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EDIProD’ 2006, Gronów, Poland Wilfred van der Vegte, September 2006

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Presentation on theme: "EDIProD’ 2006, Gronów, Poland Wilfred van der Vegte, September 2006"— Presentation transcript:

1 Hybrid simulation of the use of products by controlling continuous behaviour with state machines
EDIProD’ 2006, Gronów, Poland Wilfred van der Vegte, September 2006 Faculty of Industrial Design Engineering

2 Concept of system architecture Pilot implementation and demo
Overview Objective and scope Research issues Reasoning model Concept of system architecture Pilot implementation and demo Discussion and conclusions November 19, 2018

3 Objective of the research
simulation (definition): performing experiments on virtual models New computer tool development my goal: enable designers to perform behavioural simulations with fully virtual systems to simulate use processes of consumer durables the human involved in the use process is also virtual: even his/her decision-making is simulated simulation of autonomous virtual humans involved in use processes November 19, 2018

4 Scope of the research New computer tool development
behaviour of artefacts behaviour of products to simulate use processes of consumer durables behaviour of humans behaviour of surroundings application field: behaviour prediction in conceptual design November 19, 2018

5 Research issues Integration of artefact/engineering aspects and human/ergonomics aspects Integration of the various different types of artefact behaviour and human behaviour in simulation Dealing with the variety of use processes: Variety in artefacts (products, surroundings) Variety in humans (size, capabilities, habits) Variety in course of action: “designing for use” try to anticipate all possible forms of use, including “user errors”. Simulation can support the designer in this. <phone idle> pick up phone <dial tone> on hook dial 5 <phone idle> <internal call> on hook enter digit <phone idle> <third> on hook enter digit <fourth> <phone idle> enter digit on hook <phone idle> <validating> error message on hook (Hsia et al., 1999) ring busy <phone idle> <connecting> <disconnected> <try again> on hook callee pickup on hook on hook <phone idle> <connected> <phone idle> on hook talk <phone idle> <state> <phone idle> <finished> on hook callee on hook path operation <phone idle> <disconnected> <state> on hook <phone idle> Scenario tree for the use of a phone: “IF-THEN” production rules control the decision points November 19, 2018

6 Reasoning model November 19, 2018

7 A simple example: simulating the use of a pedal bin
state: process without intervention by human or electronics: is simulated as a continuous process based on laws of physics 9 n transitions (10, .. , n-1) not elaborated outside bin 8 2 2b 3 4,5 1 2a 7 6 pedal inside bin 2b 3 4 arm/hand/garbage object transition: triggers use state machine to intervene (e.g. human decision to activate muscles); part of discrete simulation inclusive (AND) branching exclusive (OR) 7 garbage object 5 arm/hand 6 1 informal representation of a scenario structure: extension of the scenario tree with inclusive branching (parallel paths) and loops physical situation change: different physical laws start to become valid; part of continuous simulation 2a November 19, 2018

8 A common formal FSM representation: the Petri Net
transitions (10, .. , n-1) not elaborated 2 2b 3 4,5 1 2a 6 7 2b 8 9 7 3 4 5 6 1 2a November 19, 2018

9 Concept of a system architecture for modelling and simulation
Hybrid resource integration module Use state machine module Nucleus module Modelling Nucleus-based object model Link between models Use state machine (behavioural model) Discrete-event based simulation of interpreted physical behaviour Nucleus-based simulation of phys- ical behaviour Link between simulations Simulation UI User input, modelling feedback and simulation results Physically-based modelling and simulation with particle clouds (Horváth, 2004; Rusák et al., 2004). Includes deformations, kinematics and multiphysics. In this pilot implementation, rigid 3D volumetric modelling and simulation with MSC visualNastran 4D is used instead. Focus of this paper: pilot implementation using Simulink block diagrams and Simulink Stateflow November 19, 2018

10 Pilot implementation of a simple RI model
Object modelling & continuous simulation (MSC VisualNastran 4D) Link between models (SIMULINK block diagram) Use state machine (Stateflow) Simulation time USM MainControl 1 Thumb 4 ShoulderY 6 Elbow 2 Fingers 3 ShoulderZ 7 ShoulderX 5 Rest entry: yArmspeed=0 StopForNow Forward entry: zArmspeed=2 Backward entry: yArmspeed=-2 entry: Fingerspeed=0 entry: Elbowspeed=89 entry: Fingerspeed=90 Throw entry: Fingerspeed=-90 entry: Elbowspeed=-89 InsideBin AfterRelease entry: Thumbspeed=90 OutsideBin entry: xArmspeed=0 entry: zArmspeed=0 entry: Thumbspeed=-90 entry: Thumbspeed=0 entry: Elbowspeed=0 entry: xArmspeed=2 WatchLitter z ArmControl xy xyDisplacement LitterFalling zDisplacement Wait GoBack x y yDisplacement xDisplacement Released exit(Throw) enter(Throw) LitterHalted BackInStartPosition enter(WatchLitter.Wait) enter(ArmControl.Wait) enter(GoBack) exit(GoBack) [zlitter < 0.025] exit(xDisplacement) enter(xDisplacement) yHandEqualsyLitter xHandEqualsxLitter zHandEqualszLitter enter(y.Wait) enter(x.Wait) enter(xy.Wait) enter(z.Wait) exit(yDisplacement) enter(yDisplacement) exit(zDisplacement) enter(zDisplacement) Clock Start of simulation Litter distance Distance exceeded Elbow Angle xlitter ylitter zlitter SimTime Original angle Events reached x_hand Meters used in conditions zero Elbowspeed Fingerspeed Thumbspeed xArmspeed yArmspeed zArmspeed Meter values Controls y_hand zero1 vNPlant z_hand zero2 x position of litter y position of litter z position of litter November 19, 2018 absolute Controls velocity Below threshold of litter

11 Zooming in on the use state machine
process without intervention by human or electronics: is simulated as a continuous process based on laws of physics USM MainControl 1 Thumb 4 ShoulderY 6 Elbow 2 Fingers 3 ShoulderZ 7 ShoulderX 5 Rest entry: yArmspeed=0 StopForNow Forward entry: zArmspeed=2 Backward entry: yArmspeed=-2 entry: Fingerspeed=0 entry: Elbowspeed=89 entry: Fingerspeed=90 Throw entry: Fingerspeed=-90 entry: Elbowspeed=-89 InsideBin AfterRelease entry: Thumbspeed=90 OutsideBin entry: xArmspeed=0 entry: zArmspeed=0 entry: Thumbspeed=-90 entry: Thumbspeed=0 entry: Elbowspeed=0 entry: xArmspeed=2 WatchLitter z ArmControl xy xyDisplacement LitterFalling zDisplacement Wait GoBack x y yDisplacement xDisplacement Released exit(Throw) enter(Throw) LitterHalted BackInStartPosition enter(WatchLitter.Wait) enter(ArmControl.Wait) enter(GoBack) exit(GoBack) [zlitter < 0.025] exit(xDisplacement) enter(xDisplacement) yHandEqualsyLitter xHandEqualsxLitter zHandEqualszLitter enter(y.Wait) enter(x.Wait) enter(xy.Wait) enter(z.Wait) exit(yDisplacement) enter(yDisplacement) exit(zDisplacement) enter(zDisplacement) USM MainControl 1 Thumb 4 ShoulderY 6 Elbow 2 Fingers 3 ShoulderZ 7 ShoulderX 5 Rest entry: yArmspeed=0 StopForNow Forward entry: zArmspeed=2 Backward entry: yArmspeed=-2 entry: Fingerspeed=0 entry: Elbowspeed=89 entry: Fingerspeed=90 Throw entry: Fingerspeed=-90 entry: Elbowspeed=-89 InsideBin AfterRelease entry: Thumbspeed=90 OutsideBin entry: xArmspeed=0 entry: zArmspeed=0 entry: Thumbspeed=-90 entry: Thumbspeed=0 entry: Elbowspeed=0 entry: xArmspeed=2 WatchLitter z ArmControl xy xyDisplacement LitterFalling zDisplacement Wait GoBack x y yDisplacement xDisplacement Released exit(Throw) enter(Throw) LitterHalted BackInStartPosition enter(WatchLitter.Wait) enter(ArmControl.Wait) enter(GoBack) exit(GoBack) [zlitter < 0.025] exit(xDisplacement) enter(xDisplacement) yHandEqualsyLitter xHandEqualsxLitter zHandEqualszLitter enter(y.Wait) enter(x.Wait) enter(xy.Wait) enter(z.Wait) exit(yDisplacement) enter(yDisplacement) exit(zDisplacement) enter(zDisplacement) transition: triggers use state machine to intervene (e.g. human decision to activate muscles); November 19, 2018

12 Demonstration video The video is available as a separate download.
It shows two simulations of the use of a basic example product: an open litter bin. In the first simulation, an irregularly shaped object is thrown into the bin. Once the object has left the hand, the USM commands the muscles of the simulated human to rotate the arm back to its starting position. Once the object lies still on the bottom of the bin, the simulation stops. In the second simulation, the throwing speed is reduced. The object lands outside the bin. Once the object lies still, the USM commands the arm to move the hand to the position of the object and the simulation ends. A next step would have been pick up the object, move the arm back to the starting position and try again with increased throwing speed. However, effective simulation gripping turned out to be difficult without the possibility to include deformations of the hand. November 19, 2018

13 Discussion and conclusions
Proof of ideas: for a basic application example, it is possible to create and simulate a hybrid model More complex examples are needed to show the value of this approach for designers Complex examples need simulation of more types of physical behaviour – not just rigid-body kinetics  nucleus-based modelling Statecharts may not be the ideal FSM representation for information processing in a use process : even for this basic example case a quite complex behavioural model is needed. ‘Robotic’ human-motion patterns need to be replaced by realistic motion patterns from biomechanics and human-motor research November 19, 2018


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