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 15 毫秒
1.
This study compared the nauseogenicity of two different strategies for exploring virtual environments whilst wearing an immersive head-mounted display. In the first, the head was kept still and movement was achieved solely by manipulating a hand-control. In the second, the subject was free (and encouraged) to move his or her head when exploring the virtual world. Fourteen subjects completed both of the 20 min trials, three further subjects withdrew from the study after one trial. Subjects reported increases in adverse symptoms when using each strategy and, for the group as a whole, nausea increased steadily during each immersion period. However, significantly larger changes were reported when the head moved than when it was still, as predicted from sensory conflict theory.  相似文献   

2.
E-commerce is a fundamental method of doing business, such that for a firm to say it is trading at all in the modern market-place it must have some element of on-line presence. Coupled with this is the explosion of the “population” of Massively Multiplayer On-line Role Playing Games and other shared virtual environments. Many suggest this will lead to a further dimension of commerce: virtual commerce. We discuss here the issues, current roadblocks and present state of an e-commerce transaction carried out completely within a virtual environment; a virtual transaction. Although technically such transactions are in a sense trivial, they raise many other issues in complex ways thus making V-transactions a highly interesting cross-disciplinary issue. We also discuss the social, ethical and regulatory implications for the virtual communities in these environments of such v-transactions, how their implementation affects the nature and management of a virtual environment, and how they represent a fundamental merging of the real and virtual worlds for the purpose of commerce. We highlight the minimal set of features a v-transaction capable virtual environment requires and suggest a model of how in the medium term they could be carried out via a methodology we call click-through, and that the developers of such environments will need to take on the multi-modal behavior of their users, as well as elements of the economic and political sciences in order to fully realize the commercial potential of the v-transaction.  相似文献   

3.
In this virtual environment, customized scientific visualization tools offer specialists new ways to work cooperatively, which opens the door to more comprehensive analysis and, perhaps, reduced costs. Implementing the Responsive Workbench required close attention to several important elements: its components, a typical setup, the user interface, feedback speed and real-time rendering  相似文献   

4.
A distributed virtual walkthrough environment allows users connected to the geometry server to walk through a specific place of interest, without having to travel physically. This place of interest may be a virtual museum, virtual library or virtual university. There are two basic approaches to distribute the virtual environment from the geometry server to the clients, complete replication and on-demand transmission. Although the on-demand transmission approach saves waiting time and optimizes network usage, many technical issues need to be addressed in order for the system to be interactive. CyberWalk is a web-based distributed virtual walkthrough system developed based on the on-demand transmission approach. It achieves the necessary performance with a multiresolution caching mechanism. First, it reduces the model transmission and rendering times by employing a progressive multiresolution modeling technique. Second, it reduces the Internet response time by providing a caching and prefetching mechanism. Third, it allows a client to continue to operate, at least partially, when the Internet is disconnected. The caching mechanism of CyberWalk tries to maintain at least a minimum resolution of the object models in order to provide at least a coarse view of the objects to the viewer. All these features allow CyberWalk to provide sufficient interactivity to the user for virtual walkthrough over the Internet environment. In this paper, we demonstrate the design and implementation of CyberWalk. We investigate the effectiveness of the multiresolution caching mechanism of CyberWalk in supporting virtual walkthrough applications in the Internet environment through numerous experiments, both on the simulation system and on the prototype system.  相似文献   

5.
Seedhouse  Erik 《Virtual Reality》2022,26(3):1145-1153
Virtual Reality - Virtual Reality (VR) is becoming an increasingly effective and powerful medium for learning, especially when applied to environments such as the International Space Station (ISS)...  相似文献   

6.
To examine the effect of stereo vision on performance, presence and oculomotor disturbances within a virtual environment (VE), two groups of 23 participants (good stereo acuity/low stereo acuity) were evaluated. Groups were matched in terms of gender, age and VE design factors (the latter were accounted for to ensure a similar VE experience between groups). Participants were immersed in a VE maze for up to 1h during which time they interacted with the environment while performing a number of stationary and movement-based tasks. Individuals with low stereo acuity traveled further to complete two tasks in the VE, yet performance time on these tasks was comparable to participants with good stereo acuity. Although participants with impaired stereo vision likely did not fully benefit from a stereoscopic view of the scene, they may have received sufficient depth information from movement-based cues to efficiently accomplish these tasks in a comparable amount of time. Overall performance, based on both the number of tasks completed and the total translational distance moved (based on input device movement) within the VE was not hindered for those with low stereo acuity. In addition, the expected increase in oculomotor disturbances for this group was not evident in this study, and both groups reported comparable amounts of presence from VE exposure. These results suggest that when head tracking is included as part of the VE experience (i.e., motion parallax cues exist), participants with low stereo acuity can be expected to perform comparable to normal sighted individuals, experience a comparable sense of presence, and report no increase in adverse effects when viewing scenes via stereoscopic displays. Thus, motion parallax cues may adequately provide a sense of depth within a VE, and alleviate theorized performance decrements for individuals with low stereo acuity. The results of this study have implications for those designing entertainment simulations or other such applications open to the general public, where people with low stereo acuity may routinely participate.  相似文献   

7.
Virtual environments (VEs) provide an inexpensive way of conducting ecologically valid psychological research. The present study used a VE to demonstrate conditioned suppression, a behavioral model of anxiety, in a first-person perspective video game. During operant training, participants learned to shoot crates to find gold bars and thus score points in the game. Next, during Pavlovian conditioning, a colored light (i.e., conditioned stimulus: CS+) was followed by a white noise unconditioned stimulus (US) while a different colored light (CS−) was not paired with the US. Probe trials in a final testing phase were then used to assess suppression. We found significant suppression of accurate responding (shots hitting the designated targets) during the presence of the CS+ relative to the CS−, both in terms of total hits and hits as a proportion of total shots. Importantly, this effect emerged despite the overall level of operant responding being undiminished during the CS+. Our findings are consistent with related studies examining human behavior in real environments, and demonstrate the potential of VEs in combination with a modestly aversive CS to allow a detailed behavioral profile of anxiety to emerge.  相似文献   

8.
image-based control or visual servoing approach. It consists of positioning a camera according to the information perceived in the image. This is thus a very intuitive approach of animation. To be able to react automatically to modifications of the environment, we also considered the introduction of constraints into the control. This approach is thus adapted to highly reactive contexts (virtual reality, video games). Numerous examples dealing with classic problems in animation are considered within this framework and presented in this paper. Published online: 19 July 2001  相似文献   

9.
The purpose of this experiment is to investigate the fine motor performance of young and older adults on a reach to grasp task in a desktop virtual environment with increasing precision requirements. Aging brings about potential loss of an individual's function due to disease, injury, or the degenerative nature of aging itself. Three-dimensional virtual environments have been identified as systems with good potential to ameliorate such problems in older individuals, and precise fine motor skills represent an important class of functional skills. Two groups of participants (Young, n=10, mean age 21.3 years, range 20–24, senior, n=10, mean age 70.7 years, range 60–85) performed a reach to grasp in a desktop virtual environment with simple, low contrast graphics. Results indicate that visual feedback of the hand for sensory guidance of movement did not improve motor performance for either group, and that as precision requirements of the task increased, age group differences in movement time and peak grasp aperture also increased. These findings extend the literature on age group differences in human motor control across the lifespan and differ from previous studies which showed presence of visual feedback of the hand improved motor performance in young adults. Differences in luminance contrast levels in past studies and the current one suggest that control over this feature of the visual scene is an important design consideration for all end-users and warrants additional investigation. Additional recommendations for age-specific design of three dimensional user interfaces include usage of tangibles that are sufficient in size to limit detrimental effects for older adults.  相似文献   

10.
A memory allocation scheme for list structures (ral system) is proposed, which allows random access and search for the elements of the structure. A comparative study of classical list systems and ral systems is given, for the basic operations of search, insertion, deletion and sorting of the structure elements. It is shown that, in general, ral systems exhibit lower order expected time complexities for such operations, possibly at the expense of a reasonable increase in memory occupation. Allocation and processing of linear ordered lists and trees are discussed in particular.  相似文献   

11.
The ourSpaces Virtual Research Environment makes use of Semantic Web technologies to create a platform to support multi-disciplinary research groups. This paper introduces the main semantic components of the system: a framework to capture the provenance of the research process, a collection of services to create and visualise metadata and a policy reasoning service. We also describe different approaches to authoring and accessing metadata within the VRE. Using evidence gathered from data provided by the users of the system we discuss the lessons learnt from deployment with three case study groups.  相似文献   

12.
It is generally understood that virtual reality simulations have a high computational cost. Hence, they rarely can reduce completely all the incoherence within the cross-modal sensory outputs provided. The main research approaches to date have consisted in technically reducing possible mismatches, however minimal research has been conducted so as to analyse their influence on human capabilities. Thus, the objective of this study is to provide further insights to the designers of virtual reality about the negative influence of simulation lags and interesting design implications. To clearly show this, we have investigated the importance of coherent sensory feedback by incorporating time delays and spatial misalignments in the feedback provided by the simulation as a response to participant′s actions to mimic computationally expensive environments. We have also evaluated these misalignments considering two typical interaction setups. In particular, the sensory mismatches influence has been assessed in human factors, such as the sense of presence, task performance and delay perception. Our experimental results indicate that the closer the interaction conditions are to real configurations the higher the sensory requirements are regarding accuracy. The implications of this study offer the designer guidelines to prioritise the reduction of those mismatches in the sensory cues provided depending on the simulations goals.  相似文献   

13.
14.
The objective of this project, called the Experimentalist's Virtual Acquisition Console (EVAC), was to demonstrate a prototype system for using virtual environments that would allow a researcher access the hardware in a remote experimental laboratory over high-speed networks, in order to control remote instrumentation. We wanted to give the researcher tools that would not only allow for complete control of the imaging system but also provide the potential for collaboration with researchers at distant sites. We targeted three imaging instruments, all located at the Beckman Institute for Advanced and Technology: a magnetic resonance imaging system, a transmission electron microscope and a scanning tunneling microscope. Our goal was not to control all three instruments simultaneously but rather to demonstrate that our unified virtual environment interface could be adapted to these widely different imaging devices. In building this demonstration, we faced many problems commonly encountered in developing a remote interface to a new instrument. These included the lack of any standard interface to the devices, the necessity of dealing with proprietary software, and the problem of developing a distributed model so that the instruments could be controlled over the network. The EVAC project has illustrated the potential of a virtual laboratory over a high-speed network  相似文献   

15.
In the development of a robot, the validation of that robot with the use of real machinery takes a considerable amount of time and money. In particular, it is difficult to validate a robot’s behavior in an unsafe place. The developers also have to pay attention to virtual debugging. Using a program validated in VR space makes the verification of a real machine’s behavior more efficient. In this research, we make a virtual robot walk on a road autonomously by using a program where the virtual robot tracks a line in a virtual environment.  相似文献   

16.
A collaborative virtual sculpting system supports a team of geographically separated designers/engineers connected by networks to participate in designing three-dimensional (3D) virtual engineering tools or sculptures. It encourages international collaboration at a minimal cost. However, in order for the system to be useful, two factors need to be addressed: intuitiveness and real-time interaction. Although a lot of effort has been put into developing virtual sculpting environments, only limited work addresses collaborative virtual sculpting. This is because in order to support real-time collaborative virtual sculpting, many challenging issues need to be addressed. We propose a collaborative virtual sculpting framework, called VSculpt. Through adapting some techniques we developed earlier and integrating them with some techniques developed here, the proposed framework provides a real-time intuitive environment for collaborative design. In particular, it addresses issues on efficient rendering and transmission of deformable objects, intuitive object deformation using the CyberGlove and concurrent object deformation by multiple clients. We demonstrate and evaluate the performance of the proposed framework through a number of experiments.  相似文献   

17.
This paper presents a constraint-based methodology for intuitive and precise solid modelling in a virtual reality (VR) environment. A hierarchically structured and constraint-based data model is developed to support solid modelling in the VR environment. A constraint reasoning engine is also developed to automatically deduce allowable motions for precise constraint-based 3D manipulations. A prototype system of product modelling has been successfully developed, and experimental results demonstrate the advantage of precise solid modelling through constraint-based manipulation in virtual environments.  相似文献   

18.
Analyzing engineering simulations in a virtual environment   总被引:6,自引:0,他引:6  
We present new results of ongoing research in developing a virtual environment for car-body engineering applications. Creating VRML scenes lets us use the Internet as a communication platform  相似文献   

19.
We define a virtual environment as a set of surroundings that appear to a user through computer-generated sensory stimuli. The level of immersion-or sense of being in another world-that a user experiences within a VE relates to how much stimuli the computer delivers to the user. Thus, one can classify VEs along a virtuality continuum, which ranges from the real world to an entirely computer-generated environment. We present a technology that allows seamless transitions between levels of immersion in VEs. Milgram and Kishino (1994) first proposed the concept of a virtuality continuum in the context of visual displays. The concept of a virtuality continuum extends to multimodal VEs, which combine multiple sensory stimuli, including 3D sound and haptic capability, leading to a multidimensional virtuality continuum. Emerging applications will benefit from multiple levels of immersion, requiring innovative multimodal technologies and the ability to traverse the multidimensional virtuality continuum.  相似文献   

20.
The sensory-motor skills of persons with neuromuscular disabilities have been shown to be enhanced by intensive and repetitive therapeutic interventions. This paper describes a form of low immersion virtual reality and a prototype, open source system that allow a user with significant physical disability to actively interact with computer-generated objects whose behaviors promote a game-like interaction. Unlike fully immersive and haptic virtual reality, this approach frees the user from head-mounted displays and gloves. It extracts the user’s real-time silhouette from the output of a remote video camera and uses that two-dimensional outline to interact with graphical objects on screen. In contrast to video games that have been modified with specialized interfaces, this virtual interaction system promotes the repetitive use of goal directed movements of the arms and body, which are essential to promote cortical reorganization, as well as discourage unwanted changes in muscle tissue that result in contracture. A prototype system demonstrates the potential of low immersion technology to motivate users and encourage participation in therapy. It also offers the potential of accommodating the sensory-motor skills of individuals with very significant impairment. The behaviors of the computer-generated graphics can be altered to allow use by those with very limited range of motion and/or motor control. These behaviors can be adjusted to provide a continuing challenge as the user’s skills improve. This prototype is described in terms of functional capabilities that include a silhouette extraction from a video image, and generation of graphical objects that interact with the silhouette. The work is extended with a discussion of a more sophisticated region of interest detection algorithm that can select specific parts of the body.  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