共查询到18条相似文献,搜索用时 109 毫秒
1.
李兴振 《数码设计:surface》2018,(19):14-14
虚拟现实技术的出现能够在交互环境下激发设计者们的灵感,进而产生新的创意与想法,进一步拓展设计创作的手段和水平。随着现代社会的发展,虚拟现实技术也给环境艺术设计带来了新的活力。因此,我们可以探究虚拟现实技术的具体应用,把握时代潮流,让设计与时代发展相融合,为艺术设计开辟新的发展道路。 相似文献
2.
高德勇 《自动化与仪器仪表》2011,(5):168-169,172
对变互式虚拟现实系统的州论与技术进行了研究。理论研究主要针对二维数据存数捌席中的存储、二维坐标的对应算法及虚拟现实交互式技术的应用。存WEB环境下,能够创造一个实时逼真的虚拟现实环境,并将此环境应用于查询等交互式过程。 相似文献
3.
众所周知,语言的教与学必须在一定的环境中进行。在科学技术突飞猛进的今天,基于虚拟现实技术的语言环境对现代的语言教学起了举足轻重的作用。本文首先对虚拟现实技术的内涵进行概括性的介绍,然后根据大学英语口语教学的内容,提出当前利用虚拟现实技术进行课堂口语教学和课外口语学习的设想。 相似文献
4.
虚拟拆卸环境中工具的操作技术 总被引:9,自引:0,他引:9
在虚拟拆卸环境中借助工具拆除紧固零件,能够使虚拟环境下的拆卸活动更加真实,有利于获得符合工程实际的拆卸序列.提出工具定位约束的概念,对虚拟拆卸环境中工具的操作技术进行了深入研究.首先分析工具的拆卸操作过程;然后对常用工具的工具定位约束进行研究,并论述了虚拟环境中工具精确定位的实现方式;最后以Bell-roller产品装配体模型为例,在沉浸式虚拟环境中基于工具定位约束、操作螺钉起子和扳手完成紧固零件的拆除。 相似文献
5.
6.
文章提出了一种构建虚拟现实网络环境的设计思路,目的是探索如何利用现有技术,构建具有虚拟现实特征的网络环境,促进网络在教育、训练、娱乐等方面的应用。 相似文献
7.
计算机辅助虚拟现实环境-CAVE在I11inois大学,当一些不同领域中的著名专家汇萃在一起,讲述在虚拟现实环境CAVE中的创作感受时,科学和艺术发生了碰撞。1940年,MickeyMouse在经典影片《幻想》中扮演了一个角色,即一个魔法无边的魔术师... 相似文献
8.
杨素芳 《电脑编程技巧与维护》2012,(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
9.
10.
11.
Ralph Schroeder 《Virtual Reality》1995,1(1):33-39
This paper presents an overview of the uses of virtual reality in education. It draws particularly on three projects, the West Denton High School in Newcastle, the Human-Computer Interface Technology Laboratory's summer school in Seattle and the Shepard School for children with special needs in Nottingham. In each of these projects, there is distinctive relationship between the learning experience and the experience of virtual worlds. Here, the concern will not be with the pedagogical value of these projects, which have been documented elsewhere, but with the wider contribution that they can make to our understanding of virtual environments. To do this, it examines in each case how the virtual reality systems are integrated into the curriculum, how these systems relate to the learning process, the usability of the systems, and the possibilities and constraints of the virtual worlds. By comparing these with other emerging virtual reality applications, such as entertainment games, it can be seen that different systems present a variety of possibilities for constructing presence in, and interaction with, virtual environments. 相似文献
12.
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
13.
Panagiota Papadopoulou 《Virtual Reality》2007,11(2-3):107-127
The application of virtual reality in e-commerce has enormous potential for transforming online shopping into a real-world
equivalent. However, the growing research interest focuses on virtual reality technology adoption for the development of e-commerce
environments without addressing social and behavioral facets of online shopping such as trust. At the same time, trust is
a critical success factor for e-commerce and remains an open issue as to how it can be accomplished within an online store.
This paper shows that the use of virtual reality for online shopping environments offers an advanced customer experience compared
to conventional web stores and enables the formation of customer trust. The paper presents a prototype virtual shopping mall
environment, designed on principles derived by an empirically tested model for building trust in e-commerce. The environment
is evaluated with an empirical study providing evidence and explaining that a virtual reality shopping environment would be
preferred by customers over a conventional web store and would facilitate the assessment of the e-vendor’s trustworthiness. 相似文献
14.
15.
The cumbersome nature of wired interfaces often limits the range of application of virtual environments. In this paper, we
discuss the design and implementation of a novel system, called ALIVE, which allows unencumbered full-body interaction between
a human participant and a rich graphical world inhabited by autonomous agents. Based on results obtained with thousands of
users, the paper argues that this kind of system can provide more complex and very different experiences than traditional
virtual reality systems. The ALIVE system significantly broadens the range of potential applications of virtual reality systems;
in particular, the paper discusses novel applications in the area of training and teaching, entertainment, and digital assistants
or interface agents. We give an overview of the methods used in the implementation of the existing ALIVE systems. 相似文献
16.
17.
18.
近年来,我国虚拟现实技术随着5G技术、传感器技术以及民用图形处理器的发展而快速发展,教育、交通、商业、娱乐、工业等领域对虚拟现实的需求与日俱增。虚拟现实技术是一门崭新的综合性信息技术,其中的定位技术是决定用户沉浸感和交互感的关键技术,是虚拟现实技术的重要依托。因此,需要着重对虚拟现实技术的定位技术进行总结。首先介绍了虚拟现实和定位技术;其次详细分析对比了目前虚拟现实系统中使用的典型定位技术,介绍了这些技术的原理、相关研究成果以及它们在虚拟现实中具体的运用场景;然后介绍了目前市场上主流的虚拟现实定位设备,继而讨论了虚拟现实定位技术使用的定位算法;最后介绍了虚拟现实定位技术目前存在的问题和今后的发展方向。 相似文献