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Abstract

Today, there is an increasing requirement for very accurate computer visualization technology to simulate the interaction between the human body and essential elements of our everyday environment, such as clothing and accessories, buildings and architecture. The virtual environment is ideal for planning and developing studies in ergonomics which will influence the design of furniture, cars and buildings. The ability to simulate products and structures in their real environment is very attractive, for many reasons, and is therefore becoming increasingly popular. On the other hand, new algorithms from the clothing industry seem to offer new perspectives and new life to the study of ergonomics in general, since they are based on the design and use of anthropomorphic structures which allow the generation of three-dimensional pattern based on a person's attitude, conformation and even the ease of movement desired. It is therefore particularly interesting to use this know-how and technology to build a virtual set of skeletons that will open the door to a new definition of the man's representation, as well as his better integration to its environment.

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