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1.
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   

2.
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   

3.
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   

4.
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   

5.
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   

6.
在虚拟人执行维修动作的过程中,参数化动作描述起到了虚拟人动作和自 然语言维修指令之间的桥梁作用,是为了规范虚拟人执行维修任务动作。论文在参数化动作 描述和智能虚拟维修训练环境的基础上,构建了维修任务分解模型和动作库;以参数化动作 描述为基础,提出了用于3D 虚拟人维修动作仿真的虚拟维修实时执行层次结构。最后,通 过某型起落架维修任务对参数化动作和仿真架构可行性进行验证,结果表明,基于参数化动 作描述描述的动作库可以很方便的进行维修过程仿真。  相似文献   

7.
在维修仿真中,虚拟维修人员的手部操作起着重要的作用,对维修活动中手部动作的实时、连贯生成问题进行研究。首先提出了一种内含解剖结构的虚拟手模型,然后在分析总结各类虚拟人运动控制算法的基础上,提出一种优先级阻尼IK方法,通过加入阻尼系数来克服传统IK算法无法处理奇异性、多目标冲突性的难题,并利用雅可比矩阵的正交投影来处理多目标约束条件下的手部动作生成,实现IK算法的进一步扩展。最后对虚拟手的指向、握和捏动作进行实际验证,证明所提方法的有效性和健壮性。  相似文献   

8.
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  
孙培  苏群星  刘鹏远 《计算机仿真》2009,26(6):277-280,303
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   

9.
提出了一种基于维修任务分解的虚拟人动作模型设计方法,将虚拟维修任务分解为三个过程,建立了三个相应的维修动作层次化模型,阐述了维修动作的分类与设计,并将维修动作模型应用到了虚拟维修过程中.实验结果表明,基于维修任务分解的虚拟人动作模型可以有效地将虚拟人技术应用到虚拟维修中,大大提高了虚拟维修的逼真性.  相似文献   

10.
虚拟维修训练中基于知识的操作响应机制研究与实现   总被引:8,自引:0,他引:8  
论述了虚拟维修训练系统的意义,实现虚拟操作的方式和方法,并将人工智能技术和虚拟维修训练系统相结合,采用产生式规则表达知识,对虚拟维修训练系统的系统结构、知识库组织形式、规则形式都进行了详细论述,并在此基础上开发了虚拟维修环境中基于知识的开放式操作响应机制。  相似文献   

11.
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   

12.
虚拟培训中的虚实联动技术   总被引:1,自引:0,他引:1  
针对传统培训方式的不足,提出了虚实联动的培训方式.通过构建虚拟设备,硬件可编程逻辑控制器(PLC)、PC、虚拟设备三者之间的通信,实现虚拟设备和实体设备之间的联系,并且通过现场控制系统采集实体设备运行数据,将实体设备运行和故障等信息在虚拟设备中实时表现出来,拓展了虚拟培训的新思路.以喷印机虚拟联动系统为例论述了虚拟联动技术的必要性和可行性.  相似文献   

13.
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   

14.
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   

15.
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   

16.
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   

17.
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   

18.
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   

19.
20.
网上博览会虚拟要素实时生成技术   总被引:2,自引:1,他引:1  
在互联网上建立虚拟展馆,能够突破时间和空间的限制,满足世界各地更多的参观人群对参观展会的需求.针对虚拟展馆和现实展馆息息相关的问题,提出了"虚实融合"、"场网联动"的网上博览会设计与构建方法.重点研究了与现实相关联的虚拟展馆中关键要素包括人物和虚拟场景的实时生成技术,符合X3D标准,数据量小,易于网上发布,有效增强了网上博览会的生动性,同时将为现场参观人群提供有效的导览和服务信息.  相似文献   

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