DELMIA Version 6 Release 2013x

A 3DEXPERIENCE of Global Production Systems for sustainable development

Ergonomics Specialists

Ergonomics Specialists

Assessing the working conditions, ensuring compliance, and verifying assembly across multiple platforms

DELMIA Ergonomics Task Definition

Create, simulate and validate tasks in the Version 6 environment

DELMIA Ergonomics Task Definition (ETD) builds on DELMIA Ergonomics Evaluation (EGE) by allowing users to create, simulate, and validate tasks performed by a Lifelike Human manikin in the Version 6 environment. With an intuitive user interface, Version 6 users are able to easily create and simulate the way a worker interacts with a product or performs tasks in the workplace. ETD makes it simple to define common tasks using predefined actions such as picking up and placing objects, walking, operating a device, or using a tool. More specific actions like sitting, kneeling and standing can be selected from a catalog and applied to the manikin. ETD makes defining and simulating human tasks accessible to all Version 6 users.

Manikin tasks created with ETD can be simulated in conjunction with DELMIA Ergonomics Analysis (EGA) to evaluate ergonomic parameters during motion execution. Additionally, ETD enhances simulations created with other Version 6 products such as DELMIA Assembly Simulation (APS) and DELMIA Robot Task Definition (RTD), enabling users to evaluate the way workers will perform their tasks in the manufacturing environment.

  • Introduce ergonomics earlier in workplace design
  • Reduce costs
  • Reduce risk of injury
  • Switch target populations without updating tasks
  • Definition and management of human tasks
    A human task is the sequence of activities that complete a worker’s assignment. ETD provides functions for sequencing activities, editing the sequence, and assigning tasks to let users evaluate how humans will interact within a product or workplace environment.
  • Simplified teaching of common actions
    ETD simplifies high semantic activities such as reaching for an object, picking it up, or gesturing. In the Version 6 3D immersive environment, users can simply select the desired activity and apply it to the manikin and an object or location. The series of motions required to achieve that action are automatically generated, saving the user both time and effort. Postures can be easily modified, fine-tuning manikin activities to specific needs. Creation of human tasks follows an easily understood natural process that makes authoring and simulating human activities accessible to all Version 6 users.
  • Manage time from task level to motion elements
    ETD provides default times and speeds for a human to perform basic movements. The user can change the speeds or simulation times of elementary motions to assess the overall time needed to perform a task and validate the cycle time defined at the planning level (either estimated or analyzed specific to Standard Time Measurement standards). This allows users to simulate a task in a given time to validate its plausibility.
  • Support for advanced logic programming
    ETD supports the implementation of advanced logic programming instructions through its easy-to-use interface. These logic commands include conditional statements (if-then-else) and looping statements within the human task.
  • Creation and synchronization of input/output signals
    Input/output signals can be created between human models and other programmable devices.
  • Task sequencing for multiple humans, robots and devices
    ETD users can sequence and simulate the tasks of each individually programmed human, robot and device to validate the synchronized behavior of the workcell.
  • Capture and reuse of basic skills or complex tasks
    ETD lets users define a sequence of postures, such as kneeling and sitting. These sequences can be saved in a library for application to a manikin, simplifying task definition effort. Similarly, users can save more complex Tasks as templates in a library and reuse them in a different context adapting it to the new environment.
  • Associativity for automatic layout update
    The location of a Lifelike Human can be associated to a layout so a manikin can be taught walk activities. Similarly, users can associate a human interface to an object and use it for interactions such as Get and Put. The use of human locations and human interfaces makes activities associative to the layout. If the layout is changed, associated activities are automatically adapted.
  • Simulation and validation of human tasks for interference and ergonomic analysis
    ETD lets users teach and simulate the way a human interacts in the context of a product or workplace environment. Immersed in a Version 6 3D environment, they can generate ergonomic analysis reports and perform dynamic interference analysis.