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1.
Edilson M. Chaves Paulo Bruno de A. Braga Yuri Fontenelle L. Montenegro Vitria B. Rodrigues Marilene C. Munguba Victor Hugo C. de Albuquerque 《Expert Systems》2021,38(1)
Human hearing is an important sense, which complements the other senses, and is essential for children to begin to acquire basic concepts of the world; however, in severe cases of disability, children become marginalized from these benefits. An example of this is with music, a deaf individual is to be able to perceive it. With this in mind, we developed a novel medical expert system based on virtual reality, called Toc‐Tum mini‐games, applying basic concepts of music in an accessible way to the deaf culture. The intelligent proposed system is validated in two different tests: (a) with the target audience to evaluate the interest in the game and (b) with professionals knowledgeable in the field of music or who have had contact with the deaf, evaluate the impact of the game teaching music to the deaf. The tests with the target audience showed that the methods of interaction allowed the children to understand most of the stages and that they were animated during the test days. Regarding the professionals, they were interested in the possibility of using the proposed system in question, even if some modifications in the design had to be made. The results showed that the Toc‐Tum mini‐games is an intelligent tool capable of introducing music in a playful and manageable way using a virtual environment. 相似文献
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Wenchen Guo Shucheng Li Zixun Zhang Zhirui Chen KuoHsiang Chang Su Wang 《Computer Animation and Virtual Worlds》2023,34(3-4):e2181
Research has shown that spatial perception is not only one of the essential abilities for success in science, technology, engineering, and mathematics (STEM), but is also closely related to the quality of human existence. However, for a variety of reasons, many students' spatial skills are less than ideal. In recent years, various video games are showing great potential as low-cost but effective training tools to improve the educational level and cognitive skills. This paper presented a novel serious strategy game named Magic World. The game was designed to enhance children's spatial perception and motivation by using narrative, virtual contexts, and game mechanics that incorporate educational content with entertainment as a powerful extra-curricular aid. A pilot study and evaluation experiment were conducted with primary school students (N = 68) and the results showed that the training had a measurable positive impact on students' spatial ability. In addition, user experience surveys of the game showed that Magic World was considered a fun, challenging, and popular game for children. 相似文献
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目的 传统虚拟健身系统存在着沉浸性、可玩性方面的问题,并且缺少对用户的健身指导。提出一种能够改善健身娱乐性、有效性和指导能力的3维虚拟健身系统设计方法。方法 以自然交互界面、个性化深度定制策略和互反馈控制模型理论为基础,加强人与计算机之间的自然语义转换,增加用户对系统的设计控制能力,实时感知用户身体情况并引导用户进行科学健身。另外,依据此框架实现了一套采用健身自行车、Kinect体感摄像头、心率传感器等设备的健身系统。结果 本文提出了一种新的健身系统设计方法,并进行了实现。通过问卷调查,大部分测试者对本文所实现的系统总体评价比较满意并较认可系统新颖性。系统实验结果显示,本文健身系统设计方法对于改善个人健身的娱乐性和有效性有着良好的效果,并具有良好的通用性。结论 通过对测试者的反馈统计表明,系统在交互性和指导能力方面表现出色。 相似文献
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Besma Ben Amara;Hedia Mhiri Sellami;Lamjed Ben Said; 《Journal of Software: Evolution and Process》2024,36(10):e2680
Serious games (SGs) are valuable tools for learning, training, and improving skills in various domains because they engage and motivate players to achieve planned processes to reach objectives. Several works provided methods, models, and frameworks to support SG development. However, designers, developers, teachers, and researchers face challenges in creating SG with entertainment and learning balance, and many designed games still do not fulfill the main intended objectives. This paper introduces an approach, called SGDA-IE with phases and steps to follow during the entire SG design process. It was built on literature review and SG design challenges designers need to consider from the early stages when creating SG. The proposed approach is founded on three perspectives: software engineering best practices, video game industry practices, and SG success factors and provides means to overcome the investigated design challenges. These are characteristics taxonomy model, requirements specification approach, and artifacts iterative evaluation by designer, domain expert, and players. To assess our approach efficacy, we conceived a health, safety, and environment (HSE) training SG for workers on fuel storage sites and petroleum installations. The feedback received is positive and indicates a favorable specification method of the SG, effective participatory design, and control over requirements evolution. The SG playtesting reveals a significant involvement of participants and efficient tracking of the knowledge acquisition. 相似文献
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在游戏以及虚拟现实中,角色动画是比较常见的,利用OGRE图形渲染引擎实现角色的移动,并根据当前角色的状态设置其对应的动画,提供了逼真的图形表现。 相似文献
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严肃游戏是计算机游戏一个新的发展方向,可以提供形象互动的模拟教学环境,已经广泛应用于科学教育、康复医疗、应急管理、军事训练等领域。虚拟角色是严肃游戏中模拟具有生命特征的图形实体,行为可信的虚拟角色能够提升用户使用严肃游戏的体验感。严肃游戏中的图形渲染技术已经逐步成熟,而虚拟角色行为建模的研究尚在初级阶段。可信的虚拟角色必须能够具有感知、情绪和行为能力。本文分别从游戏剧情与行为、行为建模方法、行为学习和行为建模评价等4个方面来分析虚拟角色行为建模研究。分析了有限状态机和行为树的特点,讨论了虚拟角色的行为学习方法。指出了强化学习的关键要素,探讨了深度强化学习的应用途径。综合已有研究,归纳了虚拟角色行为框架,该框架主要包括感觉输入、知觉分析、行为决策和动作4大模块。从情感计算的融入、游戏剧情和场景设计、智能手机平台和多通道交互4个角度讨论需要进一步研究的问题。虚拟角色的行为建模需要综合地考虑游戏剧情、机器学习和人机交互技术,构建具有自主感知、情绪、行为、学习能力、多通道交互的虚拟角色能够极大地提升严肃游戏的感染力,更好地体现寓教于乐。 相似文献
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This article discusses the interdisciplinary research area of cognitive science. It presents methods and approaches to investigating cognitive processes. Spatial cognition as a subfield of cognitive science is used to show how mental processes are connected with the physical realm through perception and action. These bridges between physical and mental permit a variety of rather distinct approaches that contribute to the investigation of the cognitive processes involved. Particular attention is given to the role of artificial intelligence approaches to help discovering cognitive processing principles. The article discusses the interplay between synthetic and analytic approaches to cognitive science and emphasizes the complementary strengths of these approaches. It shows how the environment, the context of the specific situation, and the task can reduce the cognitive effort to be taken. The trade-off between general abstract representations and specific concrete representations is shown. The power of virtual environments for testing and understanding models of cognition is demonstrated. Numerous examples are given. 相似文献
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将虚拟现实与可视化空间分析技术应用于地下水科学管理工作可以弥补传统技术在分析研究、辅助决策中的不足,发现仍有空间数据模型、空间数据库、合适的虚拟现实方法以及高效的可视化空间分析算法等问题有待解决。结合实际研究与应用工作,探讨了地下水及其赋存地质体的空间数据建模与数据库存储技术,基于OpenGL图形库实现了地下水、地质体、相关地表信息、等水位线、地下水流向等的3维可视化,设计并实现了基于纵断面快速生成算法的可视化空间分析功能。以苏锡常地区为研究示范区,开发了\"苏锡常地区地下水空间信息可视化虚拟分析系统\"软件,在实际地下水科学管理工作中取得了明显效果。 相似文献
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We built an acoustical telepresence robot, TeleHead, which has a user-like dummy head and is synchronized with the user’s head movement in real time. We are trying to clarify the effects of reproducing head movement. In this paper, we evaluate the sense of incongruity induced by the delay time in reproducing head movement. The results indicate that whether users feel the delay or not depends on their spatial perception. Therefore, acceptable delay time can be calculated from the user’s localization accuracy and head movement speed. Even under the strictest condition, i.e. high-speed head movements, using white noise makes it easier to localize sounds and roughly about 40-ms delay may be acceptable. Moreover, in conversational situations, 80-ms delay is acceptable. 相似文献
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根据《中华人民共和国道路交通安全法》规定,摩托车驾驶过程中,驾驶者需佩戴好安全头盔以保护自己的生命安全.然而实际生活中,驾驶者对于摩托车驾驶的交通安全意识不足,不了解头盔的重要性,经常驾驶摩托车时不佩戴头盔.为预防此类摩托车交通事故的发生,笔者开发了一款基于Unity 3D的摩托车安全驾驶游戏.该游戏利用Unity 3... 相似文献
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Svjetlana Kolić-Vehovec Sanja Smojver-Ažić Tamara Martinac Dorčić Barbara Rončević Zubković 《Journal of Computer Assisted Learning》2020,36(3):323-334
The aim of the study was to test the effectiveness of a serious game in improving the helping behaviours of bystanders in bullying situations by using a multimethod approach. Students (N=345, aged 12 to 14) participated in an experimental study with one experimental and two control groups. Before and after playing the game, all students completed an online questionnaire about their knowledge, experiences and behaviours related to bullying, and their behaviours in everyday social situations. For the experimental group, players' reactions during game-play were recorded. Results showed that students' social behaviour displayed before gaming experience determined their playing activities. Besides, most of the students who declared in pre-test that they do not help the victim, although they think they should, chose helping behaviour in all bullying situations in by stander role in the game. Results indicate weak positive effect of the game on students' behavioural choices. 相似文献
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This paper describes an architecture that begins with enough general knowledge to play any board game as a novice, and then shifts its decision-making emphasis to learned, game-specific, spatially-oriented heuristics. From its playing experience, it acquires game-specific knowledge about both patterns and spatial concepts. The latter are proceduralized as learned, spatially-oriented heuristics. These heuristics represent a new level of feature aggregation that effectively focuses the program's attention. While training against an external expert, the program integrates these heuristics robustly. After training it exhibits both a new emphasis on spatially-oriented play and the ability to respond to novel situations in a spatially-oriented manner. This significantly improves performance against a variety of opponents. In addition, we address the issue of context on pattern learning. The procedures described here move toward learning spatially-oriented heuristics for autonomous programs in other spatial domains. 相似文献
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目的 建立行为可信的虚拟角色能够使严肃游戏更加有趣,提升用户使用的体验感。尽管严肃游戏的图形渲染技术已经日趋成熟,但现有的虚拟角色行为表现方式多采用确定性模型,很难反映虚拟角色行为表现的多样性。方法 本文构建了符合辅助社交训练的严肃游戏剧情,采用智能体来描述虚拟角色,赋予虚拟角色视觉、听觉双通道感知。基于马斯洛动机理论,采用食物、休息、交流和安全等动机来描述情绪的产生,利用大五(OCEAN)个性模型来描述虚拟角色的不同个性差别。用外部刺激和内部动机需求来计算情绪强度,利用行为树描述虚拟角色的行为。运用正态云模型处理虚拟角色行为表现的不确定性,并以行走方向、社交距离、交流时身体朝向3个典型的行为表现给出了具体处理方法。结果 在所实现的游戏原型系统中,对于虚拟角色的自主行为和行为表现的不确定性进行了用户体验测试。结果表明,在场景探索任务中,虚拟角色的自主行为模型能减少用户探索场景所耗费的时间,并且可以促进用户与虚拟角色交流;在行为表现测试中,本文模型的自然性评价要高于确定性模型。结论 本文虚拟角色行为模型在一定程度上可提升用户的体验感,有望为建立行为可信的虚拟角色提供一种新的途径。 相似文献
15.
Z. Merchant E.T. Goetz W. Keeney‐Kennicutt L. Cifuentes O. Kwok T.J. Davis 《Journal of Computer Assisted Learning》2013,29(6):579-590
We investigated the potential of Second Life® (SL), a three‐dimensional (3‐D) virtual world, to enhance undergraduate students’ learning of a vital chemistry concept. A quasi‐experimental pre‐posttest control group design was used to conduct the study. A total of 387 participants completed three assignment activities either in SL or using two‐dimensional (2‐D) images. Students were administered an 11‐question chemistry achievement test and two measures of spatial ability (Purdue Visualization of Rotations Test, Card Rotations Test). Although analyses of covariance revealed no statistically significant differences between the two groups as a whole for any of the outcome measures, a subgroup analyses was conducted to decompose the relative impact of 3‐D virtual reality instruction within SL. We found that students classified as having poor spatial ability showed significantly greater improvement in understanding the 3‐D nature of molecules if they did relevant activities in a 3‐D virtual world than those students who only worked with 2‐D images. 相似文献
16.
Hyungki Hong 《Journal of the Society for Information Display》2022,30(4):335-343
The virtual image distance in an augmented reality (AR) or virtual reality (VR) device is an important factor in determining its performance. In this paper, a method for measuring the virtual image distance and its uniformity is proposed. The setup for measurement consists of a two-dimensional spatial sensor array on the translational stage and a pinhole array plate placed in front of the AR or VR device. As the distance between the pinhole plate and the two-dimensional spatial sensor array were changed, the positions of the rays through each pinhole were measured by a two-dimensional spatial sensor array. The ray trajectories through each pinhole were obtained by fitting these positions to straight lines. The relative distances between these ray trajectories were calculated with respect to the distance from the pinhole plate. This method is effective for measuring the uniformity, such as the azimuthal dependence of the virtual image distance or the dependence of the virtual image distance on the distance from the optical axis of the VR lens. 相似文献
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网络虚拟实验室应用研究 总被引:16,自引:1,他引:16
为了满足远程教育对实验的新要求,我们尝试使用VRML、Java等工具在内联网上实现了网络虚拟实验室,在条件充分后很容易扩展到因特网上。 相似文献
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杨素芳 《电脑编程技巧与维护》2012,16(16):107-108,145
主要探讨了选择虚拟现实系统,建立虚拟现实环境以及虚拟现实系统在实际应用,同时阐述了虚拟现实在未来室内设计的发展趋势.通过该系统让用户仿佛置身于这个设计的虚拟场景中,感受身临其境的效果. 相似文献