DHM simulation in virtual environments:
a case-study on control room design
Zamberlan, M
a,*
, Santos, V
b
, Streit, P
a
, Oliveira, J
a
, Cury, R
a
, Negri, T
a
, Pastura, F
a
, Guimarães, C
a
and
Cid, G
a
a
Instituto Nacional de Tecnologia, INT. Avenida Venezuela, 82, Rio de Janeiro, RJ. Brasil - 20081-312
b
Pontifícia Universidade Católica do Rio de Janeiro - PUC-Rio. Rua Marquês de São Vicente, 225, Gávea, Rio
de Janeiro, RJ - Brasil - 22451-900
Abstract. This paper will present the workflow developed for the application of serious games in the design of complex
cooperative work settings. The project was based on ergonomic studies and development of a control room among
participative design process. Our main concerns were the 3D human virtual representation acquired from 3D scanning, human
interaction, workspace layout and equipment designed considering ergonomics standards. Using Unity3D platform to design
the virtual environment, the virtual human model can be controlled by users on dynamic scenario in order to evaluate the new
work settings and simulate work activities. The results obtained showed that this virtual technology can drastically change the
design process by improving the level of interaction between final users and, managers and human factors team.
Keywords: digital human model, simulation, virtual environment, motion capture
* Venétia Santos. E-mail: ergon@ergonprojetos.com.br
1. Introduction
The research in serious games has been a focus
issue for Government and corporate organizations,
applied on training, simulation and education. There
is a clear need for considering new frameworks,
theories, methods and design strategies for making
serious games applications and virtual world
technologies more effective and useful as part of
education, health and training. Virtual simulation has
been used in Ergonomics for the design of control
centers, transport design and product evaluation.
(SANTOS, V., et al. 2009, SANTOS,V. et al. 2008,
GUIMARÃES, C. P. et al. 2010).
The aim of this paper is to discuss the use of
serious games applied in a control room design and
how virtual reality and game engines may improve
the workflow for the design of complex cooperative
situations.
The project’s context was to find a way to improve
and accelerate participative design process for a new
emergency control room. Due to a low level of
availability and dispersion of stakeholders, it was
decided to explore how serious games may improve
the participative design. From a human factors point
of view, there are strong constraints because: (1)
future users must not only “see” their future work-
settings in a virtual space but also be able to project
their future actions in order to anticipate the pros and
cons of the new situation,(2) the workflow must be
very dynamic in order to maintain a momentum for
the participative process. The different versions of
serious games must be synchronized with the
organizational process. With modern game engines,
this constraint may be easily satisfied; and (3)
reusability of virtual material (both objects and
movements) is also an important issue.
Another important aspect regarding this specific
project is to reproduce cognitive features. In other
words, one user should be able to visualize the others'
intentions, processes and actions trajectories in order
to make decisions, such as where someone is looking
at, their reactions to adversities, "volume" of
communication, dispersion and others.
In this context, one of the main concerns was the
3D human virtual representation. Other important
issues studied were human interaction, workspace
Work 41 (2012) 2243-2247
DOI: 10.3233/WOR-2012-0446-2243
IOS Press
1051-9815/12/$27.50 © 2012 – IOS Press and the authors. All rights reserved
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