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具身认知强调了身体-环境-认知之间的相互联系,主张在特殊环境中身体的感知状态与物理属性对认知的形成有根本影响,为传统展示形式造成用户感知受限的博物馆环境中的自然交互设计研究提供理论参考。文章从具身认知视角出发探索博物馆中的自然交互设计方法,首先采用VOSViewer软件分析具身认知设计近几年相关研究热点与发展趋势,结合用户旅程图法分析现阶段博物馆自然交互展示的痛点与触点,利用具身认知理论提出情景重构、行为沉浸和知觉延伸的具身交互设计策略,最终通过新加坡天福宫具身交互设计作品验证博物馆自然交互设计方法。 相似文献
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针对传统医学可视化仿真系统中交互界面和交互技术的缺点,基于视觉跟踪技术采用实物模型设计和实现了一个基于混合现实界面的下颌运动仿真系统。通过对物理界面元素、虚拟界面元素以及交互隐喻的分析,为混合现实环境下的交互技术建立了一个具有通用性的分类体系。物理与虚拟的界面元素之间通过语义映射将用户的操作从物理世界映射到虚拟空间中,从而为用户提供一种更为直观、自然的交互方式。 相似文献
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VRML:带给您身临其境的体验 总被引:1,自引:0,他引:1
随着信息技术的发展,人们已不满足于从外部观察信息处理的结果,而是希望能通过视、听、触、嗅觉及形体、手势或口令,参与到信息处理的环境中去,获得身临其境的体验。虚拟现实(VirtualReality,VR)技术就提供了这样一种既能创建又能体验虚拟世界的沉浸式交互环境,使用户可以以自然的方式与虚拟环境中的对象交互影响,从而产生等同真实环境的感受和体验。 相似文献
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Gordana Dodig-Crnkovic 《AI & Society》2013,28(3):319-327
We are living in an era when the focus of human relationships with the world is shifting from execution and physical impact to control and cognitive/informational interaction. This emerging, increasingly informational world is our new ecology, an infosphere that presents the grounds for a cognitive revolution based on interactions in networks of biological and artificial, intelligent agents. After the industrial revolution, which extended the human body through mechanical machinery, the cognitive revolution extends the human mind/cognition through information-processing machinery. These novel circumstances come with new qualities and preferences demanding new conceptualizations. We have some work ahead of us to establish value systems and practices extended from the real to the increasingly virtual/info-computational. This paper first presents a current view of the virtual versus the real and then offers an interpretation framework based on an info-computational understanding of cognition in which agency implies computational processing of informational structures of the world as an infosphere. The notion of “good life” is discussed in light of different ideals of well-being in the infosphere, connecting virtuality as a space of potential and alternative worlds for an agent for whom the reality is a space of actual experiences, in the sense of Deleuze. Even though info-computational framework enables us to see both the real world and the diversity of virtual worlds in terms of computational processes on informational structures, based on a distinct layered cognitive architecture of all physical agents, there is clear difference between potential worlds of the virtual and actual agent’s experiences made in the real. Info-computationalism enables insight into the mechanisms of infosphere and elucidates its importance as cognitively predominant environment and communication media. The conclusion is that by cocooning ourselves in an elaborate info-computational infrastructure of the virtual, we may be increasingly isolating ourselves from the reality of direct experience of the world. The biggest challenges of the cognitive revolution may not be technological but ethical. They are about the nature of being human and its values. 相似文献
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彭生琼 《数码设计:surface》2014,(6):71-73
虚拟服装展示是借助立体全息技术、互联网或数字互动大屏幕来展示人体或数字角色“穿上”虚拟服装后的动态视觉效果。随着数字媒体艺术、交互技术和立体显示技术的发展,虚拟服装展示系统被广泛用于立体时装设计、服装表演、娱乐秀、商场试衣以及电视广告等领域。本文分析比较了近年来国内外虚拟服装展示领域的技术发展,并归纳总结出当前虚拟服装展示的5种人机交互模式。作者认为:随着全息技术、体感交互、立体视觉和增强现实等智能环境技术的发展,以“私人订制”为代表的个性化、时尚化和智能化的虚拟试衣体验将成为未来人们服装购买体验中不可或缺的重要环节之一。 相似文献
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Distributed virtual environments 总被引:5,自引:0,他引:5
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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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面向艺术与设计的虚拟人技术研究 总被引:7,自引:2,他引:5
虚拟人(Virtual Human)是人类各种特性(几何、行为、感知、情感、生理、心理、社会性等)在虚拟空间中的数字化表示,是高度真实的人类特性的数字化再现.文中首先介绍面向艺术与设计的虚拟人技术的应用领域和研究维度,然后详细介绍其中的主要研究内容,包括:虚拟人体建模、运动控制技术、虚拟人群仿真、虚拟感知与情感计算,最后指出,在面向艺术与设计的虚拟人技术研究中,艺术与设计领域专家和计算机专家的协作关系. 相似文献
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Gengdai Liu Shantanu Choudhary Juzheng Zhang Nadia Magenenat-Thalmann 《The Visual computer》2013,29(9):871-881
A virtual human is an effective interface for interacting with users and plays an important role in carrying out certain tasks. As social networking sites are getting more and more popular, we propose a Facebook aware virtual human. The social networking sites are used to empower virtual humans for interpersonal conversational interaction in this paper. We combine Internet world, physical world and 3D virtual world together to create a new interface for users to interact with an autonomous virtual human which can behave like a real modern human. In order to take advantages of social networking sites, virtual human gathers information of a user from its profile, its likes, dislikes and gauge mood from most recent status update. In two user studies, we investigated whether and how this new interface can enhance human–virtual human interaction. Some positive results concluded from these studies will be guidelines on research and development of future virtual human interfaces. 相似文献
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面向智能空间的位置感知方法研究 总被引:3,自引:0,他引:3
位置感知是智能空间中的重要技术.在分析了现有基于移动自组网的位置感知方法后,提出了一种基于多维定标(multidimensional scaling,简称MDS)的新的位置感知方法——SSOLA(smart space oriented locationawareness method),可以对智能空间中的无线通信节点进行精确定位,获得节点之间的相对位置(坐标);当有极少数位置已知的锚节点(2 维定标存在3 个以上锚节点,3 维定标存在4 个以上锚节点)时,可以得到全网所有节点的绝对位置(坐标).SSOLA 算法的设计思想是:以MDS 分析为核心,采用Euclidean 测距方法计算节点间距离矩阵,采用1 跳和2 跳局部图相结合的自适应选择机制构建局部图,各节点独立计算局部图,最终合成全局位置图.此外,SSOLA 还可以与OLSR 路由算法相融合,从整体上减轻了SSOLA 算法的执行开销,提高了定位效率.仿真实验结果表明,SSOLA 具有对锚节点依赖小、定位精度高、可扩展性好、执行速度快等优点,对原始测量误差也有较强的鲁棒性,可以应用于战术互联网、智能战场等大规模无线通信环境中. 相似文献
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多模态人机交互旨在利用语音、图像、文本、眼动和触觉等多模态信息进行人与计算机之间的信息交换。在生理心理评估、办公教育、军事仿真和医疗康复等领域具有十分广阔的应用前景。本文系统地综述了多模态人机交互的发展现状和新兴方向,深入梳理了大数据可视化交互、基于声场感知的交互、混合现实实物交互、可穿戴交互和人机对话交互的研究进展以及国内外研究进展比较。本文认为拓展新的交互方式、设计高效的各模态交互组合、构建小型化交互设备、跨设备分布式交互、提升开放环境下交互算法的鲁棒性等是多模态人机交互的未来研究趋势。 相似文献
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Digital twin (DT) is a virtual mirror (representation) of a physical world or a system along its lifecycle. As for a complex discrete manufacturing system (DMS), it is a digital model for emulating or reproducing the functions or actions of a real manufacturing system by giving the system simulation information or directly driven by a real system with proper connections between the DT model and the real-world system. It is a key building block for smart factory and manufacturing under the Industry 4.0 paradigm. The key research question is how to effectively create a DT model during the design stage of a complex manufacturing system and to make it usable throughout the system’s lifecycle such as the production stage. Given that there are some existing discussions on DT framework development, this paper focuses on the modeling methods for rapidly creating a virtual model and the connection implementation mechanism between a physical world production system at a workshop level and its mirrored virtual model. To reach above goals, in this paper, the discrete event system (DES) modeling theory is applied to the three-dimension DT model. First, for formally representing a manufacturing system and creating its virtual model, seven basic elements: controller, executor, processor, buffer, flowing entity, virtual service node and logistics path of a DMS have been identified and the concept of the logistics path network and the service cell is introduced to uniformly describe a manufacturing system. Second, for implementing interconnection and interaction, a new interconnection and data interaction mechanism between the physical system and its virtual model for through-life applications has been designed. With them, each service cell consists of seven elements and encapsulates input/output information and control logic. All the discrete cells are constructed and mapped onto different production-process-oriented digital manufacturing modules by integrating logical, geometric and data models. As a result, the virtual-physical connection is realized to form a DT model. The proposed virtual modeling method and the associated connection mechanism have been applied to a real-world workshop DT to demonstrate its practicality and usefulness. 相似文献