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www.elsevier.com/locate/compind
Computers in Industry 58 (2007) 46–56
Virtual hands and virtual reality multimodal platform to design
safer industrial systems
Mamy Pouliquen a,b,*, Alain Bernard a, Jacques Marsot c, Laurent Chodorge b
a IRCCyN – Institut de Recherche en Communications et en Cybernetique de Nantes, Ecole Centrale de Nantes,
1 rue de la Noe, BP 92101, 44321 Nantes Cedex 3, Franceb CEA List, 18 route du Panorama, 92260 Fontenay aux Roses, France
c INRS – Institut National de Recherche et de Securite, avenue de Bourgogne, BP 27, 54501 Vandoeuvre Cedex, France
Received 5 August 2005; received in revised form 24 February 2006; accepted 13 April 2006
Available online 6 June 2006
Abstract
To face with the competitiveness in product design, industrials come up with the solution to use virtual reality (VR) techniques. Coupled with a
dynamic simulation, those techniques lead to natural user interactions with virtual environments (VE). Our research focuses on how to model the
hands of the operator because they allow him to interact with the environment.
In this paper, we address the problem of VR applications to design for a better integration of safety and health requirements. After reviewing the
industrial applications using VR, we present our virtual hands which are coupled with a virtual press-brake by using a system of motion capture and
a force feedback device. Thus, the operator can interact in real-time with the VE. Our simulation tool is also interfaced to a product model that
allows configuring the machine itself. As a result, we are able to estimate the risk level of this machine tool.
# 2006 Elsevier B.V. All rights reserved.
Keywords: Design process; Human–computer interactions; Virtual reality; Physically based animation; Risk prevention
1. Introduction
The evolution of the market demands the reduction of time-
to-market owing to the increasing pressure on product design
[1]. Industrials have to face a challenge that can be divided into
three actions:
� u
*
01
do
sing the newest techniques in design;
� r
educing the time-to-market as much as possible;� d
ecreasing the design cost by investing the least possible.These constraints have lead to the introduction of new tech-
niques into the design process [2]. Thus, the digital mock-up
has modified the design cycle. The use of CAD tools allows
visualizing a system in 3D space for a project review for ex-
ample. Since the nineties, industrials have taken advantage of a
new tool to face with competitiveness: virtual reality (VR). This
helps the designers to assess different concepts before the
manufacturing stage [3,4] or to train for maintenance [5] like
Corresponding author. Tel.: +33 2 40 37 69 57; fax: +33 2 40 37 69 30.
E-mail address: [email protected] (M. Pouliquen).
66-3615/$ – see front matter # 2006 Elsevier B.V. All rights reserved.
i:10.1016/j.compind.2006.04.001
assembly/disassembly process. As a result, this new way to
explore the numerical data speeds up the qualification and the
introduction of the new products, decreases cost production and
helps to communicate better with the clients about the new
products.
The current challenge is to take into account the human
being in order to simulate better the interactions between men
and machines and also to generalise the use of the ergonomic
qualification in the design stage [6]. Even if the development of
VR offers new possibilities to better simulate and understand
the human/system/environment interaction [7] thanks to haptic
interaction coupled with dynamic simulation (that is the
simulation of the physical behaviour of the objects and
environment), human modelling is still an open issue. As the
hand is the main interface with the environment, we focus on
the modelling of virtual hands for VR applications such as risk
prevention (e.g. to estimate the degree of hazard of a machine
tool) or maintenance (e.g. to estimate the workspace required
for the operator’s hands and tools).
In this paper, we propose the use of VR-techniques to
simulate better the interactions between man and machine, and
also to estimate the risk level of the working situation that
M. Pouliquen et al. / Computers in Industry 58 (2007) 46–56 47
means {operator–machine–environment}. Not only do we
present a virtual hand to take into account the operator, but we
also propose a method to design safer systems by introducing a
risk index in our dynamic simulation tool.
The rest of the paper is organised as follows:
� S
ection 2 reviews previous and related work;� S
ection 3 overviews the physically based model of the hands;� S
ection 4 deals with the control of the hand;� S
ection 5 presents the dynamic simulation tool: the virtualpress-brake;
� S
ection 6 shows the virtual reality multimodal platform;� S
ection 7 concludes the paper and presents some discussions.2. Previous and related work
A set of parameters is essential to obtain a realistic
simulation with VR-techniques:
� a
natural user interaction which means a good model of thehands and the use of devices such as data gloves and haptics;
� re
al-time frame rates that require algorithms able to achievekilohertz rates for collision detection and multi-contact
resolution;
� a
ccurate dynamic models.The trade-off between all these conditions should improve
the immersion feeling. In our case, we focus on natural user
interactions: that means the simulation of grasping tasks. First,
we present the different models for the hand. Then, we sum up
the previous studies of risk prevention that use VR. We
conclude with the description of our needs and the specifica-
tions of our model.
2.1. Previous models for the hand
The hand is a complex organ. It is made of bones, tendons,
muscles, fat tissues, blood vessels and so on. That is the reason
why there is no complete and sophisticated model of the human
hand for simulation. In this paper, we focus on hand modelling
and animation for grasping tasks. Actually, most of the models
to grasp and to manipulate virtual objects are rigid models.
Rijpkema and Girard [8] studied strategies for grasping. He
identified different approaches based on the biomechanics of
the human hand and on the geometry of the object to define the
main ways of grasping. Then Boulic Rezzonico and Thalmann
[9] presented a model to manipulate virtual objects by using
several sensors fixed on the joints of the hand. In that case, the
measured data and inverse kinematics allow the user to grasp
objects. After rigid virtual objects, Hui and Wong [10]
introduced the handling of deformable objects in real-time
by using a CyberGlove. The grasping is done by solving the
contact equations between the rigid fingers and the finite
element object. Schmidl and Lin [11] proposed a method to
manipulate virtual objects with geometry-driven physics.
Handling is realised by using collision detection and kinematics
methods. It is not effective in our context. The most relevant
model for our research was proposed by ElKoura and Singh
[12]. A data driven approach is adopted to generate the motion
of a virtual hand playing the guitar. In our approach, instead of
using a muscle model to control the virtual hand, we drive it via
a data glove. The best model is proposed by Barbagli et al. in
Ref. [13]. It allows grasping an object by the fingertips of the
thumb and the index. To get a stable posture, they have taken
into account the normal forces and the friction torques; thus, the
object cannot rotate around the axis made by both interaction
points of the tips. Moreover, thanks to a compliance when there
is a contact they simulate the deformation of the pulp of the
fingers. Recently, Pollard and Zordan [14] has presented a
physically based simulation of grasping by using motion
capture and example-based techniques. Key positions of the
hand are saved and replayed automatically by an algorithm.
Then the virtual hands are controlled by human motion data via
control laws and inverse dynamics. As a result they can
simulate in real-time two-hand interactions with a good
physical realism.
Our model is based on Refs. [12–14]. But in our case, we use
motion capture data and data gloves to animate our virtual
hands and we take into account the forces and torques exerted
on the hand via control laws.
2.2. Risk prevention and virtual reality
Everyday human–machine interaction is far from an error-
free process. Accident risk is always present and it can be
explained by the differences between the work situation
defined by the designer and the real one. Moreover, the degree
of hazard mainly depends on the interactions between the
operator and the environment. Consequently, safety issues are
to be considered in every stage of design since decisions will
often have an impact on the safety of a product or production
[15].
In the late nineties, experiments carried out by the National
Institute for Occupational Safety and Health (NIOSH) [16] and
the Finnish Institute of Occupational Health (FIOH) [17]
involving handling and working at a height gave the first
interesting results of safety analysis procedures with VE. At the
same time, Bell and Scott Fogler [18] has performed several
simulations for hazard analysis in chemical engineering.
Recently, Maatta [19] has shown in his PhD dissertation that
VR-techniques have improved the safety analysis in case
studies like a steel converter plant or a coil conveyor system
and, that visualization by computer modelling can be
effectively used for the safety analysis purpose. In the same
concept, INRS, the French National Research and Safety
Institute, is studying how to combine the occupational risk
prevention viewpoint with VR-techniques to achieve a better
integration of prevention at the work equipment design stage
[20]. On the one hand, the purpose is to demonstrate that, by
providing the designer with virtual operating resources, VR
enables him to check, by successive iteration, that procedures,
operating instructions, etc., foreseen in relation to equipment
operation, neither introduce specific risks nor degrade the
system level of safety. On the other hand, the same VE can be
M. Pouliquen et al. / Computers48
used to train a workforce in assembly, operational and
maintenance tasks to increase their skill levels and safety
awareness. Indeed, in addition to the technical design of a
machine, its use must also be designed. As a result, training
represents an essential component of the occupational risk
prevention system.
2.3. Problematics
In our case, a specific application case (e.g. folding of sheet-
metal plates) has been retained because of the advantage it
offers in prevention terms. Then, we simulate a press-brake to
study means of enhancing the safety analysis procedure in the
design phase of a machine system with VE. Accidents with this
industrial machine tool often cause severe damage for the
operators. Moreover, it is difficult to improve the safety of such
a system owing to the wide range of bending applications
realised. To analyse the degree of hazard of the human–
machine interaction in this case, we have to model the hands of
the operator. As a result, we need multibody hands to interact
with the virtual press-brake and to grasp the virtual sheet-metal
work piece.
Our main objective is to make the simulation of the
interaction with the virtual press-brake the most realistic
possible and to study the benefit of VR to estimate the degree of
hazard of given configurations of the virtual press-brake [21].
As VR-techniques lead to a retroaction loop, this simulation
should give results to be used to improve the final tool machine.
The interaction with the VE should be a good metaphor for the
real one, and in the process, levels of residual risks originating
in design should thereby be reduced.
In next section, we propose a model for the hands of the
operator. This is a physically based model as we take into
account the anatomy and the biomechanics of the human hand.
3. Physically based virtual hands
The human hand is a fertile area of research in many
disciplines such as medical fields, computer graphics or
robotics. In our simulation, the virtual hands allow the
operator to interact with the sheet-metal work piece and the
virtual press-brake. As a result, we need a multibody system
to grasp and manipulate the work piece. To achieve a good
feeling of immersion, it is essential that virtual hands behave
as in real life. That is the reason why our model takes
biomechanics into account to define a human-like kinematics
model. In this section, we describe the model used for our
virtual hands.
3.1. Biomechanics and kinematics
The skeleton is made up of 27 bones (Fig. 1) [22–24]:
� [
8] short bones called carpals;� [
5] metacarpals;� [
14] phalanges divided into three types: proximal (5),intermediate (4) and distal (5).
The hand is articulated by 28 degrees of freedom (DOF): 6
DOFs for the wrist and 22 DOFs for all the joints of the fingers
(Fig. 2) [22–24].
Each finger, except the thumb, is modelled by three
phalanges linked by four hinges: three hinges for the flexion/
extension movements and a hinge for the abduction/adduction
movements.
The thumb is more complex and owing to its high mobility,
we have used a ball and socket joint that means 3 DOFs.
3.2. Interdependence relationships
The movements of fingers are highly constrained because
some postures are unreachable. The actions of the muscles
and tendons and the anatomy of the human hand can be
translated by constraints and limits to take into account
between the joints of a virtual hand [23,25]. There are static
constraints and dynamic constraints. The first ones are the
angular limits of the range of finger motions, in flexion/
extension—noted ( f /e) and in abduction/adduction—noted
(a/a). As a result, hand articulation is limited within a
boundary as for instance the limits of the joint between the
carpal and the first phalange, called uMCP( f /e), which is given
by the following relation:
0� � uMCPð f=eÞ � 90� (1)
As for the dynamic constraints, they describe the correlations
among different joints. On the one hand, they symbolize the
dependencies between the phalanges of a finger (Eq. (2)). For
example, the motions of the DIP joint and PIP joint are
dependent (see Fig. 1 for the localisation of the joints). They
can be described as:
uDIPð f=eÞ ¼ 2
3� uPIPð f=eÞ (2)
with, respectively, uDIP( f/e) and uPIP( f/e) the angles at the DIP
joint and PIP joint in flexion/extension motion.
On the other hand, these constraints translate the relation-
ships between the joints of the nearest fingers. For instance, the
flexion (respective extension) of the proximal phalange of the
index finger or that of the ring finger forces the flexion
(respective extension) of the proximal phalange of the middle
finger. We obtain the following equation:
umiddleMCP ð f=eÞ� supðuindex
MCP ð f=eÞ � 25; uringMCPð f=eÞ
� 45; umiddleMCP ð f=eÞminÞ (3)
with, respectively, uindexMCP ð f=eÞ, u
ringMCPð f=eÞ and umiddle
MCP ð f=eÞ the
angular positions at the MCP joints of the index, ring and
middle fingers, and with umiddleMCP ð f=eÞmin the minimal angle of
the proximal phalange of the middle finger.
Our model of a virtual hand is based on the skeleton of the
human hand as detailed before. Moreover, during the
displacement of the hand, the palm remains most of the time
in a plane. As a result, we have modelled it as a rigid structure.
We also use simple primitives for the phalanges and hinges for
in Industry 58 (2007) 46–56
M. Pouliquen et al. / Computers in Industry 58 (2007) 46–56 49
Fig. 1. The skeleton of the hand.
the joints. This rigid model has been performed by VORTEXTM
[26] (Fig. 3).
All the data of the virtual hand (sizes of the phalanges and
palm, constraints between the phalanges, positions) are stored
in a XML file. These parameters are loaded in our dynamic
simulation. We can modify them in order to take into account
the anthropometric differences between the human beings.
Moreover, friction has been integrated between finger pads and
the VE which enables the grasp and manipulation of virtual
objects without sliding.
In order to reduce the complexity of our model, we do not
integrate the actions of the muscles, nor the deformations of the
finger pads. A deformable model for the fingers has already
been tested and validated (see Ref. [27] for more details). In the
area of interaction techniques, natural manipulation of objects
still needs considerable research. In this paper, we focus on the
animation of rigid virtual hands in real-time. In the next section,
we present the different control laws tested.
4. Animation of the virtual hands
After modelling the hand, it is essential to animate it in a
realistic way. We can perform this task by two different
methods:
� B
y integrating a musculoskeletal model. The hand iscontrolled by the contractions of the muscles and the action
of the tendons.
� B
y using a system of motion capture.After preliminary results, the complexity of the musculos-
keletal model was a bottleneck for the dynamics of the
simulation: the constraint of real-time was not respected.
Consequently, we have chosen to control the hand by using the
data from a motion capture system. Thus, the position of the
virtual hand is given by specific devices: a data glove for
the motion of the fingers and optical trackers for the palm
M. Pouliquen et al. / Computers in Industry 58 (2007) 46–5650
Fig. 2. The degrees of freedom of the hand.
Fig. 3. The hand modelled with VORTEX.
(or wrist). As the data glove measures the position of the
fingers, it is no longer necessary to integrate the static and
dynamic constraints cited in Section 3.2.
We present now the coupling between the data glove and the
trackers in the VE.
4.1. Coupling between virtual and real worlds
Firstly, it is important to differentiate the real environment
from the virtual one. In the first, the operator moves and exerts
forces. In the latter, those interactions have to be modelled
during the simulation for the sake of immersion.
Thus a controller allows both environments to exchange data
in order to simulate the interactions between them. It is used to
link the data glove and the trackers to the physical PC running
the real-time simulation of the virtual world. We can compute
the position of the devices according to the operator’s
movements within the virtual world by means of the controller
(Fig. 4).
4.2. Hand control
In this section, we present the algorithm implemented in
order to achieve a stable simulation of the virtual hands
interacting with the environment with a motion capture
system. At first, we present the control of the palm (or wrist).
Then, we explain two methods tested to control our virtual
fingers.
4.2.1. Control of the palm
The control law is based on a passive approach. It emulates a
virtual coupling between the motion capture devices and the
real-time simulation, which is done in position. The forces are
computed from the position errors thanks to a virtual spring/
damper system that is equivalent to a proportional–derivative
control. The input data of our controller are the 3D Cartesian
coordinates of the tracker of the palm.
We control the palm in position and orientation by
calculating the desired force and the desired torque with
Eqs. (4) and (5):
Fd ¼ kFPðxd � xÞ þ bFPðxd � xÞ (4)
where xd and xd are, respectively, the desired position and
desired linear velocity, and x and x the current ones.
Td ¼ kTPðud � uÞ þ bTPðud � uÞ (5)
where ud and ud are, respectively, the desired orientation and
desired angular velocity, and u and u the current ones.
kFP and bFP are, respectively, the stiffness and damping
coefficients of the virtual object for the position control. They
depend on the mass of the palm. kTP and bTP are the same
M. Pouliquen et al. / Computers in Industry 58 (2007) 46–56 51
Fig. 4. The controller.
coefficients for the orientation control and they depend on the
inertial matrix of the palm.
4.2.2. Control of the fingers by the joints
We have implemented an angular control for our virtual
fingers. We have coupled the user’s hand with a 22-sensor
CyberGlove [28]. This data glove tracks the finger displace-
ments by giving the angular position at each joint. Thus, by
measuring the angle of every phalange of the user’s fingers and
by knowing the angular position of the phalanges of the virtual
fingers at every time step, we are able to calculate the error in
position. By using Eq. (5), we can estimate the force to exert on
the joint to reach the desired angular position.
4.2.3. Control of the fingers by the tips
Then we have tested a Cartesian control of the virtual
fingers. The fingertips are tracked via a motion capture system.
At each time step we know the 3D Cartesian position of the
fingertips of the user and the position and orientation of his/her
palm. The principle of our algorithm is based on the control in
position and/or in orientation of our virtual fingers. We describe
the controller bloc diagram for a finger (Fig. 5).
As the kinematics has been previously described in Section
3, we are able to estimate the torques to reach the desired
configuration. We can define the direct geometric model Hi of
the fingers and the kinematics wrench Ti. Then we calculate the
Jacobian matrix Ji for every phalange. The control is equivalent
to a 3D virtual spring/damper system (spring K and damper B)
between the desired positions and the tracked fingertips [29].
As a result, we can calculate the wrenches exerted on the tips of
a finger noted BW(Bi, Ti) for the damper and KW(Ki, Hi) for the
Fig. 5. The fingertip control scheme.
spring. We obtain the torques to apply to the joints of the virtual
fingers. For every joint of a finger, the torque powered by the
force exerted on the virtual finger is given by Eq. (6):
Ti ¼ JTi WT
i (6)
With the virtual coupling, the equation becomes:
Ti ¼ JTi
KWTi þ JT
iBWT
i ¼ JTi
KWTi � ðJT
i BiJiÞu (7)
with u the angular velocity of a joint.
This coupling is equivalent to a proportional–derivative
control of force error at the fingertips.
4.2.4. Conclusion
We have tested both methods in our environment (see next
section). In both cases, the user managed to interact with the
virtual press-brake or the virtual sheet-metal in a stable way.
For the sake of simplicity, we have chosen to use the control of
the fingertips. This method is more general than the control by
the joints. It allows us to control whatever hand skeleton – of a
child or adult – with whatever optical devices with the same
implemented equations.
5. The dynamic simulation tool
In this section, we first present an overview of our dynamic
simulation tool. Then, we describe the different work situations
that allow to configure the machine and its environment. Both
of them help to estimate the degree of hazard of our simulation.
5.1. The virtual press-brake
The simulation is a sheet-metal press-brake bending
application. Thus, we have modelled a virtual press-brake by
adhering to the specifications of the real one.
The objective is to fold a flat metal sheet form using a virtual
press-brake. To perform this, we have simulated the whole
press-brake operating part: punch, back gages, work piece
M. Pouliquen et al. / Computers in Industry 58 (2007) 46–5652
Fig. 6. The virtual press-brake.
Fig. 7. The virtual machine shop.
support and the like. We have also modelled the safety devices
such as light curtains, laser beams or side guards (Fig. 6).
Finally, we have represented the whole machine shop where
the operator works to improve the feeling of immersion (Fig. 7).
In order to interact with the virtual press-brake, we use a
haptic interface and motion capture devices. Thanks to these
interfaces we can simulate the grip of the work piece and the
contact with other physical components of the press-brake.
The press-brake is industrial equipment that can be used to
create a wide range of pieces: from small ones about a few
centimetres in size for which the fingers are very close to the
punch, to several-meter-large sheets requiring two operators. It
is relevant to take that diversity of tasks into account for the
conception of such a machine in order to offer maximal safety
in whatever task cited before. We have therefore created
different work situations (that is to say scenarii) defining
different configurations of the press-brake by using all of the
safety devices or some of them.
5.2. Work situation generic model
Recent research studies on the design of complex systems
and their modelling have enabled us to propose a data-based
tool (MOSTRA1), based on the work situation system model
described in Ref. [30].
Application of MOSTRA must allow the designer to
consider both viewing multi-point and multi-occupational data
and their interdependencies, in particular through the notion of
risk: see Ref. [31] for more details. A first software
demonstrator of this model has been developed under
AccessTM. By coupling it with the VR application, it is
possible to:
� c
m
‘‘I
N
as
onfigure the VE corresponding to the required ‘‘work’’
situation and, therefore, to choose involving protection
devices or operating modes for example;
1 MOSTRA: MOdele de Situation de TRAvail [work situation model]. This
odel was developed within the framework of a project undertaken by the
ntegration of Risk Prevention at the design stage group’’ of the French
ational Research and Safety Institute (INRS) and jointly financed by CNRS
part of the ‘‘Production systems Program’’ (PROSPER).
� a
Se
ccess different attributes and links of a ‘‘work’’ situation
object by selecting it in the VE;
� a
llocate dynamically the different risk assessment parametersassociated with the ‘‘work’’ situation and display a risk index
in the scene in real-time for the simulated situation.
As a result, we can simulate different configurations from a
basic virtual press-brake without safety devices to the same
press-brake with safeguards, specific tools, specific safety
devices (light curtains or laser systems). Light curtains protect a
wide area in front of the operator, while laser systems protect
locally the fingers of the operator. The choice of these systems
depends of the type of production (high or low rate of output)
and the sizes of the pieces [32]. In Fig. 8, the position of the
virtual hands in a dangerous area leads to an automatic release
of safety devices.
The objectives of this dynamic simulation tool are the
evaluation of the safety level of the simulated situation. To
reach them, this tool was parameterized according to the
methodology described by AISS2 [33]. Thus, it allows the
designer to check if the technical choices, such as procedures or
operating instructions foreseen in relation to equipment
operation in a VE, do not degrade the level of safety of the
future work situation. The overall risk index for a work
situation, the ‘‘R’’ index, is calculated from three parametric
families, which must be evaluated or measured:
� th
ose concerning machine-intrinsic risks: the ‘‘M’’ index;� th
ose concerning work station environment impact: the ‘‘E’’index;
� th
ose concerning the ability of someone to control these risks:the ‘‘P’’ index.
These factors depend on the simulated application and on
different parameters. Some of them are static because they are
inherent in the working situation. For example, the energy
level, the safety level of the facilities or the skills of the
operator are predefined at the beginning of the simulation.
Nevertheless, they can be modified during the simulation loop
and then they are updated in the database called MOSTRA.
2 AISS: Association Internationale de Securite Sociale [International Social
curity Association].
M. Pouliquen et al. / Computers in Industry 58 (2007) 46–56 53
Fig. 8. Example of laser beams as safety devices.
Other parameters are dynamic such as parameters linked to the
task or to the operator, the posture of the operator or the
exposure frequency in the dangerous area. They are calculated
at every time step.
As a result, we can estimate the global risk level of the
simulation and compare it with predefined degrees of hazard.
This coefficient R and the three risk factors M, E and P are
displayed in the right upper side of the screen with coloured
gauges (Fig. 9). The colour index depends on pre-determined
threshold values. The degree of hazard changes with the actions
of the operator while manipulating the work piece sheet-metal.
Every time step, the displayed indexes of the current situation
show to the operator the improvement of the safety or the
increase of hazard [34].
We have explained how the degree of hazard can be
estimated in real-time for a given configuration of the virtual
press-brake. The VR platform and the applications are
described in the next section.
6. VR platform and applications
After describing the human–machine interactions, we
present the VR platform and the sheet-metal press-brake
bending application.
Fig. 9. Estimation of the degree of hazard in a given configuration.
6.1. The VR platform
The INRS large workspace VR platform is a multimodal
immersive system (Fig. 10). It is organised as follows:
� A
real-time physical simulator. The virtual objects evolutionis governed by VORTEXTM which is a real-time physics
engine provided by CM Labs [26]. The dynamics and physics
calculations are performed by this software.
� A
real-time graphical simulator. Visualization and renderingare performed by VIRTOOLSTM [35]. This software
manages VR displays and peripheral devices to conceive
an application.
� A
real-time optical motion capture system supplied byVICON [36] including four cameras. This system uses optical
3D measurement sensors to give accurate positions of
markers in 3D-space.
� A
screen of 2.5 m � 2 m, provided by Barco [37] withstereoscopic retro-projections (we use passive stereo in our
case) to display the simulation.
� A
cluster of PCs dedicated to the stereoscopic screen display.Fig. 10. The VR platform of INRS.
M. Pouliquen et al. / Computers in Industry 58 (2007) 46–5654
Fig. 11. The modified Virtuose 6D-RVTM.
Fig. 12. The dynamic simulation of a sheet-metal press-brake bending applica-
tion.
� A
Virtuose 6D-RVTM interface with six degrees of freedommade by Haption [38] that gives force and torque feedback. It
enables the user to touch and handle objects located in the
VE.
� A
CyberGlove with 22 sensors provided by ImmersionCorporation [28] that gives the angular positions of all the
joints of the fingers in flexion/extension and abduction/
adduction motions.
� A
stereo sound system to create the noise generated by apress-brake.
All the simulation has been implemented using C/C++.
6.2. The folding application
In order to interact with the VE, we use a haptic interface.
Thanks to that device, we can simulate the grip of the work
piece and the contact between metal-sheet and the other
physical components of the press-brake.
A plastic sheet has been clamped on the handle of the haptic
interface. The operator can then simulate the manipulation of
metal-sheet by grasping the plastic sheet (Figs. 11 and 12).
A controller is also used to link the Virtuose 6D-RVTM to the
real-time simulation of the virtual world. Most of the time,
controllers use the haptic device to link the virtual and real
environments. The forces powered by the physical simulation
are directly applied to the haptic device. In our case, we use the
Fig. 13. Using a data glove to inter
same control laws as the previous ones described in Section 4.2.
The controller computes the position of the device according to
the operator’s movements and it manages force feedback
according to the interactions within the virtual world. As a
result, the virtual coupling, a virtual spring and damper, leads to
the achievement of a stable simulation.
6.3. Human–machine interactions
The hands of the operator are tracked by a motion capture
system and data gloves. Thanks to the virtual couplings
described in Section 4, the virtual hands are controlled in real-
time. The operator is able to interact with the virtual press-
brake. He also can grasp and manipulate the sheet-metal piece
(Figs. 13 and 14).
7. Discussion and future work
In the area of interaction techniques, natural manipulation of
objects still needs considerable research. In this paper, we have
presented human–machine interactions in the case of a sheet-
metal press-brake bending application. The use of virtual
reality techniques allows us to model a press-brake and virtual
hands to perform this folding application. The real operator
moves within a large virtual environment and interacts with the
virtual press-brake and the metal sheet via a haptic interface
and motion capture devices (such as trackers and data gloves).
Thus, he/she can manipulate physically a plastic sheet similarly
to real operating conditions by respecting folding scenarii.
act with the virtual metal-sheet.
M. Pouliquen et al. / Computers in Industry 58 (2007) 46–56 55
Fig. 14. The folding application with the virtual hands.
We have proposed a model of a virtual hand which is
physically based thanks to the respect of the kinematics and
biomechanics of the human hand. To achieve a stable
simulation in a continuous time, we have implemented an
algorithm to control our virtual hands in the environment that
acts like a virtual spring and damper. We have also tested two
methods for the fingers – articular and Cartesian controls – and
both of them gave good results.
Our result is promising. This simulation seems to highlight the
contribution of virtual reality for designing and testing safety
devices on industrial equipment without endangering the human
operator. Thus, the association of VR-techniques to a model of
interactive physically based hands leads the designers to have a
first experiment of the machine before making the first prototype.
As a result, the integration of risk prevention can be done in the
firsts stages of the design cycle and human–machine interactions
can be better estimated. Work is underway to test our simulation
by professional operators and to evaluate the relevance of VR-
techniques. This validation phase is essential to compare the
virtual environment to the real one in our study case.
Another development focuses on the virtual hands. Our
objective is to improve the current model to simulate
deformations under contact forces in real-time. We wish to
take into account the physiology and the musculoskeletal
model of the human hand but till now the computation time is
too high to be interactive. Moreover, the study of those data is
still an open issue and some of them remain unknown. Such a
more realistic model could be used for other simulations such as
risk prevention of musculoskeletal disorders induced by typing
or pneumatic drill use.
Acknowledgments
This work is a partnership between INRS (French National
Research and Safety Institute), CEA LIST (Atomic Energy
Commission) and IRCCyN (Communications and Cybernetic
Research Institute of Nantes).
The authors would like to thank the courtesy of the Work
Equipment Engineering Department (INRS) for the photos of
the virtual press-brake.
They would also like to thank the anonymous reviewers for
theirs comments which greatly helped in improving this paper.
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Mamy Pouliquen received a master of mechanical
engineering in 2002 at the Ecole Centrale in Nantes
(France). She is currently a PhD student in
mechanics at the Communications and Cybernetic
Research Institute of Nantes (IRCCyN – Ecole
Centrale of Nantes – France). She works on the
interactive realistic and physical simulation of the
human hand for human–computer interactions,
accident prevention and job safety training in virtual
environments.
Prof. A. Bernard was graduated in 1982 at ENS
Cachan. He contributed to LURPA laboratory
(Research Laboratory for Production), with Prof.
Bourdet, since 1983 and obtained his PhD in
1989, on 3D feature-based manufacturing of forging
dies. As an assistant professor, he worked from 1990,
for six years, with Prof. Bocquet in Ecole Centrale
Paris (Research laboratory on Mechanical Engineer-
ing and Logistics) on product, technology and pro-
cess modeling. He also created, in 1993, the rapid
prototyping and reverse engineering platform of Ecole Centrale Paris, the
CREATE (European Rapid prototyping Center for Assistance, Transfert and
Experiment). He is the vice-president of AFPR (French Rapid Prototyping
Association) and its representative in GARPA (Global Alliance of Rapid
Prototyping Associations). From September 1996 to October 2001, he has
been Professor in CRAN laboratory (Research Center for Automatic Control of
Nancy) in Nancy, where he managed a research group (ICF) on mechanical and
production engineering. His main research topics are related to reverse engi-
neering, knowledge-based systems for Computer-Aided process planning
(applied to machining, rapid prototyping and laser digitizing), and product
and process modeling. His actual position is in Ecole Centrale de Nantes (Head
of the ‘‘Industrial products and systems engineering’’ department) and for
research activities, in IRCCyN (Research Institute for Communications and
Cybernetics of Nantes) and more exactly head of the ‘‘Virtual Engineering for
industrial engineering’’ project.
Jacques Marsot, Dipl-eng in electromechanics, 44
years old, INRS since 1993. Responsible in the
‘‘Working Equipment Engineering’’ Department of
the Laboratory ‘‘Dependability of Machinery and
Components’’ in charge of studies related to methods
used in design engineering (Virtual reality, concur-
rent engineering, etc.) and also assessment of safety
components.
degree from the Ecole Nationale des Ponts et
Chaussees in 1993, together with a Masters of
Science in Robotics from the University of Paris
Laurent Chodorge (1968) received his engineering
VI. He entered CEA in 1994, as a research engi-
neer. He was first responsible for the numeric and
physical validation of a new multi-physics simula-
tion code, in the Defense Division. He joint in 2000
a robotics and virtual reality Lab, inside the
Applied research Division. There, he managed
several projects in VR and interactive simulation. He notably worked on
the design of an engineering software tool for the interactive simulation of
interventions in nuclear environments (5 people team). Since 2006, he is the
head of the Interactive Simulation Lab. Around 20 high qualified staff
members work in the unit, including 8 PhD students. LSI develops interactive
software for virtual reality, and works closely with industry. Application
domains are virtual prototyping for car and plane conception, nuclear
hazardous planification.