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1.
刘杰  刘箴  黄鹏 《计算机工程》2013,(12):277-279,284
虚拟人在电子交易中具有重要的应用价值,但现有交易模型对情绪因素考虑不足。为此,建立一种面向交易过程的虚拟人情绪模型,该模型综合虚拟人的情绪和个性。引入概率函数表述交易过程中的信息不确定性,构建情绪公式。仿真实验结果表明,该情绪交易模型能够反映现实中交易的规律,较好地模拟实际交易过程。  相似文献   

2.
文超  袁承武 《数字社区&智能家居》2009,5(4):2734-2735,2745
利用3DS Max建模软件和中视典数字科技有限公司自主开发的VR-Platform虚拟现实平台软件的结合,探讨了大型桥梁虚拟漫游系统的设计,介绍了虚拟现实的应用和发展前景,讨论了三维场景构建与交互漫游实现过程中所使用的技术,展现了虚拟现实技术在大型桥梁设计中的强大功能.证明了这种方案是切实可行的。  相似文献   

3.
利用3DSMax建模软件和中视典数字科技有限公司自主开发的VR-Platform虚拟现实平台软件的结合,探讨了大型桥梁虚拟漫游系统的设计,介绍了虚拟现实的应用和发展前景,讨论了三维场景构建与交互漫游实现过程中所使用的技术,展现了虚拟现实技术在大型桥梁设计中的强大功能,证明了这种方案是切实可行的。  相似文献   

4.
虚拟手技术是虚拟现实技术中的一种交互方式,是指通过手势识别技术将人的真实手映射到虚拟环境中并与虚拟物体进行交互操作的人机交互方式。主要应用于虚拟训练、虚拟手术和虚拟装配等领域。对虚拟手交互的约束类对象进行了研究,提出了基于运动学的约束类物体操作方法,解决了阀门类有约束物体交互中虚拟手姿态不真实、操作不可控的问题。设计实验验证了基于运动学的方法能以符合实际操作的效果完成虚拟现实系统中的操作任务,可以应用到虚拟训练、虚拟装配等仿真平台。  相似文献   

5.
基于Markov决策过程的交互虚拟人情感计算模型   总被引:1,自引:0,他引:1  
情感在生物体的交流和适应性方面起到了关键作用。同样,交互虚拟人也需要有恰如其分的表达情感的能力。由于具有情感交互能力的虚拟人在虚拟现实、电子教育、娱乐等领域均有着广阔的应用前景,当前,在虚拟人中加入情感成分的研究受到了越来越多的重视。本文提出了一个人工心理的情感计算模型,模型用马尔可夫过程来描述情感的变化过程,并且使用马尔可夫决策过程建立了情感、个性与环境之间的联系,并且我们把该模型应用到了一个交互虚拟人系统中。研究结果表明,模型能够构建具有不同性格特征的虚拟人,使之产生较为自然的情感反应。  相似文献   

6.

Autism spectrum disorder (ASD), which since 2013 is considered as an umbrella term for several disorders such as autistic syndrome, Asperger’s disorder and pervasive developmental disorder, is characterized, among other aspects, by deficits in social-emotion reciprocity. This deficit manifests itself as a reduced sharing of emotions and an increased difficulty in interpreting emotions other people are feeling, which in the end leads to more impairments in social communication. Since it is possible to help a person with ASD (especially children) to improve their ability to understand and detect emotions, we have developed a proposal which integrates emotion recognition technologies, often used in the field of HCI, to try to overcome this difficulty. In this paper, we present a novel software application developed as a serious game to teach children with autism spectrum disorder (ASD) to identify and express emotions. The system incorporates cutting-edge technology to support novel interaction mechanisms based on tangible user interfaces (TUIs) and emotion recognition from facial expressions. In this way, children interact with the system in a natural way by simply grasping objects with their hands and using their faces. The system has been assessed on the premises of an association with children with ASD. The outcomes of the evaluation are very positive and support the validity of the proposal.

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7.
将虚拟现实技术与系统仿真技术相结合,建立了炼油企业虚拟现实过程模拟仿真平台,分析了仿真平台的结构设计与实现原理。介绍了一种基于虚拟现实的炼油企业过程模拟仿真算法,详细说明了该算法在虚拟现实仿真平台上的应用过程,包括重点装置动态模拟、罐区油品调合仿真、进出厂模拟等。虚拟现实仿真平台通过生产过程与数据的可视化呈现与人机交互以及现场应用,可以为炼油企业流程模拟仿真培训与生产过程三维可视化监控提供有效的支持。  相似文献   

8.
The ability to recognize facial emotions is target behaviour when treating people with social impairment. When assessing this ability, the most widely used facial stimuli are photographs. Although their use has been shown to be valid, photographs are unable to capture the dynamic aspects of human expressions. This limitation can be overcome by creating virtual agents with feasible expressed emotions. The main objective of the present study was to create a new set of dynamic virtual faces with high realism that could be integrated into a virtual reality (VR) cyberintervention to train people with schizophrenia in the full repertoire of social skills. A set of highly realistic virtual faces was created based on the Facial Action Coding System. Facial movement animation was also included so as to mimic the dynamism of human facial expressions. Consecutive healthy participants (n = 98) completed a facial emotion recognition task using both natural faces (photographs) and virtual agents expressing five basic emotions plus a neutral one. Repeated-measures ANOVA revealed no significant difference in participants’ accuracy of recognition between the two presentation conditions. However, anger was better recognized in the VR images, and disgust was better recognized in photographs. Age, the participant’s gender and reaction times were also explored. Implications of the use of virtual agents with realistic human expressions in cyberinterventions are discussed.  相似文献   

9.
虚拟现实技术搭建高职教育工学结合的新桥梁   总被引:2,自引:0,他引:2  
虚拟现实技术被越来越多的行业所应用,也引起了教育界专家的广泛关注。虚拟现实技术的发展必将给教学领域中情境化的教学带来革命性的进步。本文重点论述,在高等职业教育中虚拟现实技术所发挥的重要作用,它能够搭建一个崭新的平台,把学校与行业与企业与国际大环境与市场紧密的连接在一起。为学生真正搭建起一个大行业,大环境,全球化,多企业参与共享的真实的虚拟平台。  相似文献   

10.
Pedram  Shiva  Kennedy  Grace  Sanzone  Sal 《Virtual Reality》2023,27(3):2255-2280
Virtual Reality - The latest technological advancements in the domain of virtual reality (VR) have created new opportunities to use VR as a training platform for medical students and practitioners...  相似文献   

11.
火箭炮虚拟漫游系统的设计与实现   总被引:1,自引:0,他引:1       下载免费PDF全文
针对火箭炮兵器结构教学存在的实际困难,提出运用虚拟现实技术开发一套火箭炮虚拟漫游系统。系统采用B/S结构,运用3DSMAX和VRML联合建模的方法创建虚拟场景,并对其优化,通过加入摄像机视点和悬浮菜单实现对场景的导航,运用ASP+Access2000搭建网络平台,构建一个生动直观、丰富多彩的虚拟现实的漫游学习系统。  相似文献   

12.

It has long been reported that children with autism spectrum disorder (ASD) exhibit attention difficulties while learning. They tend to focus on irrelevant information and can easily be distracted. As a result, they are often confined to a one-to-one teaching environment, with fewer distractions and social interactions than would be present in a mainstream educational setting. In recent years, inclusive mainstream schools have been growing in popularity due to government policies on equality rights. Therefore, it is crucial to investigate attentional patterns of children with ASD in mainstream schools. This study aims to explore the attentional behaviors of children with ASD in a virtual reality simulated classroom. We analyzed four eye-gaze behaviors and performance scores of 45 children: children with ASD (ASD n = 20) and typically developing children (TD n = 25) when performing attention tasks. The gaze behaviors included time to first fixate (TTFF), first fixation duration (FFD), average fixation duration (AFD) and the sum of fixation count (SFC) on fourteen areas of interest (AOIs) in the classroom. Our results showed that children with ASD exhibit similar gaze behaviors to TD children, but with significantly lower performance scores and SFC on the target AOI. These findings showed that classroom settings can influence attentional patterns and the academic performance of children with ASD. Further studies are needed on different modalities for supporting the attention of children with ASD in a mainstream setting.

  相似文献   

13.
Cha  Ho-Seung  Chang  Won-Du  Im  Chang-Hwan 《Virtual Reality》2022,26(3):1047-1057
Virtual Reality - Speech recognition technology is a promising hands-free interfacing modality for virtual reality (VR) applications. However, it has several drawbacks, such as limited usability in...  相似文献   

14.
《虚拟现实项目实训》是让学生认知虚拟仿真现实并能制作三维虚拟仿真场景及交互动画的课程,本学期成为我校重点改革的课程之一。改革后,课程内容的编排、课程的前后衔接十分合理;同时,让学生参与到校内仿真中心在研项目、让学生积极组建校内虚拟仿真社团、让学生走出学校进入企业社会实践等举措,快速提升学生的专业技能与专业竞争能力。  相似文献   

15.
虚拟拉伸实验的设计和实现   总被引:1,自引:0,他引:1  
利用虚拟现实技术开发了虚拟拉伸实验,阐述了该虚拟实验的功能特点、结构模式以及设计原理,分析了其实现流程及方法,包括三维场景建模、虚拟场景动态生成以及交互式虚拟场景的开发。提出了利用可视化编程语言VB开发一个实现复杂交互动作功能的平台,该平台提供了友好界面,使用户能够直观地组成虚拟三维实验场景,利用键盘或鼠标来控制三维试验机在虚拟场景中运动,并根据用户的指令实现从静态界面对虚拟场景的调用及虚拟场景中试验仪器、工具及其事件的交互,从而控制虚拟模型的动作进行实验。  相似文献   

16.
虚拟现实技术是一门综合性技术,涉及计算机图形学、多媒体技术、人机交互和人工智能等多个领域,在教育、医疗、娱乐、军事等众多领域有非常广泛的应用。所有这些技术和应用最终都要靠计算机软件来实现,这就使得虚拟现实系统的软件变得十分庞大和复杂,涉及许多多媒体数据。传统软件开发方法和程序设计技术侧重于处理文本数据,显然不能满足开发虚拟现实软件的需要。试图以所在团队研发成功的PAR方法和PAR平台为基础,根据虚拟现实软件系统的特征,探寻虚拟现实软件系统开发的新方法,进一步扩充和完善PAR平台中已有多媒体处理技术、形式化建模技术和C#等高级语言程序自动生成系统。  相似文献   

17.
The Distributed Interactive Virtual Environment (DIVE) is an experimental software platform for the development of multi-user virtual reality applications. DIVE uses active replication and reliable multicast protocols to distribute data between participants. The distribution model enables a large number of users and applications to participate and interact in the same virtual environment. The DIVE platform offers a wide range of interaction support and user-related abstractions to ease the task of application and user interface construction.  相似文献   

18.
Virtual reality applications with virtual humans, such as virtual reality exposure therapy, health coaches and negotiation simulators, are developed for different contexts and usually for users from different countries. The emphasis on a virtual human’s emotional expression depends on the application; some virtual reality applications need an emotional expression of the virtual human during the speaking phase, some during the listening phase and some during both speaking and listening phases. Although studies have investigated how humans perceive a virtual human’s emotion during each phase separately, few studies carried out a parallel comparison between the two phases. This study aims to fill this gap, and on top of that, includes an investigation of the cultural interpretation of the virtual human’s emotion, especially with respect to the emotion’s valence. The experiment was conducted with both Chinese and non-Chinese participants. These participants were asked to rate the valence of seven different emotional expressions (ranging from negative to neutral to positive during speaking and listening) of a Chinese virtual lady. The results showed that there was a high correlation in valence rating between both groups of participants, which indicated that the valence of the emotional expressions was as easily recognized by people from a different cultural background as the virtual human. In addition, participants tended to perceive the virtual human’s expressed valence as more intense in the speaking phase than in the listening phase. The additional vocal emotional expression in the speaking phase is put forward as a likely cause for this phenomenon.  相似文献   

19.
As technology advances, robots and virtual agents will be introduced into the home and healthcare settings to assist individuals, both young and old, with everyday living tasks. Understanding how users recognize an agent׳s social cues is therefore imperative, especially in social interactions. Facial expression, in particular, is one of the most common non-verbal cues used to display and communicate emotion in on-screen agents (Cassell et al., 2000). Age is important to consider because age-related differences in emotion recognition of human facial expression have been supported (Ruffman et al., 2008), with older adults showing a deficit for recognition of negative facial expressions. Previous work has shown that younger adults can effectively recognize facial emotions displayed by agents (Bartneck and Reichenbach, 2005, Courgeon et al., 2009, Courgeon et al., 2011, Breazeal, 2003); however, little research has compared in-depth younger and older adults’ ability to label a virtual agent׳s facial emotions, an import consideration because social agents will be required to interact with users of varying ages. If such age-related differences exist for recognition of virtual agent facial expressions, we aim to understand if those age-related differences are influenced by the intensity of the emotion, dynamic formation of emotion (i.e., a neutral expression developing into an expression of emotion through motion), or the type of virtual character differing by human-likeness. Study 1 investigated the relationship between age-related differences, the implication of dynamic formation of emotion, and the role of emotion intensity in emotion recognition of the facial expressions of a virtual agent (iCat). Study 2 examined age-related differences in recognition expressed by three types of virtual characters differing by human-likeness (non-humanoid iCat, synthetic human, and human). Study 2 also investigated the role of configural and featural processing as a possible explanation for age-related differences in emotion recognition. First, our findings show age-related differences in the recognition of emotions expressed by a virtual agent, with older adults showing lower recognition for the emotions of anger, disgust, fear, happiness, sadness, and neutral. These age-related difference might be explained by older adults having difficulty discriminating similarity in configural arrangement of facial features for certain emotions; for example, older adults often mislabeled the similar emotions of fear as surprise. Second, our results did not provide evidence for the dynamic formation improving emotion recognition; but, in general, the intensity of the emotion improved recognition. Lastly, we learned that emotion recognition, for older and younger adults, differed by character type, from best to worst: human, synthetic human, and then iCat. Our findings provide guidance for design, as well as the development of a framework of age-related differences in emotion recognition.  相似文献   

20.
李敏杰  张堃 《现代计算机》2011,(5):82-84,87
虚拟现实技术是计算机应用技术发展的主要研究方向之一,它综合利用数字图像处理与模式识别、计算机图形学、计算机视觉、人机接口技术、传感器技术、并行处理技术、人工智能等多项技术,创造出一个逼真的虚拟世界。基于建筑视觉模拟的可行性,虚拟现实技术在建筑行业有广泛的应用前景。  相似文献   

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