77 0

Full metadata record

DC FieldValueLanguage
dc.contributor.author이슬찬-
dc.date.accessioned2024-04-23T00:45:57Z-
dc.date.available2024-04-23T00:45:57Z-
dc.date.issued2023-04-24-
dc.identifier.citationINTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTIONen_US
dc.identifier.issn1044-7318en_US
dc.identifier.issn1532-7590en_US
dc.identifier.urihttps://information.hanyang.ac.kr/#/eds/detail?an=000973957300001&dbId=edswssen_US
dc.identifier.urihttps://repository.hanyang.ac.kr/handle/20.500.11754/189943-
dc.description.abstractIndustry 4.0 is potentially innovative in the workers’role, which is becoming increasingly involvedin smart activities. In this situation, it is necessary to improve highly repetitive uncomfortableworking postures to reduce physical risks. This study intends to assess physical risks during VRinteraction for manufacturing work. Posture-related physical risk levels were calculated using ergo-nomic risk assessment tools RULA, REBA, and OWAS. Three task conditions were considered forthe experiment in a VR-based car-assembly environment. An analysis of variance was applied toinvestigate significant differences between task conditions, and it suggested that a higher risklevel was obtained while working in the overhead position for RULA and REBA, whereas the squat-ting position obtained a higher risk level for OWAS. Sensitivity analysis identified that the upperarm and neck were responsible for the highest risk level for RULA, the upper arm, neck, and trunkfor REBA, and the back posture parameter for OWAS.en_US
dc.description.sponsorshipThis research was supported by Basic Science Research Programthrough the National Research Foundation of Korea (NRF) funded bythe Ministry of Education (2020R1I1A3067932).en_US
dc.languageen_USen_US
dc.publisherTAYLOR & FRANCIS INCen_US
dc.relation.ispartofseries;1-17-
dc.subjectirtual reality (VR)en_US
dc.subjectergonomicsen_US
dc.subjectmusculoskeletal disordersen_US
dc.subjectRULAen_US
dc.subjectREBAen_US
dc.subjectOWASen_US
dc.titleErgonomic Risk Assessment of Manufacturing Works in Virtual Reality Contexten_US
dc.typeArticleen_US
dc.identifier.doi10.1080/10447318.2023.2201558en_US
dc.relation.journalINTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION-
dc.contributor.googleauthorSardar, Suman Kalyan-
dc.contributor.googleauthorLim, Chae Heon-
dc.contributor.googleauthorYoon, Sol Hee-
dc.contributor.googleauthorLee, Seul Chan-
dc.relation.code2023043200-
dc.sector.campusE-
dc.sector.daehakCOLLEGE OF COMPUTING[E]-
dc.sector.departmentSCHOOL OF MEDIA, CULTURE, AND DESIGN TECHNOLOGY-
dc.identifier.pidseulchan-
Appears in Collections:
COLLEGE OF COMPUTING[E](소프트웨어융합대학) > MEDIA, CULTURE, AND DESIGN TECHNOLOGY(ICT융합학부) > Articles
Files in This Item:
There are no files associated with this item.
Export
RIS (EndNote)
XLS (Excel)
XML


qrcode

Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.

BROWSE