ErgoHOWL

Quarter One 2022

Virtual and Augmented Reality in Ergonomics

Last quarter, we highlighted several emerging technologies being integrated into the workplace, including exoskeletons, wearable sensors, artificial intelligence, computer vision, and virtual and augmented reality. This quarter, we wanted to focus in on virtual reality and augmented reality and how this technology is being used in ergonomics.

First, let’s define these terms:

  • Virtual Reality (VR) – Computer-generated graphics that fully immerse the user into an alternative world or reality, apart from the real-world
  • Augmented Reality (AR) – Computer-generated graphics that overlays digital information on real-world elements

Typically, virtual reality requires users to wear special VR headsets like the Oculus Quest, HTC Vive Pro, or Samsung Gear that are usually connected to a computer, gaming system, smartphone, or Wi-Fi. More advanced VR experiences allow freedom of movement, where users can move in the digital environment, hear sounds, and interact with hand controllers.

In augmented reality, users see and interact with the real-world while digital content is added to it. One example of AR you may not have even realized is when you watch a football game on TV, the yellow first down marker line that’s displayed on the field is AR. However, you can also experience augmented reality with special AR headsets, such as Google Glass, Sony SmartEyeglass, or Microsoft Hololens.

How is VR/AR being used in ergonomics?

The applications for VR/AR in today’s workplace is limitless!  Below are just a few of the ways in which VR/AR is being used in ergonomics to help companies optimize employee well-being and improve business performance.

R&D. From a research and development side, VR/AR is being used in design and virtual prototyping of products before they are manufactured. Having the ability to immerse yourself into a virtual world where you experience and interact with your product or new product concepts throughout the product life cycle, from assembly, to operation, to maintenance in the design stage is quite powerful. Focus groups and usability studies using VR/AR to optimize product design is being adopted before companies even have a physical prototype. Such technology allows companies to decrease design and development time and get it right the first time, with less risk to end users.

Manufacturing. Not only is VR/AR being used to optimize the assembly steps of a manufacturing process (from a product design standpoint), but this technology is being used to optimize the setup, layout, and equipment for the employees on the production floor-before anything is even purchased. Job tasks can be simulated in a virtual or augmented environment to improve employee postures, reduce forces on their bodies, and check access and clearance issues. AR is also being used to display visual manufacturing steps or digital images on the objects being built to minimize mental workload and improve efficiencies.

Service and Maintenance. Just as VR/AR is being used to improve manufacturing processes, it is also being used to improve service and maintenance processes. VR/AR is being used to train technicians how to service various products and equipment in a virtual or augmented environment. AR is being used to connect trained technicians with non-trained personnel to walk them through any service or maintenance steps, remotely.

Training. Have you ever heard anyone say the best way to learn something new is to do it?  Well, VR/AR technology provides that experience by giving users hands-on learning in a structured, interactive way. Trainers can immerse themselves in real-world job activities or work through scenarios in real-time using this tech. Significant increases in learning retention and time saved using VR/AR technology vs. traditional training methods have been reported. Some companies are adopting this tech for safety training and/or operator training such as fall protection, forklift driving, personnel lifts, lockout-tagout, etc. Others are using it to train their design engineers, manufacturing engineers, and service and maintenance technicians as described above.

Well-known companies like Toyota, John Deere, Boeing, Lockheed Martin, and Newport News Shipbuilding are all using this technology to benefit their people and processes.

Benefits of VR/AR for businesses

The benefits of VR/AR are multi-fold for businesses and their people, all of which help your bottomline. A few of such benefits include:

Product Development Efficiencies

Manufacturing Efficiencies

Product Quality

Employee Engagement

Employee Safety and Well-being

Service and Maintenance Efficiencies

All of these benefits translate into time and money saved, a healthier bottomline, and a happier (more engaged) workforce. Have you considered how you might be able to leverage VR/AR technology to do the same?

The Virtual and Augmented Reality Lab at North Carolina State Univerisity

North Carolina State University houses The Virtual and Augmented Reality Lab (VARL) in the Edward P. Fitts Department of Industrial and Systems Engineering. The lab is led by Dr. Karen Chen and is focused on studying the interactions between humans and Virtual Reality/Augmented Reality (VR/AR).

Virtual reality, or VR, is a computer-generated graphical space that allows users to experience various environments. Users can travel to the medieval era and then teleport to a fictional village. Augmented reality, or AR, is where computer-generated graphics superimpose with the physical environment. In other words, the objects seen in the real-world are now “augmented” with more information provided by AR technology.

The lab has a four-sided (C4) Cave Automatic Virtual Environment (CAVE) with full-body tracking capability, several head-mounted displays (HMDs), and a head-up display (HUD). There are other peripheral devices that support movement tracking.

The primary focus of the lab is to learn how users perceive and behave in VR and AR, and how they are different from the real world (aka physical environment). Dr. Chen’s team also explores the potentials in VR/AR for various real-world applications. Current active projects include user performance training and patient motor learning.

Investigation of Virtual Reality Guided Upper Limb Exercises

Shoulder pain is common in individuals with work-related musculoskeletal disorders, which can be disabling and hinders people from performing activities of daily living. While individuals seek conventional shoulder rehabilitation program for recovery guidance and support, new technology like virtual reality (VR) has gained increasing attention in physical rehabilitation.

Emergency Medicine Patient Lift Training Simulation in Virtual Reality

Musculoskeletal disorders are the largest category of workplace injuries in today’s workforce. Patient handling is a common cause of workplace musculoskeletal disorders among healthcare workers worldwide. Nine participants were first asked to complete the same three-part physical lift from the pilot study in order to calibrate the virtual exertions thresholds for three different weights; 100, 150, and 200 pounds. Participants then completed virtual lifts within the cave automated virtual environment.