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1.
三维虚拟环境漫游是虚拟现实技术应用的基本方向之一,具有重要的研究意义与应用价值。基于成熟的游戏引擎技术,提出一个具有较强通用性和可扩展性的三维虚拟漫游系统开发框架,并从3D场景快速构建、3D场景实时绘制、高级视觉特效生成和基于物理的场景模拟等四个方面详细介绍了该框架的关键技术实现。通过对系统原型的测试表明,采用该开发框架所构建的三维虚拟漫游系统可在一般的普通主流PC机上达到较好的性能和表现效果。  相似文献   

2.
针对移动设备访问三维虚拟场景受到网络带宽和终端计算能力的制约,使得在线利用虚拟现实进行移动学习效率不高,基于此提出了基于普适计算的自适应优化选择技术.对三维实体进行本体语义描述,建立相应的优化模型.在此基础上通过WURFL对手持移动设备进行采样获取设备参数,对参数进行分析从而建立普适规则,利用普适计算进行自适应优化选择.测试结果表明,经过自适应选择后手持移动设备荻取三维虚拟场景资源的速度和效率得到明显提高.  相似文献   

3.
The goal of this research is to explore new interaction metaphors for augmented reality on mobile phones, i.e. applications where users look at the live image of the device’s video camera and 3D virtual objects enrich the scene that they see. Common interaction concepts for such applications are often limited to pure 2D pointing and clicking on the device’s touch screen. Such an interaction with virtual objects is not only restrictive but also difficult, for example, due to the small form factor. In this article, we investigate the potential of finger tracking for gesture-based interaction. We present two experiments evaluating canonical operations such as translation, rotation, and scaling of virtual objects with respect to performance (time and accuracy) and engagement (subjective user feedback). Our results indicate a high entertainment value, but low accuracy if objects are manipulated in midair, suggesting great possibilities for leisure applications but limited usage for serious tasks.  相似文献   

4.
A color-based face tracking algorithm is proposed to be used as a human-computer interaction tool on mobile devices. The solution provides a natural means of interaction enabling a motion parallax effect in applications. The algorithm considers the characteristics of mobile use-constrained computational resources and varying environmental conditions. The solution is based on color comparisons and works on images gathered from the front camera of a device. In addition to color comparisons, the coherency of the facial pixels is considered in the algorithm. Several applications are also demonstrated in this work, which use the face position to determine the viewpoint in a virtual scene, or for browsing large images. The accuracy of the system is tested under different environmental conditions such as lighting and background, and the performance of the system is measured in different types of mobile devices. According to these measurements the system allows for accurate (7% RMS error) face tracking in real time (20–100 fps).  相似文献   

5.
董健 《软件工程师》2014,(11):33-34
随着网络及计算机技术的发展,3D实景虚拟漫游已经作为一种全新的展示在房产销售中普遍运用。本系统运用了3Dmax、Photoshop、Unity3D软件,参考现实广场小区,创建虚拟场景。为达到预期效果,通过骨骼动画及JavaScript语言实现控制角色移动转向等动作,用户可以对场景自主漫游、浏览,让用户真正沉浸在虚拟交互环境当中,实现用户与虚拟环境直接交互。  相似文献   

6.
We present a framework for testing applications for mobile computing devices. When a device is moved into and attached to a new network, the proper functioning of applications running on the device often depends on the resources and services provided locally in the current network. This framework provides an application-level emulator for mobile computing devices to solve this problem. Since the emulator is constructed as a mobile agent, it can carry applications across networks on behalf of its target device and allow the applications to connect to local servers in its current network in the same way as if they had been moved with and executed on the device itself. This paper also demonstrates the utility of this framework by describing the development of typical network-dependent applications in mobile and ubiquitous computing settings.  相似文献   

7.
A distributed virtual walkthrough environment allows users connected to the geometry server to walk through a specific place of interest, without having to travel physically. This place of interest may be a virtual museum, virtual library or virtual university. There are two basic approaches to distribute the virtual environment from the geometry server to the clients, complete replication and on-demand transmission. Although the on-demand transmission approach saves waiting time and optimizes network usage, many technical issues need to be addressed in order for the system to be interactive. CyberWalk is a web-based distributed virtual walkthrough system developed based on the on-demand transmission approach. It achieves the necessary performance with a multiresolution caching mechanism. First, it reduces the model transmission and rendering times by employing a progressive multiresolution modeling technique. Second, it reduces the Internet response time by providing a caching and prefetching mechanism. Third, it allows a client to continue to operate, at least partially, when the Internet is disconnected. The caching mechanism of CyberWalk tries to maintain at least a minimum resolution of the object models in order to provide at least a coarse view of the objects to the viewer. All these features allow CyberWalk to provide sufficient interactivity to the user for virtual walkthrough over the Internet environment. In this paper, we demonstrate the design and implementation of CyberWalk. We investigate the effectiveness of the multiresolution caching mechanism of CyberWalk in supporting virtual walkthrough applications in the Internet environment through numerous experiments, both on the simulation system and on the prototype system.  相似文献   

8.
As the complexity of virtual environments increases, it becomes a critical issue to maintain the quality of a walkthrough experience. In this paper, we propose an effective data management scheme to address this issue in client-server architecture. First, we propose using real-time scene management to manage the computing resources on the client side by reducing the amount of transmitted geometry data. Second, we propose a prioritized most likelihood movement model to prefetch potential future objects based on the users current motion intention. Lastly, a hybrid coherence cache model is proposed to take advantages of both the temporal and spatial localities of the walkthrough process. We have done extensive experiments to demonstrate how these techniques can improve the effectiveness of walkthrough in a large virtual environment.  相似文献   

9.
基于Vega的虚拟现实系统漫游引擎   总被引:2,自引:2,他引:0  
分析虚拟现实系统漫游引擎的设计与实现,提出基于Vega的视点与场景的碰撞检测算法,讨论用鼠标和键盘控制虚拟场景的带碰撞检测的漫游引擎,并把该漫游引擎应用到虚拟校园漫游系统的开发,取得预期的效果.  相似文献   

10.
目的 目前互联网上构建的虚拟世界规模越来越大,但在现实网络带宽有限的情况下,实时传输海量复杂虚拟场景一直都是难以解决的“瓶颈问题”,针对该极具挑战性的问题进行了综述性研究。方法 首先对大规模3维虚拟场景传输的主要技术进行了概述,然后分别对其中的关键技术如大规模虚拟场景的轻量化与流式化技术、P2P-Cloud(Peer to Peer-Cloud)网络架构、资源发现/邻居发现策略、不同网络架构的虚拟场景数据分发策略和移动网络场景传输等进行了详细综述。结果 阐明了虚拟场景传输主要技术之间的关系,并通过对已有经典成果的对比,分析了它们的优缺点及需要解决的关键问题。结论 分别从虚拟场景传输的场景预处理、基于云的混合网络架构和移动网络中的场景传输这3个发展方向做了前瞻性的展望。  相似文献   

11.
In this paper a novel framework for the development of computer vision applications that exploit sensors available in mobile devices is presented. The framework is organized as a client–server application that combines mobile devices, network technologies and computer vision algorithms with the aim of performing object recognition starting from photos captured by a phone camera. The client module on the mobile device manages the image acquisition and the query formulation tasks, while the recognition module on the server executes the search on an existing database and sends back relevant information to the client. To show the effectiveness of the proposed solution, the implementation of two possible plug-ins for specific problems is described: landmark recognition and fashion shopping. Experiments on four different landmark datasets and one self-collected dataset of fashion accessories show that the system is efficient and robust in the presence of objects with different characteristics.  相似文献   

12.
The visions of ambient intelligence demand novel interaction paradigms that enable designers and system developers to frame and manage the dynamic and complex interaction between humans and environments populated with physical (real) and virtual (digital) objects of interest. So far, many proposed approaches have adhered to a device-centric stance when including virtual objects into the ambient ecology; a stance inherited from existing interaction paradigms for mobile and stationary interactive devices. In this article, we introduce egocentric interaction as an alternative approach, taking the human agent’s body and mind as the center of reference. We show how this interaction paradigm has influenced both the conception and implementation of the easy ADL ecology, comprising of smart objects, a personal activity-centric middleware attempting to simplify interaction given available resources, ambient intelligence applications aimed at everyday activity support, and a human agent literally in the middle of it all.  相似文献   

13.
A shared interactive display (e.g., a tabletop) provides a large space for collaborative interactions. However, a public display lacks a private space for accessing sensitive information. On the other hand, a mobile device offers a private display and a variety of modalities for personal applications, but it is limited by a small screen. We have developed a framework that supports fluid and seamless interactions among a tabletop and multiple mobile devices. This framework can continuously track each user’s action (e.g., hand movements or gestures) on top of a tabletop and then automatically generate a unique personal interface on an associated mobile device. This type of inter-device interactions integrates a collaborative workspace (i.e., a tabletop) and a private area (i.e., a mobile device) with multimodal feedback. To support this interaction style, an event-driven architecture is applied to implement the framework on the Microsoft PixelSense tabletop. This framework hides the details of user tracking and inter-device communications. Thus, interface designers can focus on the development of domain-specific interactions by mapping user’s actions on a tabletop to a personal interface on his/her mobile device. The results from two different studies justify the usability of the proposed interaction.  相似文献   

14.
This paper proposes the “Substitute Interface” to utilize the flat surfaces of objects around us as part of an ad hoc mobile device. The substitute interface is established by the combination of wearable devices such as a head-mounted display with camera and a ring-type microphone. The camera recognizes which object the user intends to employ. When the user picks up and taps the object, such as a notebook, a virtual display is overlaid on the object, and the user can operate the ad hoc mobile device as if the object were part of the device. Display size can be changed easily by selecting a larger object. The user’s pointing/selection action is recognized by the combination of the camera and the ring-type microphone. We first investigate the usage scene of tablet devices and create a prototype that can operate as a tablet device. Experiments on the prototype confirm that the proposal functions as intended.  相似文献   

15.
Embedded context management in resource-constrained devices (e.g. mobile phones, autonomous sensors or smart objects) imposes special requirements in terms of lightness for data modelling and reasoning. In this paper, we explore the state-of-the-art on data representation and reasoning tools for embedded mobile reasoning and propose a light inference system (LIS) aiming at simplifying embedded inference processes offering a set of functionalities to avoid redundancy in context management operations. The system is part of a service-oriented mobile software framework, conceived to facilitate the creation of context-aware applications—it decouples sensor data acquisition and context processing from the application logic. LIS, composed of several modules, encapsulates existing lightweight tools for ontology data management and rule-based reasoning, and it is ready to run on Java-enabled handheld devices. Data management and reasoning processes are designed to handle a general ontology that enables communication among framework components. Both the applications running on top of the framework and the framework components themselves can configure the rule and query sets in order to retrieve the information they need from LIS. In order to test LIS features in a real application scenario, an ‘Activity Monitor’ has been designed and implemented: a personal health-persuasive application that provides feedback on the user’s lifestyle, combining data from physical and virtual sensors. In this case of use, LIS is used to timely evaluate the user’s activity level, to decide on the convenience of triggering notifications and to determine the best interface or channel to deliver these context-aware alerts.  相似文献   

16.
随着网络技术的发展和移动设备的普及,用户希望能随时随地对资源进行访问。但是,由于移动网络连接带宽低且移动单元本身资源贫乏,移动环境为分布应用开发提出了新的挑战。移动代理技术以其节省带宽、异步性等特征,为移动计算提供了良好的解决方案。本文首先讨论了移动代理系统的设计,然后提出一个基于移动代理的移动应用框架
架,最后给出了相应的应用实例。  相似文献   

17.
随着现代生活节奏的不断加快,人们在生活工作中碎片化的时间越来越多,如何利用这些碎片化的时间成为人们不得不面对的问题。如今随着移动网络的传输速度不断提高,各种移动终端的应用很好的充实了这些碎片化的时间。本文在分析移动网络环境下移动终端设备的应用对于用户产生的信息安全问题的同时也分析了新型移动终端设备的发展前景与设计理念。  相似文献   

18.
随着各类智能终端的普及,多屏互动等跨设备使用硬件资源的应用不断涌现,对硬件资源管理的跨平台性和交互扩展性提出了更高的要求.然而,当前针对硬件资源共享的应用大多是缺少交互性的跨设备投影镜像技术,或者只是相互独立的简单应用,面向的平台、硬件资源类型单一,难以灵活有效地应对新增需求.针对这一问题,研究了个人自组织网络环境下多设备的硬件资源(键盘、鼠标、摄像头等)的管理调配,并提出一个具有良好跨平台性、可扩展性的应用框架,使得设备能够像使用本机硬件一样使用其他设备上的硬件资源,借此方便用户对其多个设备进行管理控制.该框架包括设备间通信和硬件资源管理两层,前者提供信息传输服务,保证实时通信,后者负责管理可以访问到所有硬件资源,并提供资源申请、使用和状态改变通知等功能,极大地方便了跨设备应用的开发.  相似文献   

19.
Fog and Cloud computing are ubiquitous computing paradigms based on the concepts of utility and grid computing. Cloud service providers permit flexible and dynamic access to virtualized computing resources on pay-per-use basis to the end users. The users having mobile device will like to process maximum number of applications locally by defining fog layer to provide infrastructure for storage and processing of applications. In case demands for resources are not being satisfied by fog layer of mobile device then job is transferred to cloud for processing. Due to large number of jobs and limited resources, fog is prone to deadlock at very large scale. Therefore, Quality of Service (QoS) and reliability are important aspects for heterogeneous fog and cloud framework. In this paper, Social Network Analysis (SNA) technique is used to detect deadlock for resources in fog layer of mobile device. A new concept of free space fog is proposed which helps to remove deadlock by collecting available free resource from all allocated jobs. A set of rules are proposed for a deadlock manager to increase the utilization of resources in fog layer and decrease the response time of request in case deadlock is detected by the system. Two different clouds (public cloud and virtual private cloud) apart from fog layer and free space fog are used to manage deadlock effectively. Selection among them is being done by assigning priorities to the requests and providing resources accordingly from fog and cloud. Therefore, QoS as well as reliability to users can be provided using proposed framework. Cloudsim is used to evaluate resource utilization using Resource Pool Manager (RPM). The results show the effectiveness of proposed technique.  相似文献   

20.
Mobile cloud computing (MCC) is an emerging paradigm for transparent elastic augmentation of mobile devices capabilities, exploiting ubiquitous wireless access to cloud storage and computing resources. MCC aims at increasing the range of resource-intensive tasks supported by mobile devices, while preserving and extending their resources. Its main concerns regard the augmentation of energy efficiency, storage capabilities, processing power and data safety, to improve the experience of mobile users. The design of MCC systems is a challenging task, because both the mobile device and the Cloud have to find energy-time tradeoffs and the choices on one side affect the performance of the other side. The analysis of the MCC literature points out that all existing models focus on mobile devices, considering the Cloud as a system with unlimited resources. Also, to the best of our knowledge, no MCC-specific simulation tool exists. To fill this gap, in this paper, we propose a modeling and simulation framework for the design and analysis of MCC systems, encompassing all their components. The main pillar of the proposed framework is the autonomic strategy consisting of adaptive loops between every mobile devices and the Cloud. The proposed model of the mobile device takes into account online estimations of the actual Cloud performance – not only the nominal values of the performance indicators. At the same time, the model of the Cloud takes into consideration the characteristics of the workload, to adapt its configuration in terms of active virtual machines and task management strategies. Moreover, the developed discrete event simulator is an effective tool for the evaluation of an MCC system as a whole, or single components, considering different classes of parallel jobs.  相似文献   

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