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情感作为人类具有智能的一个重要体现,是创建丰富细腻的虚拟智能体的不可或缺的环节。本文结合认知对情感的影响,提出一个改进的情感建模方法和一种新的行为建模方法,设计具体的情感情境,并通过行为树的行为组织形式对虚拟环境中的行为进行管理,以产生具体、真实的虚拟角色情感行为。提出"个性-情感-情绪"的三层情感层次结构,并最后完成了一个实验系统。实验结果证明,该情感模型和行为组织模型能有效地反映虚拟角色在虚拟环境中的智能情感行为。 相似文献
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为了建立具有行为和反应能力的虚拟维修样机行为模型,真正体现虚拟样机的模型特征,引入基于弱化Agent的建模方法对虚拟维修样机进行行为建模。给出了弱化Agent的特点和行为定义模式,研究了虚拟维修环境下行为模型的表示,行为模型的划分和行为模型的输出,给出了行为建模的具体实现过程,并把上述方法应用于某大型设备虚拟维修样机模型的行为建模中。通过应用实例可以看出应用此方法进行虚拟维修样机的行为建模极大的减少了虚拟维修样机与虚拟环境的交互数据量,可以很好的满足虚拟维修仿真实时性的应用要求。 相似文献
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基于Jack的虚拟维修样机交互行为建模方法研究 总被引:1,自引:0,他引:1
虚拟维修仿真是近年来出现的一种新的采用计算机动画、虚拟现实等技术,进行维修设计和维修训练等的方法,其基本思路是建立设备的虚拟样机,在虚拟环境中模拟特定的维修活动,如产品或部件的拆卸分解、更换、装配等;从运动行为建模、约束关系建模与拆装顺序描述3个方面详细讨论了虚拟样机交互行为建模的方法与过程,最后在Jack环境下设计了交互特征建模软件模块,利用数据库管理样机的交互特征;基于特征的交互行为模型能够满足虚拟维修仿真的需要,设计的软件模块能够较好地与仿真系统集成,对虚拟维修仿真实现具有重要意义. 相似文献
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本体在概念建模中的应用研究 总被引:1,自引:0,他引:1
概念建模是指创建概念模型的行为,这些模型用来描述问题,与具体用于解决问题的技术和策略独立无关.在过去数十年中,大量概念建模方法和工具纷纷涌现,许多理论如本体论、语言学和认知学的引入,增强了概念建模的理论基础,基于本体的概念建模研究得到了充分重视.探讨了基于本体的概念建模理论、概念建模语言中本体的作用、上层本体与领域本体的关系;对基于本体的概念模型以及本体语言及其逻辑基础在概念模型的一致性检测的应用进行了研究. 相似文献
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针对仿真系统概念模型开发中存在的模型重用性不高和缺乏管理等问题,提出了元概念模型(Meta Conceptual Model,MCM)的概念,以实现更高层次上的概念模型抽象.将本体思想引入MCM的设计中,提出了基于本体的元概念模型(Ontology-based MCM,OMCM)概念,并给出了OMCM的层次结构和建模方法.通过将OMCM和概念模型进行映射,实现了基于OMCM的概念模型建模.最后,将该方法应用于装备保障仿真系统概念模型的建模中,起到了很好的效果. 相似文献
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灵境技术与人机和谐仿真环境 总被引:18,自引:1,他引:17
汪成为 《计算机研究与发展》1997,34(1):1-12
本文在研究多维信息宛间的基本概念和灵境技术的历史,研究现状以及发展趋势的基础上,提出了新一代仿真建模的概念框架以及在我国开展灵境技术研究的建议。 相似文献
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韩红利 《计算机工程与设计》2006,27(18):3480-3482
简要介绍了VR和VRML(虚拟现实建模语言),说明了建立连续采煤工作面三维虚拟现实VRML模型的方法;并结合开发实际,介绍了三维造型中涉及的关键技术,即实体建模、背景设定、空间视点控制、浏览方式选择和交互动画的设置,并对其中的开发技巧进行了论述;最后给出了连续采煤工作面虚拟现实模型实例. 相似文献
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Remi Alkemade Stephan G. Lukosch 《International journal of human-computer interaction》2017,33(11):882-901
In the early stages of 3D design, sketches are used to quickly conceptualize ideas and gain insight into problems and possible solutions. Computer-aided design tools are widely used for 3D modeling and design, but their required precision and 2D mouse and screen-based interface inhibit the flow of ideas. A study was conducted to explore the efficiency of hand tracking and virtual reality (VR) for 3D object manipulations in conceptual design. Based on existing research on conceptual design and hand gestures, an intuitive hand-based interaction model is proposed. An experiment on basic 3D manipulation shows that participants using a simple VR and hand-tracking interface prototype have similar performance to those using a traditional mouse and screen interface. For the improvement of gestural conceptual design interfaces, the relevant issues are identified. 相似文献
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《Computer Graphics and Applications, IEEE》2009,29(1):82-85
Immersive virtual reality (VR) has attracted the attention of many researchers and educators who predicted that VR would considerably affect how learning and teaching are conducted. The research presented here aims to investigate how an interactive immersive virtual learning environment affects conceptual learning, specifically learning of fractions in mathematics. A virtual environment (VE) designed to simulate a playground was created and evaluated through empirical studies with 60 primary school students between the ages of 8 and 12. Results suggest that children who fully interacted with the VE were able to problem-solve but that there was no strong evidence of the expected conceptual change. Rather, it was the passive VR environment, where a virtual robot guided activity, that seemed to support student reflection and recall, leading to indications of sustained conceptual change. 相似文献
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A Comprehensive Review of Redirected Walking Techniques: Taxonomy,Methods, and Future Directions 下载免费PDF全文
Virtual reality (VR) allows users to explore and experience a computer-simulated virtual environment so that VR users can be immersed in a totally artificial virtual world and interact with arbitrary virtual objects. However, the limited physical tracking space usually restricts the exploration of large virtual spaces, and VR users have to use special locomotion techniques to move from one location to another. Among these techniques, redirected walking (RDW) is one of the most natural locomotion techniques to solve the problem based on near-natural walking experiences. The core idea of the RDW technique is to imperceptibly guide users on virtual paths, which might vary from the paths they physically walk in the real world. In a similar way, some RDW algorithms imperceptibly change the structure and layout of the virtual environment such that the virtual environment fits into the tracking space. In this survey, we first present a taxonomy of existing RDW work. Based on this taxonomy, we compare and analyze both contributions and shortcomings of the existing methods in detail, and find view manipulation methods offer satisfactory visual effect but the experience can be interrupted when users reach the physical boundaries, while virtual environment manipulation methods can provide users with consistent movement but have limited application scenarios. Finally, we discuss possible future research directions, indicating combining artificial intelligence with this area will be effective and intriguing. 相似文献
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Sehoon Kim Seungheon Lee Nupur Kala Jaesung Lee Wonhee Choe 《Journal of the Society for Information Display》2018,26(6):376-384
It has been noted that restricting field of view (FoV) is effective to mitigate virtual reality (VR) sickness, but it is prone to reduce the immersiveness. We propose an effective FoV restriction approach to mitigate VR sickness on mobile devices. The proposed approach includes a practical and reliable method for measuring VR sickness and a method of effectively limiting the FoV on mobile VR devices. Experimental result shows that the proposed method reduces VR sickness by 31.4%. The method was successfully applied to a VR application. 相似文献
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虚拟人实时运动控制的研究 总被引:7,自引:0,他引:7
为在虚拟环境中再现逼真的人体运动,对虚拟人的实时运动控制进行了研究。简单阐述了对虚拟人体的几何建模和运动建模。在传统人体动画控制技术的基础上,提出了虚拟人行为的高、低两层控制策略,实现了虚拟人行为的智能化--在低层运动控制部分,通过关键帧,正向、逆向运动学和简单动力学适当结合的多重控制技术对人体的关节直接控制,实现了周期地步行、跑步等移动动作;在高层运动控制中,研究了避免碰撞障碍物的路径规划和接近 相似文献