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1.
李利军  管涛  王乘  段利亚 《计算机工程与设计》2006,27(19):3604-3605,3608
增强现实是虚拟现实技术的重要分支,已经被成功的应用到众多领域.探讨了增强现实应用于虚拟城市规划的可行性,并给出了一种新颖的基于增强现实技术的城市规划方法.它可以满足城市规划对虚实交互、人机交互的要求,充分体现出增强现实技术在城市规划应用中的优势.介绍了系统结构与工作流程,着重分析了所采用的基于标识的虚实注册方法,并给出了运行结果.  相似文献   

2.
利用计算机进行交通虚拟现实是当今研究交通问题的一种重要手段。交通虚拟现实技术是在经验研究和数学方法的基础上,利用现代系统工程和计算机虚拟现实技术成果发展起来的新的交通研究方法。由于虚拟现实技术可有效地体现交通系统中交通运行的复杂过程,可按试验要求实现交通状况的再现,大大降低了现场调查的工作量,现己成为分析各种交通流、检验各种拟定交通设施、交通控制方案的有力工具。  相似文献   

3.
This paper describes how a group of practitioners and researchers are working across disciplines at Nottingham Trent University in the area of Technical Textiles. It introduces strands of ongoing enquiry centred around the development and application of stretch sensors on the body, focusing on how textile and fashion knowledge are being reflexively revealed in the collaborative development of seamful wearable concepts, and on the tensions between design philosophies as revealed by definitions of purpose. We discuss the current research direction of the Aeolia project, which seeks to exploit the literal gaps found in pattern cutting for fitted stretch garments towards experiential forms and potential interactions. Normative goals of fitness for purpose and seamlessness are interrogated and the potential for more integrated design processes, which may at first appear ‘upside down’, is discussed.  相似文献   

4.
Scientific experiments significantly enhance the understanding of human-building interactions in building and engineering research. Recently, conducting virtual reality (VR) experiments has gained acceptance and popularity as an approach to studying human-building interactions. However, little attention has been given to the standardization of the experimentations. Proper standardization can promote the reusability, replicability, and repeatability of VR experiments and accelerate the maturity of this emerging experimentation method. Responding to such needs, the authors proposed a virtual human-building interaction experimentation ontology (VHBIEO). It is an ontology at the domain level, extending the ontology of scientific experiments (EXPO) to standardize virtual human-building interaction experimentation. It was developed based on state-of-the-art ontology development approaches. Competency questions (CQs) were used to derive requirements and regulate the development. Semantic Web technologies were applied to make VHBIEO machine-readable, accessible, and processable. VHBIEO incorporates an application view (APV) to support the inclusion of unique information for particular applications. The authors performed taxonomy evaluations to assess the consistency, completeness, and redundancy, affirming no occurrence of errors in its structure. Application evaluations were applied for investigating its ability to standardize and support generating of machine-readable, accessible, and processable information. Application evaluations also verified the capability of APV to support the inclusion of unique information.  相似文献   

5.
虚拟实验应用日益广泛,而支持虚拟实验的相关技术成为了研究热点。分析了虚拟化学实验及其在未来虚拟现实技术上的发展趋势,综述了U-nity3D技术、增强现实技术和Kinect体感交互技术的理论基础以及在虚拟化学实验中的应用与发展,以虚拟技术融合的方法为导向,仿真化学实验的实时环境,使虚拟实验简单化、直观化。展望了虚实融合技术在虚拟实验领域的应用前景。虚实融合技术有利于推动虚拟化学实验朝智能化发展,是虚拟实验改革的一个新起点。  相似文献   

6.
为了提高教练的指导效率和丰富羽毛球教学与训练的方法,基于虚拟现实技术和KINECT,开发了一套羽毛球辅助训练系统。该系统利用虚拟现实技术,通过3DS MAX工具进行训练场地的虚拟化建模,搭配Cry Engine引擎技术渲染训练场地场景。KINECT被用来识别这些动作以及使用者的位置变化,并将识别结果通过蓝牙模块传输至VR眼镜内,使VR眼镜内的虚拟环境做出图像、声音等相应的改变,以实现虚拟环境下的人机互动。测试表明,本系统能够准确地实现训练场景的虚拟化,对使用者的各个动作的识别率较高,提高了训练者的学习效率。  相似文献   

7.
解剖图谱在医学教育中一直占据非常重要的地位,然而传统图谱空间信息不足,现有电子图谱图像失真且交互性差。运用虚拟现实技术开发交互性强的三维人体解剖学图谱,首先利用CT设备扫描的真实人体断层数据进行三维重建,获得结构完整的人体局部解剖三维模型;然后基于解剖学知识区分不同结构并利用3DSMAX建立骨骼、血管等独立模型并设置贴图,再导入Virtools中,配以文字、图片等多媒体材料,设置丰富的人机交互手段;最后打包生成可在Windows下直接使用的三维图谱软件。将支持游戏开发的三维引擎用于人体解剖图谱的制作中,强调其交互的丰富性,同时具有真实感强、开发周期短等优点,图谱软件有利于课堂施教和学生自学。  相似文献   

8.
Most object-oriented graphics systems (OOGS) either support general purpose graphics capabilities (drawing editors, ray tracing, etc.), or have targeted specific areas of computer graphics, for example, interface building, animation, and visualisation. However, the key concept in CAD/CAM graphics systems is that of presentations—pictures that convey information about products or parts of products. CAD/CAM graphics systems that create and manipulate presentations have specific graphical requirements that have not been addressed by existing OOGS. These requirements include the support of CAD/CAM concepts such as drawings, views and view-specific graphics, and layers, and the ability to allow external geometric modelers to be linked into the presentation. We describe an object-oriented presentation architecture that allows the application to describe the structure of the CAD/CAM presentation. This architecture provides a unified interface to drawings, views, layers and entities, and allows linkage to models created with an external geometric modeler, while isolating applications from details of the underlying traditional graphics rendering systems. It is our hope that this architecture provide the foundation for the architecture of next generation OOGS. We also present an implementation of this architecture and compare it to other OOGS.  相似文献   

9.
10.
This paper investigates the applicability of wireless communication systems for use in command and control environments. Human positional data is transmitted over a wireless network. This data is then used to update a highly accurately modelled real-time 3D environment of the surroundings, with avatars positioned at the transmitted points. The data is displayed on a stereoscopic 3D screen enabling novel automatic tracking of human movement and allowing for more rapid and informed tactical decision making. The system has applicability in a variety of C4I environments, including the military and emergency services.  相似文献   

11.
This paper presents a multimodal interactive system for non-visual (auditory-haptic) exploration of virtual maps. The system is able to display haptically the height profile of a map, through a tactile mouse. Moreover, spatial auditory information is provided in the form of virtual anchor sounds located in specific points of the map, and delivered through headphones using customized Head-Related Transfer Functions (HRTFs). The validity of the proposed approach is investigated through two experiments on non-visual exploration of virtual maps. The first experiment has a preliminary nature and is aimed at assessing the effectiveness and the complementarity of auditory and haptic information in a goal reaching task. The second experiment investigates the potential of the system in providing subjects with spatial knowledge: specifically in helping with the construction of a cognitive map depicting simple geometrical objects. Results from both experiments show that the proposed concept, design, and implementation allow to effectively exploit the complementary natures of the “proximal” haptic modality and the “distal” auditory modality. Implications for orientation & mobility (O&M) protocols for visually impaired subjects are discussed.  相似文献   

12.
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   

13.
Immersive virtual reality (VR) that utilizes head-mounted displays (HMD) is one of the key emerging technologies of the 21st century and has drawn keen attention from consumers, practitioners, and scholars in various disciplines. Nevertheless, the information systems (IS) discipline has neglected immersive VR, given that only a handful of studies have been published in mainstream IS journals. However, the recent advancements in immersive VR technology provide new opportunities for organizations and IS researchers. In light of these points, we reviewed the immersive VR literature to provide a holistic view of opportunities and challenges for organizations and future research directions for the IS field. By examining the technical capabilities of immersive VR and the previous literature, we identified five affordances: embodiment, interactivity, navigability, sense-ability, and create-ability. Our review of the 151 studies from the IS and related fields synthesized how these affordances were utilized in various research domains. Guided by the affordance-actualization theory, we also identified the strategic opportunities and challenges that come with implementing VR. The actualization of immersive VR affordances in organizations is indeed a fruitful area for IS scholars as there are various venues to move the IS field as well as the VR research in the organizational context forward.  相似文献   

14.
This paper provides an online virtual 7home decoration system, which integrates web interaction technique into virtual home decoration. The main functions of this system include house design, house decoration, and data management. For the house design, an automatic joint method of the walls is proposed, in order to design various house. For the house decoration, we introduce the wall decoration principle corresponding to the algorithm of discretization on the walls, which contains doors or windows, and triangularization on the irregular floors. To variety of different textures and collage regulations, we provide a new texture collage mapping method. Technology of rendering to texture is used to generate a small geometry texture, which will be mapped into a large target object on the basis of the texture's structural properties. As a result, the whole texture continuity is also maintained. In data management aspect, we embed a browser into this system so that users can conveniently obtain decoration models on the basis of web interaction. After these models have been downloaded, they can be shown in virtual scene according to guide information. In addition, some quotation lists can be generated automatically. Experimental results show that an authentic house can be easily presented in our system. Copyright © 2013 John Wiley & Sons, Ltd.  相似文献   

15.
Nowadays, patients' safety is the top priority for medical services around the world. However, it is believed that many of the adverse events in hospitals are preventable. Type and screen (T&S) procedures require intense practical training by each medical practitioner in each hospital. This study applied an interactive Virtual Reality (VR) technology to supplement the traditional approach to facilitate procedural training. The VR system made use of the Unity3D for application development. To investigate the reliability and validity of the conceptual medical training model, a survey was conducted to measure the content, motivation and enhanced readiness of practitioners. The partial least squares (PLS) modelling was carried out to investigate the correlation between each pair of measured variables. The study results indicated that the learning model has good reliability for each measurement factor and validates the survey study. The PLS modelling also indicated a significant correlation between each pair of measured variables. The project developed a VR training program for training in T&S procedures. The study provides important implications on the development of a practical VR training program for medical practitioners, as well as valuable insights for the development of similar VR training programs in the future.  相似文献   

16.
This study aimed to examine the effect of repeated exposures to indoor environments on people’s indoor wayfinding performance, both under normal condition and during fire emergency which could induce significant mental stress. Indoor wayfinding experiments were conducted in an immersive virtual museum developed using virtual reality technologies. Participants of the experiments were divided into three groups, who participated in one, two and three trials, respectively. Those who participated in more than one trial were given an interval of two weeks between two consecutive trials. Each trial of the experiment included a treasure hunting task and an egress task. Participants were presented with a virtual fire emergency during the egress task of their last trial. Data of wayfinding performance measures of the participants, as well as their physiological and emotional responses, sense of direction, wayfinding anxiety and simulator sickness were collected and analyzed. The results revealed significant positive impact of repeated exposure on participants’ wayfinding performance, which resulted in a decrease in the time needed to complete the treasure hunting task. The results also revealed significant negative impact of mental stressed caused by the fire emergency on participants’ wayfinding performance, which led to increased travel time and distance during egress. Such negative impact of stress, however, could be noticeably diminished by the repeated exposures, showing significant interaction effect between these two factors.  相似文献   

17.
The aim of this study is to identify the effects of force feedback haptic applications developed in virtual reality environments (VREs), which is an important field of study in computer science and engineering, on gifted students’ attitudes towards chemistry education in learning process. A 3D 6 DOF (Degree of Freedom) haptik device (Phantom Omni?) has been used to develop the algorithm in this study. It can be used to transmit force and motion using a haptic device. Visual C++ was choosen as the software development environment. OpenGL? and Haptic Device Application Programming Interface have been used for rendering graphics. At the 3D image creation state Wrap 1200?, which is a kind of head-mounted display, has been chosen. The sample of this study consists of 52 students identified as gifted and are attending 6th and 7th grades at the Istanbul Science &; Art Center in Istanbul. The experimental group studied chemical bonds using an application developed by using a force feedback haptic device in VRE and the control group studied it by traditional teaching methods. The study reveals that there is a relation between using force feedback haptic applications which are developed in VREs and gifted students’ attitudes towards educational programs.  相似文献   

18.
Virtual holography is a disruptive technology that can inspire innovations in variety of fields through blending the physical world with sensory-rich virtual world. The technology enables users to naturally and intuitively manipulate objects and navigate in 3D space. The zSpace virtual holography platform is described. The platform provides a 3D display and head-tracking technology that transforms PCs into virtual-holographic computing facility using a stereoscopic user interface with an interactive stylus. The major components of the platform and its potential benefits, along with some of the current applications are briefly described.The use of the zSpace platform to explore and manipulate a number of space system models is outlined. The models considered include Titan Saturn system, a joint NASA/ESA mission; Mars Science Lab concept; James Webb Telescope; and a Lunar Lander concept. In each of the applications considered, the platform is enhanced by using multimodal interactions, and providing support for multiuser collaboration. The multimodal interactions, which enable more engaging, enhanced accessibility, are achieved by fusing information from a set of stylus input, 3D gestures, and neural input. Simultaneous and collaborative multiuser interactions are described, which support both local and distributed teams, using variety of displays.Emerging and future enhancements of the zSpace platform are outlined, along with novel future applications.  相似文献   

19.
In this paper we suggest the use of knowledge based configuration in connection with CAD systems to enhance the ability of reusing models of CAD components and to automate solution processes especially of variational design problems. Configuration systems can support design engineers in choosing components and in checking consistency. We have investigated how configuration mechanisms can be applied to the design of engineering products and introduce our heuristic relevant knowledge first (RKF). This heuristic solves many of the problems which occur with configuration in engineering domains which continuously change, e.g. as a consequence of innovation. We conclude with the presentation of experiments performed with RKF.  相似文献   

20.
This paper presents some of the results obtained in the VRIMOR project (virtual reality for inspection, maintenance, operation and repair of nuclear power plants). The general aim was to integrate environmental scanning technologies with human modelling and radiological dose estimation tools, and to deliver an intuitive and cost-effective system for use by operators involved with interventions in radiologically controlled areas. The usability of the resulting products was one of the main success criteria. This paper describes the general approach and design mechanisms used in the HeSPI (HeSPI stands for the Spanish for Herramienta para la Simulación y Planificación de Intervenciones, or tool for the simulation and planning of interventions) tool that has been developed by one of the teams. The tool provides the designer of an intervention with a humanoid 3D model, or mannequin, that can be loaded into the desired environment and will be used by the designer as if he was manipulating a puppet, making it move around the environment and perform different kinds of actions, adopting varied postures, interacting with the objects in the environment and manipulating tools and equipment. A combination of a graphical user interface (GUI) and a voice recognition system, together with the selected design mechanisms, has proven to offer good enough interaction possibilities for this kind of desktop virtual environment.  相似文献   

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