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1.
《Spectrum, IEEE》2000,37(7):26-31
Rapid improvements in computing power have opened the way for desktop virtual reality trainers that incorporate realistic graphics and, in some cases, the sense of touch. Affordable commercial simulators, for instance, are now available for practising such tasks as threading flexible endoscopes down a virtual patient's throat or manipulating the long surgical instruments used in laparoscopy. Companies and universities are also developing systems that simulate more complex procedures, such as suturing tissue and inserting a catheter into a vein using laparoscopic tools. These VR trainers can be adjusted to the user, to pinpoint areas of weakness, and they can be used at any time, without the need for supervision. What's more, they prepare the student psychologically for surgical tasks, because complications can be simulated in a safe manner. They can also give objective scores of a student's ability. Indeed, studies show that computer based training simulations are at least as good as standard training methods  相似文献   

2.
As virtual reality becomes more and more mainstream, the role of affordances in virtual environments becomes an important question. The goal of this study is to explicate users’ motivational affordances and examine how they influence the acceptance of a virtual reality learning environment (VLE). It examines how motivational affordances in an educational virtual reality (VR) system affect user experience to track and achieve goals for users. A multimixed approach was used by combining qualitative methods and a quantitative survey. First, a critical incident technique was used to explore a range of affordance factors related to VLE. Second, based on the affordance factors identified from the qualitative methods, a survey was conducted to examine the effects of affordance on user cognitive processes and the influence of affordance on the learning process. The results of the user model confirmed the heuristic role of presence and immersion affordance regarding their underlying link to educational affordances, such as empathy and embodied cognition. The findings imply the embodied cognition process of VLE in which technological qualities are shaped by users’ perception and context. The results establish a foundation for VR technologies through a heuristic assessment tool from a user-embodied cognitive process. They confirm the validity and utility of applying affordances to the design of VR as a useful concept and prove that the optimum mix of affordances is crucial to the success of VR design.  相似文献   

3.
王朝晖 《信息技术》2006,30(11):173-176
针对目前电子商务存在的不足,对虚拟现实在电子商务中的应用技术进行了研究。设计了一个适合虚拟商店的电子商店模型,研究了虚拟现实建模技术及实现中的关键技术和虚拟商品的网上发布技术等。  相似文献   

4.
Carey  R. 《Multimedia, IEEE》1998,5(3):84-93
VRML stands for Virtual Reality Modeling Language. Technically, VRML is neither virtual reality nor a modeling language. Virtual reality generally implies an immersive 3D experience, which typically requires a head mounted display (HMD) and 3D input devices, such as digital gloves. VRML neither requires nor imposes immersion. Furthermore, a true modeling language would contain richer geometric modeling primitives and mechanisms. VRML provides a bare minimum of geometric modeling features but contains numerous features unavailable in a modeling language. If VRML is not virtual reality or a modeling language, what is it? This question has several answers. At its core, VRML serves as a 3D interchange format. It defines most of the commonly used semantics found in today's 3D applications such as hierarchical transformations, light sources, viewpoints, geometry, animation, fog, material properties, and texture mapping. Here's a second answer to: what is VRML? It's a 3D analog to HTML. This means that VRML serves as a simple, multiplatform language for publishing 3D Web pages. The fact that some information, including games, engineering models, scientific visualizations, educational experiences, and architecture, can best be experienced in 3D has motivated this language. Typically, these types of projects require intensive interaction, animation, and user participation and exploration beyond what a page, text, or image based format can handle. Another answer is that VRML provides the technology to integrate 3D, 2D, text, and multimedia into a coherent model  相似文献   

5.
随着虚拟现实技术的发展,它与建筑工程及建筑设计方面的联系也越来越紧密,这就需要我们建筑师有更高的技术水平和更丰富的艺术想象力,努力通过虚拟现实与建筑、设计经验相结合,不断的满足人们更高的生活需要。同时更好的提高建筑师和设计师的能力。  相似文献   

6.
孙晋 《电子测试》2014,(10):76-77
文章分析了虚拟现实技术在健美操训练中的应用。首先对虚拟现实技术进行了分析,其具有沉浸性、交互性、构想性;然后阐述了基于虚拟现实的体育仿真系统的三维建模过程,由输入系统、输出系统、虚拟环境产生器三部分组成,最后阐述了虚拟体操训练系统在健美操训练中的应用。  相似文献   

7.
孙晋 《电子测试》2014,(19):76-77,75
文章分析了虚拟现实技术在健美操训练中的应用。首先对虚拟现实技术进行了分析,其具有沉浸性、交互性、构想性;然后阐述了基于虚拟现实的体育仿真系统的三维建模过程,由输入系统、输出系统、虚拟环境产生器三部分组成,最后阐述了虚拟体操训练系统在健美操训练中的应用。  相似文献   

8.
虚拟现实(VR)是当前视频领域研究热点.介绍了VR视频内容制作以及终端显示技术现状,分析了基于用户视点的VR视频处理关键技术,最后探讨了VR视频传输模式及其对承载网络的需求.  相似文献   

9.
虚拟现实技术在教学中的应用研究   总被引:2,自引:0,他引:2  
代英明 《信息技术》2006,30(8):86-88
先介绍了虚拟现实的概念、特性、分类,然后探讨研究了虚拟现实技术在教学中的应用。  相似文献   

10.
数字交通中的"虚拟现实"技术应用   总被引:2,自引:0,他引:2  
李慧  陈燕 《信息技术》2006,30(6):59-61
在简述虚拟现实概念及特征的基础上,对该技术在数字交通领域的应用进行了展望,主要包括在交通设计、交通行为研究和交通仿真领域的应用。最后,提出了虚拟现实技术在数字交通领域应用研究的框架。  相似文献   

11.
虚拟桌面作为一种基于服务器的计算模型,既能让用户直接地对多媒体中的各种功能进行使用,又能够让所有桌面虚拟机在高校多媒体的控制中心进行托管并统一管理。文章对虚拟桌面技术在高校多媒体管理中的应用进行研究,提高了高校多媒体的运用水平的同时,减少了多媒体管理的工作内容,减轻了管理员的工作压力,降低了多媒体管理成本,具有重要的意义。  相似文献   

12.
虚拟现实系统中人的头部运动与跟踪研究   总被引:1,自引:0,他引:1  
为了克服虚拟现实系统中的视觉延迟现象,在对各种头部运动规律测试结果分析研究的基础上,提出人的头部运动是具有高斯-马尔可夫特性的随机过程,建立了头部运动的随机数学模型,设计了基于卡尔曼滤波和测量数据预处理技术的头部未来位置预测算法.理论分析和仿真检验都表明,该算法明显地提高了预测精度,减缓了图像的抖动和对操作者头部运动的限制,有效地减少了视觉延迟.  相似文献   

13.
In this work, we propose a new head-tracking solution for human–machine real-time interaction with virtual 3D environments. This solution leverages RGBD data to compute virtual camera pose according to the movements of the user’s head. The process starts with the extraction of a set of facial features from the images delivered by the sensor. Such features are matched against their respective counterparts in a reference image for the computation of the current head pose. Afterwards, a prediction approach is used to guess the most likely next head move (final pose). Pythagorean Hodograph interpolation is then adapted to determine the path and local frames taken between the two poses. The result is a smooth head trajectory that serves as an input to set the camera in virtual scenes according to the user’s gaze. The resulting motion model has the advantage of being: continuous in time, it adapts to any frame rate of rendering; it is ergonomic, as it frees the user from wearing tracking markers; it is smooth and free from rendering jerks; and it is also torsion and curvature minimising as it produces a path with minimum bending energy.  相似文献   

14.
《Spectrum, IEEE》1994,31(1):21
The author describes how virtual reality-and its ability to immerse users in interactive three-dimensional worlds-was presented as amazing and miraculous, both a salvation and a danger by the media in the USA. He describes how one effect of the media attention has been a broadening of the definition of virtual reality. Initially used only for systems with helmet displays and control gloves that fully immersed users in interactive worlds, the term is now used to describe everything from augmented reality (looking through a display at the real world but with some computer information superimposed on it) to telepresence (remotely controlling a robotic device) to three-dimensional movies  相似文献   

15.
Based on the concepts of the Reality-Virtuality (RV) continuum and the stimulus-organism-response (SOR) framework, this study investigated differences between AR and VR in their effects on vividness/interactivity, a sense of presence, users’ sensory brand app experience, attitude, and behavioral intention. For AR, participants downloaded an app to mobile phones. For VR, participants downloaded a VR app to smartphones attached to a Google Cardboard VR headset. Vividness and interactivity directly (or indirectly) impacted a sense of presence, sensory brand app experience, attitude towards technology, and behavioral intention. However, AR and VR differed in how vividness and interactivity influenced sensory brand app experience and attitude towards technology. Overall, a sense of presence was a significant mediator for 1) the relationship between vividness and sensory brand app experience and 2) the relationship between interactivity and attitude towards technology for VR but no such relationship was observed with AR. The relationships among sensory brand app experience, attitude, and behavioral intention were significant in both AR and VR settings. Employing real AR/VR shopping situations, the study provides for practitioners deep understandings of consumers’ actual perceptions of applications of AR/VR and offers practical insights as to the efficiency of AR and VR in improving consumer virtual shopping experiences.  相似文献   

16.
17.
实验在教学活动中有着不可替代的作用,它可以帮助学生更好了解知识的产生发展过程,帮助学生增加对理论知识的理解,同时还能够培养学生独立思考的能力和动手能力,对学生的发展具有非常重要的意义。虚拟现实技术是近年来发展较快的技术,其在实验教学中得到了较为广泛的应用,而且取得了非常好的效果。本文主要分析了虚拟现实用于实验教学的关键技术、实现方法等,对该应用的可行性进行了一些分析和探索。  相似文献   

18.
This paper presents a molecular mechanics study using a molecular dynamics software (NAMD) coupled to virtual reality (VR) techniques for intuitive bio-nanorobotic prototyping. Using simulated bio-nano environments in VR, the operator can design and characterize through physical simulation and 3D visualization the behavior of protein-based components and structures. The main novelty of the proposed simulations is based on the characterization of stiffness performances of passive joints-based proteins (α-helix deca-alanine, repressor of primer protein and immunoglobulin protein) and active joints-based viral protein motor (VPL) in their native environment. Their use as elementary bio-nanorobotic components are also simulated and the results discussed.  相似文献   

19.
Current prosthetic and rehabilitation devices, used for those who are limbless or born with congenital defects or required rehabilitation, are difficult to use. The users have problems to adapt to their new hosts or receiving any bio-feedback despite rehabilitation process and retraining, particularly when working with electromyogram (EMG) signals. In characterizing virtual human limbs, as a potential prosthetic device in three dimensions (3D) virtual reality, patients are able to familiarize themselves with their new appendage and its capabilities or can see their movements’ intention in a Virtual Training Environment. This paper presents a virtual reality (VR)-based design and implementation of a below-shoulder 3D human arm capable of 10-class EMG-based motions driven system of biomedical EMG signal. The method considers a signal classification output as potential control stimulus to drive the virtual limb. A hierarchical design methodology is adopted based on anatomical structure to congruent with virtual reality modeling language (VRML) architecture used in order to progressively build the user interface model and its inherent functionality. The resulting simulation is based on a portable, self-contained VRML prototype implementation paired with an instrumental virtual control-select board capable of actuating any combinations of singular or paired kinematic of 10-class EMG motions. The simulation allows for multiple degree-of-freedom profiles as the classes can be activated independently, or in conjunction with others, allowing enhanced arm movement. Provisions for direct classified control inputs are built into the prototype for holistic system construction.  相似文献   

20.
本文提出一种采用复合互补滤波进行修正头部角度并基于Unity3D引擎开发的虚拟现实头盔。该方法对由陀螺仪积分累加得到的角度和以加速度计为基准累加的角度进行修正,从而采集到头部的俯仰、翻滚以及偏航等低误差的姿态角信息,并且在Unity3D引擎上对头部数据进行整合,以及对画面效果进行反畸变来抵消头盔上透镜对画面产生的畸变效果。此法具有自校准、高精度和连续性强的特点,通过降低虚拟现实头盔上画面传输的延时感,来解决头盔给用户带来的的眩晕问题,同时让体验者在XYZ轴上有360°的沉浸感。  相似文献   

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