首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 0 毫秒
1.
It is common knowledge that attention is important for learning. We need to utilize attention in order to learn something efficiently and effectively. Similarly, we may also need to acquire familiarity with (i.e., learn) our surroundings in order to utilize our attention. In this study, learning is defined as a product of one’s exposure to natural visual stimuli. Using a virtual model of a natural scene, we investigate both attention and its relationship to learning, according to this definition. Specifically, our focus is the effect of environment familiarity on gaze direction. Our findings reveal that the factor of familiarity with one’s surroundings in virtual reality environments exerts a significant influence on peoples’ ability to detect a variety of specific changes that occur within scenes under their observation.  相似文献   

2.
    
The emergence of new visualization technologies such as Virtual Reality (VR) and Augmented Reality (AR) had been widely implemented in the Architecture, Engineering, and Construction (AEC) industry. Although cumulative evidence pointed out a positive impact of these visualization technologies on construction task performance, there is still an obvious disagreement on the benefits or implications of these new visualization technologies, due to the lack of understanding of the mechanisms in which the visualization affects cognitive processes related to information processing. To obtain more evidence, this paper presents a human-subject experiment (n = 90) to investigate the impact of information format on the performance of an industrial pipeline maintenance task. The investigation centers around how different engineering information formats affect the attention patterns as a potential explanation for the changes in performance. A between-group experiment design was used where the participants were randomly assigned to one of the three groups (2D group, 3D group, and VR group) depending on what type of information was given to review the pipe operation instruction. After the review session, the participants were asked to perform the operation task in the virtual environment based on their memory. The results showed that the 3D and VR groups outperformed the 2D group in task performance. The analysis of eye-tracking data further indicated that the information format significantly changed the gaze scanning pattern when participants were reviewing the operational instructions. We also found that the task performance was correlated with eye-tracking features including gaze movement and pupil dilation. Our findings provided more evidence about the mechanisms in which new visualization technologies affect the attention patterns, helped resolve the current disagreement within the literature. In addition, a prediction model was proposed to use eye-tracking features to predict construction task performance.  相似文献   

3.
    
Shutdown maintenance, i.e., turning off a facility for a short period for renewal or replacement operations is a highly stressful task. With the limited time and complex operation procedures, human stress is a leading risk. Especially shutdown maintenance workers often need to go through excessive and stressful on-site trainings to digest complex operation information in limited time. The challenge is that workers’ stress status and task performance are hard to predict, as most trainings are only assessed after the shutdown maintenance operation is finished. A proactive assessment or intervention is needed to evaluate workers’ stress status and task performance during the training to enable early warning and interventions. This study proposes a neurophysiological approach to assess workers’ stress status and task performance under different virtual training scenarios. A Virtual Reality (VR) system integrated with the eye-tracking function was developed to simulate the power plant shutdown maintenance operations of replacing a heat exchanger in both normal and stressful scenarios. Meanwhile, a portable neuroimaging device – Functional Near-Infrared Spectroscopy (fNIRS) was also utilized to collect user’s brain activities by measuring hemodynamic responses associated with neuron behavior. A human–subject experiment (n = 16) was conducted to evaluate participants’ neural activity patterns and physiological metrics (gaze movement) related to their stress status and final task performance. Each participant was required to review the operational instructions for a pipe maintenance task for a short period and then perform the task based on their memory in both normal and stressful scenarios. Our experiment results indicated that stressful training had a strong impact on participants’ neural connectivity patterns and final performance, suggesting the use of stressors during training to be an important and useful control factors. We further found significant correlations between gaze movement patterns in review phase and final task performance, and between the neural features and final task performance. In summary, we proposed a variety of supervised machine learning classification models that use the fNIRS data in the review session to estimate individual’s task performance. The classification models were validated with the k-fold (k = 10) cross-validation method. The Random Forest classification model achieved the best average classification accuracy (80.38%) in classifying participants’ task performance compared to other classification models. The contribution of our study is to help establish the knowledge and methodological basis for an early warning and estimating system of the final task performance based on the neurophysiological measures during the training for industrial operations. These findings are expected to provide more evidence about an early performance warning and prediction system based on a hybrid neurophysiological measure method, inspiring the design of a cognition-driven personalized training system for industrial workers.  相似文献   

4.
研究利用WebGIS的空间可视化和空间分析的方法以及虚拟现实的相关技术开发网上房产信息展示系统.给出系统架构和主要功能,重点对系统的邻近分析、专题地图和虚拟房屋等关键技术的原理、方法和应用过程进行的阐述.系统基于房产实时数据,运用最新的WebGIS和VR的相关技术,在网上对房产信息进行基于矢量地图和虚拟场景的展示,为房产商提供了一个集成先进技术、统一管理、科学决策、节省成本的产品展示平台.最后对系统的特点和应用进行了总结.  相似文献   

5.
    
This study examined the effects of personalization in banner advertising on visual attention to the advertisement. A 2 (ad type: personalized vs. non-personalized) × 2 (task cognitive demand: high vs. low) eye-tracking experiment (N = 93) was conducted to examine how personally salient information attracts consumers' attention, and how it interacts with different levels of cognitive load for given tasks. Consistent with previous literature, participants paid relatively longer and more attention to the personalized compared to non-personalized advertisements. However, task cognitive demand was shown to moderate the effects of personalization on attention, such that the personalized advertisement was much more effective in attracting consumers' attention than the non-personalized advertisement when people were engaged in a highly cognitively demanding task. No significant interactions between personalization and cognitive demand of task were found on perceived goal impediment and attitude toward the advertisement. Implications and suggestions for future research are provided.  相似文献   

6.
The present research aimed to examine how social comparison and individual differences in creativity might influence creative performance and attention paid to ideas generated by a partner during an electronic brainstorming session. After completing a creativity scale, forty-one psychology undergraduates generated ideas by computer with a remote partner/confederate presented as a student in either Arts (upward comparison) or Sciences (downward comparison) and who was instructed to give a list of pretested ideas. During the idea-generation task, the eye movements of each participant were tracked to measure the attention they paid to the ideas of their partner. As predicted, results showed that the quality (but not the quantity) of ideas was greater in upward than downward comparison, but only for high creative participants. Similar patterns were found for attention allocated to the partner’s ideas. We discuss the role of motivational and attentional processes for electronic brainstorming research.  相似文献   

7.
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   

8.
基于VRML的远程教育虚拟实验室的研究   总被引:6,自引:0,他引:6  
该文分析了VRML与同类技术相比的一些特点,并详细讨论了用VRML实现—虚拟实验室的关键方法。指出了简单的交互可用传感器节点,通过事件和路由来实现,复杂的交互可用Script节点,通过引入JAVA程序来实现。  相似文献   

9.
    
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   

10.
基于OpenGVS的虚拟仪表实现   总被引:6,自引:0,他引:6  
王韬  郭玲  史迎春  周献中 《计算机仿真》2006,23(3):257-258,311
虚拟现实技术作为一门新兴的、具有广阔应用前景的计算机技术,正以飞快的速度发展。虚拟仪表是模拟飞行器或汽车的虚拟场景中必不可少的元素,为虚拟场景提供了良好的人机交互界面。该文首先简单介绍了OpenGVS及其特点,OpenGVS生成的典型场景中应该包含的资源,分析了虚拟仪表和OpenGVS中物体资源的特点,在此基础上提出了一种基于OpenGVS生成虚拟仪表的技巧及方法。这种方法简单实用,具有较好的灵活性和通用性。  相似文献   

11.
介绍了虚拟现实的概念,着重阐述了传感器技术在虚拟现实中的应用及要求,并指出目前传感器存在的问题和今后研究发展的方向.  相似文献   

12.
基于DirectSound的3D虚拟声音技术应用研究   总被引:4,自引:0,他引:4  
杨鹏  姚旺生 《计算机仿真》2006,23(5):207-210
虚拟现实技术是计算机技术发展的一个重要方向,如何在微机上实现虚拟现实系统也是一个研究热点,同时三维虚拟声音技术能产生强烈的沉浸感。介绍了三维虚拟声音的特性、传播模型,分析了多普勒频移的原理和效应模型。介绍了DirectX接口中的重要组件DirectSound,讨论了在微机上使用DirectSound接口的优缺点,针对此接口的不足,提出了解决方案,介绍了多普勒效应产生频移的修正公式。最后,给出了一个在微机上实现的基于OpenGL和DirectSound接口的虚拟场景的实例,产生了逼真的三维声音效果。  相似文献   

13.
基于VRML的城市住宅小区交互式仿真系统   总被引:1,自引:0,他引:1  
采用Imagine Virtual GIS和VRML三维可视化技术,构建基于VRML的城市住宅小区交互式仿真系统。不仅对住宅小区周边环境和安居房内部进行仿真与虚拟展示,使用户能进行交互武的三维可视化分析,还能让用户参与安居房里个性化的家具摆设和定制,真正实现人机个性化的交互。  相似文献   

14.
This paper introduces the concept of virtual reality telecommunication(VRT)in a broad sense,and presents the structure and reference model of VRT.At last,a realization method of VRT is discussed.  相似文献   

15.
In spatial cognition studies several cognitive factors were analysed in order to identify the aspect that could constitute the basis for the capacity of organising spatial knowledge into survey maps.  相似文献   

16.
Navigation within a closed environment requires analysis of a variety of acoustic cues, a task that is well developed in many visually impaired individuals, and for which sighted individuals rely almost entirely on visual information. For blind people, the act of creating cognitive maps for spaces, such as home or office buildings, can be a long process, for which the individual may repeat various paths numerous times. While this action is typically performed by the individual on-site, it is of some interest to investigate at which point this task can be performed off-site, at the individual's discretion. In short, is it possible for an individual to learn an architectural environment without being physically present? If so, such a system could prove beneficial for navigation preparation in new and unknown environments. The main goal of the present research can therefore be summarized as investigating the possibilities of assisting blind individuals in learning a spatial environment configuration through the listening of audio events and their interactions with these events within a virtual reality experience. A comparison of two types of learning through auditory exploration has been performed: in situ real displacement and active navigation in a virtual architecture. The virtual navigation rendered only acoustic information. Results for two groups of five participants showed that interactive exploration of virtual acoustic room simulations can provide sufficient information for the construction of coherent spatial mental maps, although some variations were found between the two environments tested in the experiments. Furthermore, the mental representation of the virtually navigated environments preserved topological and metric properties, as was found through actual navigation.  相似文献   

17.
一种基于三角形面片模型的二维纹理贴图方法   总被引:2,自引:0,他引:2  
对三维几何模型进行纹理贴图,是三维建模软件开发的一项重要内容。本文给出了一种基于三角面片模型的二维纹理贴图算法,该算法允许用户选择模型的贴图范围,自动生成模型的纹理坐标。试验表明,算法是可行的。  相似文献   

18.
本文主要就虚拟现实技术应用的城市轨道交通视景仿真系统进行了探讨和可行性研究。提出了基于开源系统软件平台下设计实现城市轨道交通视景仿真系统的设计方法和技术手段,利用3dMax设计视景模型,OpenGL编写程序生成城市轨道交通视景系统,实验结果表明,应用以上方法生成的列车虚拟运行场景系统具有较好视觉效果。  相似文献   

19.
This paper proposes tangible interfaces and interactions for authoring 3D virtual and immersive scenes easily and intuitively in tangible augmented reality (AR) environment. It provides tangible interfaces for manipulating virtual objects in a natural and intuitive manner and supports adaptive and accurate vision-based tracking in AR environments. In particular, RFID is used to directly integrate physical objects with virtual objects and to systematically support the tangible query of the relation between physical objects and virtual ones, which can provide more intuitive tangibility and a new way of virtual object manipulation. Moreover, the proposed approach offers an easy and intuitive switching mechanism between tangible environment and virtual environment. This paper also proposes a context-adaptive marker tracking method which can remove an inconsistent problem while embedding virtual objects into physical ones in tangible AR environments. The context-adaptive tracking method not only adjusts the locations of invisible markers by interpolating the locations of existing reference markers and those of previous ones, but also removes a jumping effect of movable virtual objects when their references are changed from one marker to another. Several case studies for generating tangible virtual scenes and comparison with previous work are given to show the effectiveness and novelty of the proposed approach.  相似文献   

20.
牛龙平 《计算机工程》2006,32(20):284-285
虚拟数字机是仿真实计算机的一种系统软件,该文介绍了虚拟数字机系统的设计思想、框架结构和关键技术,给出了基于虚拟数字机应用的实例,通过实验验证了该方法的有效性。  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号