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1.
Robot task teaching on a real work cell is expensive and sometimes risky. This cost and risk can be avoided by using virtual reality technology. Using the simulated environment in virtual reality (VR), the operator can practise, explore and preview the operations for possible problems that might occur during implementation. It is therefore of practical importance to build the virtual robot work cell in VR that can facilitate the study of the performance of robotic tasks such as robotic assembly. This paper describes our work in incorporating physical behaviours of virtual objects into VR for robot task teaching. To facilitate the task teaching, we developed visual and audio cues which help visualise the dynamic interactions between virtual objects. Dynamic sensing capability is incorporated in the simulated environment. A simplified force sensor is modelled and simulated. The physical behaviours of the virtual objects are simulated using physics-based approach. A virtual robot work cell is built incorporating the developed features and an example for the task teaching is given. The implementation includes view tracking using virtual camera, visual and audio rendering, and the user interface developed in the VR. The current implementation was carried out on a PC-based VR platform, with the programs developed using Watcom C++.  相似文献   

2.
Advancement of brain-computer interface (BCI) has shown its applications in various scenarios, including flight control. Flight simulator is a crucial part for aircraft design or experiment. Desktop virtual reality (VR)-based flight is a perfect choice for overcoming existing problems in head-mounted VR flight simulations, such as dizziness and isolation, which make interaction and sharing very difficult. In this paper, a BCI based on the steady-state visual evoked potential paradigm and a VR flight simulator were developed and integrated. The performance of the developed system was evaluated quantitatively for comparative studies. Experimental results show that the developed system is very convenient and suitable for VR flight simulations. The average operating accuracies with plane and VR visual stimuli are 81.6% and 86.8%, respectively. The VR visual stimuli can improve the average operating accuracy by 5.2% compared with the plane visual stimuli.  相似文献   

3.
A desktop VR prototype for industrial training applications   总被引:2,自引:0,他引:2  
Q. H. Wang  J. R. Li 《Virtual Reality》2004,7(3-4):187-197
The recent advances in computer graphics has spurred interest from both academics and industries in virtual reality (VR) enabled training applications. This paper presents a desktop VR prototype for industrial training applications. It is designed and implemented as a general shell by providing the data interface to import both the virtual environment models and specific domain knowledge. The geometric models of the virtual environment are constructed using feature-based modelling and assembly function by external CAD tools, and then transferred into the prototype through a conversion module. A hierarchical structure is proposed to partition and organise these imported virtual environment models. Based on this structure, a visibility culling approach is developed for fast rendering and user interaction. The case study has demonstrated the functionality of the proposed prototype system by applying it to a maintenance training application for a refinery bump system, which, in general, has a large number of polygons and a certain depth complexity. Significant speedup in both context rendering and response to user manipulations has been achieved to provide the user with a fast system response within the desktop virtual environment. Compared with the immersive VR system, the proposed system has offered an affordable and portable training media for industrial applications.The work was done in Nanyang Technological University.  相似文献   

4.
维修训练模拟器应用于教学可降低对实装的损耗,训练针对性更强,效率更高。在分析某型雷达特性的基础上提出了虚实结合的设计思想,按照模拟系统与实装系统结构相同、功能一致,控制过程相同、逻辑一致的基本要求,规范了操作训练和维修训练指标,以及模拟器的体系结构。采用与实装一致的组合面板建立一个逼真的人机交互操作环境,通过虚拟装备和典型实装部组件构建系统硬件环境;采用虚拟装备分系统结合典型实装部组件,构建模拟维修训练环境,利用虚拟及真实测量工具实现装备维修模拟训练;设置信息交互接口,以实现与数据传输系统和仿真分布交互平台间的互联。该训练模拟器操作简便,可靠性高,为装备操作和维修提供了训练和考核环境。  相似文献   

5.
Experimentation using a computer simulation of a system has many advantages over more traditional techniques. In this project, computer graphics are used to create an inspection task simulator. The simulator allows for easy manipulation of variables known to affect inspection performance, quick construction of visual stimuli, a choice of randomly generated or intentionally input faults on the stimuli, controlled % defective, feedback options and automatic collection of inspection data. The inspection task simulator has possible applications in experimentation, training and selection of inspectors.  相似文献   

6.
The increasing use of virtual reality (VR) simulators in surgical training makes it imperative that definitive studies be performed to assess their training effectiveness. Indeed in this paper we report the meta-analysis of the efficacy of virtual reality simulators in (1) the transference of skills from the simulator training environment to the operating room and (2) their ability to discriminate between the experience levels of its users. The task completion time and the error score were the two study outcomes collated and analyzed in this meta-analysis. Sixteen studies were identified from a computer-based literature search (1996-2004). The meta-analysis of the random-effects model (because of the heterogeneity of the data) revealed that training on virtual reality simulators did lessen the time taken to complete a given surgical task as also clearly differentiate between the experienced and the novice trainees. Meta-analytic studies such as the one reported here would be very helpful in the planning and setting up of surgical training programs and for the establishment of reference ‘learning curves’ for a specific simulator and surgical task. If any such programs already exist they can then indicate the improvements to be made in the simulator used such as providing for more variety in their case scenarios based on the state and/or rate of learning of the trainee.  相似文献   

7.
In this article, the idea of multipurpose fuzzy semantic enhanced 3D virtual reality simulator for the evaluation of maritime robot algorithms, and for the analysis of maritime missions is presented. The simulator uses the digital mockup technology in blending with semantic domain knowledge of the system, to analyze the tasks remotely. The 3D virtual reality (VR) is proposed to help the operators provide the detailed information and guidance during real-time tele-operations, and the incorporation of fuzzy semantic knowledge makes the virtual environment intelligent and automatic. The integration of fuzzy scene independent ontology with the virtual environment (VE) engenders a knowledge driven inter operable virtual environment which eases the user in natural language querying, personalization, interpretations and manipulation. The distinctive semantic VR scene builder utility of the proposed system draws the VR environment automatically while getting the high level specification of the system for the client. The proposed simulator can be effectively used for real-time robots trainings and for the evaluation of AI based algorithms designed for intelligent vessels and AUV’s without knowing the complex underlying VR scene building technologies. Furthermore, it provides the benefits to optimize the pre-process physical environment operations to mimic the real world into a virtual environment. The remote operations and feasibility analysis performed on virtual simulator can efficiently save the cost, time and claims to provide the operators a preprocessor information and guide.  相似文献   

8.
某型运输机综合训练模拟器具有飞行场景复杂、仿真仪表多、人机交互信息量大等特点.虚拟仿真环境的建立,是开发该模拟器的关键.介绍了综合训练模拟器的体系结构和虚拟仿真环境的开发方法.采用对全包线范围内的气动参数进行动态插值的方法,建立了兼顾模拟精度的准定常六自由度全量飞机运动模型;阐述了场景建模的方法和视景驱动程序的框架;给出了虚拟仪表的开发路线和人机交互的实现方法.与整个系统联调表明,该系统结构合理可靠,采用的运动模型和仿真算法满足了系统的实时性和精确度要求,图像显示效果逼真.  相似文献   

9.
From visual simulation to virtual reality to games   总被引:3,自引:0,他引:3  
Zyda  M. 《Computer》2005,38(9):25-32
During the past decades, the virtual reality community has based its development on a synthesis of earlier work in interactive 3D graphics, user interfaces, and visual simulation. Currently, the VR field is transitioning into work influenced by video games. Because much of the research and development being conducted in the games community parallels the VR community's efforts, it has the potential to affect a greater audience. Given these trends, VR researchers who want their work to remain relevant must realign to focus on game research and development. Leveraging technology from the visual simulation and virtual reality communities, serious games provide a delivery system for organizational video game instruction and training.  相似文献   

10.
基于Vega的某飞行模拟器视景平台设计与实现   总被引:2,自引:3,他引:2  
目的:“某飞行模拟器训练系统”是一个典型的针对第三代军机、运用现代先进技术研制的全任务仿真系统。以该系统为背景,基于先进的虚拟现实和视景仿真软件-Vega和MuhiGen Creator,设计与开发了视景仿真系统。方法:分析了三维视景仿真的系统结构,采用MultiGen Creator进行三维场景建模,通过Vega实现了模型的驱动。结果:建立了既有丰富的场景,又能很好地满足虚拟环境真实沉浸感要求的视景系统。结论:建立的飞行模拟器视景系统能够满足飞行训练的要求。  相似文献   

11.
Virtual reality (VR) technology is being increasingly used by athletes, coaches, and other sport-related professionals. The present systematic review aimed to document research on the application of VR to sport to better understand the outcomes that have emerged in this work. Research literature databases were searched, and the results screened to identify articles reporting applications of interactive VR to sport with healthy human participants. Twenty articles were identified and coded to document the study aims, research designs, participant characteristics, sport types, VR technology, measures, and key findings. From the review, it was shown that interactive VR applications have enhanced a range of performance, physiological, and psychological outcomes. The specific effects have been influenced by factors related to the athlete and the VR system, which comprise athlete factors, VR environment factors, task factors, and the non-VR environment factors. Important variables include the presence of others in the virtual environment, competitiveness, task autonomy, immersion, attentional focus, and feedback. The majority of research has been conducted on endurance sports, such as running, cycling, and rowing, and more research is required to examine the use of interactive VR in skill-based sports. Additional directions for future research and reporting standards for researchers are suggested.  相似文献   

12.
This paper describes the model of an aircraft maintenance technician (AMT) behaviour working in a real world environment and the application of this model in a computer simulation. The model was derived from the combination of two existing models of cognition (SHELL and RMC/PIPE), based on the paradigm of an information processing system. The simulation structure was developed by transforming the model into an action-execution structure and implementing this model in a computer program based on an object-oriented programming language. An error generation system was coupled to a simple taxonomy of causal correlations between socio-technical and contextual factors operating in an environment defined by a comprehensive task analysis. The simulator can be applied to many aviation maintenance tasks to assist in the design of aviation maintenance training systems through the analysis of the interaction of performance influencing factors and possible AMT performances during the execution of normal maintenance operations. A number of sample outputs from the simulator show the potential of the results to assist in training development. A discussion is also made of other potential applications and the future directions the simulator structure can take.  相似文献   

13.

The Virtual Reality (VR) system of a real‐time VR‐linked vehicle simulator that was used in this study provides visual information and sound effects to participants. The VR system of a VR‐linked vehicle simulator should provide a perceived velocity similar with the perceived velocity in actual driving. To achieve these goals, modeling and rendering methods that offer an improved performance for complex VR applications, such as the 3D road model, were implemented and evaluated. We also evaluated the influences of graphic and engine sound effects on the driver and analyzed each result according to a driver's viewpoint, the dot densities of road texture provided, the lateral distance between a virtual driver and environmental objects, and the engine sound. Each factor was individually analyzed through an experiment that evaluated the influence of visual images or sound effects in the vehicle simulator. Through the experimental evaluation, the research results could be used for improving the effectiveness of VR‐based vehicle simulators.  相似文献   

14.
Since head mounted displays (HMD), datagloves, tracking systems, and powerful computer graphics resources are nowadays in an affordable price range, the usage of PC-based "virtual training systems" becomes very attractive. However, due to the limited field of view of HMD devices, additional modalities have to be provided to benefit from 3D environments. A 3D sound simulation can improve the capabilities of VR systems dramatically. Unfortunately, realistic 3D sound simulations are expensive and demand a tremendous amount of computational power to calculate reverberation, occlusion, and obstruction effects. To use 3D sound in a PC-based training system as a way to direct and guide trainees to observe specific events in 3D space, a cheaper alternative has to be provided, so that a broader range of applications can take advantage of this modality. To address this issue, we focus in this paper on the evaluation of a low-cost 3D sound simulation that is capable of providing traceable 3D sound events. We describe our experimental system setup using conventional stereo headsets in combination with a tracked HMD device and present our results with regard to precision, speed, and used signal types for localizing simulated sound events in a virtual training environment  相似文献   

15.
交互式自行车模拟器视景仿真系统开发   总被引:1,自引:0,他引:1  
视景仿真系统是交互式自行车模拟器的重要组成部分。其给骑车者提供逼真的虚拟三维漫游场景。开发的视景仿真系统硬件上采用PowerWall虚拟现实系统,软件上基于自主开发的虚拟现实通用应用开发平台VR Flier,提高了开发的效率。VR Flier采用面向对象方法设计,能够全面地支持小同领域和不同规模的VR应用开发。视景仿真系统通过优化以及动态调度三维场景模型的方法提高了大范围漫游场景的渲染帧率;并对场景路面坡度及视景转向信号进行平滑处理,获得很好的视景仿真效果。  相似文献   

16.
为了提高主变应急培训能力,提出基于多人协同虚拟现实的主变应急培训视景仿真模型.以火灾应急演练为研究对象,构建主变应急培训的虚拟视景图像重构模型,并对虚拟视景环境参数进行结算,根据参数结果的计算,进行主变应急培训过程中的虚拟现实仿真,实现主变应急培训的虚拟现实VR仿真模型的优化设计.测试结果表明,采用该方法进行主变应急培训的虚拟视景仿真的协同性较好,图像融合性能较高,视景重构能力较强.  相似文献   

17.
Training the Hubble space telescope flight team   总被引:8,自引:0,他引:8  
As the results demonstrate, members of the flight team judged, on average, that the use of a virtual environment for training had a positive effect on their job performance during the HST repair and maintenance mission. Moreover, audio and visual cues provided a positive aid in using the virtual environment. The discomfort experienced by some of the participants did not pose a serious problem with training transfer, but further study should be devoted to reducing these effects. The positive experiences reported here have broadened and deepened the interest of NASA in the use of VR technology as a training tool  相似文献   

18.
For some applications based on virtual reality technology, presence and task performance are important factors to validate the experience. Different approaches have been adopted to analyse the extent to which certain aspects of a computer-generated environment may enhance these factors, but mainly in 2D graphical user interfaces. This study explores the influence of different sensory modalities on performance and the sense of presence experienced within a 3D environment. In particular, we have evaluated visual, auditory and active haptic feedback for indicating selection of virtual objects. The effect of spatial alignment between proprioceptive and visual workspaces (co-location) has also been analysed. An experiment has been made to evaluate the influence of these factors in a controlled 3D environment based on a virtual version of the Simon game. The main conclusions obtained indicate that co-location must be considered in order to determine the sensory needs during interaction within a virtual environment. This study also provides further evidence that the haptic sensory modality influences presence to a higher extent, and that auditory cues can reduce selection times. Conclusions obtained provide initial guidelines that will help designers to set out better selection techniques for more complex environments, such as training simulators based on VR technology, by highlighting different optimal configurations of sensory feedback.  相似文献   

19.
Virtual reality (VR) technology has become more and more mature over the last decade. Development of a virtual environment for training purpose is considered to be one of the most practical applications of the VR technology. Since the VR technology involves all kinds of sensors in exchanging information between the real world and the virtual environment, it is computationally intensive in terms of data processing at an individual sensor and information integration among all the sensors. In general, the information integration has to be well synchronized in order to meet the training needs. At the same time, real-time processing capability is also considered to be critical. Many more practical issues could be uncovered only when a virtual training environment is actually being developed. Based on this belief, this study experiments on the development of a virtual environment for training billiards players. The technical difficulties encountered and the corresponding resolutions are considered beneficial to the development of other practical virtual training environments. This paper summarizes the design and implementation details about our experimental virtual training environment for edutainment systems such as virtual billiard game, virtual air hockey game and virtual drum performance with the algorithms for the synchronization of the information from different sources.  相似文献   

20.
Virtual Reality technology, the complex environment can be a simulated, traditional sports courses at the stadium, equipment, it is due to limitations such as safety, to provide scientific and accurate teaching and learning's, a complex by visualizing the theoretical knowledge in the abstract sport, you can get more technical knowledge. Compared to the traditional physical education activities, simulate sports scene only by generating VR panoramas that cannot be virtual reality technology. Based on this, you can improve the enthusiasm and athletic ability of students effectively. Because of immaturity and high-priced equipment of VR technology, at present, people that education is using unpopular making, carefully virtual reality technology. In this context, we can apply virtual reality technology to sports training, which can obtain more effective training effect. In the first part of this paper, we talk about the research of virtual reality panorama, the second part about the research of virtual reality video, the third part about the application of virtual reality in physical education teaching, and the fourth part is the conclusion and investigation process. In the study, VR, as a new technology, found that you have the prospect of a wide range of applications. As long as it has been used in scientific and rational, you can VR is to promote the level of improvement and sports greatly sports scene. Users can increase users' interest; it can be immersed in a variety of preset virtual locations. Therefore, in the VR device, which allows the user to improve the experience of the VR device, you can interact well in a virtual scene.  相似文献   

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