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1.
One of the negative side effects experienced by users when interacting with virtual environment is visual symptoms. This paper explores the ergonomics design parameters of the virtual environment to minimize such negative side effect by applying axiomatic design principles. Axiomatic design is a method to provide a systematic way for designing products and large systems. The independence axiom is used to map customer domain (CAs) to functional domain (FRs) and physical domain (DPs). A paper based survey was conducted to identify and define customers' preference in the virtual environment. A virtual robot manufacturing system was developed as a case study to explore ergonomic design parameters that satisfy the independence of FRs and CAs. Results of this study shows that the ergonomic design parameters of virtual environment identified (DP161-DP162-DP121-DP111-DP131-DP141-DP151-DP152) have satisfied the independence functional requirement and desired visual comfort for users. By uncoupling the design it provides an efficient and effective sequence of design activities FR161-FR162-FR121-FR111-FR131-FR141-FR151-FR152.  相似文献   

2.
Navigation in virtual environments can be difficult. One contributing factor is user disorientation. Two major causes of this are the lack of navigation cues in the environment and problems with navigating too close to or through virtual world objects. Previous work has developed guidelines, informed by cinematography conventions, for the construction of virtual environments to aid user comprehension of virtual space to reduce user disorientation. To validate these guidelines, two user studies have been performed where users of a desktop virtual environment are to complete a navigation task in a virtual maze. In an initial study [12], collision detection with the maze walls was not enabled and the results indicated that the guidelines were effective for reducing disorientation but not for developing the users awareness of the environment space. A second study has been performed where collision detection was enabled. Results suggest that the use of the guidelines can help reduce the incidences of user disorientation and aid navigation tasks. However, the guidelines have little impact on users ability to construct cognitive maps of the desktop virtual environment.
Tim MarshEmail:
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3.
为了增强协同虚拟环境中化身行为控制的智能性和模块独立性,基于VRML和智能代理技术设计和实现了一种分层智能化身控制模型.该模型中化身模拟智能实体的形体和简单行为,代理模拟智能实体的高级行为控制,化身代理和化身之间通过统一的调用接口进行控制和通信,使得模型各层之间有很好的模块独立性,并采用了基于规则的推理和分层有限自动机实现智能行为.最后的实例分析表明了该控制模型的可行性.  相似文献   

4.
Solving a geographic problem usually requires collaborative work among a group of people in different geographic locations. Collaborative virtual geographic environment (CVGE), an integrated technology, offers an intuitive, efficient, and interactive visualization environment through which geographically separated users can explore complicated spatial information and conduct collaborative work. In this paper, two new technologies, Peer-to-Peer (P2P) and Grid computing, are tightly coupled to develop a CVGE system. This paper evaluates the potential contributions of the P2P and Grid technology to CVGE systems. Using a Grid based system architecture efficiently integrates and shares geographically distributed resources as well as modeling procedures built on different platforms. To offer a shared and interactive virtual collaborative geographic environment for resolving geographic problems, we developed several P2P services including a terrain visualization collaboration service and a video collaboration service. Finally, a CVGE prototype system is implemented for collaboration on silt dam planning on the Loess plateau. The experimental results show that the scheme developed in this paper is efficient and feasible.  相似文献   

5.
With the advanced Internet, numerous and diverse design resources distributed in different locations and disciplines are becoming more and more accessible for designers. To help designers make the most of this Internet distributed resource environment in the design synthesis, a scalable multi-process inter-server collaborative method is proposed in this study. A distributed design resource management mechanism is proposed based on the input–output flow model, and a scalable multi-process inter-server collaborative algorithm is proposed for the design synthesis. Based on this method, a software prototype is established, and the design synthesis of a 3-DOF wave power system is completed with it.  相似文献   

6.
Empathy is an essential part of normal social function that people with autism spectrum conditions (ASCs) lack. This study uses the intervention of enhancing empathy via 3D animated scenarios of empathy in a virtual learning environment to help those deficient in empathy. Specifically, this study explores the understanding of empathy, perspective-taking and the performance of understanding of empathy via a collaborative virtual learning environment (CVLE) - empathy system. The study, which used CVLE - 3D empathy systems and three participants diagnosed with ASCs, conducted multiple baseline research for evidence of improved understanding of empathy via system usage. This experimental study lasted 5 months and the experimental results indicate that using the CVLE 3D empathy system had significant and positive effects on participant use of empathy, both within the CVLE 3D empathy system and in terms of maintaining learning in understanding empathy.  相似文献   

7.
Virtual environments (VEs) provide an inexpensive way of conducting ecologically valid psychological research. The present study used a VE to demonstrate conditioned suppression, a behavioral model of anxiety, in a first-person perspective video game. During operant training, participants learned to shoot crates to find gold bars and thus score points in the game. Next, during Pavlovian conditioning, a colored light (i.e., conditioned stimulus: CS+) was followed by a white noise unconditioned stimulus (US) while a different colored light (CS−) was not paired with the US. Probe trials in a final testing phase were then used to assess suppression. We found significant suppression of accurate responding (shots hitting the designated targets) during the presence of the CS+ relative to the CS−, both in terms of total hits and hits as a proportion of total shots. Importantly, this effect emerged despite the overall level of operant responding being undiminished during the CS+. Our findings are consistent with related studies examining human behavior in real environments, and demonstrate the potential of VEs in combination with a modestly aversive CS to allow a detailed behavioral profile of anxiety to emerge.  相似文献   

8.
Software and Systems Modeling - Modeling is a key activity in conceptual design and system design. Through collaborative modeling, end-users, stakeholders, experts, and entrepreneurs are able to...  相似文献   

9.
10.
多用户虚拟协作环境中过滤机制的研究与实现   总被引:1,自引:1,他引:0  
在多用户虚拟协作环境中,为了解决了大型场景的浏览速度问题,提高虚拟协作系统的适时交互性和可适用性,针对虚拟协作交互系统的特点对各种过滤控制机制作了深入的研究,对比了几种常见的过滤机制并详细阐述了包容盒法和BSP方法等基于空间划分的方法,阐明了在多用户虚拟协作环境下如何采取有效的过滤机制减轻系统的网络负担和用户负担,提高系统的可适用性。  相似文献   

11.
Members of virtual teams often collaborate within and across institutional boundaries. This research investigates the effects of boundary spanning conditions on the development of team trust and team satisfaction. Two hundred and eighty-two participants carried out a collaborative design task over several weeks in a virtual world, Second Life. Multigroup structural equation modeling was used to examine our research model, which compares individual level measurement between two boundary spanning team conditions. The results indicate that trusting beliefs have a positive impact on team trust, which in turn, influences team satisfaction. Further, we found that, compared to cross-boundary teams, within-boundary teams exhibited not only higher trusting beliefs and higher satisfaction with the collaboration process but also a stronger relationship between team trust and team satisfaction. These results suggest that trust and group theories need to be interpreted in light of institutional affiliation and contextual variables. An important practical implication is that trust can be fostered in a virtual world environment and collaboration on complex tasks can be carried out effectively in virtual worlds. However, within-boundary virtual teams are preferred over cross-boundary virtual teams if satisfaction with the collaboration process is of the highest priority.  相似文献   

12.
High precision is still one of the challenges when parallel kinematic machines are applied to advanced equipment. In this paper, a novel planar 2-DOF parallel kinematic machine with kinematic redundancy is proposed and a method for redundant force optimization is presented to improve the precision of the machine. The inverse kinematics is derived, and the dynamic model is modeled with the Newton–Euler method. The deformations of the kinematic chains are calculated and their relationship with kinematic error of the machine is established. Then the size and direction of the redundant force acting on the platform are optimized to minimize the position error of the machine. The dynamic performance of the kinematically redundant machine is simulated and compared with its two corresponding counterparts, one is redundantly actuated and the other is non-redundant. The proposed kinematically redundant machine possesses the highest position precision during the motion process and is applied to develop a precision planar mobile platform as an application example. The method is general and suitable for the dynamic modeling and redundant force optimization of other redundant parallel kinematic machines.  相似文献   

13.
A framework for virtual organization creation in a breeding environment   总被引:1,自引:0,他引:1  
Effectiveness in the process of creating virtual organizations (VO) is an important pre-condition for having a truly dynamic VOs, in response to collaboration opportunities in fast changing market contexts. A realistic approach to materialize agility in VO creation is defined under the assumption of a VO Breeding Environment (VBE), that guarantees the preparedness of its members to quickly get engaged in collaboration processes. After a survey of past approaches and a characterization of the VBE concept, a discussion of the process and suggested functionalities towards a VO creation framework are presented in this context. Finally a list of supporting tools is described and future research challenges are pointed out.  相似文献   

14.
The multi-modal information presentation, integrated into the virtual environment (VE), has potential for stimulating different senses, improving the user's impression of immersion, and increasing the amount of information that is accepted and processed by the user's perception system. The increase of the useful feedback information may reduce the user's cognitive load, thus enhancing the user's efficiency and performance while interacting with VEs. This paper presents our creation of a multi-sensory virtual assembly environment (VAE) and the evaluation of the effects of multi-sensory feedback on the usability. The VAE brings together complex technologies such as constraint-based assembly simulation, optical motion tracking technology, and real-time 3D sound generation technology around a virtual reality workbench and a common software platform. The usability evaluation is in terms of its three attributes: efficiency of use, user satisfaction, and reliability. These are addressed by using task completion times (TCTs), questionnaires, and human performance error rates (HPERs), respectively. Two assembly tasks have been used to perform the experiments, using sixteen participants. The outcomes showed that the multi-sensory feedback could improve the usability. They also indicated that the integrated feedback offered better usability than either feedback used in isolation. Most participants preferred the integrated feedback to either feedback (visual or auditory) or no feedback. The participants' comments demonstrated that nonrealistic or inappropriate feedback had negative effects on the usability, and easily made them feel frustrated. The possible reasons behind the outcomes are also analysed by using a unifying human computer interaction framework. The implications, concluded from the outcomes of this work, can serve as useful guidelines for improving VE system design and implementation.  相似文献   

15.
Design is one of the most important stages in the manufacturing cycle and influences all the subsequent stages of product development. In the context of today’s iterative design methodology, the modification of any design is a process involving many evaluations and improvements to the solutions chosen in earlier stages. For this purpose, in the most recent decade, 3D computer simulations have become common tools used within industry. Whilst virtual reality (VR) technology is seen as the interaction technology of the future, much of the current research in this area is carried out to explore the potential benefits and added value brought by the integration of this into standard software technologies currently used at various stages in manufacturing life cycle. A lot of attention has been given to exploring the usability and benefits of interactive VR for assembly planning, knowledge elicitation and design and simulation. However, little research has focussed on the analytical aspects of the design process, for example in the use of VR as an interface for simulation software in finite element methods and multi-body systems. This paper introduces research focussing on applications of virtual environments (VEs) for interactive design evaluation and modification adapted and used with standard simulation software. The use of such interactive visualisation offers the engineer more realistic real-time representations of the design and advanced facilities to interact with the model during the design process. While design evaluation is based mainly on visualisation; design modification requires interactive changes of the model during the simulation, and the interfaces described here highlights such applications. In this work, two software prototypes have been developed using VR technology. First, a software tool called design evaluation in virtual environments is presented together with an application in civil engineering to illustrate the mode of operation and added value of the use of an interactive visualisation environment. Linking the simulation software with the VE provides real time bi-directional communication of graphical information which can be successfully achieved even within the limits of current computer technology. The tool includes a suite of software modules and a user interface to facilitate the link between the simulation results and the VE. The second tool facilitates the design modification in virtual environments system by providing real time dynamic simulation. Two dynamic approaches are investigated in order to study the real time simulation issues in the context of design modification and system performance: the classic approach based on rigid interconnected bodies, and a new and novel approach developed by the authors based on particles dynamics. Both implementations have been tested and compared on a mechanism application under the same computing conditions. The research applications presented demonstrate the practicality, flexibility and versatility of the visualisation in virtual environment in design evaluation and modification. However, the computer efficiency whilst carrying out real time dynamic simulation is limiting the range of applications to models of moderate size; however, this is an improvement on previous similar applications.  相似文献   

16.
虚拟战场环境中的态势标绘与表现   总被引:4,自引:0,他引:4  
针对军事指挥所现状,设计并实现了一个态势标绘系统,能提供在电子地图上的二维标绘和在虚拟战场环境中的三维标绘两种标绘手段。重点讨论了三维态势标绘中涉及到的地形高程匹配、碰撞检测与碰撞响应、特殊信息和特殊效果的表现等关键技术,并提出了一种二维标绘和三维标绘的实时转换方法,从而实现了二维态势与三维态势的联动表现。  相似文献   

17.
随着计算机技术的快发发展,计算机虚拟网络环境给人们所带来的巨大改变,越来越受到人们的追求和青睐,因此,本文就什么是虚拟环境和人在回路中计算机应用的几个主要领域进行了详细的探讨。  相似文献   

18.
We report an investigation exploring the effect of avatar gender on the anxiety level caused by personal space (PS) invasion in desktop collaborative virtual environments (DCVE). We outline an experiment in which participants, of both genders, whose avatars PS were invaded by other avatars of either gender, reported their anxiety levels through the use of a post-experiment questionnaire. The data from the questionnaire are analysed and discussed. The results suggest that the combination of the gender of the invading avatar and the avatar being invaded has an influence on the PS invasion anxiety level and that the ranking of gender combination groups has a striking difference from those observed for PS invasion in physical environments. Results also show that the participants in general did not register high anxiety, contrary to what one might expect from personal space invasion in the physical world.
David MooreEmail: Phone: +44-113-2832600Fax: +44-113-2833182
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19.
Fanxing Meng 《Ergonomics》2014,57(6):816-827
The way-finding behaviour and response during a fire emergency in a virtual environment (VE) was experimentally investigated. Forty participants, divided into two groups, were required to find the emergency exit as soon as possible in a virtual hotel building because of a fire escape demand under condition 1 (VE without virtual fire, control group) and condition 2 (VE with virtual fire, treatment group). Compared to the control group, the treatment group induced significantly higher skin conductivity and heart rate, experienced more stress, took longer time to notice the evacuation signs, had quicker visual search and had a longer escape time to find the exit. These results indicated that the treatment condition induced higher physiological and psychological stress, and had influenced the escape behaviour compared to the control group. In practice, fire evacuation education and fire evacuation system design should consider the response characteristics in a fire emergency.  相似文献   

20.
Web-based technology has a dramatic impact on learning and teaching. A framework that delineates the relationships between learner control and learning effectiveness is absent. This study aims to fill this void. Our work focuses on the effectiveness of a technology-mediated virtual learning environment (TVLE) in the context of basic information technology skills training. Grounded in the technology-mediated learning literature, this study presents a framework that addresses the relationship between the learner control and learning effectiveness, which contains four categories: learning achievement, self-efficacy, satisfaction, and learning climate. In order to compare the learning effectiveness under traditional classroom and TVLE, we conducted a field experiment. Data were collected from a junior high school of Taiwan. A total of 210 usable responses were analysed. We identified four results from this study. (1) Students in the TVLE environment achieve better learning performance than their counterparts in the traditional environment; (2) Students in the TVLE environment report higher levels of computer self-efficacy than their counterparts in the traditional environment; (3) Students in the TVLE environment report higher levels of satisfaction than students in the traditional environment; and (4) Students in the TVLE environment report higher levels of learning climate than their counterparts in the traditional environment. The implications of this study are discussed, and further research directions are proposed.  相似文献   

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