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1.
VRMosaic: Web access from within a virtual environment   总被引:1,自引:0,他引:1  
For the foreseeable future, users of virtual reality systems will likely spend more time in the “real” environment than in a virtual environment. In the “real” environment, users access much of their data using flat screen applications, which include tools such as authoring and analysis programs and even hyperlinked browsers. We believe that users will find VEs more appealing if they can import their flat screen applications. We also believe that the World Wide Web infrastructure, and supporting tools such as NCSA Mosaic, Netscape's Navigator, and Sun's HotJava, have become a de facto standard both for making data available and allowing limited interaction with that data. These beliefs motivated us to develop a technology for porting flat screen applications based on the 3.1 version of the InterViews toolkit into VR. NCSA Mosaic provided us with a real application that would: (1) test our infrastructure effectively; and (2) provide a compelling application example. We used our “2D interface in VR” infrastructure to port Mosaic into RealEyes, our VR system. Dubbed “VRMosaic”, this application lets users familiar with Mosaic access the Web from within an immersive VE. But VRMosaic is not just an embedded version of NCSA Mosaic-it also allows for VR specific features such as navigation within the VE  相似文献   

2.
Previous research has shown that computer-based tasks can motivate people with autism and encourage learning. As a computer-based medium, Virtual Environments (VEs) offer a potentially useful tool for social skills training for people with autistic spectrum disorders (ASDs). However, there are some concerns over whether people with ASDs can understand, use and interpret the technology appropriately. This paper adopts a qualitative case-study approach to report observations of, and comments from, two adolescent boys with ASDs, gathered during a series of sessions using a virtual café and bus environment. Although there were signs of repetitive behaviours, literal interpretation of the scenes, and that the VEs were treated as not having real-world relevance, these were not the dominant modes of responding. Instead, participants seemed to interpret the scenes meaningfully and appreciated the opportunities to discuss appropriate social responses with a facilitator sitting alongside. They enjoyed using the VEs and provided specific examples of how the VEs had helped, or could help, them in the real world. This gives encouraging support for the idea that VEs can be used and interpreted meaningfully by at least some students with ASDs. The paper concludes with some considerations for the future development of VEs for members of this population.  相似文献   

3.
Virtual reality has sparked many people's imaginations, but writing VR programs remains difficult. Besides the obvious problems of managing arcane I/O devices (trackers, gloves, and so on), the programs must allow the participant to operate effectively in the immersive environment. Virtual environments present a new medium for both the participant and the programmer/author. In the University of Virginia's User Interface Group, we believe the best way to accelerate development in a new medium such as VR is to provide tools that allow people without highly technical backgrounds to create programs for it. These novice authors must be able to quickly try different nuances of an idea. They must be able to easily ask “what if” questions. To support this goal, we are developing Alice, a rapid prototyping environment that can generate VR environments. The name “Alice” honors Lewis Carroll's heroine, who explored a rapidly changing, dynamic environment  相似文献   

4.
Virtual reality (VR) can provide useful tools for a variety of applications. However, for these tools to be effective, they must be easy to use. In virtual environments (VEs), usability is impaired by poorly designed navigation systems. Insufficient realism and missing physiological orientation and motion cues impair spatial learning in desktop VEs. Capabilities for navigation in a VE are far more varied than in reality; so much greater flexibility can be offered, but designing VEs with too many options can overwhelm users. To assist designers in building effective, usable navigation systems for VEs, navigation techniques must be evaluated to identify which features actually support users in accomplishing their tasks and which features create unnecessary problems.This study evaluates navigation in two different VEs to develop recommendations for the design of navigation systems in desktop VEs. The study consists of an objective assessment of navigation control dynamics, a guideline-based evaluation and a review of data collected during two experimental studies. The findings indicate that real-world constraints, specialised navigation techniques and feedback regarding location and direction of travel are needed to support navigation in desktop VEs.  相似文献   

5.
Public speaking in virtual reality: facing an audience of avatars   总被引:1,自引:0,他引:1  
What happens when someone talks in public to an audience they know to be entirely computer generated-to an audience of avatars? If the virtual audience seems attentive, well-behaved, and interested, if they show positive facial expressions with complimentary actions such as clapping and nodding, does the speaker infer correspondingly positive evaluations of performance and show fewer signs of anxiety? On the other hand, if the audience seems hostile, disinterested, and visibly bored, if they have negative facial expressions and exhibit reactions such as head-shaking, loud yawning, turning away, falling asleep, and walking out, does the speaker infer correspondingly negative evaluations of performance and show more signs of anxiety? We set out to study this question during the summer of 1998. We designed a virtual public speaking scenario, followed by an experimental study. We wanted mainly to explore the effectiveness of virtual environments (VEs) in psychotherapy for social phobias. Rather than plunge straight in and design a virtual reality therapy tool, we first tackled the question of whether real people's emotional responses are appropriate to the behavior of the virtual people with whom they may interact. The project used DIVE (Distributive Interactive Virtual Environment) as the basis for constructing a working prototype of a virtual public speaking simulation. We constructed as a Virtual Reality Modeling Language (VRML) model, a virtual seminar room that matched the actual seminar room in which subjects completed their various questionnaires and met with the experimenters  相似文献   

6.
Virtual environments (VEs) are special kinds of interactive systems currently used in many fields such as education, training and medicine. However, as VE development is relatively recent, there is little experience in the area. Software engineering, the discipline which assures quality software, has not been successfully applied to date. In developing VEs, the object‐oriented software engineering paradigm is the most suitable even though principles and techniques are insufficient. In this paper, we will demonstrate this inadequacy through the development of two different VEs, identify the processes to be improved, offer a set of guidelines to improve them (coined SENDA), and present the results obtained with SENDA. Copyright © 2003 John Wiley & Sons, Ltd.  相似文献   

7.
Virtual Reality - Virtual environments (VEs) can be infinitely large, but movement of the virtual reality (VR) user is constrained by the surrounding real environment. Teleporting has become a...  相似文献   

8.
Immersive spaces such as 4-sided displays with stereo viewing and high-quality tracking provide a very engaging and realistic virtual experience. However, walking is inherently limited by the restricted physical space, both due to the screens (limited translation) and the missing back screen (limited rotation). In this paper, we propose three novel locomotion techniques that have three concurrent goals: keep the user safe from reaching the translational and rotational boundaries; increase the amount of real walking and finally, provide a more enjoyable and ecological interaction paradigm compared to traditional controller-based approaches. We notably introduce the "Virtual Companion", which uses a small bird to guide the user through VEs larger than the physical space. We evaluate the three new techniques through a user study with travel-to-target and path following tasks. The study provides insight into the relative strengths of each new technique for the three aforementioned goals. Specifically, if speed and accuracy are paramount, traditional controller interfaces augmented with our novel warning techniques may be more appropriate; if physical walking is more important, two of our paradigms (extended Magic Barrier Tape and Constrained Wand) should be preferred; last, fun and ecological criteria would favor the Virtual Companion.  相似文献   

9.
Positive emotions have a significant influence on mental and physical health. Their role in the elderly’s wellbeing has been established in numerous studies. It is therefore worthwhile to explore ways in which elderly people can increase the number of positive experiences in their daily lives. This paper describes two Virtual Environments (VEs) that were used as mood induction procedures (MIPs) for this population. In addition, the VEs’ efficacy at increasing joy and relaxation in elderly users is analyzed. The VEs contain exercises for generating positive-autobiographic memories, mindfulness and slow breathing rhythms. The total sample comprised 18 participants over 55 years old who used the VEs on two occasions. Twelve of them used the joy environment, while 16 used the relaxation environment. Moods before and after each session were assessed using Visual Analogical Scales. After using both VEs, results indicated significant increases in joy and relaxation and significant decreases in sadness and anxiety. The participants also indicated low levels of difficulty of use and high levels of satisfaction and sense of presence. Hence, the VEs demonstrate their usefulness at promoting positive affects and enhancing the wellbeing of elderly people.  相似文献   

10.
11.
We present a novel architecture to develop Virtual Environments (VEs) for multicore CPU systems. An object-centric method provides a uniform representation of VEs. The representation enables VEs to be processed in parallel using a multistage, dual-frame pipeline. Dynamic work distribution and load balancing is accomplished using a thread migration strategy with minimal overhead. This paper describes our approach, and shows it is efficient and scalable with performance experiments. Near linear speed-ups have been observed in experiments involving up to 1,000 deformable objects on a six-core i7 CPU. This approach’s practicality is demonstrated with the development of a medical simulation trainer for a craniotomy procedure.  相似文献   

12.
Previous research identified that learning assembly tasks in Virtual Environments (VEs) is more difficult than in Real Environments (REs). This work's objective is to identify the key visual areas for both environments when performing an assembly task for ten consecutive cycles, when following visual instructions and when having visual distractors. Using an eye-tracker, we identified the key visual areas required for an assembly task in both environments. Results indicate that practice allowed participants to reduce their assembly time in both environments. They also indicate that two areas, Assembly Area and Blocks, concentrated a higher proportion of eye-fixations; 59.98% for REs and 81.48% for VEs, with a statistically significant observation difference between environments (t-test value = −14.23, with p-value <0.00001 and Cohen's d = 6.36). We conclude that participants considered the same key visual areas for both environments and that VE interaction has a significant role in observation behavior.  相似文献   

13.
Technological developments in Virtual Reality (VR) appear to outpace progress in design methodology of VR. The theory of Perceptual Opportunities (POs) has previously been proposed as a basis of such a design methodology (Blade and Padgett, 2002). This paper presents the first empirical study investigating the effect of representation of POs on users' behaviour in Virtual Environments (VEs). The current study has a methodological focus, using POs as a framework and desktop VR as a experimental environment. The application of an experimental paradigm is illustrated with two experiments. Evidence was found for an effect of movement type on choice of objects in a simple VE. Implications for VE design and the methodology of empirical research in the framework of POs are discussed.  相似文献   

14.
Virtual teams consist of geographically distributed employees working with a common goal using mostly technology for communication and collaboration. Virtual teams face a number of challenges, discussed in the literature in terms of communication through technology, difficulty in building trust, conveying social cues, and creating awareness, as well as cultural differences. These challenges impact collaboration, but also learning and innovation. This research focuses on how a social medium, the 3D virtual environment, is perceived to enable learning and innovation in virtual teams. We study this through a qualitative study based on interviews of distributed work managers’ perception of VEs. The major findings are that VEs are perceived to create collaborative learning atmospheres for virtual teams in terms of enabling engagement, a shared context awareness, and support in social network building. Another finding is that VEs are perceived to enable team learning, knowledge development, and collaboration through persistence of content, information sharing, learning through role-plays and simulations, and visualization. Furthermore, VEs enable the development of co-created content as well as new ways of working in virtual teams.  相似文献   

15.
Virtual Manufacturing represents the emerging approach the enterprises can use to improve their processes, introducing new products more quickly in the market in a cost effective way. The fundamental idea is to create an integrated and synthetic environment, composed of software tools and systems such as Virtual Reality and Simulation to support such processes. This paper presents the Virtual Manufacturing (VM) environment, highlighting the potential application areas and the resulting benefits. The role of Simulation Lab and ITIA-CNR in applying the VM is discussed, the research activities currently carried out by the institutes are presented and two significant cases developed as example of the applicability of the concept are shown. Received: February 2005/Accepted: January 2006  相似文献   

16.
虚拟现实技术发展很快,有广泛的工业和商业应用。网络虚拟现实技术已越来越为工业制造业所关注,虚拟制造环境(VME)的一个主要用途是在线可视化和对3D信息的协作控制,这需要实时数据传输的支持。为了满足基于Internet的VE通信需求,特别是为满足虚拟制造和协作设计和控制,该文设计并实现了一个支持网络虚拟设计和制造的网络虚拟现实系统,此系统用MMS协议实现VE通信,并将工业控制服务集成于基于Internet的虚拟环境中。  相似文献   

17.
This paper introduces the concept of Virtual Prints (ViPs) as an intuitive metaphor for supporting interaction and navigation, as well as a number of additional tasks in virtual environments (VEs). Three types of ViPs are described: Virtual Footprints, which are used for tracking user navigation (position, orientation and movement), Virtual Handprints, which are used for tracing user interaction with the VE, and Virtual Markers, which are ‘special’ marks (usually coupled with information) that can be created upon user request. In a VE, the ViPs concept is instantiated and supported through a software mechanism (the ViPs mechanism) that allows users to create, manage and interact with their personal ViPs, as well as other users’ ViPs.The paper presents the background and related work upon which the suggested concept builds, as well as the distinctive properties that differentiate ViPs from other related efforts. An account of how users can interact with ViPs is provided and related issues and challenges are discussed along with techniques and methods for addressing them. The paper also describes the process followed towards defining and experimenting with the concept of ViPs by means of iterative design and evaluation of an interactive prototype. This process involved exploratory studies, as well as several inspections and formal tests with both experts and potential end-users, in order to assess the usefulness of the concept and identify possible shortcomings, and also to evaluate and improve the usability of the proposed designs and software prototypes. In general, the findings of the studies reinforce the initial hypothesis that ViPs are an intuitive and powerful concept, and show that the related software is easy to learn and use. Overall, the results of the studies support strong evidence that an appropriately designed and implemented, fully functional ViPs mechanism can significantly increase the usability of VEs.  相似文献   

18.
Virtual environments (VEs) have been shown to be beneficial in physical rehabilitation, increasing motivation and the range of exercises that can be safely performed. However, little is known about how disabilities may impact a user's responses to a VE, which could affect rehabilitation motivation. Thus, the primary objective of this research is to understand how VEs affect users with mobility impairments (MI). Specifically, we investigate the influence of full body avatars that have canes. To begin investigating this, we designed a VE that included a range of multimodal feedback to induce a strong sense of presence and was novel to the participants. Using this VE, we conducted a study with two different populations: eight persons with MI and eight healthy persons as a control. The healthy participants were of similar demographics (e.g., age, weight, height, and previous VE experience) to the participants with MI who walked with a cane (i.e., on the basis of strict selection criteria to maintain homogeneity). This is one of the first studies to investigate how a VE can affect the gait of the users with MI, physiological response, presence, behavior, and the influence of avatars. Results of the study suggest generalizable guidelines for the design of VEs for users with MI. Copyright © 2014 John Wiley & Sons, Ltd.  相似文献   

19.
The paper presents a new process-centered environment called “concurrent software process language” (CSPL). CSPL takes a unique and innovative approach to integrate the object-oriented Ada95-like syntax (for its modeling power) with Unix shell semantics (for its enactment capability) in a software process language. The paper depicts the following new CSPL features: (1) object orientation, (2) multirole and multiuser, and (3) unified object modeling. Language constructs specially designed for software process such as work assignment statement, communication-related statements, role unit, tool unit, relation unit and so on, are, respectively, described. The related work of this diversified field is also surveyed in some depth. The CSPL environment prototype has been built. A CSPL process program for the IEEE Software Process Modeling Example Problem has been developed and enacted to demonstrate the capabilities of this environment  相似文献   

20.
The purpose of this study was to determine how latency in a head-mounted display (HMD) affects human performance. Virtual environments (VEs) are used frequently for training. However, VEs can cause simulator sickness. Prior work in our laboratory has examined the role of varying latency in simulator sickness. However, the effect of varying latency on task performance has not been examined. Subjects participated in a repeated measures study where they were exposed to two different latency conditions in an HMD: constant (70 ms) and varying (70–270 ms). During each HMD exposure, subjects used a laser pointer to repeatedly “shoot” at laser targets while accuracy and time-to-hit were recorded. Subjects scored fewer hits and took longer to hit targets in the varying latency condition. These findings indicate that individuals exposed to varying latency perform worse than individuals exposed to a lower constant latency.  相似文献   

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