共查询到20条相似文献,搜索用时 203 毫秒
1.
虚拟现实在数字校园中的应用 总被引:13,自引:2,他引:13
虚拟现实技术是当今计算机科学的一个研究热点,将虚拟现实技术引入“数字校园”的研究中,为校园的规划和设计提供了一种全新的手段。该文介绍了虚拟现实技术在“数字校园”建设中的应用,并结合实际开发经验,就三维建模、视景漫游、视觉仿真等有关技术进行了讨论。 相似文献
2.
虚拟现实建模技术在数字化发射场中的应用 总被引:3,自引:0,他引:3
建立数字化发射场是卫星发射信息化和应急保障的基础。本文结合某卫星发射场实时性和交互性视景仿真实现的特点,采用基于三维几何模型的建模及动态显示技术的虚拟场景创建方法,讨论了虚拟漫游系统中建模流程、方法,以及关键技术的实现,分析了通用的三维场景建模的技术路线和流程,给出了地物、天空和实体模型构建的实际解决方案、方法,讨论了基于MultiGen Creator的模型格式转换、纹理贴图、模型简化、LOD技术、DOF技术等建模关键技术。采用MultiGen Creator和Vega软件平台,开发出了一个桌面型的虚拟发射场仿真系统,实现了发射场的数字化和卫星发射的实时仿真。 相似文献
3.
4.
数据挖掘技术是指一种通过某种方法与策略从一切实际应用数据中将某些人们事先未掌握的、潜在但确实存在一定利用价值的信息与知识最大成度地提取出来并对其进行加工的技术;数字化校园则是在以互联网为依托的情况下,充分利用一切可以利用到的信息化策略及相关设备,继而从包括教学环境、教学资源以及教学活动等方面实现校园整体性的数字信息化管理。文章主要阐述了数据挖掘技术在数字化校园中的应用相关情况。 相似文献
5.
虚拟现实技术由多种现代化科技技术融合而成,在我国各大领域均被广泛应用,其中文化遗产的数字化复原是虚拟现实技术的重点应用和研究方向.古建筑的数字化复原对于保护文化遗产以及历史研究方面有重大的意义.虚拟文化遗产的主要载体是虚拟现实技术,该技术可以将待还原事物还原,让其重现并对其进行保护和保存.利用先进的技术来保护人类文化遗产是当前世界范围内广泛关注的话题,本文以此为引,对虚拟现实技术在古建筑数字化复原中的研究和应用进行探讨. 相似文献
6.
网络信息技术的变革在校园建设中的应用已成为普遍的趋势,虚拟化技术作为网络信息行业中的新型技术在现阶段被各行各业所采用,因此虚拟化技术在数字化校园建设中的应用有着其必然性和迫切性.其根本原因是数字化校园建设中对服务器硬件需求的量化特点造成校园建设的成本增长,这种成本的增长不仅体现在采购服务器的价格昂贵,同时在维护服务器方面的支出也给校园建设预算管理带来了较大的挑战.虚拟化技术优化的成本结构能够在数字化校园建设中起到减少成本和增加储存空间的作用.这种良好的推广性及替代性为虚拟技术在数字化校园建设提供了前提和基础. 相似文献
7.
目前很多高校都在进行数字校园建设的探索,对其实现技术和体系结构都有很多的探讨,并有一些初步的实现.本文分析了目前的数字校园建设的现状,概括出数字校园未来的建设内容,总结和分析了GIS的发展现状和未来发展趋势,提出了建设基于WebGIS的数字校园这样一个比较新的课题.以此为基础,对建设基于WebGIS的数字校园的关键技术进行了较深入的讨论分析,论述了数字校园建设的指导思想、目标及总体设计原则. 相似文献
8.
数据挖掘技术在数字化校园中的应用 总被引:2,自引:0,他引:2
在讨论数据挖掘技术的基本概念及决策树方法的基础上,引出决策树算法在数字化校园中的应用,以高校学生等级的划分为例介绍了该算法的实施过程,并对结果进行了分析. 相似文献
9.
王岩 《数字社区&智能家居》2014,(18):4344-4346
在计算机及网络技术不断发展和教育教学改革不断深化的背景下,数字化校园成为现代校园建设的重要目标之一。该文对在数字化校园建设中云计算技术的应用进行分析,以期对促进数字化校园建设有所启示。 相似文献
10.
11.
提出了利用虚拟现实技术开发的"模拟法庭教学软件",建设<模拟法庭>虚拟实验室,以解决"模拟法庭"数量不足的问题,使每一个学生都参与到实践教学中去,教学效果良好. 相似文献
12.
Tohru Ifukube 《Artificial Life and Robotics》1998,2(4):145-150
This paper describes research into sensory substitutes for the disabled, and proposes one basic research approach to assistance
technology. It also reports on how the technology is related to virtual reality research. 相似文献
13.
高德勇 《自动化与仪器仪表》2011,(5):168-169,172
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
14.
文章以虚拟现实 ( VR)系统为核心 ,综合利用全数字摄影测量系统、地理信息系统 ( GIS)和网络技术等 ,研究快速建立虚拟城市的技术和方法。通过这个方法 ,将虚拟现实作为一个开放系统和一门实用技术 ,为城市信息化提供一种可交互操作、集成化和人机和谐的方法 相似文献
15.
Abstract In communicating information about geometric figures, one drawing may be worth many hundreds of words and, therefore, visualisation aids for complicated three-dimensional (3-D) solid objects are very helpful for both teacher and students. This paper describes the use of the Virtual Reality Modelling Language (VRML) to visualise 3-D objects for middle school geometry classes in a networked environment and shows its usefulness for both teacher and students. In class, the teachers use VRML objects retrieved from their server and students are allowed to explore these objects accessing the teachers' server via the world-wide web. A comparison of the test results from VRML-based geometry classes and traditional classes, that solely depend on verbal explanation with paper and pencil, show that the application of VRML-based 3-D objects has a positive affect on students' learning of geometric topics. 相似文献
16.
VRML虚拟现实技术在军事演习中的应用 总被引:1,自引:0,他引:1
主要探讨利用Java编程、VRML构造虚拟现实场景、三维建模技术以及网络技术相结合来构造虚拟军事演习场景。利用计算机的虚拟现实技术构造出合理的军事演习场景模拟出各种桥梁道路的被毁状况及时设计出有效的抢修方案,能有效地降低训练开支,提高训练效率。利用组节点、内联节点、时间传感器节点、碰撞传感器等节点、随机数的产生等技术点来实现导弹的随机飞行以及与桥梁的碰撞过程;利用3DSMAX强大的三维建模功能和照片建模软件Canoma来制作比较规则的三维模型,比较真实地再现了桥梁及周围建筑的原貌,保持了建筑物各部分的比例和现场环境气势。 相似文献
17.
B. R. Barricelli D. Gadia A. Rizzi D. L. R. Marini 《Behaviour & Information Technology》2016,35(11):879-896
ABSTRACTThe experience of immersive virtual reality (VR) can be considered as a communication process between human beings, mediated by computer systems, which uses visualisation and other sensory stimulation. In this paper, we analyse how VR characteristics can be explored using semiotic theory and, with methods of generative semiotics, we explore aspects of narrative and interaction in VR. We propose a semiotic analysis of VR communication focusing on syntax, semantics and pragmatics and considering also some principles of generative semiotics. The syntactic level is analysed as determined by the characteristics of the visual communication adopted. The semantic of VR is related to the functional model chosen to realise the virtual system. The pragmatic of VR is based on the human–computer interaction that changes the user's role. We explore how these aspects can be characterised in the context of VR communication design and what principles can be adopted for a VR application, and we present an analysis and a classification of the iconic signs that are being used in VR. Moreover, we present a framework that can be used to classify and describe different kinds of virtual reality systems and to better understand communication in VR, and we use it to classify eight popular systems for e-learning and collaboration. 相似文献
18.
Jae Yeol LeeAuthor Vitae Dong Woo SeoAuthor VitaeGue Won RheeAuthor Vitae 《Computers in Industry》2011,62(1):107-119
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
19.
The most important goal of virtual reality is to create a virtual world computers where users are allowed to view the environment and control the virtual objects interactively.Traditionally,virtual reality systems use 3D computer graphics to model and render a virtual environment in real time.However,this approach usually requires laborious modeling and expensive special-purpose rendering hardware.Image-based rendering is a new approach in composing a virtual environment in which a set of panoramic images is used to compose the virtual environment and walking in the space is accomplished by “hopping”to different panoramic points.This paper introduces an experimental image-based VR system.The techniques utilized in the system,in particular the authoring and interactive control tools of the system,are described in detail. 相似文献
20.
Assembly modelling is the process of capturing entities and activity information related to assembling and assembly. Currently, most CAD systems have been developed to ease the design of individual components, but are limited in their support for assembly designs and planning capability, which are crucial for reducing the cost and processing time in complex design, constraint analysis and assembly task planning. This paper presents a framework of a two-handed virtual assembly (VA) planner for assembly tasks, which coordinates two hands jointly for feature-based manipulation, assembly analysis and constraint-based task planning. Feature-based manipulation highlights the important assembling features (e.g. dynamic reference frames, moving arrow, mating features) to guide users for the ease of assembly and in an efficient and fluid manner. The users can freely navigate and move the mating pair along the collision-free path. The free motion of two-handed input in assembly is further restricted to the allowable motion guided by the constraints recognised on-line. The allowable motion in assembly is planned by the logic steps derived from the analysis of constraints and their translation in the progress of assembly. No preprocessing or predefined assembly sequence is necessary since the planning is produced in real-time upon the two-handed interactions. Mating features and constraints in databases are automatically updated after each assembly to simplify the planning process. The two-handed task planner has been developed and experimented for several assembly examples including a drill (12-parts) and a robot (17-parts). The system can be generally applied for the interactive task planning of assembly-type applications. 相似文献