016).
So far, VR and Human Robot Collaboration (HRC) have been briefly introduced. With the concepts
presented in this section the problem will be explained in the next.
1.2 Problem definition and Goals
The problem definition will be divided in two sections since there are two different problems as well
as two different main objectives. Although they are intimately related, they are still quite different.
Regarding the advances of VR technologies as well as the advances in simulation programs in the last
few years, a whole new line of possibilities has been initiated concerning simulations in VR. However,
although assembly tasks can be simulated in VR, there is no way to evaluate ergonomics aspects and
show them to the user in such scenario. Moreover there is a lack of investigations carried in the line of
ergonomic feedbacks in VR, thus, it is necessary to increase the knowledge in the scientific community
regarding this specific matter Therefore this project aims to:
Develop an ergonomic feedback system inside of the VR environment which permits the people
doing the manual assembly in VR to know how good (or bad) their postures are in real time
and how they can be improved.
In a certain operation at Volvo’s factory (in Skövde) the workers must do an awkward posture in order
to assemble one of the part of the trucks engine. They need to excessively rise their arms, which makes
the task uncomfortable and unsafe (especially for short workers, since they have to rise their arms even
more). The growth of the Work-related Musculoskeletal Disorders (see section 2.1) is more probable
for the workers performing this task.
Regarding this problem, a collaborative robot might be implemented in order to improve the ergonomic
aspects of that certain operation. By making use of the technologies presented in the last section, this
project aims to:
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Simulate assembly task that these workers have to perform in a Virtual Reality environment
by using Industrial Path Solutions (IPS) software developed by Fraunhofer Chalmers research
centre for industrial mathematics (FCC) and distributed by IPS AB as well as fleXstructures
(“flexstructures GmbH Kaiserslautern,” 2019). This software supports VR simulation through
Steam VR (“SteamVR,” 2019).
Study if the collaborative robot can make any improvements from the ergonomic point of view.
The assembly tasks will be created in IPS and then, by using the VR hardware as well as
Motion Capture equipment, ergonomic data will be collected in order to measure the
improvement that the implementation of the Collaborative Robot causes in the assembly task.
In table 1 the objectives are summarized.
Table 1. Primary and Secondary Objectives
Primary purpose Main Requirements Secondary Requirements
Development of an ergonomic
feedback system
Possibility of overlay
information in the VR goggles
Use X-Sens as Mo-Cap
equipment
Implementation of the system
in IPS
Creation of the assembly task
in IPS
Creation with robot and
without robot.
Ergonomic Comparison
As realistic as possible
(Vacuum Gripper, Tools,
Screens)
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2 Frame of References
2.1 Ergonomics assessment.
2.1.1 Costs of Work-Related Musculoskeletal Disorders
In the last few years, the importance of the ergonomic assessment has been increasing, since Work-
Related Musculoskeletal Disorders (WMSDs) in industries and services are causing both: economical
costs and health costs to developing and developed countries (Madani and Dababneh, 2016). The exact
economical costs due to WMSDs is difficult to calculate, due to the lack of standardization (Moar et
al., 2015), however, some investigations have been conducted to find out and measure the actual cost
of WMSDs in different regions. For instance in the USA, WMSDs causes around 32% of all the work
absences in all the industries (Antwi-Afari et al., 2017), (Bhattacharya, 2014) and it is recognized by
institutions such as National Occupation Research Agenda (NORA) as one of the most expensive
problems that the USA have to face nowadays (Ramos et al., 2017). This situation does not differ in
the European Union, where WMSDs suppose a cost of 476 billion euros per year (Pascual et al., 2019).
This situation still persists in developing countries such as Colombia taking the expenses of WMSDs
to a level of 171.7 million US dollars in the year 2005 (Piedrahita, 2006).
In sectors, such as semiconductors manufacturing, in which the main damages to the workers are
usually related to chemical products, WRMSDs are still among the health problems observed in the
workers. (Wong and Richardson, 2010). In other sectors of industry where the hard physical work is a
must, WMSDs are probably the major health problem among the workers, due to the repetitive weight
lifting (Antwi-Afari et al., 2017). In some sectors such as mining, fishing, or construction more than
70% of the workers have experienced health problems related to their work (Álvarez‐ Casado et al.,
2016). Apart from the economic costs, it also implies personal problems to the workers who are
suffering WMSDs, such as psychological problem and stress (Jose, 2012). Furthermore, many studies
have revealed that the WMSDs also increase the production costs of the factories due to a lack of
quality in the assembly. The productivity as well as the work quality can be severely reduced due to
poor working environment. (Falck and Rosenqvist, 2014; Falck et al., 2014, p. 2)
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2.1.2 Assessment Methods
Approaches for assessing the posture
Techniques for assessing workers have been around for some time already. Actually 20 years ago there
were already investigations within the methods/approaches and resources available at that time.
Systems such as Isotrack, Flock of Birds, 3space, were computer aided tools which made use of
kinematic sensors to keep track of the body posture. (LI and BUCKLE, 1999).
However the classification of the methods for assessing the workers has been very similar over the
years. The ergonomic assessment has been divided into similar categories by several papers. The
classification that is briefly shown below summarizes the different methods to assess the worker
related musculoskeletal load concisely and straightforwardly, according to different parameters.
(David, 2005):
Self-Report: Traditionally used to collect data from the workers. Newer self-report
methods include self-evaluation videotapes
Simple Observational techniques: it relies on ergonomics experts assessing the posture in
the workplace
Advance Observational Techniques: It includes videotapes and it also may include
dedicated software which analyses different parameters of the posture
Direct methods: It relies on sensors attached to the subjects to keep exact track of the
movement and therefore make an evaluation of the posture in real time. The level of
accuracy reached by these methods is higher than in any other one, although within this
category there are different levels of accuracy. In the investigation carried by Lee et al.
(2017), the direct methods are divided into two main categories.
o Simple systems that only monitors body motion: Useful to assess workers
exposures, measuring aspects such as intensity of flexion during the working
hours.“single-parameter monitoring wearable sensor” (SPMWS).
o Complex systems that collect motion and physiologic measures “multi-parameter
monitoring wearable sensor” (MPMWS) systems. Simple systems can only
measure data such as acceleration or posture, however the complex systems are
able to measure a wider range of data such as electrocardiogram or respiration.
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Methods to Evaluate Work load
Regarding the problem of Work Related Musculoskeletal Disorders, posture evaluation methods used
for ergonomic assessment have been developed, such as Rapid Upper Limb Assessment (RULA)
(McAtamney and Nigel Corlett, 1993)Rapid Entire Body Assessment (REBA) (McAtamney et al.,
2004), Ovako Working Posture Assessment System (OWAS) and so on. Their purpose is to identify
and assess risk factors in the workplace to be able to decrease unsuitable musculoskeletal load
produced by the tasks that the workers have to perform. The information that these methods provide,
can be applied to either design more ergonomic workstations (Feyen et al., 2000), improve the existing
workstations in somehow (Kushwaha and Kane, 2016) or provide the workers with ergonomic
feedback for them to have a proper use of the workstations (Mahdavian et al., 2018) .
RULA is one of the most used assessment methods nowadays due to its simplicity and its ease to
develop assessment software based on it (Lowe et al., 2018). Many posture assessment methods have
been developed based on the principles of RULA in combination with different approaches to keep
track of the body position, such as Microsoft Kinect (Haggag et al., 2013), video recording (Ansari
and Sheikh, 2014), and motion capture technologies (Lee et al., 2017).
2.2 Motion Capture
Motion Capture (also known as Mocap) is, according to the Cambridge English Dictionary: “the
process of recording the movements of people and objects, used for example in film-making, video
games, and sports”(“MOTION CAPTURE | meaning in the Cambridge English Dictionary,” 2019)
and according to the Oxford English Dictionary: “The process or technique of recording patterns of
movement digitally, especially the recording of an actor's movements for the purpose of animating a
digital character in a movie or video game”(“motion capture | Definition of motion capture in US
English by Oxford Dictionaries,” 2019).
However, the range of application of motion capture is much broader than recording human motion
with primary purposes related to gaming or filming industries. Other examples of fields of application
of Mocap are: robotics (Field et al., 2009), healthcare (Noonan et al., 2009), ergonomics (Yan et al.,
2017), etc.
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This project is focused on the applications of motion capture in the industry, more specifically, on the
posture assessment to the workers, based in motion capture and computer vision software. Regarding
this field, there are several types of motion capture systems, each of which uses a different technology
to keep track of the body movements. It can be divided into three main categories depending on the
technology used: Optical (Haggag et al., 2013), Inertial (Kim and Nussbaum, 2013) Magnetic
(Yabukami et al., 2000) and Mechanical (Gu et al., 2016).
In this project inertial system will be used. Regarding Inertial Measuring Units (IMUs) there are some
advantages over other systems, regarding latency, interference and range (Foxlin, 1996).The IMUs
and a computer are the only required equipment to keep track of the body with this kind of systems,
which supposes a big advantage for the goals of this project, since the construction of a demonstrator
and testing is much simpler. IMUs are usually composed by 3D gyroscopes, accelerometers and
magnetometers. More specifically, X-Sens will be used if the time allows. This system is able to
provided 6 Degrees Of Freedom (DOF) tracking of body segments, and it is composed by 17 IMUs
attached to different parts of the body (Roetenberg et al., 2013). The IMUs attached to the body are
constantly saving the kinematic data (up to 120Hz), which is sent to the X-Sens software and saved
there.
This system has been validated by several studies (Cognolato, 2012; Zhang et al., 2013) (Blair et al.,
2018) and it has been used successfully in several projects (“BALANCE | Augmentation in
Locomotion, through Anticipative, Natural and Cooperative control of Exoskeletons.,” 2019; “Andy
Project - Home,” 2019; “Bewegingsanalyse,” 2016).
2.3 Virtual Reality in Manufacturing Context
2.3.1 Virtual Reality, Definition and Types
The foundation of Virtual Reality as it is known nowadays is attributed to Jaron Lanier, (Firth, 2019).
Virtual Reality is “The computer-generated simulation of a three-dimensional image or environment
that can be interacted with in a seemingly real or physical way by a person using special electronic
equipment, such as a helmet with a screen inside or gloves fitted with sensors.” (“virtual reality |
Definition of virtual reality in English by Oxford Dictionaries,” 2019).
Virtual Reality can be divided into three main categories regarding the immersivity achieved by the
system. (Mujber et al., 2004a)
Non-Immersive VR: in which joysticks and screens are used
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Semi-immersive VR: large monitors or projectors are used and the immersivity accomplished
is slightly superior than the last category
Immersive VR: Globes and accelerometers as well as goggles are used to reach a fully
immersive experience.
The growth of the gaming industry has brought a big market of commercial immersive VR equipment
(Watson, 2017), and due to the competence, accurate VR equipment has become “inexpensive”
(around 10000SEK) and standardized. These facts, together with the possibilities and application fields
of VR have supposed an advance in the number of investigations related to VR that are being carried
out nowadays.
The equipment that is used in this project is the HTC VIVE equipment. The main characteristics that
it has to fulfil due to the requirements of this project are related to latency (22 ms) and precision. This
equipment fulfil satisfactorily the requirements for this investigation, and it has been successfully used
in many other similar projects (Soffel et al., 2016;Egger et al., 2017) without issues observed and even
superior to other similar VR systems in pick-and-place-type tasks. (Suznjevic et al., 2017)
2.3.2 Applications of Virtual Reality in Manufacturing
Usually VR is associated to gaming, however there are many more applications in which VR is
becoming a tool to take into consideration, such as healthcare (Seymour et al., 2002), manufacturing
(Mujber et al., 2004b), of course gaming (Zyda, 2005;Kilteni et al., 2013) and so on.
In this project, the central topic will be the application of VR in manufacturing. VR aims to create a
computer-generated world in which the user can immerse, walk around and interact with the
environment, which applied to the industry, it is defined as Virtual Manufacturing (VM); this concept
was first introduced by researchers of the university of Maryland 24 years ago (Lin et al., 1995).
Nowadays, due to the facts shown down below, the companies are trying to implement Virtual Reality
in their production/design method.
Increasing competence that affects to the companies and the pursuit of reducing costs and
increase the efficiency in all of the cycles of the product’s life (Zhong et al., 2017)
Demand from part of the companies to reduce the time from conceptualization to production
(Mujber et al., 2004a)
Advances in computing power, and the consequent reduction of prices in heavy computing
tasks such as VR (Azuma et al., 2001).
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The applications of VM are endless, down below a short list of the applications of VM in different
areas of the companies is shown (Mujber et al., 2004a):
Design
o Functionality
o Human Interaction
o Environment
Operation management
Manufacturing processes
Machining:
Assembly
This project is focused on the application of VR in ergonomic aspects of manual assembly processes
and Human Robot Collaboration (HRC).
2.3.3 Ergonomics of assembly processes in Virtual Reality
Assembly processes causes the majority of a product`s production and design costs, therefore, the
development of a proper assembly plan is essential in the early stages of a product. (Seth et al., 2011a).
The virtual reality allows the designers to implement their ideas in a virtual environment and test them
realistically, and thus, to prepare and perform assembly operations, sequences and so on. Therefore
the operations can be realistically tested in the early stages of the product lifecycle, allowing the
designers the improvement of ergonomics or efficiency in the workstation based on data obtained from
the simulations in virtual reality (Riedel and Pawar, 1997).
A powerful tool to virtually test ergonomic aspects in assembly tasks are computer manikins, which
are computational representation of the human body based on anthropometric measurements. These
digital human models allow the testing of different parameters of the product or the production line,
saving time and gaining accuracy in the results (Dukic et al., 2007).
2.4 Human Robot Collaboration
Mass customization as well as the increase of efficiency in production in recent years are demanding
more flexibility and changeability in the assembly lines in industry. The size of the batches is
decreasing as the personalization for the customer increases. It is argued that assembly tasks can be
better performed if they are robot assisted and human guided.(Krüger et al., 2009). The basis that this
idea is built upon, is that humans do what are best at, and robots do what they do best. Speed,
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productivity and continuity of robots can be combined with human flexibility which can provide
enormous advantages for the production line.
Human Robot Collaboration is usually categorized in two ways,” workspace sharing or workspace
and time sharing” although it can be deeper categorized depending on the level of interaction between
the Human and the Robot. One of the primaries concerns of the companies is always the security of
the workers, which have made the implementation of collaborative robots in industry slightly slower
due to possible collisions and so on (Michalos et al., 2015). Some companies such as BMW have
already introduced robots to work with the humans which share work-area and worktime in order to
avoid repetitive weight lifting and hence injuries with (specially low-back injuries) (Knight, 2014). It
has been demonstrated how Human-Robot Collaboration can provide with reduction of ergonomics
concerns since it can provide a decrease in physical work and cognitive loading (Cherubini et al.,
2016).
This project will be focused on collaborative workstations in which human and robots share the
working space, time and tasks. Since the main topic studied in this project is the virtual simulation of
human robot collaboration tasks, next section will be focused on it.
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3 Literature Review.
Several studies have been conducted in the field of Virtual Reality with different purposes. In the
industrial field, as it was mentioned, VR has a wide range of application, however in real-world
companies it has not been actually used until recent years due to its development stage, and although
there are some inexpensive commercial equipment as well as many ongoing projects, VR is still more
present in the research institutions than in the actual industry.
In the project performed by Michalos et al. (2018) the workplace is analysed by using VR techniques.
It is mainly focused on the factory layout analysis from the Lean manufacturing layout according to
the data obtained from Lean Tools. They state that the reduction of time related to the elimination of
computer simulation is significant, due to (among other factors) the use VR tools. Assembly operations
in VR (Virtual Assembly) were also validated by (Seth et al., 2011b) who state that the use of Virtual
Assembly can reduce the amount of money and time when testing new workstations. So far it has been
shown that VR can be useful at factory level as well as single operation level. Next steps in the
literature review was to find out if human beings can act naturally with the virtual environment when
they are performing assembly tasks.
One of the main industry applications of VR is to train operators for assembly tasks. Many researching
projects have been performed in this specific field. The results show that there is a good learning rate
which does not differ significantly from actual assembly training with real objects. (Murcia-López and
Steed, 2018; Pallavicini et al., 2015; Boud et al., 1999). These research results are useful in this
investigation since now it is known that assembly tasks in virtual reality feels real for a human being,
and if people can learn how to perform a task in VR, it is very likely that they learn how to perform it
with a correct posture by using the feedback system that is intended to be developed. Also ergonomics
aspects have been studied in VR as well as AR showing that VR can be a better tool to study Human
Factor/Ergonomics than AR, and it validates the study of the ergonomic aspects in the virtual prototype
(Aromaa and Väänänen, 2016).
Moving to human robot interaction using VR, some researches have been carried in this subject . It
has been demonstrated that robot appearance and robot movements affect the user perception in
collaboration tasks, although a more anthropomorphic robot does not necessarily improve the
perception of the user, and neither does anthropomorphic movements, since the user might not find it
efficient for collaboration tasks, generally, it seems that human collaboration tasks in a virtual reality
context are well accepted by the user (Weistroffer et al., 2013). Within this field telepresence is being
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also quite studied in the research and includes human robot collaboration. Some projects in
telepresence to teleoperate robots have been developed with impressive results (Lipton et al., 2018;
Rosen et al.; 2018; Tran et al., 2018) in which the robot could be teleoperated by using the same
technologies that are going to be used in this project. Although these three projects does not have the
same objectives as this one, they show technical matters which are quite useful in this investigation.
There is a lack of articles focussing on ergonomic feedback systems in a VR environment. The current
investigations mostly provide the feedback in a real environment by using any of the technologies
exposed in the section 2.2. Although the technologies that are used can be slightly different such as
Kinect (Martin et al., 2012) or inertial sensors (Battini et al., 2014), the objectives and the methods are
quite similar. The body movement is tracked, the posture evaluated and base on those evaluations,
some ergonomic feedback are given. These feedback can stimulate vision, hearing or touch. According
to some researches, sight feedback seem to be the most effective. (Hu et al., 2012).
From this literature review some interesting conclusion can be extracted. They will be summarize as
follow.
VR can save money as well as time when testing out new workstations, products and methods.
VR feels natural when the user is interacting with product and it is useful to train workers since
the learning rate when VR is used does not differ from the learning rate when the actual objects
are used.
The best way to make the ergonomic feedback to have effect on the posture of the workers is
show them visually.
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4 Method.
The methods used to reach the objectives of this project include two processes since two different
objectives are aimed to be reached:
Create an ergonomic feedback system able to inject information into the VR environment when
using IPS. (Figure 1)
Figure 1. Method 1.
Measure the ergonomic advantages of HRC, for which the process shown in Figure 2.
Figure 2. Method 2.
Implement Smart textiles
software.
Development of Virtual
Screen
Collect and understand the code for
VR in IPS
Gather information about VR in
IPS
Measure (ergonomically) the advantages
of HRC
Test them both with different
users
Creation the task (in IPS) without the
collaborative robot
Creation of the task (in IPS) with the collaborative
robot
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The second method needs to rely on the first one, since the ergonomic evaluation will be done by using
the software developed in the first method.
4.1 Feedback system able to inject information in the VR
environment
This system, due to the development stage of the VR functionality of IPS as well as the difficulty of
editing the source code of IPS will involve several software programs, and the data flow among these
programs will be slightly complex. Therefore, to start, in the list below the main pieces of code are
presented.
OpenVR
SteamVR
OpenDesktop
OpenVR can be quickly defined as a piece of code inside of the IPS source code which is used as a
connection between IPS (program drawing the 3D environment) and SteamVR, whereas SteamVR is
used to connect with the VR hardware (HTC VIVE in this case). To make a more efficient connection
between this feedback system and the VR hardware, the best option was to edit the OpenVR code
inserted into the source code of IPS to be able to show this information into the goggles (Figure 3)
Figure 3. Desired Data Flow Diagram
However, that was not an option since there was no access to this source code and the complexity
would be too high to make it in 5 months, in addition the integration of X-Sens in this system , was
not an option either due also to the time constrain. Therefore the second best option was to overlay the
22
information into the VR environment from a different software. In other words, using another program
(external to IPS and SteamVR) which injects information into the VR environment. Instead of using
X-Sens, the ergonomic evaluation platform called Smart Textiles developed at the university of
Skövde (Mahdavian et al., 2018) was used since it already includes ergonomic evaluation as well as
the hardware necessary to do it.. The problem with this approach, is the complexity of the data flow
among all the programs (Shown in Figure 4)
Figure 4. Data Flow Diagram
To get a better understanding of this flowchart, it will be divided into smaller parts. First one will be
the beginning of the data flow, starting up with IPS. The task as well as all the 3D elements (manikins,
robots, solids, tools, environment and so on) are either created in IPS or imported into it. Therefore, it
is going to be the starting point of the data flow. IPS connects to the HTC VIVE equipment by using
OpenVR as well as Steam (Figure 5).
23
Figure 5. Data Flow Diagram. Part 1
OpenVR is a public API and it can be defined as the piece of code which is in charge of making the
VR environment run. It calculates the lens distortion, get some information about the hardware
(connected devices) and some other things regarding matters related to the display. It also renders 3D
content (virtual bounds, objects and so on) as well as 2D content (such as menus, icons, buttons and
so on). Although OpenVR can be implemented in any 3D software, SteamVR is still needed to run
protocols in a lower level of abstraction such as getting a correct frame-rate, applying barrel distortion
or getting and interpreting more complex information from the hardware such as positioning from the
sensors, Head Mounted Display (HMD), or controllers as well as the inputs/outputs of these gadgets.
When all this information is gathered, rendered and so on, it is shown to the user. This user is going to
have a certain perception of the environment and tasks that he/she has to perform, and his/her
movements will be based on his/her perception of the environment. Here is where motion capture gets
in.
Moving on to the next phase of this data flow, as it was mentioned, according to the perception of the
users, they will have different movements, and hence posture. It is worth to mention, that the absolute
position of the user inside of the VR environment is collected by the VR equipment.
IPS
OpenVR
SteamVRHTC
equipmentUser
24
Figure 6.Data Flow Diagram. Part 2
Figure 7. Smart textiles (Mahdavian et al., 2018)
The posture data will be collected by Smart Textiles equipment. The movements of the user could be
defined as the “input” data of the ergonomic evaluation platform, which will be collected by the motion
capture equipment (Figure 7) and sent to the software via Bluetooth which corresponds with the part
of the diagram shown in Figure 8.
Figure 8. Data Flow Diagram. Part 3
Afterwards, while the ergonomic evaluation is being executed, it will be mirrored by a program used
to inject information into the VR equipment and then overlay into the VR environment, in order to
make the user able to see the ergonomic feedback and correct her/his movements if they are wrong in
any way.
25
The information that the user will see while interacting in the VR environment will show the
different parts of the body coloured according to the ergonomic evaluation (Appendix 1) of each one
of them (Figure 9). For instance, if the left arm is placed in a good position, it will be coloured in
green, if the position is not that good, it will be coloured in yellow, and if the position is hazardous, it
will be coloured in red. Since the user can see in real time this evaluation, they can make use of the
information to improve their posture. (Colour Criteria in Appendix 2). Figure 10 shows the part of
the diagram which corresponds to this step of the data flow.
Figure 9. Smart Textiles Interface
26
Figure 10. Data Flow Diagram. Part 4
In list below all of this data flow is summarized in order to get a better understanding and a global
view.
1. The task is created with IPS
2. IPS connects to HTC Vive through OpenVR (inside of IPS’ code) and SteamVR (software
distributed by Valve)
3. The user reacts and interacts with this VR environment.
4. Her/his posture is collected by the Motion Capture equipment ( Smart textiles)
5. The data is sent to an Ergonomic Evaluation Platform
6. The data of this platform is mirrored into the VR environment so the user can correct her/his
posture
4.2 Simulation of the Assembly task using collaborative robot
The task was imported to IPS by making use of the CAD provided by the University investigation.
Figure 11 shows a 3D representation of the task done.
27
Figure 11. Assembly Task with Collaborative Robot.
There were, however, some issues regarding the creation of the task explained in section 1.2. The
actual gripper that is going to be used at Volvo Factory’s is a vacuum gripper, however this one could
not be properly imported to IPS for which the gripper that was used is a Hand-E adaptative gripper.
Nevertheless, it does not affect to the objectives of this project, since what is actually going to be
studied is the ergonomic improvement that the implementation of this robot implies in this specific
assembly task.
28
Afterwards the task was performed in VR with the Smart Textiles equipment on. This task was
performed with and without robot as it is shown in the pictures down below, in order to compare the
ergonomic advatages of the task using robot to the task without robot.
Figure 12 shows the states before and after the operator make any movements when the robot is
implemeted. Figure 13 shows the state before and afer the operator make any movements when the
robot is not implemented
29
Figure 12. User's sight with collaborative robot
30
Figure 13. User's sight without collaborative robot
31
5 Results
5.1 Ergonomic Evaluation Platform
The ergonomic evaluation platform was implemented in VR. In the pictures down below it is shown
how it looks like. There are three ways of showing the feedback. The virtual screen can be:
Attached to the controllers (figure 14),
Figure 14. Attached to the controller
Shown in any direction of the virtual world (figure 15),
32
Figure 15. World Forward
Placed at the corner of the user’s sight all the time (figure 16).
33
Figure 16. Corner of the Screen
With the system developed in this project the user is able to see his/her ergonomic evaluation while
performing assembly tasks.
In table 2 the objectives aimed to be reached at the beginning of this project (regarding this part of the
investigation) and the objectives that actually were reached is shown.
Table 2. Objectives Reached
Objectives State
Develop an ergonomic feedback system inside of
the VR environment
The system was successfully developed
34
Use X-Sens as Mo-Cap equipment for this project The Mo-Cap equipment that was used was not X-
Sens due to technical limitations
Implement the system inside of IPS Although this system is not implemented inside of
IPS it can be seen inside of VR using IPS
5.2 Simulation and advantages of the Assembly task using
collaborative robot.
The task was simulated as shown in section 4.2. The position data of trunk, left arm and right arm was
collected with the smart textiles equipment, and then, evaluated with the smart textiles software. The
results are shown in figures below.
Figure 17 corresponds to the task without using the collaborative robot. The percentage together with
the colour stands for the proportion of time that the arm has been in a correct posture (green), medium
posture (yellow) or incorrect posture (red). To see the colouring criteria in more detail appendix 2
Figure 17. Ergonomic Evaluation without Robot.
Figure 18 corresponds to the task using the collaborative robot.
Figure 18. Ergonomic Evaluation with Robot.
35
Table 3. Objectives reached
Objectives State
Creation of the assembly task in IPS The task was successfully created
Creation of this task with and without the robot They both were created
Implement: gripper, screwdrivers, assembly
instructions and so on.
The time did not allow to make it more realistic
36
6 Discussion
6.1 Ergonomic Evaluation Platform
As it is shown in section 5.1, the system to show ergonomic information in the VR environment was
successfully developed, however some of the objectives that were intended to be reached could not be
properly fulfilled as it is shown in table 2.
Nonetheless the system works, and it enables the possibility to see the ergonomic evaluation inside of
the VR environment when doing assembly tasks which ultimately was the main purpose of this project.
The approach used in the construction of this system has been considerably complex, and in order to
run the Evaluation software it is necessary to run 5 programs at the same time (IPS, Smart Textiles,
Smart Textiles’ Server, Smart Textiles Android application, and the program to overlay in VR). It
makes it difficult to use, and unless the user has deep knowledge about how this system works, an
specialist is needed to set it up and run it. In addition it makes it more likely to fail, due to the fact that
if a program stops working, everything collapses.
Nevertheless, it appears to be valid first prototype, and furthermore, it is necessary to consider that this
system’s audience is rather small, therefore, it might be too time consuming and probably unnecessary
to spend a time and a resources developing it if it is not going to be used by anyone who is not an
expert in this matter and actually can easily learn how to use this system as it is at this point.
Moreover, there is no (according to the literature review) system similar to the one developed in this
project, and it can open interesting investigation lines regarding how people behave when they are
using VR, and how they respond to different visual stimulus regarding their position and so on. It is
interesting that the information can be shown in different ways as it is shown in section 5.1. since
different information can be shown for different purposes. For instance, instead of showing an
ergonomic evaluation, information such as instructions in form of videos or text can be shown as well,
with purposes of training workers or improve the instructions based on the performance of the people
using them.
37
6.2 Simulation and advantages of the Assembly task using
collaborative robot.
As the result have shown, there is a clear advantage when the Collaborative Robot is implemented. As
it can be seen in the figures 17 and 18, the main difference when the robot is implemented: only one
of the arms goes to an incorrect position (not even reaching the state of hazardous position), whereas
when the robot is not implemented both of the arms are in a incorrect position for a while and then it
reaches the state of hazardous position for a considerable period of time. However there are some
things to discuss about these results.
The task was tested just by one person, although it should have been tried on more people in
order to have results from a wider target group, however, there was not time to make several
test.
The evaluation the weight is not included, however, it is clear that the robot is going to suppose
a clear advantage regarding that matter since the operator would not have to lift the piece up.
There was a lack of information from part of the company regarding the implementation of the
robot, for instance,
o it was not really clear what the robot was supposed to do (Only lifting, lifting and
screwing)
o The layout of the workstation was not specified from the part of the company, there
were just some guidelines such as:
the robot should be behind the engine
The operator should be on the other side
No base for the robot was specified and no distance between the robot and the
engine were specified
o The task time as well as the additional tasks within that workstation were not specified
either.
Only the position of the arms and trunk was collected due to limitations of the equipment
Regarding all of this parameters mentioned in list above, there might be some changes on the outcome,
however it was clear that the implementation of the robot was going to bring ergonomic advantages,
and it has been demonstrated mathematically how the posture of the worker performing that task
improves when the robot is implemented.
38
7 Conclusion.
This investigation aimed to reach two different objectives, and although they are related regarding the
ergonomic perspective of both, ultimately, they were quite different concerning the approach as well
as the results.
The main conclusions extracted from this project are:
Now it is possible to see the ergonomic evaluation while performing assembly tasks inside of
VR environment, which brings new investigation lines especially related to cognitive
ergonomics (How do people react to Virtual Feedback and so on).
VR has a great potential and there are a lot of tools to make things that 10 years ago were
beyond imagination.
Although the complexity to run this program is quite high, it works reasonably well, and it is
able to show the information given by the smart textiles platform with a satisfactory latency.
The robot makes a great ergonomic improvement in the task from the ergonomic point of view,
although no more aspects (productivity, workload and so on) could have been studied, from
the ergonomic point of view the robot implies an advantage.
This feedback system is (according to the literature review) quite innovative, and as in all the
innovations there is always a better way to do it. It has been mentioned several times that the
complexity of use might be too high for an average user, however there are more aspects that can be
improved, such as efficiency in the code, implementation in more programs and possibility to launch
this system just by using the VR controllers. All in on, this system can be defined as a starting point
of showing information when performing assembly tasks in a VR environment. More information can
be shown and this system can be applied to more fields apart from the ergonomics (for instance
instructing workers, having additional information that might be important in the assembly,
teleoperation of robots and so on).
7.1 Future Work.
The system developed in this project sets the base for future studies within the VR field. As it was
mentioned in the literature review, there is a lack of knowledge regarding how the people react to
feedbacks in VR, and if these feedbacks can be useful in reality when the users go from the virtual
world to the real work. With the system in its actual state this kind of investigations can be perfectly
39
carried, however, further development of the system can be useful to make these investigations more
efficient and more reliable.
To make these investigations more efficient, the implementation of this system as a functionality of
IPS would be a great achievement, since any average user of IPS would be able to .launch the feedback
system in VR and the data could be directly analysed with IPS making the whole process faster.
To make this investigation more reliable the implementation of X-Sens rather than Smart Textiles is
the best option to continue this project, given that this Motion Capture equipment is able to provide
with more (since it has more sensors) and more accurate data (since it has better latency). This
implementation would make the ergonomic evaluations more reliable and more accurate.
Regarding the HRC analysis, the future work includes:
Test out the virtual scene with a wider target group to be able to analyse numerically how much
the margin for improvement is. .
Improve the Virtual Scene by using more data given by the company
Test it out by using an improved system with the advances stated above in this section7
When these issues are solved, the analysis of the possible improvement that the robot can achieve will
be quite solid.
40
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1. Collaborative workstations: Workstations which make use of a collaborative robot 47
Appendix 1: Colouring Criteria
Table 4. Colouring Criteria Arms
(Arvidsson et al., 2017), (Lind, 2017)
Table 5. Colouring Criteria Trunk
Table 6. Colouring Criteria Arm Speed