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针对当前维护训练模拟器(MTD)不能很好地向受训者展示飞机维修过程中的具体维修动作的问题,构建一种自抓取的虚拟手与相应的交互行为,以提高机务培训质量。通过分析维修的基本动作要素,定义与构建基于蒙皮骨骼的虚拟手动作库;在场景漫游阶段,实时获取视角位置来驱动虚拟手运动,减轻场景漫游下的虚拟手控制负荷;在具体维修操作阶段,利用所提的交互行为算法,将虚拟手的位置自调节与骨骼动画osgCal相结合,通过调取动作库中的相应动作,完成具体的维修任务。实验结果表明,所提出的方法能较好地展现具体的维修操作,对于虚拟维修训练具有良好可用性。 相似文献
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机务培训是提高机务从业人员知识水平和维修技能的重要手段,是保证飞机维修质量的基础.虚拟现实技术(VR)应用于飞机机务培训,能使受训者通过虚拟仿真得到操作真实设备的训练效果,与传统机务培训相比,训练效果好.以机务培训为研究对象,首先分析了虚拟机务培训系统需求,然后阐述了系统开发总体方案、关键技术、实现方法.最终建立了虚拟机务培训系统,很好地解决了传统飞机机务培训中的不足. 相似文献
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为解决目前机务维修培训中存在的物理样机难以满足需求的问题,以实际机务维修工作中旋翼振动调整方法为参考,提出在虚拟维修训练系统的基础上实现受训人员对虚拟样机旋翼桨叶进行振动调整仿真操作,以期达到训练目的;根据非沉浸式虚拟维修训练系统的特点设计交互仿真操作逻辑,确定仿真操作步骤,分析座舱振动可视化表示方法,专用虚拟样机的构建方法以及虚拟仪器的实现方式和数据组织结构形式,并将该仿真实验以模块化形式添加到虚拟维修训练系统中,满足拆装条件下对虚拟样机的交互操作需求;最后以欧直松鼠直升机虚拟样机旋翼振动调整方法为例验证该操作仿真逻辑的可用性。 相似文献
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将人手的自然动作加入沉浸式虚拟现实系统中,可有效提高系统的沉浸感和交互性,简便快捷、成本低廉的虚拟手建模及操控技术,有助于此项内容的推广应用;在对虚拟手骨骼结构模型分析的基础上,提出了基于Leap Motion的虚拟手控制方法和流程;以维修训练为任务背景,设计了四种用于虚拟手操作的手势规则,并对实现流程和关键技术进行了分析;构建基于Unity3D引擎的原型系统对虚拟手进行仿真验证,结果表明,基于Leap Motion的虚拟手操控简单、交互自然,可以满足虚拟现实系统交互需要。 相似文献
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夏勇 《自动化与仪器仪表》2012,(4):200-202
阐述了维修训练的现状,并结合目前加油车在维修训练中存在的问题,提出将虚拟维修应用于加油车维修训练中。技术实现上,应用视景仿真软件Creator的层次化结构、纹理映射和LOD等技术,建立、管理和优化模型。在Vega中设计仿真程序,实现基于鼠标的虚拟维修训练操作。 相似文献
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虚拟维修仿真中手势识别的研究与应用 总被引:1,自引:0,他引:1
虚拟维修训练仿真要求良好的逼真性和沉浸感,对训练操作者的动作意图能高效地转化.将手势识别技术应用于虚拟维修仿真作为的获取可以有效满足这种要求.通过装备维修动作的建模研究分析定义了能够体现动作意图的必需手势;之后采用模糊神经网络技术实现对手势的识别并建立基于手势识别的虚拟手交互控制机制.还重点对神经网络的构建以及学习算法进行了介绍,并在现有适用度计算方法的基础上结合网络实际提出了适用度的平均求解法.最后将基于手势识别的虚拟手交互控制方法应用于具体维修训练仿真中并证明了方法的可行性和高效性. 相似文献
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Measuring virtual wealth in virtual worlds 总被引:2,自引:2,他引:0
This article presents pioneering research on measuring virtual wealth in an open virtual world for diagnosing the health of
virtual worlds. It proved the existence of an open virtual world by proving the existence of a free choice of virtual currencies
for virtual goods between distinct virtual worlds. By discussing the features of open virtual world in a circled networked
organization, the article devised a virtual wealth measuring scheme, called Gross Virtual Product (GVP), for any virtual world. Based on this scheme, it suggested an accountability matrix to account for a changing virtual world
regarding its total virtual wealth, profitability, user participation and happiness. To demonstrate the suitability of GVP scheme and accountability matrix, the article has conducted a case study on SecondLife.com, which showed the appropriateness
of the proposed scheme and matrix. The research made in this article is very important. The proposed measuring scheme and
matrix help virtual world participants perceive the possible risks of the participated virtual worlds in advance to make better
decisions on virtual business. 相似文献
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Marc Cavazza Jean-Luc Lugrin Simon Hartley Marc Le Renard Alok Nandi Jeffrey Jacobson Sean Crooks 《Computers & Graphics》2005,29(6):135-861
The development of virtual reality (VR) art installations is faced with considerable difficulties, especially when one wishes to explore complex notions related to user interaction. We describe the development of a VR platform, which supports the development of such installations, from an art+science perspective. The system is based on a CAVE™-like immersive display using a game engine to support visualisation and interaction, which has been adapted for stereoscopic visualisation and real-time tracking. In addition, some architectural elements of game engines, such as their reliance on event-based systems have been used to support the principled definition of alternative laws of Physics. We illustrate this research through the development of a fully implemented artistic brief that explores the notion of causality in a virtual environment. After describing the hardware architecture supporting immersive visualisation we show how causality can be redefined using artificial intelligence technologies inspired from action representation in planning and how this symbolic definition of behaviour can support new forms of user experience in VR. 相似文献
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针对目标驱动的追击问题,将视线升维为柱体的视线筒,提出了一种虚拟人环境感知的筒视线方法.根据虚拟人所处的环境和行进速度,以变频方式、周期性地向目标发射筒视线,根据该筒视线与环境中障碍物的各碰撞点的信息和预先设置的行动推理知识库,确定虚拟人的追逐行动;为不完全可知的、动态虚拟环境中的目标追击问题提供了一种新的解决方案.该方案抛开了基于传统视野范围的拟人方式,以通过性的感知为中心,形成虚拟世界的互动性感知标准,建立虚拟人自身的感知功能,取得了更加逼真的仿真效果.原型系统验证了该方法的可行性和有效性. 相似文献
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Wen-Yan Wu School of Computing Engineering & Technology Sta?ordshire University Sta?ord ST AD UK Zheng-Xu Zhao Virtual Reality Research Technology Center Southeast University Nanjing PRC 《国际自动化与计算杂志》2005,2(1):25-36
1 Introduction The scalability of virtual environments (VEs) that allow users to change and modify their contents and context depending on application requirements has been a de facto feature of virtual reality technology. Engineering uses such as virtual testing and exper- imenting applications demand VEs to be highly or fully reconfigurable. In reality, however, satisfactory reconfiguration of a virtual environment is yet to be achieved, due to the high accuracy of spatial data in- put and… 相似文献
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Nonimmersive virtual reality (VR), which places the user in a 3D environment that can be directly manipulated with a conventional graphics workstation using a monitor, a keyboard; and a mouse, is discussed. The scene is displayed with the same 3D depth cues used in immersive VR: perspective view, hidden-surface elimination, color, texture, lighting, shading and shadows. As in immersive VR, animation and simulation are interactively controlled in response to the user's direct manipulation. Much of the technology used to support immersive and nonimmersive VR is the same. They use the same 3D modeling and rendering and many of the same interaction techniques. The advantages and applications of nonimmersive VR systems are discussed. Immersive and nonimmersive VR systems are compared and hybrid possibilities are reviewed 相似文献
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Simon Scarle Sylvester Arnab Ian Dunwell Panagiotis Petridis Aristidis Protopsaltis Sara de Freitas 《Electronic Commerce Research》2012,12(3):379-407
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
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Virtual communities supported by computers and communication facilities have existed for about two decades. Virtual meetings around the world became technically feasible once there was a sufficient number of satellites to relay data communication, and became commonplace at companies that could afford computer-mediated communication (CMC). Today, technological advances, coupled with social changes, mean that virtual communities can be useful to many people. The goal of this session is to demonstrate how virtual communities can be established and kept going using inexpensive technical means. The meeting will be held during a scientific conference on worldwide distributed work, by presenters who have organized and run at least one virtual event. It will itself be a virtual event, with contributions from Philadelphia in the west to Hong Kong in the east and South Africa in the south. The physical auditorium will be present in Berchtesgaden, a small town in the south of Germany; virtual participants may be anywhere. 相似文献
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