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What is This?
M any human factors/ergonomics specialists have long desired to have a robust, ana-
lytical model that would be capable of simulating the physical and cognitive performance
capabilities of specific, demographically defined groups of people. A 1990 report from
the U.S. National Research Council on human performance modeling (Baron, Kruser, &
Huey, 1990) highlighted the following benefits of such models:
a. Experts in ergonomics can simulate and test various underlying human behavior theories
with these models, thus better prioritizing areas of new research.
b. Experts can use the models to gain confidence about their own knowledge regarding peo-
ple’s performance under a variety of circumstances.
c. The models provide a means to better communicate human performance attributes and
capabilities to others who want to consider ergonomics in proposed designs.
Since the early 1960s, the quest to develop robust human performance models for
ergonomics has evolved into two distinct research directions. The first path, which is
DOI 10.1518/155723408X342844. Copyright 2008 by Human Factors and Ergonomics Society. All rights reserved.
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41
42 Reviews of Human Factors and Ergonomics, Volume 4
emphasized in this chapter, has concentrated on how various physical aspects of human
behavior can be modeled, such as predicting population reach capabilities, sitting and
standing eye locations, and space and clearance requirements. During the 1980s this type
of modeling of people’s physical functions became more sophisticated, mainly because of
the growing computational power of high-speed personal computers, which enabled the
precise measurement and modeling of human anthropometric and biomechanical attrib-
utes. Such computing power today also provides the means to render visually realistic-
looking graphic hominoids, or avatars of the human body, so that ergonomics specialists,
engineers, designers, and managers of firms can visualize how various people can be
positioned and function in different environments rendered by computer-aided design
(CAD) or virtual reality (VR).
In this chapter, I describe the development and use of some of the more popular phys-
ical human models, which are often referred to as digital human models, or DHMs. These
models focus on how human manual functions, such as grasping and moving objects and
tools, can be simulated in a CAD environment, thus enabling more accurate and faster
biomechanical analyses of the type described in a previous review by Marras and Radwin
(2006). Also discussed in this review are the many challenges that the research and devel-
opment communities have faced—and still face—when attempting to provide robust and
valid DHMs that can assist in solving complex human-workspace interface issues during
the early design of vehicle interiors and industrial workplaces.
What is not discussed much in this chapter is a second important type of human be-
havior modeling, which concentrates on predicting the perceptual-cognitive aspects of
human performance. Models of this type have been referred to as human performance
process models. The primary motivation for the development of these models has been to
understand and predict the time required for different people to perform a task without
errors, especially when the task has a high perceptual and/or cognitive load. A contempo-
rary example of this would be when a driver of a car is suddenly required to slow or steer
the car into a different lane to avoid a sudden change in perceived traffic flow or road con-
ditions. Accurately predicting under what specific driving conditions a person would be
able to maneuver the vehicle safely is of immense importance, especially when designing
or specifying various types of driver aids, such as heads-up visual displays, automatic col-
lision warning systems, and night vision systems.
An additional motivation for developing these types of perceptual-cognitive models
is to predict the amount of mental load or stress that results when a person is required to
make certain types of decisions, particularly when the time for such decisions is limited
and/or the consequences of an error in judgment are high. Human performance process
models to assist in solving these types of problems have been developed by several groups
over the past few decades. Some excellent reviews are provided in Polk and Seifert (2002);
Gluck and Pew (2005); Liu, Feyen, and Tsimhoni (2006); and Fisher, Schweickert, and
Drury (2006).
One issue that will be mentioned briefly toward the end of this chapter is the need to
integrate physical DHM simulation models with cognitive human performance process
models. Ianni (1999) proposed that such an integration was vital to the continuing growth
and use of both types of models. The work of one group to perform this type of integra-
tion is described near the end of the chapter.
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Digital Human Modeling for Workspace Design 43
Figure 2.1. Computer graphic representation of a predicted posture from the University of
Michigan’s first biokinematics model developed by Kilpatrick (1970).
for the Boeing aircraft company. This effort was called the First Man program, and later
was retitled simply Boeman. It was supported by a U.S. Naval Air Development Center
contract with Boeing. The goal was to provide an analytical tool for simulating the reach
postures and capabilities of pilots while seated with a full-torso restraint in various air-
craft. The motivation was to reduce the expense and time to build and test various pro-
totype crew compartments in advanced aircraft.
The Boeman model used a mathematical optimization scheme for selecting postures
for the three links composing the upper extremities (arms, forearms, and hands). Ryan
and Springer chose an optimization procedure that minimized the deviation in joint
angles from a so-called preferred posture. Although it could take up to 20 min to gener-
ate a sequence of simulated reach postures, the model did provide a tool for designers to
begin to visualize how their suggested placement of controls and displays would affect a
future pilot’s capabilities to reach to selected points in the cockpit when the torso was re-
strained by a four-point safety harness.
The basic structure of Boeman was adopted in the early 1970s by the U.S. Air Force
Aerospace Medical Research Laboratory (AMRL). The AMRL Crew System Interface Divi-
sion simplified the posture prediction model to gain computational speed and then added
the ability to simulate a variety of male and female anthropometric dimensions of pilots
seated in different types of aircraft. The data and algorithms used to refine the reach as-
sessment predictions were developed within a program referred to as the Crew Assess-
ment of Reach (CAR) program at AMRL. The resulting DHM model became known as
COMBIMAN. AMRL provided the program to various federal agencies and contractors
during the 1980s.
Figure 2.2. COMBIMAN being used to simulate sight lines for a helicopter crewstation.
Adapted from McDaniel (1998).
Figure 2.3. Crewchief is shown rotating a ratchet wrench wherein an obstruction exists on
the left but not on the right. Adapted from McDaniel (1998).
were based on measurements of more than 2,000 workers who were tested by the Michigan
group during the 1970s. The model also predicted the compressive forces acting on the
lumbar spine, which were later compared in the model with cadaver vertebral body frac-
ture limits established by the U.S. National Institute of Occupational Safety and Health in
1981. Static body balance and static foot slip potential also were predicted by the model.
Taken together, during the 1980s, these output indices enabled users to quickly predict
the capability of a given population during different high-exertion, static, manual tasks
of interest.
The resulting software continues to be supported by the Michigan Center for Ergonom-
ics and is referred to as the 3D Static Strength Prediction Program, or simply 3DSSPP.
A demo version of the program can be accessed at http://www.umichergo.com. A screen
shot of this software is shown in Figure 2.4, which depicts the simulation of a large stock
reel being lifted from the floor.
Figure 2.4. The University of Michigan 3DSSPP™ model shown simulating the lifting of a
200-Newton stock reel from the floor. For various postures, hand forces, and demographic
groups specified, the model outputs population static strength capabilities, balance and foot
friction requirements, and low back compression forces relative to NIOSH norms. Reprinted
with permission of the University of Michigan Regents (1989).
workspace and vehicle designs (see Figure 2.5). Alternative postures can be selected from
menus or by direct joint manipulations. Hidden-line algorithms allow the avatar to appear
within a 3-D space, and sight lines with mirrors are provided as an additional feature for
vehicle designers. The SAMMIE program has been formulated to represent various spe-
cific individuals, which enhances the use of individual anthropometric attributes in a pop-
ulation. This development is referred to as the HADRIAN project and is discussed in the
next section. More information on SAMMIE can be found by contacting the developers
at http://www.lboro.ac.uk/departments/cd/research/groups/erg/sammie/.
For vehicle interior package designs, the German model RAMSIS (Realistic Anthro-
pological Mathematical System for Interior Comfort Simulation) deserves special note.
It was developed by a consortium of German automobile manufacturers that supported
a cooperative arrangement between a software company, TECMATH, and the Lehrstuhl
für Ergonomie at the Technical University of Munich beginning in 1987. Empirical stud-
ies of drivers were undertaken to determine both the postures they chose to use and their
psychophysical discomfort when seated for different periods in a variety of laboratory seat
bucks and vehicles. These data were then combined with an anthropometrically scalable
avatar to allow a designer to visualize people of different sizes and shapes as they drive
vehicles having various interior and seat configurations.
RAMSIS includes a sophisticated statistical method for representing different popu-
lation subgroups and employs an optimization method for matching the avatar’s pos-
ture with a large database of empirical data of people sitting in and driving various cars.
The kinematics optimization method also provides a means for a designer to move the
RAMSIS avatar within a vehicle of interest to assess the location of controls and displays.
The current avatar in RAMSIS uses a fully enfleshed, deformable graphic with hidden
lines and shadowing to provide a realistic-looking person.
Figure 2.6 depicts the RAMSIS avatar in a contemporary digital mockup of a vehicle.
A new aspect of the RAMSIS development includes further improvements in the realism
of the avatar when depicting a variety of people. This is referred to as the ANTHROPOS
project and is discussed in the next section. More information on RAMSIS can be found
at http://www.human-solutions.com/automotive_industry/ramsis_en.php.
Contemporary Models
During the late 1980s, another, more general-purpose, model was developed at the Ecole
Politechnique in Montreal, Canada. Now known as SAFEWORK, it was the first to
Figure 2.6. RAMSIS model used for analysis of control and pedal locations in an aircraft
cockpit depicted on the right. From Seidl (2004).
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Digital Human Modeling for Workspace Design 49
incorporate a special statistical model that considers the multivariate correlation of anthro-
pometric dimensions that define human population size and shape. The model also fea-
tures an inverse kinematics method for assisting designers in selecting postures of interest
and simulating simple motions. The SAFEWORK avatar is a fully enfleshed and realistic-
looking human graphic embedded in a 3-D CAD system to render very complicated scenes.
Sight lines and physical interference with objects in the virtual environment are provided,
along with other ergonomics analyses.
Figure 2.7 depicts the SAFEWORK avatar used for assessing sight lines and control
locations. The present version of SAFEWORK is supported as an application within the
DELMIA software suite provided by Dassault Systemes and runs in a CATIA CAD envi-
ronment. More information can be accessed at http://www.safework.com/delmia/delmia_
sw.html.
Another general-purpose physical human simulation model, JACK, began as a NASA-
supported effort within the Department of Computer and Information Science at the
University of Pennsylvania during the mid-1980s (Badler et al., 1993). It was referred to
originally as the TEMPUS model for simulating astronauts assembling the International
Space Station. Questions of how an astronaut could best reach and fasten items, as well
as see objects while in a spacesuit, posed major issues to be considered in the early simu-
lations. Within a period of a few years, researchers realized that these same issues existed
for the operation and maintenance of military aircraft and other ground-based vehicles.
By the early 1990s, JACK was made available to the public with some of the following
features: (a) a means to use different published anthropometric data sets to produce a scal-
able linkage and avatar, (b) a flexible spine and multisegmental limbs that can be articu-
lated and positioned through an inverse kinematics model, (c) a method for creating a
solid-form environment in which the JACK hominoid can be positioned for reach and
Figure 2.7. Dassault Systemes digital human modeling products used to perform access
validation in an automotive factory. Courtesy of DELMIA World News #13.
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50 Reviews of Human Factors and Ergonomics, Volume 4
visual interference analysis, and (d) a strength-guided posture and motion prediction al-
gorithm. A suite of ergonomics analysis tools can be accessed through the JACK software.
Several CAD software companies took over the development of JACK during the
1990s. It is now available from the Siemens Corporation as part of its Product Life-Cycle
Management PLM software. More information can be found at http://www.plm.
automation.siemens.com/en_us/products/tecnomatix/. Figure 2.8 depicts a contemporary
use of JACK for simulating a workplace layout.
In the early 1990s, researchers at Aalborg University in Denmark proposed a new 3-D
biomechanical model that was based on the theory that the mechanical structure of the
musculoskeletal system shows a mathematical resemblance to a solid articulated struc-
ture in which the load-carrying elements (bones, muscles, and ligaments) are used to their
full potential to stabilize the configuration of the structure. They started to experiment
with algorithms for muscle recruitment in inverse dynamics that transform simple motions
into estimates of joint forces and moments needed to produce such motions. Using this
approach, the researchers were able to simulate well how the muscles of the lower extrem-
ities propel a bicycle. By 1997, they formed the AnyBody Research Group within the uni-
versity, proceeded to build a more complex whole-body model, and developed ergonomics
optimization in design as an engineering discipline within mechanical engineering at their
university.
In 2002, the AnyBody Research Group spun off a company, AnyBody Technology, and
was able to attract funding that made it possible to develop the AnyBody Modeling System.
This allowed researchers to license their model to others for testing and evaluation pur-
poses. The fundamental principle behind their software is different from typical digital
human models described earlier: It is more similar to finite-element systems, in the sense
that it enables the user to build a musculoskeletal structure from the bottom up. Users
can select from libraries that assist in determining how muscles, bones, and ligaments
should be located and function, rather than a fixed-linkage model (Damsgaard, Rasmussen,
Christensen, Surma, & de Zee, 2006).
The Aalborg University research project continues to develop. It has a detailed repos-
itory of various human musculoskeletal models, many of which were developed by users.
Figure 2.8. JACK being used to simulate a typical assembly line task. Image courtesy of
UGS Corporation.
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Digital Human Modeling for Workspace Design 51
The human simulation methods just described certainly indicate the emergence of a ma-
jor new design technology that is being rapidly developed and disseminated by several
Figure 2.9. A depiction of the AnyBody avatar and typical musculoskeletal structure perform-
ing an egress maneuver from a proposed vehicle. From J. Rasmussen at AnyBody Tech-
nology, Aalborg University.
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52 Reviews of Human Factors and Ergonomics, Volume 4
Figure 2.10. The SANTOS avatar in a predicted posture for lifting a large box. With permis-
sion of K. Abdel-Malek, University of Iowa.
different sophisticated and well-organized groups. This new technology has the potential
to drastically change and improve the process by which most designers decide on the ap-
propriate human physical attributes to consider in a workspace when attempting to meet
ergonomics and production goals.
In anticipation of the growing use of DHM technology for design, the U.S. National
Research Council (NRC) released a report titled “Ergonomic Models of Anthropometry,
Human Biomechanics and Operator-Equipment Interfaces” (Kroemer, Snook, Meadows,
& Deutsch, 1988), which was based on a 1985 workshop. This NRC report provided the
following recommendations to enhance the usability and effectiveness of the technology:
More than a decade later, in 1995, an attempt was made to assess which specific features
would be most desirable in future human simulation software. The Society of Automotive
Engineers (SAE) G-13 Committee on Human Modeling Technology and Standards car-
ried out this evaluation and commissioned a survey (conducted in 1996) of designers re-
garding their potential uses for DHM methods. The survey contained a list of almost 500
potential attributes that could be included in future human simulation software. This list
was sent to 250 designers around the world with a request that they indicate their prefer-
ence for each attribute by using a scale ranging from 1 (no use) to 5 (highly useful).
About 20% responded, most of whom were involved in aerospace applications. These
designers showed a strong preference (a score of 4.0 or better) for features such as these:
a. being able to include different anthropometric data sets and population demographic sub-
groups;
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Digital Human Modeling for Workspace Design 53
It should be noted that the 1985 NRC workshop and the 1996 SAE survey participants
were disparate, more than 10 years apart in time; the former had only a few end users
involved in the workshop, whereas the later survey included only end users. Nevertheless,
there appeared to be considerable overlap in their assessments of DHM technologies and
future needs.
What follows are descriptions of how some of the major DHM developers and research
groups have been addressing the issues identified in both the NRC workshop and the
SAE survey.
consideration when providing a simulation to address the following typical workplace de-
sign question: “What percentage of the population could reach to a specific location?” To
provide the answer to such a practical question, researchers commonly use three statisti-
cal methods: the single-parameter method, the multiple-parameter method, and the bound-
ary manikin method. The single-parameter method uses a set of linear regressions to relate
segment parameter values to a single population attribute, such as population stature. The
resulting regressions capture the interdependencies of one segment’s size and shape with
those of another segment. The multiple-parameter approach expands the regressions to in-
clude several population attributes as the basis for the predictions (e.g., stature, gender, age,
and body mass are typically used). The boundary manikin method runs repeated Markov-
type simulations with the avatar in the posture of interest, using many different estimates
of segment size data, until a combination of the data is found that meets the percentile
accommodation goal set by the user. Dai, Teng, and Oriet (2003) and Greil and Jurgens
(2000) further discussed these methods and their implications in DHM simulations.
One additional approach to the problem of simulating people of different sizes and
shapes begins with providing DHM users with a highly deformable and visually appealing
avatar that can be configured to approximate a diverse set of anthropometric dimensions.
This approach is provided by the ANTHROPOS project in Germany (Seidl, 2004). The
avatar the researchers developed contains 3,200 skin surface points and as many as 40,000
reference points. Multiple regression methods are used to relate the location of each skin
surface point to identifiable skeletal structures, allowing the user to choose from a highly
diverse population database and to visualize a chosen avatar’s form in varied postures. An
inverse kinematics structure facilitates posturing of the manikin and moving it about in
a CAD or VR environment, as depicted in Figure 2.11.
Finally, an anthropometric scaling method—advocated by Porter, Case, Marshall, Gyi,
and Sims (2004) in the United Kingdom—uses a set of individual anthropometric data
Figure 2.11. Model structure of ANTHROPOS project, which provides a flexible and deform-
able avatar for realistic visualization of varied demographic groups (Seidl, 2004).
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Digital Human Modeling for Workspace Design 55
from a diverse group of people. These researchers developed a program called HADRIAN
(Human Anthropometric Data Requirements Investigation and Analysis). It relies on an
efficient search method for finding individuals in their database whose anthropometric
characteristics could be accommodated by a specific design requirement. The proportion
of people who fit in the specified CAD environment indicates the level of accommodation.
In conclusion, there is no doubt that since the 1985 NRC workshop identified the need
to improve the anthropometric scaling aspects of DHMs, there have been major break-
throughs in this aspect of the technology. With newer 3-D body-scanning methods, com-
bined with new geometric statistical methods, this aspect of DHM will continue to improve
greatly in the near future.
One last point in this regard: With the increased degree of visual realism of the avatars
that are being developed today, a separate use for DHM technology is arising in ergonom-
ics: training people to operate and maintain complex products. By inserting realistic
human-looking avatars into special virtual reality video programs, and combining these
with motion prediction methods (to be discussed later in this chapter), one can create in-
teractive and self-paced training sessions that are specific to a person’s anthropometry.
Figure 2.12. An illustration of the typical method used to estimate muscle forces and joint
stresses and strains in most DHM models (modified from Zajac, 1993). The muscle actions
needed to create the joint torques Tn are estimated by optimization models of some form (see
text for more on this subject). Once joint muscle forces are known, they are combined with
the joint external forces and ligament forces to produce joint stress and strain estimates.
needed to resolve the indeterminacy of the highly redundant muscle and ligament sys-
tems that stabilize and move the skeleton.
Most of the muscle models use a variety of mathematical techniques for solving the
latter “tissue redundancy” problem. A review by Erdemir, McLean, Herzog, and van den
Bogert (2007) of 49 muscle force prediction models raises questions about the precision
of the predicted forces because many of the models have been validated only by using indi-
rect measures (primarily electromyography [EMG] magnitudes during controlled exer-
tions) to indicate individual muscle responses. Another issue is that the redundancy of the
muscle systems permits individual muscle activation patterns to vary greatly among indi-
viduals, even when they are performing simple movements.
Despite these reservations, various muscle force prediction models have provided a
means to begin to understand how different postures, loads, and motions combine with
a particular set of anthropometric attributes to cause tissue failures. Perhaps the most
popular use of this approach, beginning in the late 1960s, has been in the development of
torso muscle prediction models. The primary goal of these torso models is to predict the
vertebral tissue injury risk associated with lifting and moving heavy objects in industry.
Chaffin, Andersson, and Martin (2006) described the evolution of these types of models
and how they are used to estimate potentially injurious compression and shear forces in
the lumbar motion segments. Hughes (2000) reviewed how the prediction of internal
torso muscle forces is affected by different muscle optimization methods.
Similar models have been developed to predict lower-extremity joint forces incurred
during walking and running. Shoulder and upper-extremity models also have been devel-
oped for predicting specific joint tissue stresses during various sporting activities. As Hatze
(2002) commented:
Although these biomechanical models are very important in helping to learn about
the complexity of human tissue loading, the lack of structural complexity in many
muscle and joint tissue models, the widely differing assumptions about muscle acti-
vation patterns, and the inability to accurately validate the predictions for a large range
of human endeavors means that much more fundamental research is needed to
improve the prediction accuracy of models that are based on an inverse dynamics
method. (p.109)
Figure 2.13. A forward dynamics model for predicting body motions based on knowledge of
muscle activation and joint biomechanics. Modified from Zajac (1993).
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58 Reviews of Human Factors and Ergonomics, Volume 4
As one can imagine, it is possible to develop optimal muscle control models given
enough assumptions about how the various redundant muscle systems behave. Much
work has been done in this area for simple motions, such as bicycle riding or unimpeded
cyclical walking (Kuo, 2002). Unfortunately, the forward dynamics approach, though
useful in studying rhythmic gait motions with a limited number of links involved, may
not be generalized easily to the wide range of discrete movement and posture requirements
that are necessary for ergonomics assessments.
Dysart and Woldstad (1996) attempted to use a forward dynamics modeling approach
for simulating the motions incurred during the lifting of a load. They studied sagittal plane
lifting motions with a five-link model, assuming three objective functions: minimization
of total joint torques, minimization of the percentage of strength required at each joint,
and maximization of balance. They found that the minimization of total joint torques was
the most statistically significant predictor of the movements, though considerable vari-
ance within the group data existed.
Perez (2005) statistically compared these and other objective functions using a large
set of lifting motion data, and concluded that each formulation yielded different joint
motion trajectories. These trajectories were dependent on (a) the type of movement be-
ing attempted, (b) the load being lifted, and (c) the final postures required by the task.
Researchers engaged in current work at the University of Iowa on the SANTOS project
described earlier do not assume that one objective function can be used to predict all types
of discrete, complex motions; rather, the user can choose among several optimization
schemes when simulating a particular motion (Abdel-Malek et al., 2006).
Because of limited knowledge about what exactly a specific person is attempting to
optimize when performing a particular motion or exertion, a modification to a strict for-
ward dynamics approach has developed for ergonomics assessments of complex manual
tasks. As an example, to compensate for not knowing how muscles are most often acti-
vated, researchers have developed a method referred to as a biologically driven muscle mod-
eling approach. This method requires that one take EMGs of a group of people to estimate
average muscle recruitment patterns used during a variety of exertions. Marras and Granata
(1995) and McGill (1992) pioneered the use of this approach to predict lumbar spinal
forces, for instance.
By combining imaging studies of the joint structures, anthropometric data, and torso
motion data, along with the EMG-based estimates of muscle forces, researchers can pro-
duce good predictions of vertebral tissue stresses. Furthermore, to provide the predic-
tion of these vertebral forces directly from only the lumbar moments, McGill, Norman,
and Cholewicki (1996) developed linear regressions of the vertebral compression forces
that were extracted from the much more complex, biologically driven EMG models used
to analyze people while lifting loads with a variety of motions and end postures.
It would appear that in the future, a person performing an ergonomics analysis with
a digital human model will be able to simulate many different types of tissue and even
cellular responses that are expected from groups of people when performing a particular
physical activity. Nuzzo (2007) presented what this future development might look like
in Figure 2.14, with an inverse dynamics feedback loop on the top superimposed over
a forward dynamics structure. Although a great deal of research is needed to provide the
necessary biomechanical, tissue, and neural-motor models, it is only a matter of time and
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Digital Human Modeling for Workspace Design 59
Figure 2.14. A schematic showing the integration of biomechanical models across multiple
scales. With permission from Nuzzo (2007).
effort before this integrated approach will become a reality. When it does, DHM simula-
tions will become even more powerful tools for proactive ergonomics and thus will real-
ize the goal stated by 1985 NRC workshop participants.
a. Simulated motions must be based on real human motion data to provide internal construct
validity and overall empirical validity.
b. Models of motions should be capable of representing motions that are not in an existing
database, that have extrapolation capability, and that retain the essential lifelike motion
behaviors contained in the motion database.
c. Models should be computationally fast and portable for real-time simulations performed
in commercial CAD-DHM software products.
d. Models should be adaptable so that they can assimilate new motion data and algorithms,
thereby becoming more robust in predicting novel motion situations of interest to a
designer.
Empirical posture and motion modeling. Researchers have used motion capture sys-
tems and statistical methods since the early 1970s in an attempt to document the vari-
ability that is so obvious when people select various postures and motions to perform a
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60 Reviews of Human Factors and Ergonomics, Volume 4
manual task. One of the earlier photogrammetric studies of reaching postures by Chaffin,
Schutz, and Snyder (1972) documented seated postures of a group of 35 young men. In
this early attempt, statistical regressions were used to determine the normative 3-D spa-
tial coordinates of body landmarks as a function of where the person was attempting to
reach, and individual anthropometry. The resulting multiple-regression equations later
were used as part of the posture prediction algorithm in the 3DSSPP model (along with
other data on standing and manual lifting postures) to assist a user in selecting among al-
ternative postures when performing a simulation of a manual task.
With the advent of much-improved, digitally based 3-D posture and motion capture
techniques since the early 1990s (Chaffin et al., 2006), it is now possible to capture accu-
rately not just static postures but 3-D whole-body motions. In 1998, the Human Motion
and Simulation Laboratory (HUMOSIM) was formed at the University of Michigan to
exploit this technology for DHM development. To date, more than 300 people of both
genders, ranging in age from 18 to 81 years, have participated in a series of motion cap-
ture studies. These studies have resulted in almost 120,000 motion data sets, which have
been made available to 12 research institutions for DHM development purposes. For more
information on accessing these data, as well as a description of the laboratory studies,
see http://www.HUMOSIM.org. What follows is a review of how these types of data are
being modeled for DHM use.
To correct for the endpoint prediction error when the functional regression method
was used for whole-body motion prediction, Faraway (1997) developed a second formu-
lation for motion prediction, referred to as the stretch pivot method. The stretch pivot mo-
tion prediction method combines the former statistical functional regression model of
joint angle and location predictions with an estimate of the hand coordinates predicted
by a regression of the trajectory and orientation of the hand as it is moved from the ori-
gin to its destination in a task. This is done in such a manner that the hand is guaranteed
to land where it is supposed to land in any given reach task simulation.
Once a hand trajectory is predicted, the multisegmented body is decomposed into two
or three link groups, which can both stretch and pivot as they are moved as groups within
an inverse kinematics computational structure. Functional regressions of critical angles
and/or joint coordinates of past data are used to resolve any kinematics indeterminacies.
Testing of this method showed that it worked well for many types of hand-reaching
motions.
Faraway, Zhang, and Chaffin (1999) developed a complementary method that com-
bined the functional regression equations with the use of a pseudo-inverse Jacobian com-
posed of the differences between the predicted joint angles and the joint angles needed
to ensure that the endpoint on the linkage followed the intended or predicted hand tra-
jectory. This method was shown to greatly improve the accuracy of the predictions of link-
age motions required to reach specific locations.
Zhang (1997) developed another use of the pseudo-inverse Jacobian method in this
context. He showed that he could fit, by regression, a set of weighting factors within the
Jacobian function for the velocities of the joint angles during motions of a three-link sys-
tem composed of the torso, upper arm, and lower arm. The weighting factors in this case
represented how much each link’s motions contribute to the kinetic energy involved in a
particular segment motion. An evaluation by Zhang and Chaffin (2000) showed that this
method was robust and accurate (the median joint angle error was 4.7 deg) for moder-
ately complex, seated reaching motions, but it did not perform as well for extreme reaches,
such as when trying to open the door on the opposite side of a large vehicle or when the
wrist angle had to deviate from a near-neutral posture to grasp an object.
Jung, Kee, and Chung (1995) developed a four-link seated reach model that used a
Jacobian formulation to transform the Cartesian coordinates of the joints to joint angle
velocities. They then employed a search method to minimize a weighted deviation of the
joint angles from a set of neutral posture angles, normalized for the range of motion for
each joint. They reported correlations of the mean joint coordinates with r2 values over
0.95 compared with data from 5 participants reaching to targets that did not require ex-
treme motions. The challenge for these different empirical methods appears to be how
to predict normal motions that involve more than three or four links, especially when it
is known that the motion variability between and within participants is high.
An artificial neural network (ANN) method is another empirical approach to motion
prediction. In the ANN method, data that have been observed to have a great deal of vari-
ation are systematically compared with predictions from an artificial neural network,
wherein several input conditions are chosen to drive the network response. Figure 2.15
shows a network configuration used by Perez (2005) for studying standing load-lifting
motions. In this particular configuration, the input conditions are the 3-D coordinates
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62 Reviews of Human Factors and Ergonomics, Volume 4
Figure 2.15. One of several ANN structures used by Perez (2005) to predict postures and
motions involved in lifting moderate loads.
of the hand at the end of a lift, as well as anthropometric and strength data describing
the subjects. The outputs from the network are major joint angles or coordinates relative
to a global reference system.
In developing a particular ANN, researchers must use a recursive search method to find
a combination of weights that associate particular input values with the output values.
At least one hidden set of units is used in an ANN between the input and output units to
allow complex interactions to be included, which some consider joint coordination effects.
The general rule always is to attempt to use as few hidden units as needed to fit the data.
Perez (2005) used a large set of motion data from the HUMOSIM laboratory to “train”
his model of lifting motions—that is, to determine the set of weighting factors that, in
combination, provide the joint coordinates that best match the measured joint coordinates
(or joint angles). As is required in the ANN development process, another set of motion
data is then used to validate the model under conditions other than those used to train
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Digital Human Modeling for Workspace Design 63
the model, thus providing a means to determine how robust the outputs are in general.
Perez found very high correlations between the predicted and actual joint coordinates,
with mean average errors in the predicted joint locations of about 4 to 7 cm, depending
on the location of the reach targets.
Using data from simple upper-extremity, planar motions, Wada and Kawato (1993)
showed how ANN models could be used to solve forward dynamic optimization formu-
lations using one of the following objectives: minimize joint torque changes, minimize
muscle tension changes, or minimize motor neural command changes. They concluded
that for highly practiced upper-extremity motions, the ANN results indicated that such
motions were more consistent with minimizing motor command changes than with min-
imizing joint torques or muscle tension changes. They speculated that the latter may occur
while learning new motions.
Motion engineering algorithm development. Park, Chaffin, and Martin (2004) pro-
posed a motion engineering system approach consisting of three components: a motion
database (memory of motions completed), a motion search and comparison method
(motion retrieval), and a motion modification algorithm (generalization method). Theo-
retically, an organized computerized motion database can be considered a surrogate for
one’s memory of past motions. This is important in that several motion memory experts
have proposed that we retain an imprint or templates of our past motions, and we then
use them at a subconscious level to assist us when attempting to perform a new motion.
This is referred to as the general motor program (GMP) theory (Schmidt & Lee, 1999).
The first part of the method by Park et al. (2004) structures a motion memory file
as a set of joint angle–time trajectories derived from motions that participants performed
in various experiments. Using the algorithm by Park et al., one makes a new motion sim-
ulation request by defining the ending and beginning conditions of the motion, as well
as some anthropometric specifications of the people to be simulated. The algorithm then
searches the database for motion conditions that are similar (i.e., none or many could be
found, depending on how the user sets the criteria for “similar” motions). Assuming that
at least one stored motion set meets the user’s criteria, the algorithm by Park et al. sys-
tematically applies a gradient search algorithm to modify the joint angle–time trajecto-
ries that were retrieved from the database to satisfy the newly designated reach beginning
and end-point conditions.
Statistical comparisons of joint locations with standing reach data obtained from 20
participants revealed that the predicted joint locations were within about 3 cm of the
actual mean locations, provided that the hand end point of a chosen motion was within
15 cm of the one stored in the database. If the end-point location being simulated was
30 cm away, then the joint locations averaged about 4 cm from the actual mean values.
Park, Singh, and Martin (2006) demonstrated how such a memory-based model can be
used to search for motions that would prevent a collision between a body segment and
an obstacle.
Park, Martin, Choe, Chaffin, and Reed (2005) developed a joint angle contribution
vector (JCV), which is an index of how much each joint angle change contributes to a
particular complex motion. The JCV allows the user to understand how much two
motions differ and which joint motion contributes most to the difference. Knowing the
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64 Reviews of Human Factors and Ergonomics, Volume 4
variability in motions for a particular task could influence the choice of which one to
use in subsequent ergonomics evaluations of a task, or how some people’s joint motion
patterns differ from others.
In summary, the memory-based motion engineering algorithm that Park et al. (2004)
developed can be considered a motion-editing system that contains a motion library, a
search engine to find motions stored in the library that are close to a new motion of inter-
est, and a systematic means to modify them to fit new scenarios. In this context, the
method meets the criterion of being capable of accommodating new motions easily by
simply adding these to the library. It also meets the criterion of being capable of modify-
ing existing data and thus extrapolating past motions to meet new motion requirements.
limits to certain motions with optimization methods to select values for segment motion
kinematics variables.
From the preceding, it should be obvious that to use optimization methods effectively
to predict how people move, one requires knowledge about musculoskeletal physiology
and the motor behavior of people so that computational challenges that accompany non-
linear and quadratic programming methods can be reduced. The other issue that plagues
this approach is that different people use different varieties of motions to accomplish the
same goal, depending on their experiences and perceptual-motor capabilities. In other
words, various objective functions must be considered to model even simple motions, and
choosing which one to use for a particular group of people and situations presents a large
challenge to most users of these models.
Optimal control models of motions. Because it is well known from various neurolog-
ical studies of human motions that neural feedback exists during a motion, it must be
assumed that it can play an important part in assisting a person to perform novel or dif-
ficult motions. People are known to receive proprioceptive, kinesethic, and tactile feed-
back, as well as visual and auditory feedback, and all this informs the central nervous
system about the state of a particular motion. Therefore, it is reasonable for motion mod-
elers to attempt to use optimal control methods to study and simulate movements. Zajac
and Winters (1990) described the form that such models follow conceptually (see Fig-
ure 2.16). Models of this type attempt to recognize that multiple feedback loops affect
neural control (activation dynamics), muscle tendon forces (contractile dynamics), and
joint torque production (joint geometry), all of which are moderated by the body segment
motion dynamics.
Inspection of Figure 2.16 should remind the reader of how difficult it is to develop an
optimal control model that is robust in predicting how various people move in a variety
of disparate situations. The fact is that we have limited physiological knowledge about
many of the concepts contained in Figure 2.16. Even assuming we know the input com-
mands to muscles (which are often approximated by muscle EMG levels), the muscle ten-
don forces must be modeled as a function of the length and velocity of shortening or
lengthening of each muscle, often using only crude (Hill-type) muscle models. Joint geom-
etries have complex shapes that alter the muscle force-to-torque relationships, further
complicating the modeling process. And it is known that previously performed motions
Figure 2.16. A conceptual diagram of a control system showing multiple feedback loops that
are known to affect motion control. From Zajac & Winters (1990).
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66 Reviews of Human Factors and Ergonomics, Volume 4
can affect new motion dynamics through our motion memory, not to mention physical
fatigue and/or past neuromuscular pain experiences.
At best, optimal control models have been used to simulate simple, planar motions of
small linkage systems, such as when pedaling a bicycle. Although the method does pro-
vide an important tool in studying motor coordination, as Zajac (1993) stated, there are
several important reasons that this method has seen limited use in predicting more com-
plicated motions:
• Considerable effort and expertise are needed to formulate a multiple muscle dynamics model
of even simple planar motions.
• Computational time is very long—days or weeks for a single simulation on a desktop com-
puter (Menegaldo, Fleury, & Weber, 2003).
• Muscle coordination is poorly understood, even when EMG patterns are used as inputs to
the models.
• Dynamic optimization algorithms to find acceptable or even feasible solutions are (a) few,
(b) not robust, and (c) computationally time intensive.
Top-down motion engineering methods. It should be clear that one particular motion
modeling method is not best for all situations—that is, it does not meet the four criteria
stated at the beginning of this section. One approach that has been taken by Reed, Faraway,
Chaffin, and Martin (2006) is to use a motion framework that integrates several different
modeling concepts to allow robust simulation of a large variety of motions.
The guiding principles used by Reed and colleagues (2006) in the development of the
top-down motion framework are as follows:
Modularity. This means that a set of well-documented, rational models of particular
types of motions could be accessed by the framework as required by a midlevel task plan-
ner. For instance, if the task planner calls for simulating a walk to a bin of parts, the frame-
work organizes the geometric and other task data needed to permit the use of a foot
placement algorithm, such as the one from Wagner, Reed, and Chaffin (2005). Similar
modules regarding eye-hand coordination (Kim, 2005), spinal curvatures (Reed, Parkinson,
& Chaffin, 2003), and body balance (Parkinson, Chaffin, & Reed, 2006) are accessed as
specific tasks are simulated. The importance of this particular principle is that as new mo-
tion modules are developed, they can be added to the framework to enable it to provide
more robust motion simulations.
Algorithmic. Each module used in the framework needs to be documented completely
in a published paper so that motion simulation software developers can integrate them
into various commercial motion simulation applications.
Behavior based. This requirement simply recognizes the wonderful complexity and
variations that exist in human motions. Until we have a much deeper understanding of
all the psychological and physiological factors that affect our individual movements, we
will have to accept a certain amount of empirical representation, with prediction models
and algorithms derived from carefully constructed human motion studies. Luckily, since
the mid-1990s, large motion databases have begun to be assembled and used as the basis
for many of the motion modules required in the framework. Its reliance on these data-
bases gives the framework its intrinsic validity.
Figure 2.17. A top-down motion framework developed by Reed, Faraway, Chaffin, and
Martin (2006).
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Digital Human Modeling for Workspace Design 69
alone become too computationally inefficient and do not take advantage of the empiri-
cal knowledge that exists regarding various ways people perform complex motions.
Perez (2005) also concluded, after comparing his empirical ANN model results for
various whole-body motions with optimization-based methods, that a top-down frame-
work that would combine empirically based modules of simple motions into a heuristic
motion prediction system would be useful. The motion framework approach by Reed
et al. (2006) is a highly formal attempt to provide such a method.
Figure 2.18. The queuing network–model human processor (QN-MHP) developed by Liu,
Feyen, and Tsimhoni (2006) to predict people’s multitasking behaviors.
SUMMARY
It has been more than 20 years since the 1985 U.S. National Research Council workshop
attendees suggested that some basic advances in human modeling would be needed to
provide effective ergonomics assistance in the design of various workspaces. In this chap-
ter, I have attempted to illustrate some of the advances that have been accomplished.
Specifically, anthropometric data from many sources can be accessed and used easily with
sophisticated statistical methods to ensure that a specified percentile of the population
is accommodated in human reach analyses, sight-line determinations, and human fit and
clearance simulations. The performance effects of restrictive clothing, however, are still
being studied empirically (Uppu, Aghazadeh, & Nabatilan, 2006).
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Digital Human Modeling for Workspace Design 71
Biomechanical models of exertions have provided the basis for some predictions of
human static strength and low back stresses. These models are often integrated with high-
fidelity graphic representations of human forms, or avatars, to assist designers who are
concerned with the adverse effects of high-exertion tasks. Yet much remains to be done
to improve the fundamental biomechanical models that are being used in DHM simu-
lations, especially those related to dynamic task simulations (Marras & Radwin, 2006).
Where biomechanical models are limited, psychophysical discomfort ratings have been
used in some DHMs to provide population limits to specific manual tasks.
Predicting lifelike human motions for a large variety of tasks has been a major goal
of many DHM developers. Sophisticated motion optimization methods, control system
models, and functional regression methods are being used, along with very large motion
databases, to derive the best means of accomplishing this goal. Major progress has been
made in predicting realistic movement characteristics of healthy individuals. Yet the mo-
tions associated with tasks that require persons to brace themselves, reach or look into
confined areas, or exert unusual forces are not well modeled. More specifically, the com-
pensatory type of motions often used by people with back or other musculoskeletal im-
pairments or by people working close to their physical capacities are not predicted well
(Chaffin, Woolley, Dickerson, & Parkinson, 2004; Larivière, Gagnon, & Loisel, 2000;
Lindbeck & Kjellberg, 2001).
One of the most difficult aspects of human motion prediction is to incorporate a
means to predict the elegant ways in which people carefully coordinate the movements of
various body members when performing a specific task. Perhaps no better example of this
is when attempting to simulate the human hand as it grasps objects of various sizes,
shapes, and textures. Each of these object attributes, plus the intended goal of the grasp-
ing motion, affects the positioning of individual fingers. Armstrong (under review) de-
scribes various attempts to model grasping postures.
The good news is that several research and software development groups around the
world are fully engaged in providing digital human models that will enable users to sim-
ulate a large variety of human endeavors. Indeed, it is a very exciting time for those in-
volved in this evolving technology. As shown by the seven case studies comprising the text
Digital Human Modeling for Vehicle and Workplace Design (Chaffin, 2001), this technol-
ogy is already providing answers to difficult questions about human capabilities that are
posed by engineers and designers of aircraft, automobiles, spacecraft, ships, and work-
places. It is hoped that this review will help many readers realize the potential benefits and
challenges in developing and using DHM programs, and encourage additional use and
contributions to the technology in the near future.
ACKNOWLEDGMENTS
I thank the sponsors of the HUMOSIM Laboratory at the University of Michigan, par-
ticularly the U.S. Army–TARDEC group, Ford Motor Corporation, General Motors
Corporation, International Truck Corporation, UGS Corporation, and the U.S. Postal
Service, which for 9 years have supported some of the work discussed in this chapter.
Finally, I thank Patricia Terrell for assisting in the preparation of this manuscript.
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72 Reviews of Human Factors and Ergonomics, Volume 4
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