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1.
基于VRML与Java3D的虚拟地理环境开发模式探讨   总被引:7,自引:1,他引:7  
从系统结构、用户开发界面、可扩展性和开发难度、大规模虚拟地形实现、大众性和专业性几个方面对Java3D和VRML两种开发方式特点进行了比较研究。Java3D比VRML更适合于开发大型专业性的虚拟地理环境,而VRML世界拥有大量的资源,且X3D的发展将使VRML的资源更为丰富,更适合于地理教育、地理培训、地理娱乐等大众化领域,若能将Java3D和VRML 结合开发虚拟地理环境则更好。探讨了网格技术在虚拟环境中的应用,并对基于网格技术的网络虚拟地理环境结构框架进行了初步设计。  相似文献   

2.
本文将虚拟现实技术与协同设计与原型融为一体 ,提出了一种协同虚拟原型的协同设计方法。介绍了虚拟现实、协同设计及原型的概念 ,详细阐述了协同虚拟技术的概念、原理及其建模 ,并对协同虚拟原型技术在快速产品开发中的应用作了较为详尽的说明。  相似文献   

3.
基于虚拟样机的协同设计技术是将协同设计技术应用到虚拟样机的开发过程中 ,可以大大简化机械产品的设计开发过程 ,大幅度缩短产品开发周期和降低开发费用 ,提高产品的系统级性能 ,获得最优化和创新的设计产品。针对虚拟样机技术的特点及其与协同设计的关系 ,提出虚拟样机协同设计的方法 ,并对虚拟样机协同设计环境基本结构及实现方案进行了介绍  相似文献   

4.
设计了一种基于Unity引擎的导弹装备分布式虚拟协同操作训练系统,实现多人协同操作,并解决了部队实装训练成本高、装备损耗大、存在较大安全隐患等问题.设计出了分布式虚拟协同网络通信模块,基于C/S模式与P2 P模式相结合的混合网络结构,保证了信息的可靠传输并提高了虚拟人同步的实时性;基于Unity引擎软件,在关键帧方法的基础上引入虚拟现实(VR)外设,最终实现了虚拟协同操作训练过程仿真.应用结果表明:设计的系统能够满足多人虚拟协同操作,有效提高了训练效率、降低了训练成本.  相似文献   

5.
基于Web的计算机网络课程虚拟实验室探索   总被引:2,自引:0,他引:2  
吴文铁 《福建电脑》2008,24(4):138-139
基于Web的计算机网络课程虚拟实验室主要面向学习计算机网络课程的学生,服务于计算机网络实验课的教学。该虚拟实验室综合运用了多媒体技术、虚拟技术、流媒体技术等先进技术,使计算机网络的实验不再受时空的限制、不再受昂贵设备不足的限制,保障了实验教学的质量。  相似文献   

6.
本文在传统的网络结构基础上,结合P2P技术思想,建立适合大规模用户参与的虚拟地理环境的分布式网络结构,重点研究在该网络结构下的用户节点组织、资源注册、资源发现和失效恢复,以网络环境下的大规模地形实时漫游和视频协同为例,设计和实现了一个原型系统并进行了初步实验。  相似文献   

7.
基于Web的虚拟实验室主要面向学习计算机网络课程的学生,服务于计算机网络实验课程的教学。该虚拟实验室综合运用了多媒体技术、虚拟技术、流媒体技术等先进技术,使计算机网络的实验不再受时空的限制、不再受昂贵设备不足的限制,保障了实验教学的质量。  相似文献   

8.
为了使新闻媒体制作单位的编辑部虚拟化,与新闻采编网络相结合,本文提出了计算机网络协同支持下的虚拟编辑环境的概念,明确了系统需求,对系统的结构做了总体研究设计,并指出了设计中的技术要点。  相似文献   

9.
结合VR图形学基本理论,提出了计算机虚拟训练的基本概念和虚拟训练保障装备的研制方法,研发了基于NGRAIN软件的三维体素模型引擎,将C#和Director Lingo相结合,开发了深度三维交互式超轻量化的嵌入式虚拟装备,基于此项研究可以开展多人远程协同训练,为计算机虚拟装备操控训练和装备电子保障手册开发提供数字化支持,为虚拟战场提供数字化演练装备.  相似文献   

10.
虚拟现实中虚拟场景的建模与协同控制   总被引:3,自引:0,他引:3       下载免费PDF全文
虚拟现实技术中场景的建模和控制是人们关注的焦点,协同技术可以大大提高群体协同工作的效能;为探讨在虚拟现实中高效的对虚拟场景进行建模和控制,应用协同技术思想,设计了一个虚拟协同交互系统,并在其基础上通过利用VRML和Java技术实现了一个融合了协同机制的虚拟就业市场系统。  相似文献   

11.
To build a web-based virtual learning environment depends on information technologies, concerns technology supporting learning methods and theories. A web-based virtual online classroom is designed and developed based on learning theories and streaming media technologies. And it is composed of two parts: instructional communicating environment (ICE) and collaborative learning environment (CLE). ICE provides learners with learning materials, lecture videos, and interactive environment etc. CLE supports active learning by providing the environment with learning tools, learning materials and contextual discussion for learners. The environments are designed with event-based synchronous strategies and e-learning technologies standards.  相似文献   

12.
分布式虚拟环境综述   总被引:7,自引:0,他引:7  
1 引言虚拟环境是指用户借助各种直观的输入输出设备,沉浸于计算机生成的真实的或虚幻的三维世界中,漫游其中或与其中的对象交互,从而获得如同在真实物理世界中的体验。虚拟环境也称为虚拟现实、虚拟世界、灵境等,其基本特征可概括为:沉浸(Immersion)、交互(Interaction)和构想(Imagination)。它强调  相似文献   

13.
串行通信由于其本身成本低、接线少以及易实现的特点,在数据采集和控制系统中得到了广泛的应用,利用LabVIEW和串行通讯相结合开发的虚拟仪器通信系统更具有强大的功能和方便用户使用的特点,并且用户可以随时进行维护和功能扩展,打破了传统仪器的一些限制。 本文主要介绍了基于LabVIEW虚拟仪器系统串行通讯的设计与实现。其实现主要分为文本通信模块、实时数据通讯模块、数据的存储及数据的查询模块。  相似文献   

14.
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   

15.
We have constructed a dialog environment between a human and a virtual agent. With commercial off-the-shelf VR technologies, special devices such as a data glove have to be used for the interaction, but it is difficult for anyone to manipulate objects on their own. If there is a helper who has direct access to objects in virtual space, we may ask them. The question, however, is how to communicate with the helper. The basic idea is to utilize speech and gesture recognition systems. We have already reported the above-mentioned result, although only the avatar can move a virtual object in the current system. The user cannot freely manipulate virtual objects. Therefore, in a new attempt, we constructed a communication channel between virtual space and the real world so that the virtual object could be manipulated. In order to develop the new system, we extended the existing system to an internet meeting system allowing users in different places to interact with each other by voice and by a pointing action with a finger. This work was presented in part and awarded as Young Author Award at the 13th International Symposium on Artificial Life and Robotics, Oita, Japan, January 31–February 2, 2008  相似文献   

16.
The globalization of work within organizations has generated a greater need for all types of workers to exert interpersonal influence through technology-mediated communication tools. This paper sheds light on the interpersonal relations process in virtual environments from the specific perspective of the choice of upward influence (UI) tactics. We suggest that virtual work settings may impact the UI tactic selected, as well as the communication medium used to enact it. In particular, we study whether the types of UI strategies found in physical environments are relevant in virtual work contexts. This research also analyzes the UI process in virtual work settings, as well as the role of communication media in that process. Results based on the qualitative analysis of the content of 14 interviews suggest that there is an influence tactic specific to virtual work relations. That tactic might be called intermediation and consists of finding an intermediary who is well connected to the target and can help define the best approach for the agent. In addition, workers often split their influence attempts into a two-step strategy in order to achieve better results, taking advantage of the capabilities of the media available for that purpose.  相似文献   

17.
借鉴分布式事件系统中的发布一订购模式,提出了适合分布式虚拟环境中语音通讯的兴趣管理方法.该方法将基于发送端和基于中间节点的过滤机制相结合,大大减少了语音通讯量;并采用了基于方程的拥塞控制算法,有效控制了网络拥塞带来的负面影响;同时提出了一种简单高效的高级过滤机制,较好解决了分布式虚拟环境中的语音通讯问题。  相似文献   

18.
In contrast to experiences offered by traditional media, this study used a three‐dimensional virtual environment to evaluate customer experiences. The aims of this study were twofold: first, to investigate whether virtual interaction can impress customers in a visual or auditory sense and thereby further induce “presence”; and second, to understand how to provide a better sense of presence by using virtual interactions. This study used a nuclear power plant control room to construct virtual customer experience patterns. The results of the questionnaire showed no statistical significance, except for one question: “How responsive was the environment to actions that you initiated (or performed)?” During the experience, interactively receiving information in the active model offered a more significant sense of presence. For the physiological measurement, we used the multiscale entropy of complexity to analyze the heart rate. The complexity index for the active model proved significantly larger than for the passive, indicating better adaptability to the active model.  相似文献   

19.
对变互式虚拟现实系统的州论与技术进行了研究。理论研究主要针对二维数据存数捌席中的存储、二维坐标的对应算法及虚拟现实交互式技术的应用。存WEB环境下,能够创造一个实时逼真的虚拟现实环境,并将此环境应用于查询等交互式过程。  相似文献   

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