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在混合现实技术(MR,Mixed Reality)的众多应用领域中,医疗是其非常理想的应用场景.HoloLens作为混合现实技术的优质载体,一经问世便得到众多关注,并在医疗领域得到深入研究和广泛应用,可以说HoloLens的出现改变了医疗行业观察事物的传统方法.本文将围绕HoloLens在医疗领域的应用作一综述. 相似文献
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George Whale 《Digital Creativity》2013,24(1):30-33
This article explores the way audiences respond to screen-based (virtual) and embodied (robotic) entities in the mixed reality terrain of the gallery space. While it would seem that physical three-dimensional objects in a gallery space, especially self-moving objects such as robots, have a distinct advantage in the reality stakes over screen images, the author suggests that there is no hard and fast distinction between how audiences respond to robotic entities and to screen-based virtual characters. It is the ability of an artwork to respond to and ‘dialogue’ with its audience—to ‘look back’ and ‘talk back’—that is the key factor in making it an engaging and believable social partner. Artists discussed include Mari Velonaki, Stelarc, Ruairi Glynn, Karolina Sobecka and Golan Levin. 相似文献
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BAI Zhi-yong 《数字社区&智能家居》2008,(36)
电影电视媒体已经成为当前最为大众化,最具影响力的媒体形式。随着影视制作技术的迅速发展,后期合成又肩负起了一个非常重要的职责。 相似文献
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民间美术有着悠久的历史,在现代社会,对于民间美术的保护和发展也迈上了一个新的台阶,利用现代高科技技术为民间美术服务,也是在现阶段复兴和发展民间美术的对策之一。本文对虚拟现实技术进行分析,提出利用虚拟现实技术的多感知性、临场性、交互性及构想性等特点,对民间美术进行复兴和发扬。 相似文献
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M. Ishimoto Y. Yamazaki K. Shinohe A. Tokai H. Hirakawa H. Yamada K. Awamoto T. Shinoda 《Journal of the Society for Information Display》2004,12(3):263-268
Abstract— The plasma‐tube array is expected to realize a wall‐sized display. This method will realize an emissive‐type display with a flexible screen shape and an expandable screen size. The shape of the plasma tube was investigated to realize high luminance, high luminance efficacy, and high flexural strength. As the result, a cylindroid tube is proposed to satisfy these demands. An experimental display of 1 m × 128 mm has been developed with these cylindroid tubes and it demonstrated a high luminous efficacy of 3.1 lm/W. 相似文献
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开发了一种虚拟场景与实时视频之间的合成技术,成功地将该技术应用于虚拟规划系统中,详细介绍了系统所采用的基于计算机视觉的标识识别和实时、自动摄像机位置、姿态跟踪算法,并给出了系统运行结果。 相似文献
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Yuichi Ohta Itaru Kitahara Yoshinari Kameda Hiroyuki Ishikawa Takayoshi Koyama 《International Journal of Computer Vision》2007,75(1):173-187
This paper proposes a method to realize a 3D video system that can capture video data from multiple cameras, reconstruct 3D
models, transmit 3D video streams via the network, and display them on remote PCs. All processes are done in real time. We
represent a player with a simplified 3D model consisting of a single plane and a live video texture extracted from multiple
cameras. This 3D model is simple enough to be transmitted via a network. A prototype system has been developed and tested
at actual soccer stadiums. A 3D video of a typical soccer scene, which includes more than a dozen players, was processed at
video rate and transmitted to remote PCs through the internet at 15–24 frames per second. 相似文献
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近年来随着计算机图形技术的发展,越来越多的虚拟现实技术被运用到科普领域,其技术核心就是使用计算机模拟虚拟的情景并通过VR设备来体验。其中效果最好、沉浸性最强的设备非VR头戴式头盔莫属。但是在青少年科普活动中,特别是6-12年龄段的青少年群体,传统的VR头戴式头盔存在着一些明显的安全隐患,就连头盔设备官网都会提示12岁以下儿童不适用于该设备。在此前提下,本文研究混合现实技术和全息投影技术在青少年科普教育中的创新和实践。 相似文献
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This paper discusses a virtual reality experience for a contemporary sculpture park, Jupiter Artland, developed in Minecraft targeting 9–11-year-old children. Issues of fidelity, realism and authenticity are considered, examining the use of Minecraft to create visual representations loosely coupled with reality that generate affective responses. We discuss the build of our virtual sculpture park outlining our approach to creating a facsimile of the sculpture park through adopting practices from the Minecraft community and refining and improving the artworks and experience informed by a class of 9–10 year old children. Using the real and virtual sculpture parks we explore the impact of engaging with the real before the virtual Jupiter Artland and vice versa, with the results from a three class study outlined in this paper. 相似文献
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AbstractIn this article, we bring together the lenses of media studies, performance studies and social interaction offered in the other essays in this special issue and discuss their collective contribution towards a more nuanced understanding of MRx. We illustrate this capacity by a brief critical review of a recent MRx environment: Mégaphone. We suggest how the lenses can also contribute to a design vocabulary for future MRx experiences. 相似文献
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介绍了虚拟现实、下一代网及其主要特征,重点分析了虚拟现实技术在下一代网中在多视点视频、大型多人在线室外FPS类网络游戏、分布式虚拟环境运行平台BH RTI、虚拟航空航天数字博物馆和城市景观服务等方面的几个典型应用实例。 相似文献
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洪梅 《数码设计:surface》2010,(7):174-176
虚拟现实(VR)互动展示系统是技术与艺术的结合体,是在计算机技术基础上的艺术性再造;基于技术,融入艺术,是VR系统的主要特征。文章从贴图表现艺术作为VR系统技术与艺术之间的纽带,表现VR场景的艺术氛围这个角度进行探索研究。 相似文献
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何晶晶 《数码设计:surface》2014,(9):96-98
文章从广告艺术、媒体艺术、商业艺术这三个方面初步阐述数字艺术作用下真实与形象的分裂。虽然形象遮蔽了“真实”,分离了“真实”,但数字艺术掩盖了媒介在传播中实现的这种分离,数字技术制造的虚拟现实逼真的复制能力正潜移默化的促成这种分离的加剧。当数字艺术和数字技术利用视觉、触觉的高度仿真来欺骗人类的神经时,“真实”躲进了幕后。数字化诞生的数字形象是分裂的产物,构筑着数字系统里的虚拟现实。 相似文献
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Gabriella Giannachi Henry Lowood Glen Worthey Dominic Price Duncan Rowland Steve Benford 《Digital Creativity》2013,24(3-4):159-175
This article introduces an original documentation and archiving tool, CloudPad, that integrates ‘cloud computing’ into the annotation and synchronisation of mixed media resources. Through CloudPad users are able to view a documentation, edit a version of it, and record their own comments in response to it. Whether users may have created and/or experienced a particular work, or whether they may simply wish to consult a work's documentation, their journey through these records and annotations are subsumed into the work's documentation, thus augmenting the ‘original’ artwork's field of social engagement. Before discussing CloudPad in detail, we proceed to explain how recent debates in performance documentation influenced our methodology and development, and the general challenges of mixed reality documentation that CloudPad aims to address. 相似文献
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随着时代的发展和信息技术的进步,人们的沟通方式正在发生翻天覆地的变化,真实世界与虚拟世界之间的界限也变得越来越模糊。而艺术与设计本身也在不断的演化,技术与艺术之间的融合,促使了新媒体以及数字艺术等众多艺术形式的出现,交互式虚拟展示设计正是在这种背景下应运而生。本文将侧重分析这种新的设计艺术形式的概念、应用以及它对传统展示设计产生的影响。 相似文献
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Eugenijus Kurilovas 《Behaviour & Information Technology》2016,35(11):998-1007
ABSTRACTThe paper aims to analyse the problem of quality evaluation and personalisation of virtual reality/augmented reality/mixed reality (VR/AR/MR). First of all, systematic review of relevant scientific literature on the research topic was conducted. After that, findings of the systematic review concerning evaluation of quality and personalisation of VR/AR/MR learning environments are presented. The author’s VR/AR/MR learning systems/environments quality evaluation and personalisation framework is also presented in the paper. Evaluation of quality of VR/AR/MR platforms/environments should be based on (a) applying both expert-centred (top-down) and user-centred (bottom-up) quality evaluation methods and (b) separating ‘internal quality’ criteria, and ‘quality in use’ criteria in the set of quality criteria (model). Personalisation of VR/AR/MR platforms/environments should be based on learners’ models/profiles using students’ learning styles, intelligent technologies, and Semantic Web applications. 相似文献
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Yijiang Zhang Julien Pettr Jan Ondej Xueying Qin Qunsheng Peng Stphane Donikian 《Computer Animation and Virtual Worlds》2011,22(6):499-510
The seamless integration of virtual characters into dynamic scenes captured by video is a challenging problem. In order to achieve consistent composite results, both the virtual and real characters must share the same geometrical constraints and their interactions must follow some common sense. One essential question is how to detect the motion of real objects—such as real characters moving in the video—and how to steer virtual characters accordingly to avoid unrealistic collisions. We propose an online solution. First, by analysis of the input video, the motion states of the real pedestrians are recovered into a common world 3D coordinate system. Meanwhile, a simplified accuracy measurement is defined to represent the confidence of the motion estimate. Then, under the constraints imposed by the real dynamic objects, the motion of virtual characters are accommodated by a uniform steering model. The final step is to merge virtual objects back to the real video scene by taking into account visibility and occlusion constraints between real foreground objects and virtual ones. Several examples demonstrate the efficiency of the proposed algorithm. Copyright © 2011 John Wiley & Sons, Ltd. 相似文献