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1.
The aim of the present study was to investigate interactions between vision and audition during a visual target acquisition task performed in a virtual environment. In two experiments, participants were required to perform an acquisition task guided by auditory and/or visual cues. In both experiments the auditory cues were constructed using virtual 3-D sound techniques based on nonindividualized head-related transfer functions. In Experiment 1 the visual cue was constructed in the form of a continuously updated 2-D arrow. In Experiment 2 the visual cue was a nonstereoscopic, perspective-based 3-D arrow. The results suggested that virtual spatial auditory cues reduced acquisition time but were not as effective as the virtual visual cues. Experiencing the 3-D perspective-based arrow rather than the 2-D arrow produced a faster acquisition time not only in the visually aided conditions but also when the auditory cues were presented in isolation. Suggested novel applications include providing 3-D nonstereoscopic, perspective-based visual information on radar displays, which may lead to a better integration with spatial virtual auditory information.  相似文献   

2.
As current virtual environments are less visually rich than real-world environments, careful consideration must be given to their design to ameliorate the lack of visual cues. One important design criterion in this respect is to make certain that adequate navigational cues are incorporated into complex virtual worlds. In this paper we show that adding 3D spatialized sound to a virtual environment can help people navigate through it. We conducted an experiment to determine if the incorporation of 3D sound (a) helps people find specific locations in the environment, and (b) influences the extent to which people acquire spatial knowledge about their environment. Our results show that the addition of 3D sound did reduce time taken to locate objects in a complex environment. However, the addition of sound did not increase the amount of spatial knowledge users were able to acquire. In fact, the addition of 3D auditory sound cues appears to suppress the development of overall spatial knowledge of the virtual environment.  相似文献   

3.

As current virtual environments are less visually rich than real-world environments, careful consideration must be given to their design to ameliorate the lack of visual cues. One important design criterion in this respect is to make certain that adequate navigational cues are incorporated into complex virtual worlds. In this paper we show that adding 3D spatialized sound to a virtual environment can help people navigate through it. We conducted an experiment to determine if the incorporation of 3D sound (a) helps people find specific locations in the environment, and (b) influences the extent to which people acquire spatial knowledge about their environment. Our results show that the addition of 3D sound did reduce time taken to locate objects in a complex environment. However, the addition of sound did not increase the amount of spatial knowledge users were able to acquire. In fact, the addition of 3D auditory sound cues appears to suppress the development of overall spatial knowledge of the virtual environment.  相似文献   

4.
We conducted an experiment to evaluate the effectiveness of spatial audio displays on target acquisition performance. Participants performed a visual search task with and without the aid of a spatial audio display. Potential target locations ranged between plus and minus 180 degrees in azimuth and from -70 degrees to +90 degrees in elevation. Independent variables included the number of visual distractors present (1, 5, 10, 25, 50) and the spatial audio condition (no spatial audio, free-field spatial audio, virtual spatial audio). Results indicated that both free-field and virtual audio cues engendered a significant decrease in search times. Potential applications of this research include the design of spatial audio displays for aircraft cockpits and ground combat vehicles.  相似文献   

5.
The authors substantiate the necessity of creating a generalized pile model, which would allow obtaining more plausible signalograms of wave processes in reinforced concrete piles. Using currently available models does not allow detecting defects in piles with sufficient accuracy. Several wave models of signalograms are developed, which are based on the finite difference method and take into account different types of oscillatory processes in reinforced concrete piles in the ground. The models are able to describe different types and locations of defects by length of the pile, take into account ground conditions of the construction site, etc. They allow simulating the echo of defects with specified increments on the signalogram. Now it will be possible not only to determine the length of the pile and location of defects, but also to identify small defects (less than 30% of the cross-sectional area of the pile). In the one-dimensional case, the obtained models coincide with those already known, and in three-dimensional case the obtained models are a generalization of the already known ones.  相似文献   

6.
When a construction company builds a high structure, many piles should be driven into the ground by a hammer whose weight is typically 7000 kg in order to make the ground under the structure safe and strong. It is essential to determine whether a pile is penetrated into the ground enough to support the weight of the structure since ground characteristics at different locations are different from each other. In order to measure the pile movements, a specially designed mark is designed and a high-speed line-scan camera is used in this paper. A mark, in which black and white right-angled triangles are stacked, is used for the measurements of movement information for vertical distances, horizontal distances and rotational angles simultaneously. The measurement performance of dynamic characteristics of the pile at impact instant is improved dramatically compared with the equipment using speckle laser sensors. The developed visual measurement system is successfully applied for a real penetration measurement system for building construction.  相似文献   

7.
The aim of the present study is to investigate interactions between vision and audition during a target acquisition task performed in a virtual environment. We measured the time taken to locate a visual target (acquisition time) signalled by auditory and/or visual cues in conditions of variable visual load. Visual load was increased by introducing a secondary visual task. The auditory cue was constructed using virtual three-dimensional (3D) sound techniques. The visual cue was constructed in the form of a 3D updating arrow. The results suggested that both auditory and visual cues reduced acquisition time as compared to an uncued condition. Whereas the visual cue elicited faster acquisition time than the auditory cue, the combination of the two cues produced the fastest acquisition time. The introduction of secondary visual task differentially affected acquisition time depending on cue modality. In conditions of high visual load, acquiring a target signalled by the auditory cue led to slower and more error-prone performance than acquiring a target signalled by either the visual cue alone or by both the visual and auditory cues.  相似文献   

8.
This research compared grasps to real surfaces with grasps to virtual surfaces, and used virtual surfaces to examine the role of cues to surface shape in grasp. The first experiment investigated the kinematics of overhand grasps to real and virtual objects. The results showed that, compared with grasps to real surfaces, grasps to virtual objects were different in the deceleration phase of the grasp movement and were more variable in their endpoint position. The second experiment used several measures to examine the relationship between the visual perception of a surface and the decision to grasp the surface with either an over-or underhand grasp. It was found that visual perception of the surface was consistent with the grasping decision. The third experiment used virtual surfaces to examine how the removal of visual cues to shape affected the decision to switch from over- to underhand grasp. Results showed that the orientation at which the decision switched was dependent on the visual information content. Overall, the results showed that subtle differences existed between the reach to grasp movements towards real and virtual surfaces and that the decision to choose between grasp types was dependent on the visual information used to depict the virtual surface. These results are discussed in relation to the design and use of input devices to enable manipulation of three-dimensional objects in virtual worlds.  相似文献   

9.
Accurate distance estimation is essential for effective user interaction with objects appearing in the virtual space. Research has shown that the distance estimation in the virtual space is not as accurate as that in the real world. The inaccuracy phenomenon is almost exclusively documented for estimating objects appearing straight ahead of the eye. A collection of the accuracy data for targets located in different angles of view in the visual field may be useful in aiding the design of user‐virtual object interaction. This study collected the object to object distance estimation accuracy for targets displayed stereoscopically. There are five horizontal and two vertical viewing angles and three depths, resulting in a total of 30 locations in the virtual space. The distance estimation for any of the 30 object pairs were performed with or without the aid of spatial cues. Significant factors influencing the accuracy and time of distance estimation were identified. Implications of the finding were discussed with respect to the stereoscopic display environment.  相似文献   

10.
This paper describes a set of visual cues of contact designed to improve the interactive manipulation of virtual objects in industrial assembly/maintenance simulations. These visual cues display information of proximity, contact and effort between virtual objects when the user manipulates a part inside a digital mock-up. The set of visual cues encloses the apparition of glyphs (arrow, disk, or sphere) when the manipulated object is close or in contact with another part of the virtual environment. Light sources can also be added at the level of contact points. A filtering technique is proposed to decrease the number of glyphs displayed at the same time. Various effects--such as change in color, change in size, and deformation of shape- can be applied to the glyphs as a function of proximity with other objects or amplitude of the contact forces. A preliminary evaluation was conducted to gather the subjective preference of a group of participants during the simulation of an automotive assembly operation. The collected questionnaires showed that participants globally appreciated our visual cues of contact. The changes in color appeared to be preferred concerning the display of distances and proximity information. Size changes and deformation effects appeared to be preferred in terms of perception of contact forces between the parts. Last, light sources were selected to focus the attention of the user on the contact areas.  相似文献   

11.
Several authors have observed that spatial dimensions tend to be underestimated in virtual environments. In this study, we hypothesize that the availability of visual cues in virtual environments has an influence on the accuracy of perception. An experiment was conducted to compare spatial perception in real and virtual environments that were modeled differently and visualized using a head-mounted display. Results suggest that the greater the availability of visual cues, the greater the level of accuracy in the estimates, especially for egocentric dimensions (p < 0.001). In the end, this study contributes to a better understanding of how architectural virtual environments should be modeled for use in professional or commercial applications where accurate and reliable simulations are required.  相似文献   

12.
Stereoscopic depth cues improve depth perception and increase immersion within virtual environments (VEs). However, improper display of these cues can distort perceived distances and directions. Consider a multi-user VE, where all users view identical stereoscopic images regardless of physical location. In this scenario, cues are typically customized for one "leader" equipped with a head-tracking device. This user stands at the center of projection (CoP) and all other users ("followers") view the scene from other locations and receive improper depth cues. This paper examines perceived depth distortion when viewing stereoscopic VEs from follower perspectives and the impact of these distortions on collaborative spatial judgments. Pairs of participants made collaborative depth judgments of virtual shapes viewed from the CoP or after displacement forward or backward. Forward and backward displacement caused perceived depth compression and expansion, respectively, with greater compression than expansion. Furthermore, distortion was less than predicted by a ray-intersection model of stereo geometry. Collaboration times were significantly longer when participants stood at different locations compared to the same location, and increased with greater perceived depth discrepancy between the two viewing locations. These findings advance our understanding of spatial distortions in multi-user VEs, and suggest a strategy for reducing distortion.  相似文献   

13.
为分析既有建筑物增设地下空间托换桩的稳定性,利用Ansys建立增设侧向支撑的钢筋混凝土桩的三维有限元模型,通过改变桩周土水平抗力系数的比例系数、桩周土开挖深度、桩身截面边长、桩身配筋率和载荷偏心距等参数,分析桩的受压极限承载力和相应支撑轴力的变化规律.结果 表明:桩受压极限承载力和相应支撑轴力随载荷偏心距和桩周土开挖深...  相似文献   

14.
《Ergonomics》2012,55(6):608-624
This study investigated cues that permit prediction of turns during passive movement through a virtual environment. Effects on simulator sickness (SS), presence and enjoyment were examined. Subjects were exposed to complex visual motion through a cartoon-like simulated environment in a driving simulator. Forward velocity remained constant and the motion path was the same across all experimental conditions. Using a within-subject design, we examined visual paths that provided different levels of cue salience – detailed, simplified and no cues – for the upcoming simulated vehicle motion. Following each trial, participants completed questionnaires on SS, presence and enjoyment. After all of the trials were completed, a debriefing determined participants' perceptions of vehicle motion attributes and their awareness of the prediction cues. The results showed that SS in the no-cue condition was significantly greater than that in the conditions that provided vehicle motion cues. Presence and enjoyment responses were not different across the conditions. No participants reported differences between prediction cue conditions or recognized that the vehicle motion followed the same path across trials. However, participants tended to report that the motion was smoother for the detailed-cue than the no-cue condition. Participants ranked turn predictability as higher in conditions with prediction cues. The results support the hypothesis that unobtrusive and unreported motion cues may alleviate SS in a virtual environment.  相似文献   

15.
This study investigated cues that permit prediction of turns during passive movement through a virtual environment. Effects on simulator sickness (SS), presence and enjoyment were examined. Subjects were exposed to complex visual motion through a cartoon-like simulated environment in a driving simulator. Forward velocity remained constant and the motion path was the same across all experimental conditions. Using a within-subject design, we examined visual paths that provided different levels of cue salience - detailed, simplified and no cues - for the upcoming simulated vehicle motion. Following each trial, participants completed questionnaires on SS, presence and enjoyment. After all of the trials were completed, a debriefing determined participants' perceptions of vehicle motion attributes and their awareness of the prediction cues. The results showed that SS in the no-cue condition was significantly greater than that in the conditions that provided vehicle motion cues. Presence and enjoyment responses were not different across the conditions. No participants reported differences between prediction cue conditions or recognized that the vehicle motion followed the same path across trials. However, participants tended to report that the motion was smoother for the detailed-cue than the no-cue condition. Participants ranked turn predictability as higher in conditions with prediction cues. The results support the hypothesis that unobtrusive and unreported motion cues may alleviate SS in a virtual environment.  相似文献   

16.
This paper considers tactile augmentation, the addition of a physical object within a virtual environment (VE) to provide haptic feedback. The resulting mixed reality environment is limited in terms of the ease with which changes can be made to the haptic properties of objects within it. Therefore sensory enhancements or illusions that make use of visual cues to alter the perceived hardness of a physical object allowing variation in haptic properties are considered. Experimental work demonstrates that a single physical surface can be made to ‘feel’ both softer and harder than it is in reality by the accompanying visual information presented. The strong impact visual cues have on the overall perception of object hardness, indicates haptic accuracy may not be essential for a realistic virtual experience. The experimental results are related specifically to the development of a VE for surgical training; however, the conclusions drawn are broadly applicable to the simulation of touch and the understanding of haptic perception within VEs.  相似文献   

17.
Haptic interfaces represent a revolution in human computer interface technology since they make it possible for users to touch and manipulate virtual objects. In this work we describe a cross-model interaction experiment to study the effect of adding haptic cues to visual cues when vision is not enough to disambiguate the images. We relate the results to those obtained in experimental psychology as well as to more recent studies on the subject.  相似文献   

18.
Many organizational analysis tasks are solved by collaborating teams. In technology-mediated collaborations, enabling relevant visual cues is a core issue with existing technology. We explore whether avatars can provide relevant cues in collaborative virtual environments. To do so, we develop a research prototype for a collaborative virtual environment that utilises avatars to improve workspace awareness in collaborative tasks. We test this solution through two studies, qualitative and quantitative, in which participants have to collaborate to jointly validate and correct a diagrammatic model of operational procedures.Our evaluations provide both positive and negative results about the proposed prototype. Collaboration patterns changed and became significantly easier, but, task performance was only slightly improved. Together, these findings inform both the ongoing development of collaborative 3D virtual environments and the role of technology-mediated collaboration for validating and fixing models of processes.  相似文献   

19.
In this paper, we present an inexpensive approach to create highly detailed reconstructions of the landscape surrounding a road. Our method is based on a space‐efficient semi‐procedural representation of the terrain and vegetation supporting high‐quality real‐time rendering not only for aerial views but also at road level. We can integrate photographs along selected road stretches. We merge the point clouds extracted from these photographs with a low‐resolution digital terrain model through a novel algorithm which is robust against noise and missing data. We pre‐compute plausible locations for trees through an algorithm which takes into account perceptual cues. At runtime we render the reconstructed terrain along with plants generated procedurally according to pre‐computed parameters. Our rendering algorithm ensures visual consistency with aerial imagery and thus it can be integrated seamlessly with current virtual globes.  相似文献   

20.
电动汽车(electrical vehicle, EV)的用户数据是优化EV充电成本的关键数据,对用户数据的操纵可能导致错误的充电成本,使充电桩运营商蒙受经济损失。针对EV充电桩,提出了一种基于用户数据的网络攻击模型,该模型通过篡改接入EV充电桩的用户数据生成虚假的充电计划,从而提高充电桩的充电成本。所提出的攻击模型为一种基于混合整数线性规划的两层优化模型,在上层生成注入EV充电桩的恶意用户数据,下层为EV充电计划优化算法,通过应用KKT条件使两层优化模型转化为单层优化攻击模型。仿真以一个虚拟充电站场景为例,相较于无攻击情况,该攻击模型通过提高EV的充电能量或移动EV的充电时段增加了充电站的总充电成本,验证了该攻击模型的可行性和危害性。  相似文献   

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